Store data
- UK price
- £4.59
- US price
- $4.99
- Positive reviews
- 100%
- Total reviews
- 2
- Release date
- 10 September 2026
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7 player-data days recorded in this window.
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| Last 30 days | 2 | +1 | +100.0% | 0 | -30.2% |
| October 2026 | 1 | -1 | -50.0% | 0 | -47.0% |
| September 2026 | 2 | — | — | 0 | — |
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| United StatesUSD · US | USD | $4.99 | $4.99 | 0% | $4.99 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
I made Gunmetal Orbit because I love Brotato and other bullet-heaven roguelites. I kept the short runs, auto-firing guns and silly builds, then added mining, risky cargo and a space station that fights with you.
Your guns fire on their own. You fly, dodge, dash and crack asteroids for ore.
Ore is the risk. A fuller hold pays more but slows you down, and getting hit knocks ore loose.
Bank it or lose it. Fly it home to your station, or get greedy and stay out for one more load.
Up to six guns at once from 28 weapons: two in your hands and four on mechanical arms. Six SMGs is a real build.
Merge matching guns to rank them up, and the top rank lets you pick a wild upgrade.
143 items and 12 pilots, plus fire, ice and lightning effects that combine, until the run gets out of hand.
Every load of ore you bank charges your station. When it is full, everything you built on it fires at once: a laser strike, a shield, drones that grab loose ore.
Build up to four systems over a run and upgrade each one.
Four boss machines take turns. One fires mortars, one teleports, one eats the asteroids before you can mine them.
Beat one and pick an Artifact, like surviving a killing blow once per run.
Runs that fit your time: 10 to 30 waves as you raise the difficulty, a quick Mining Rush, Endless, and a Daily Contract with a Steam leaderboard.
Made for Steam Deck first: controller-first, designed for its 1280x800 screen, with full keyboard and mouse support.
| # | ||
|---|---|---|
| 01 | First Run | 58.8% |
| 02 | Kills 100 | 47.0% |
| 03 | Streak 25 | 47.0% |
| 04 | First Win | 41.1% |
| 05 | Protocol Win | 41.1% |
| 06 | Streak 50 | 35.2% |
| 07 | Credits 10k | 23.5% |
| 08 | Kills 1000 | 23.5% |
| 09 | Streak 100 | 23.5% |
| 10 | Training Complete | 23.5% |
| 11 | Wave 10 | 23.5% |
| 12 | Boss Siege Crawler | 17.6% |
| 13 | Hour In | 17.6% |
| 14 | Runs 10 | 17.6% |
| 15 | Boss Bulwark | 11.7% |
| 16 | Boss Storm Herald | 11.7% |
| 17 | Credits 100k | 11.7% |
| 18 | Hazard 2 | 11.7% |
| 19 | Wave 20 | 11.7% |
| 20 | Boss Hunter | 5.8% |
| 21 | Boss Ore Tyrant | 5.8% |
| 22 | Credits 1m | 5.8% |
| 23 | Hazard 3 | 5.8% |
| 24 | Hazard 5 | 5.8% |
| 25 | Kills 10000 | 5.8% |
| 26 | Runs 50 | 5.8% |
| 27 | Smugglers 5 | 5.8% |
| 28 | Wave 30 | 5.8% |
| 29 | Wins 10 | 5.8% |
| 30 | Full Roster | 0.0% |
| 31 | Matrix Column | 0.0% |
| 32 | Matrix Complete | 0.0% |
| 33 | Matrix Row | 0.0% |
| 34 | Ten Hours | 0.0% |
Quick hotfix: the Outfitter launch crash is fixed Hey everyone, quick one. I was playing the new update on my Deck this morning, bought a gun, locked a few cards, held B to launch and the whole game closed on me. I pulled the crash log off the Deck and tracked it down. It was rare and your run was always safe at the dock, but it's fixed now. https://clan.fastly.steamstatic.com/images/46235402/945eaa52459aca7764cbf9544bd00b69636ced3d.png Launching a wave from the Outfitter can't crash the game anymore. Now and then, pressing LAUNCH (or holding B) closed the game instead of starting the wave. It happened when one of the Outfitter's background sounds was due on the same frame as the launch. Faster big fights on mid-range phones. This is groundwork for the phone version and nothing changes on Steam. Found a bug or have feedback? Post in the Steam Discussions. I read every thread.
