SPACEFIGHTER - The Bullet Hell

SPACEFIGHTER - The Bullet Hell

Michał JARO Jarosiński · 2026 · Bullet Heaven, Bullet Hell, Space, Shooter, Auto Battler

PC
5 user reviews80% · 5
Best price
No offers
No active offers right now.

Screenshots

About SPACEFIGHTER - The Bullet Hell

Vampire Survivors meets bullet hell. One pilot, one ship, hundreds of enemies on screen — and by minute twelve the screen is chaos, but if you picked the right upgrades, the build is doing the work.

Build your run


Every run starts with a ship choice and an empty arsenal. As you level up, you pick from three weapon branches:
  • Ballistic — fast, precise, scales with crit and pierce
  • Explosive — area damage, knockback, chain detonations
  • Energy — beams, lock-on, energy regen synergies
Mix branches for cross-tree synergies, or specialize for runaway scaling. No "best build" — just builds that work this run.

Bosses with real mechanics


Forget bullet-sponges. Every boss has a kit: tells, weak points, phase transitions, and patterns you'll learn the hard way before you learn them the right way. Bosses appear mid-wave — not as discrete fights but as escalations of the swarm you're already in.

Three ships, two meta layers


Start with one ship; unlock two more as you play. Between runs, two persistent systems shape your next attempt:
  • Mothership hub — 6+ unlockable upgrades and new functions that change what you can do mid-run
  • Rescuable crew — randomly-spawning rescue capsules let you save crew members who stay with you between runs and give the only permanent ship perks in the game. Skip a rescue at your own peril.

Random rolls every run

  • Weapon and passive unlock order shifts per save — different builds available each playthrough
  • Random asteroid field layouts
  • Rescue capsule spawn locations
  • Elite enemy spawn chance — sometimes the elite that piles onto an already-tough enemy ends up harder than the boss

Built solo


SPACEFIGHTER is a one-developer project — first Steam release. Game design, balancing, level structure, audio direction and final integration are mine. Engine is Kotlin + LibGDX (custom JVM stack), with an original synthwave / electronic soundtrack. I used a modern AI-assisted workflow (Claude Code for codebase, AI tools for a portion of visual assets) to ship this solo — full disclosure in the AI Content section below.

At a glance

  • Top-down 2D bullet-heaven / survivors-like
  • ~8 hours to the final boss, then freeplay opens
  • Run length 5–20 min standard, 25–45 min endgame builds
  • Branching upgrade trees with deep synergies
  • Bosses with mechanics, not just HP
  • Two-layer meta-progression
  • Built solo, with transparency about tooling

Press kit: https://michal20000505-sudo.github.io/portfolio-site/gra-press.html
Contact: [email protected]

The game's interface and audio are in English only. Store page is translated for convenience.

What Steam players say

Recent verbatim reviews from Steam — separate from playze.io community reviews below.

Recommended Jun 16, 2026
Amazing.
1 found this helpful
Recommended Jul 20, 2026
I think this is a really good game actually. A little janky, but it is interesting enough to last.

Community reviews

0 reviews

Sign in to write a review.

No reviews yet. Be the first to review this game.

More like SPACEFIGHTER - The Bullet Hell