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- Store status
- Coming soon
- Scheduled release
- 30 October 2026
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- 0
- Release date
- 30 October 2026
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- TheRenegadeJester
PHOSPHOR is a retro cyberpunk roguelike platformer about fighting your way down through an infested industrial facility. Blast through hordes, kill giant bosses, and arm yourself from a pool of 450+ weapons and upgrades. Every descent is a brand-new world. Die, keep the cores you banked, unlock new operatives, and drop deeper.
You are a reclaimed husk sent down into the Underfab, a dead industrial deep lit only by the phosphor glow of failing machines. Each run takes you further than the last. Scavenge weapons off a facility that hasn't finished dying, learn which lights mean loot and which mean death, and put together a build that can survive one more biome. Bank what you earn. Then go again.
PHOSPHOR's descent isn't a solo affair. Bring a friend into a full two-player co-op campaign — one shared, seed-identical world where you vote on the path, trade guns off the floor, and pull each other back from a bleedout before it's too late (or spectate until a boss kill buys you back in). Twelve co-op-only support weapons turn a second player into a real role, not a second gun. When it's time to turn on each other, the versus terminal offers a full head-to-head suite: LAST LIGHT, a one-hit instagib in a shrinking arena; ARSENAL, a 12-gun ladder where the score is the gun; DUEL, a mirrored best-of-5 fought in a purpose-built symmetric arena; CROWN HOLD, where position beats aim; and THE GAUNTLET — the flagship — where both players race identical mirrored runs through the roguelike itself, sabotaging each other's worlds along the way, and whatever build you make it out with is the build you take into the final showdown behind the gates. Die to the machines and you lose; arrive first and the pressure clock starts on your opponent. Public matchmaking runs through Steam with a raise-a-flag system — no queue, no waiting room — and matchmade fights feed a ranked Elo ladder, so every crown you take counts.
Loot runs six rarities deep, and every weapon has its own trick: shots that pierce, chain, ricochet, charge up, steal health, execute weakened enemies, or hunt targets on their own.
Elemental reactions. Fire, toxin, shock, and ice are dangerous alone. Land a second element on a target already carrying one and it reacts: Thermal Shatter, Superconduct, Combustion, Corrosion.
Synergy sets. Complete a set and the way you play changes. Your attacks start igniting. Your crits execute the weakened. Your kills refresh your dash.
Keystones. Legendary finds that bend the rules for the rest of the run: every shot chains, every shot bounces, every elemental hit procs.
Operatives. Unlockable characters that play nothing alike, from a glass cannon to an armored brawler, a cyberspell caster, and a revenant that heals by hurting things. Each has its own kit and its own feel.
Win or die, you come back to the Foundry, the facility hub where your cores get spent. Permanently unlock new gear, tune your starting loadout, climb the forge perk tree, work through Contracts, and read the Archive as more of the story surfaces every run. Then pick how you go back down:
Descent — drop straight into a fresh run.
Custom run — pile extra hazards onto the run for bigger payouts.
Daily & weekly challenges — the same seed for everyone, and your own best on it to beat.
ENDLESS - Clear the Core and the descent doesn't stop — The facility loops for as long as you can keep up.
Every run is seeded . Enter the same seed twice and you get the identical world, loot and all — race a friend through it, or take another shot at the run that killed you. The way down covers 19 biomes, from the Transit Tunnels to the Core, with over a hundred enemy types and variants, 18 elite affixes, and 20 bosses that each fight differently. Between the fights you'll find:
Balancing and Scaling Update V2 Most of this update came out of one complaint, and it's one we agreed with. About halfway into a run, new guns stop mattering. You find something, you look at the card, you run the numbers in your head, and you put it back. Not because the gun is bad. It's because the one in your hands has eaten four wheel spins and six fusions, and the new one hasn't. We went and measured it, and it was worse than it felt. Against a legendary you'd invested in, three of the 153 guns in the pool were an upgrade. Two percent. The rest of the loot table may as well not have existed. So this update is mostly about fixing that, and then retuning everything that fixing it broke. Your tuning belongs to you, not to the gun This is the big one. Every upgrade that used to live on a weapon now lives on your operative. Forge wheel tempers, the damage and stats you pull out of fusi...
Read full update on Steam ↗Steam currently lists 30 Oct 2026 as the release date.
Balancing and Scaling Update V2 Most of this update came out of one complaint, and it's one we agreed with. About halfway into a run, new guns stop mattering. You find something, you look at the card, you run the numb…