Read full update on Steam ↗The Stability Update: no new stuff, just a lot of fixes Hey everyone, so this one is a little different. I went through the whole game looking for anything that could glitch out, lock you on a screen, crash or mess with your save, and I fixed all of it. There's no new content and nothing got rebalanced. Your builds, weapons and runs all play the same, it should just feel a lot smoother and more solid now. {STEAM_CLAN_IMAGE}/46235402/b1dac34326ddc2cb478f846893d95fd152687a11.png Combat Splash damage hits everything it should. Explosions, gravity pulses, reactor procs, flare bursts, the Marauder's ore scoop and the Hauler trail used to skip enemies or ore when something died partway through the blast. They don't anymore. Leftover threats stay in their own wave. An elite, boss, smuggler, Marauder or rich vein that was queued up in a wave you died in or quit won't show up in your retried o...
Read full update on Steam ↗The same game, less waiting I spent this update cutting out work the game was doing over and over, and getting the loading in a better order. The combat, the visuals, the effects and your builds are all staying the way they are. https://clan.fastly.steamstatic.com/images/46235402/c7f147ed974c68510ae4b2925e6ee1d8fc1650a1.png Less unnecessary HUD work. Ability recovery still animates the same way, without rebuilding the same styling every frame. Better startup loading order. The HUD's small textures load ahead of the bigger models, so getting into the game spends less time waiting on them. Found a bug or have feedback? Post in the Steam Discussions. I read every thread.
Read full update on Steam ↗Wingmates are out. You fly solo again. I played a lot of 2.14.2, and Wingmates weren't working. A full squad made runs way too easy, and the way they trailed you around never moved anywhere near as well as your pilot does. I'd rather pull a feature than leave a weak one in the game, so they're gone for now. Gunmetal Orbit plays the way it did through 2.13: you, your guns, and the rocks. {STEAM_CLAN_IMAGE}/46235402/505e6dfc24683e410189d0f65b86415f129c75ee.png What's new Wingmates are out of the game for now. No Wingmate cards in the Outfitter, no Lost Unit field event, and no WINGMATES list on the HUD. Your mid-run saves are safe. If you saved partway through a run with Wingmates, the run picks up without them. If your saved Outfitter hand still held a Wingmate card, you get a fresh hand instead, so you can't pay for a unit that never shows up. Every item refit has its own picture. The...
Read full update on Steam ↗You can actually see your Wingmates now After 2.14 went out, one of our playtesters bought a Wingmate on wave 3 and never saw it once. That's on me. They were too small, they had no marker, and four of them were flying around on a borrowed drone body that blended right into the scenery. So this update fixes all of that, and the last four units finally have their real armour. {STEAM_CLAN_IMAGE}/46235402/89a8537568f4286eeb8883e74c3cde1aa0881929.png What's new You can see your Wingmates now. Each unit carries a cyan ring and a small chevron, so you can pick out your squad in a crowded fight. Their bodies are also bigger, so they read at Steam Deck size. Wingmates announce themselves. A unit's first wave starts with a WINGMATE LAUNCHED banner and a cyan launch flash, and new Wingmate cards in the Outfitter say the unit joins you next wave. Breaker, Sentry, Torch and Patch have their real...
Read full update on Steam ↗Wingmates are here, and they're free So this is the big one. You don't have to fly alone anymore. Wingmates are Helion Combine war machines in pilot armour that fly with you, fight with you and work the field with you. You pick them up in the Outfitter like items, they never take a weapon slot, and up to 6 can fly with you at once. Free for everyone who owns Gunmetal Orbit. {STEAM_CLAN_IMAGE}/46235402/62852c3a4f8c68cb6af046eb11f7016476719ef2.png Six units to start Mule. A freight walker that grabs the ore your magnet can't reach or your full cargo can't hold, then hauls it to the Uplink and banks it for you. Bastion. Parks itself between you and the nearest gunner, blocks enemy bolts with its shield, and every 10 seconds throws up a cyan Brace barrier. Breaker. Rams anything that gets close and Breach Slams the whole crowd around it. Sentry and Torch. They shoot alongside you. Patch....
Read full update on Steam ↗Every gun, every kill, every Spacer: the Feel & Identity update I was playing Gunmetal Orbit on my Steam Deck and loving it, but the guns didn't feel different enough in my hands, every enemy died the same way, and the crew looked soft up close. So I spent this whole stretch on feel and identity. Your controller rumbles now, every weapon looks, sounds and kicks like its own gun, machines tear apart into real wreckage, and all twelve Spacers wear suits rebuilt from real armour plates. This post covers everything since 2.08, so it's a long one. {STEAM_CLAN_IMAGE}/46235402/410bad5a1b689b955d6d3df5d386ac0cd413a23c.png Feel it in your hands Controller rumble, with an intensity slider. Set it anywhere from full to off under Options, Accessibility. Every weapon has its own kick. Light guns tick at the start of a burst, medium guns add a short rumble and a light camera bump, and heavy guns li...
Read full update on Steam ↗Every Spacer plays their own way now So I was playing Ronin the other night and honestly could not figure out how to use him. A lot of the roster was just a few stat tweaks, so I went back through every Spacer and gave the ones that needed it a real rule of their own. Ronin is a melee duelist now and he's definitely my favorite to play. {STEAM_CLAN_IMAGE}/46235402/d429157fbb2848098e0886130892b33ea8d36254.png Ronin is a melee duelist. He starts with a Saw Arm, deals +40% melee damage (other weapons -40%), has 4% life steal, and his dash cuts through every enemy in its path. He keeps 3 gun mounts, and each empty one still sharpens him. Bulkhead hits back. +2 armor, and every hit you take blasts nearby enemies away. Valkyrie flies through her dash. Her flat attack speed is gone. Every dash now surges her guns +30% for a second, and her dash recharges 15% faster. Prospector fights with ro...
Read full update on Steam ↗Training Fixes Hey everyone, quick heads up. I played through the new Training Run on my Steam Deck and found two bugs, so this one fixes both. If you got stuck on the Training Complete screen, sorry about that. {STEAM_CLAN_IMAGE}/46235402/998038ea00b3d4bb0cbe1ee43b93b3bc408152cb.png The Training Complete screen works on a controller again. Your ship kept flying on the stick, so you couldn't get to NEW RUN, REPLAY TRAINING or MAIN MENU. Now your ship stays put, and closing the Field Guide puts you right back on those buttons. The Survey Beacon drill doesn't land on the station anymore. It used to show up in the same spot every time with its ring cut through the station platform. Now it lands out in open space like a real wave's beacon, somewhere new each run, and an arrow points to it if it's off screen. Found a bug or have feedback? Post in the Steam Discussions. I read every thread.
Read full update on Steam ↗Know what you are buying. Get back to playing. I love playing this game, but some of the tutorial explanations had turned into a wall of text. I shortened the lessons and added a full Field Guide so you can learn by doing, then look up the gear when you want the details. {STEAM_CLAN_IMAGE}/46235402/8ba267e791ddd9ed089366435f3d798424f5352e.png Shorter lessons, more playing. Training explains one action at a time, names ore and its value, and keeps the longer reference pages optional. Know your gear before you buy. GUIDE covers every item, weapon and station upgrade, plus Artifacts, ore and stats. Read what each does, why you want it, its limits and how to get it. Open GUIDE on a shop offer to jump straight to it, or browse from How to Play. Ore you can read at a glance. Subtle brackets mark the rocks your weapons are mining, with distinct mineral symbols, names and base values. Beacon...
Read full update on Steam ↗The Workshop Doors Open Gunmetal Orbit now has a mod loader, the same one Brotato and Dome Keeper run on. This is the first cut: local mods and a MODS tab today, the in-game Steam Workshop browser and the official content API in the updates after this one. If you updated to 2.03 earlier today: that build was broken. A tool that prepares the game's code for mods rewrote some of its scripts badly on export, and core parts of the game failed to load. 2.04 is exported without it and checked on the exported game itself before upload. Sorry to everyone who hit it. Drop a mod .zip into the game's mods folder (Options > MODS > OPEN MODS FOLDER) and it loads on the next launch. The new MODS tab in Options lists every installed mod with an ON/OFF switch, who made it, where it came from, and a reminder to restart when you change something. Mods keep your achievements. Only a mod that declares it...
Read full update on Steam ↗Learn at Your Pace I went through the Training Run and the guides again, and fixed the parts that were getting in the way or explaining things wrong. A breach in training keeps your kills and grazes toward the current lesson. Replacement enemies arrive in their normal trickle. Hold to skip the CODEX when you're ready to play. Finishing the run still earns Flight School. How to Play is now in the pause menu, so you can check the controls without leaving your run. Rebound movement keys show correctly too. Training cards and target labels stay clear of the HUD at the largest HUD scale on Deck and PC. The guides now explain reserve prices, recycling, Phantom's charge, Uplink, Hazard lengths, Retry Wave, refits and Endless depths correctly. A rock used by crystal clusters now loads before the wave reveal instead of on the first combat frame. Reflection capture also works with the Deck pres...
Read full update on Steam ↗Geared For Your Build Your spacer now dresses for the build you're running. Open VIEW BUILD from the pause menu or the end of a run and your spacer stands there carrying the kit your weapons call for. Every spacer has a painting for each of the ten weapon sets, 120 in all: a rotary cannon and ammo belts for Full Auto, a drone hive and escorts for Hive Link, a singularity in hand for Event Horizon, a railgun and targeting monocle for Deadeye, a meteor hammer and extra plating for Overtonnage, and more. The painting follows your rack. Whichever set most of your equipped weapons share decides your look, and it changes as your rack changes. Each spacer keeps their own suit, colours and markings in every loadout, so you always know who you're flying. Found a bug or have feedback? Post in the Steam Discussions. We read every thread.
Read full update on Steam ↗Update 2.0: The Full Training Run Hey everyone, Austin here, the developer of Gunmetal Orbit. So it's been one month since launch and I've pushed over 75 updates to this game. I work on it pretty much every day. Since launch you've gotten Signal Heat, Tether Home, Hot Ore, the Station Uplink, a boss every five waves with an Artifact Core in the wreck, the Ore Smuggler, Retry Wave, item refits and a ton of fixes and balance changes that came straight from your feedback. And Update 2.0 is the big one for anyone new. The Training Run now teaches the whole game hands on and at your own pace. Every card waits for you, the thing it's teaching shows up right in front of you and marked, and there are seven live combat drills so you actually feel how it plays before your first real run. Honestly everyone I know who starts playing this has a hard time putting it down. I built it because I love...
Read full update on Steam ↗Item RefitsAnother round straight from a playtester's notes: your regular items can now be upgraded, the Outfitter explains every stat, and ore is easier to find.Item refits. Winning a sector at Hazard 2 and Hazard 4 now refits two of your regular items each time: a stronger, renamed version that replaces the original in every Outfitter from then on. Win Scrapline at H2 and Spare Servos (+10% Engineering) becomes Scrapwright Servos (+14% Engineering, +4% Rock Dmg). There are 24 refits across the six sectors, filling the gaps between the H1, H3 and H5 sector gear, so every Hazard you beat in a sector earns something. Refit cards say REFIT in brass, Sector Select shows each belt's gear and refit progress, and the Outfitter's FIELD GUIDE explains them.Every item says what it does. Highlight an item in the Outfitter and the strip under the cards now explains each of its stats in plain wor...
Read full update on Steam ↗Training Run, Bosses and a Rebuilt Fleet Everything that changed in Gunmetal Orbit since v1.76, in one place. There's a new hands-on Training Run for new pilots, every sector now pays out its own gear, and Endless dives through depth tiers. Bosses show up every five waves and drop loot you fly in and grab. The whole enemy fleet was rebuilt from scratch. Late runs got a real fight back, the Outfitter was rebuilt, and the game runs a lot smoother. Watch the new gameplay trailer on the store page: https://store.steampowered.com/app/4975430/Gunmetal_Orbit/ New: Training Run A hands-on tutorial, right on the title screen. A short guided run in the real belt teaches the whole loop by having you do it: fly, dash, mine, bank at the pad, ride the tether home, fight, chain a streak into OVERDRIVE, fire your ultimate, down a boss and grab its Artifact Core, then dock and build before flying one...
Read full update on Steam ↗Win a Sector, Earn Its Gear This update comes straight from a playtester's notes: new rewards for beating the belt, clearer screens, and a handful of fixes. Win a sector to earn its gear. Every sector now has three pieces of sector gear: slightly better shop items themed on that belt, earned by winning it at Hazard 1, 3 and 5. Win a sector at a high Hazard and every piece below it unlocks at once, and once earned the gear can show up in the Outfitter in every sector. Sector Select shows how much of each belt's gear you have and what wins the next piece. Hazard levels you unlock already count in every sector, and the Hazard screen now says so. Retry Wave stands out. When a wave kills you, RETRY WAVE is now the big lit card on the end screen, under "YOUR RUN ISN'T OVER", so it's clear your run can keep going. New: FIELD GUIDE. Not sure what Uplink, station systems or Engineering mean? P...
Read full update on Steam ↗Life Between the Waves The quiet moments now carry more of Gunmetal Orbit’s orbital mining world. Cinematic recovery and salvage environments frame victory and defeat, and an exosuit service bay surrounds Level Up choices. Mission cards show illustrated patrol, siege, mining and tool loadouts, while later roster pages reveal new views of the orbital installation. Inspect newly earned unlocks at full size from results, and learn the mining and Outfitter loop through illustrated How to Play pages. Found a bug or have feedback? Post it in the Steam Discussions. We read every thread.
Read full update on Steam ↗The Swarm Closes In A finished build could clear the late waves before anything reached it. Now the swarm keeps coming. Late waves stay crowded. From wave 18 on, when a strong build has cleared most of the screen, enemies arrive faster until the field fills back up, reaching full strength at wave 26. Before, late enemies trickled in one at a time and a finished build killed each one the moment it appeared, so the screen stayed empty and almost nothing reached you. If you're not clearing the field, nothing changes, and the cap on how many enemies can be alive at once is the same, so the Steam Deck frame rate is unaffected. Deep-wave enemies are tougher. From wave 20, regular enemies and elites gain a little extra health every wave, up to about a third more by wave 30. Bosses and Endless keep the health they had, and waves 1 to 19 play exactly as before. Found a bug or have feedback? Po...
Read full update on Steam ↗The Enemy Fleet, Rebuilt The machines you fight most, every boss, and your own station got new models made for the overhead camera, and the bosses now move with their attacks. The swarm got a new look. Drifters are now quad-rotor drones with an X silhouette and one red eye. Poppers are stubby bombs whose armor splits open around a glowing warhead, so you can see the blast coming. Bulwarks are wide armored carriers with the two Drifters they release docked on their backs. Lancers are clawed strike craft that lead with a nose spike. Each keeps its old size, speed and hitbox. Bosses with moving parts. The Siege Crawler's triple mortar battery raises before each volley and kicks back when it fires. The Storm Herald's huge coil ring spins up around every warp hop. The Ore Tyrant's crushing jaws gape while it locks onto a rock and snap shut when it swallows it, or on nothing if you mine the...
Read full update on Steam ↗New Studio Intro Gunmetal Orbit now opens with a new two-card studio sequence, with smooth reveals and a clean handoff to the title. A new studio opening. The new LineCrush Games mark proudly presents the game, followed by the stylized LineCrush wordmark. Traveling highlights and two separate credit cards replace the static splash. Fits your screen. Both logos and their credits stay in frame on Steam Deck, fullscreen PC and ultrawide displays, without stretching the lettering. Skip without starting a run. Controller, keyboard and mouse skip inputs take you to the title once loading completes. The same press cannot activate New Run, and the quiet startup music continues through the handoff. Found a bug or have feedback? Post it in the Steam Discussions. We read every thread. Steam build: 25784495.
Read full update on Steam ↗Spoils of the Hunt More bosses meant more reasons to fight them. This update makes every boss kill, and one sneaky new enemy, pay off on the spot. Bosses drop an Artifact Core. When a boss goes down, its glowing Artifact Core rises out of the wreck. Fly into it to claim the boss's Artifact on the spot, with a 30% hull repair and 8 seconds of OVERDRIVE to finish the fight. If the wave ends before you grab it, you still get the Artifact. New enemy: the Ore Smuggler. From wave 3, a Smuggler sometimes slips into the field loaded with stolen ore. It never fights back. It runs for the edge and warps out after 14 seconds, so chase it down for 4 Plasma, 4 Cobalt, a credit bounty and a free reroll. A gold arrow points to it when it's off screen, and higher hazards bring it around more often. Six new Artifacts, for 15 in total. Kingslayer Lens (+40% damage to bosses and elites), Tyrant's Crown...
Read full update on Steam ↗Hold Your Ground Late runs got a lot more interesting: the Outfitter now grows with you, the last waves fight back, and standing still is a build you have to earn. The Outfitter grows with your run. Weapon cards now get stronger as the waves go on. Tier I guns fade out by wave 18 and tier IV becomes the usual late offer. With every mount full, the shop stops offering guns you can only downgrade with: a gun you already run comes at your tier so it combines, and a new gun comes at least at your weakest mount's tier. The shop reads your build. Items from synergy families you already own, and damage cards for the kind of guns you run, show up more often. The 5th or 8th copy of the same stacking item shows up less, and cards for a stat you've already capped stop appearing. Your pilot level now lifts the shelf's rarity too. Late waves hit back. From wave 10 on, enemy hits grow faster each w...
Read full update on Steam ↗A Boss Every Five Waves Taking down a boss is the best moment in a run, and most runs only got one. Now you get one every few docks. A boss every five waves. Standard, Rush, Union Rules and Daily Contract runs now field a boss on every fifth wave as well as the final boss, so you meet two bosses on Hazard 0 and up to six on Hazard 5 instead of one at the end. These mid-run bosses have less health than the final boss, so the build you have at that point can take them down, and they pay the full boss reward: the ore jackpot, the credit bounty, free rerolls and an Artifact pick. Every run earns Artifacts now. The final boss's Artifact is only claimed if you continue into Endless, so Hazard 0 to 2 runs used to finish without ever seeing one. The mid-run bosses hand you an Artifact pick on the way. You meet every boss before one repeats. A run deals its bosses from a shuffled deck: the Bul...
Read full update on Steam ↗Smooth Under Fire This one is all about performance: the stutters you could feel in the middle of a big fight are gone, on PC and Steam Deck. No more freeze every 20 seconds from field gear. The Decoy Transponder and the other field deployables reloaded their model from disk every time they redeployed. That froze the game for about a third of a second on PC, and up to two thirds of a second on the Steam Deck, a few times every wave. The first deploy of a session could take two seconds. They now load once, in the background, before you launch. Station Uplink volleys no longer hitch. The Mirror Uplink echo and the salvage drones reloaded their model on every volley. They now load once, at startup. Big kill streaks stay smooth. Scrap motes and ore chunks were each drawn as six to nine separate pieces, so a screen full of drops after a big clear got expensive fast. Each one is now a singl...
Read full update on Steam ↗Edge to Edge Two fixes: enemies stay inside the arena, and the opening screens fill a widescreen monitor. Knockback can no longer push enemies out of the arena. Heavy knockback near the edge could shove an enemy past the boundary, where you couldn't follow it, and ranged enemies would keep shooting at you from out there. Enemies now stop at the edge just like your ship does, and a hit along the edge still slides them sideways. The opening splash and the title menu now fill a widescreen monitor. In fullscreen on a 16:9 PC monitor, both screens sat in a 16:10 frame with dark bars down each side. The art now runs edge to edge, and the menu, button hints and version number stay in view. On a 21:9 ultrawide the title keeps its full logo and the splash keeps its credits, with narrow bands at the sides. Found a bug? Report it in the Steam Discussions. We read every post.
Read full update on Steam ↗Station Controls The Outfitter's STATION view now works properly with a controller and on the Steam Deck. Reach every bay. Left and right on the stick or D-pad now step across all four bay cards, including empty and maxed bays. Before, bays 3 and 4 were out of reach. Up and down pick your Tier III. When a bay offers two Tier III branches, up and down move between them. See where you are. The bay you're on lights up in brass, and the cursor stays on that bay after you buy. No dead ends. Upgrades you can't afford yet stay selectable with their price in red, and holding the stick keeps stepping across the bays. Clearer buttons. LAUNCH and REROLL dim while the STATION view is open, so B reads as BACK there. Found a bug? Report it in the Steam Discussions. We read every post.
Read full update on Steam ↗Station Upgrades Fixed Buying station upgrades in the Outfitter now works on the first press. Upgrades apply instantly. Pressing A on a bay's UPGRADE now shows the new tier right away. Before, the card stayed on the old tier and more presses did nothing. Tier III branches work. Both branch choices show up as soon as a bay reaches Tier II, and buy on the first press. No more dead button. Focus moves to the next bay you can upgrade once one is maxed. Found a bug? Report it in the Steam Discussions. We read every post.
Read full update on Steam ↗This update fixes the short freezes in the Outfitter and makes everything move smoothly on high-refresh screens. What's new The Outfitter no longer hitches on every purchase. Buying, rerolling, locking and selling at the dock could freeze the screen for about a third of a second on the Steam Deck, and it got worse the bigger your build grew. Those actions are now three to six times faster. Your spacer no longer blurs while moving. On high-refresh screens, including the 90 Hz Steam Deck OLED and 120 to 165 Hz PC monitors, the ship could shudder and smear against the world. It now moves smoothly on every frame, and the camera, health bar and hit marker stay locked to it. Enemies, shots and pickups move smoothly too. Hostiles, their bolts, your shots, ore chunks, scrap motes, the Void Siphon and the Mirror Uplink echo no longer step on high-refresh screens, and your shots and muzzle flas...
Read full update on Steam ↗A better place to build your next loadout Gunmetal Orbit v1.76 brings together the Outfitter overhaul, new equipment portraits, clearer progression markers, and the enemy rendering improvements. The dark industrial look stays, with a shop that makes its information much easier to read. {STEAM_CLAN_IMAGE}/46235402/ae7c61e52441fe384962a9c88031bfbc6bc3cadd.png The armory and equipment cards A detailed orbital service bay with layered steel display stations, warm work lights, a quieter window vista, and slow mechanical projector rotors. Selected projectors get the strongest light, idle displays stay subdued, and purchased displays power down. Cards stay aligned with their pedestals through purchases and rerolls. All 28 weapon families have new, large industrial portraits. Overcharge Coils, Claim Beacon, and Gel Lining also get new artwork, while combat retains compact icons. Type, tier, r...
Read full update on Steam ↗So, I got a little carried away today haha. Twelve updates went out, v1.32 all the way to v1.43, and Steam should already have the latest one for you. Most of it came from playing on my Steam Deck and writing down everything that bugged me. The HUD, the announcements, how your pilot flies, the weapon sounds. Here's the whole day in one post. {STEAM_CLAN_IMAGE}/46235402/7102932b51ce377ad091fb8a4d05ebb25e384f17.jpg What changed A rebuilt HUD and menus. Rounded charcoal plates with brass accents, and Hull is just called Health now. Announcements got out of your way. No more big text in the middle of the screen. Threats slam in under the wave timer with their own painted emblem, and rewards show up as banners in the corner. Survey Beacons. From wave 2 a drill rig lands somewhere in the belt. Hold its ring for about 6 seconds while the drill noise pulls enemies in on you, then haul the ric...
Read full update on Steam ↗So, this one is a big one for me. After launch I kept playing on my Steam Deck and the game just didn't look or feel the way I had it in my head, so I spent the last few days reworking a lot of it. The camera actually follows you now; before, if you flew far enough south you could fly right off the screen haha. The lighting is colder and deeper instead of that brown look, enemy shots are red tracers now so you can tell them apart from yours, and kills throw the wreck in the direction you shot it. I think it's the best the game has looked so far, but I'm not done with it. {STEAM_CLAN_IMAGE}/46235402/20da5d9135203bfcdf7bfc7d6e327696753063a6.png What changed The camera follows your astronaut everywhere and leans ahead of where you are flying. You bank into turns, and dashing kicks the camera outward. New cold starlight, a deeper navy and violet nebula, finer stars and haze on distant roc...
Read full update on Steam ↗v1.27 focuses on clearer item and talent choices, reliable shop transactions, and saved runs that preserve your decisions. Builds and balance Shop stock, sold cards, talent choices, and reroll costs now survive closing and reloading a run. A new wave earns fresh stock. Each paid talent reroll adds that choice's starting price. Your next earned level starts a fresh reroll ladder. Negative armor now increases incoming damage. Hull-cost items and talents require enough maximum hull to pay their full cost while leaving at least one hull. Pure stat upgrades stop appearing when their permanent benefit is capped. Capped effects show their maximum, and build readouts respect that cap while preserving earned overflow points. Mine-only and saw-only builds no longer receive Range as their guaranteed useful talent. Capped ramp items now show copy limits once further copies could never help. Outfi...
Read full update on Steam ↗£3.21 → £4.59.
Quick hotfix: the Outfitter launch crash is fixed Hey everyone, quick one. I was playing the new update on my Deck this morning, bought a gun, locked a few cards, held B to launch and the whole game closed on me. I pu…
The Stability Update: no new stuff, just a lot of fixes Hey everyone, so this one is a little different. I went through the whole game looking for anything that could glitch out, lock you on a screen, crash or mess wi…
The same game, less waiting I spent this update cutting out work the game was doing over and over, and getting the loading in a better order. The combat, the visuals, the effects and your builds are all staying the wa…
£4.59 → £3.21 · 30% off.
Wingmates are out. You fly solo again. I played a lot of 2.14.2, and Wingmates weren't working. A full squad made runs way too easy, and the way they trailed you around never moved anywhere near as well as your pilot…