Steam release scheduled · App 5386630

Neon Armada - Solar Storm Demo

View on Steam ↗Updated Awaiting first sample
  • Single-player
  • Multi-player
  • Co-op
  • Shared/Split Screen Co-op
  • Shared/Split Screen
  • Game demo
  • Steam Achievements
  • Full controller support
Steam

Store data

Store status
Coming soon
Scheduled release
8 October 2026
Positive reviews
—
Total reviews
0
Release date
8 October 2026
Player tracking—Begins when the game launches
Release date8 October 2026Scheduled by Steam
Store statusComing soonSteam store listing
Steam rating—0 reviews
Steam metadata

Game information

Details supplied by the Steam store
App ID
5386630
App type
Demo
Supported systems
Windows · Linux
Genres
Action
Release date
8 October 2026
Last player update
Awaiting first sample
Steam store data

System requirements

Supplied by the developer on Steam

Windows

Minimum
Requirement
Requires a 64-bit processor and operating system
OS
Windows 10 64-bit (version 1909 or newer)
Processor
Windows 10 64-bit (version 1909 or newer)
Memory
8 GB RAM
Graphics
Vulkan 1.0 compatible GPU with 4 GB VRAM (NVIDIA GTX 1050 Ti / AMD RX 570 / Intel Arc A380)
Storage
8 GB available space
Additional Notes
Targets 1080p / 30 fps on the Low graphics preset. Requires up-to-date GPU drivers with Vulkan support.7
Recommended
Requirement
Requires a 64-bit processor and operating system
OS
Windows 11 64-bit
Processor
Intel Core i5-10400 / AMD Ryzen 5 3600
Memory
16 GB RAM
Graphics
NVIDIA GTX 1660 / AMD RX 5600 XT (6 GB VRAM)
Storage
8 GB available space
Additional Notes
1440p / 60 fps on the High preset.

Linux

Minimum
OS
(K) Ubuntu 22.04 LTS / SteamOS 3.5 or newer (64-bit, glibc 2.31+)
Processor
Intel Core i5-4460 / AMD Ryzen 3 1200
Memory
8 GB RAM
Graphics
Vulkan 1.0 compatible GPU with 4 GB VRAM Mesa 22.0+ (AMD/Intel) or NVIDIA proprietary driver 470+
Storage
8 GB available space
Additional Notes
X11 and Wayland supported. The nouveau driver is not supported.
Recommended
OS
Ubuntu 22.04 LTS / SteamOS 3.5 or newer (64-bit, glibc 2.31+)
Processor
Intel Core i5-10400 / AMD Ryzen 5 3600
Memory
16 GB RAM
Graphics
NVIDIA GTX 1660 / AMD RX 5600 XT (6 GB VRAM) with Mesa 23+ / NVIDIA 535+.
Storage
8 GB available space
Additional Notes
X11 and Wayland supported. The nouveau driver is not supported.
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Player history

Concurrent players

This range will fill as SteamWatch collects more samples.

24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.

Twitch

Twitch stats

Awaiting the first Twitch sample.
Long-term history

Monthly players breakdown

Calculated from SteamWatch samples
Monthly data will appear after the first successful player sample.
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About this game

Description

Supplied by the Steam store

Neon Armada: Solar Storm is a top-down arena roguelite you can learn in a single wave and spend a hundred hours failing to master.

ONE WAVE TO LEARN IT

Left stick to move, right trigger for you special ability. Your guns track the nearest target on their own — so you are fighting from the first second, not reading a tutorial.

Prefer to aim yourself? Twin-stick aiming is in the settings, off by default.

A HUNDRED HOURS TO MASTER IT

Auto-fire is not auto-win. Your guns pick the nearest target, which means what you choose to stand near IS your aim. Positioning is targeting. Spacing is damage. The afterburner is your only real defense and it runs dry exactly when you need it.

Every wave sweeps in from all four edges of a single combat plane. There is no safe corner, no cover, no waiting it out — only where you put the ship next.

And no boss cares how good your build is if you have not learned the pattern.

SHORT, SHARP, RELENTLESS

Waves run thirty to ninety seconds. A world is a handful of minutes. Between every single wave the cockpit bridge comes up and the run autosaves — a real stopping point, every time.

Play one world on a break. Push for the whole run on a long evening. The game does not punish you for putting it down.

BUILD SOMETHING NOBODY ELSE HAS

This is the heart of it.

32 ships, each with its own signature ability

30 weapons, from kinetic auto-cannons to beams and flak

115 mods to bolt into them

214 items to stack on top

Spend credits. Reroll offers. Chase the one piece your build is missing.

MOD LINK SETS

Mods are not flat stat sticks. Every weapon mod belongs to a link category

— and filling a single weapon with mods that all share a category supercharges that weapon's output.

Mix categories and you get nothing. Complete a set and the weapon transforms.

Better weapons hold more: a Legendary carries four mod slots, a Rare only one. You can never hold two of the same mod in one weapon, so completing a set means genuinely hunting down distinct pieces. Drones run their own mod slots and their own set bonuses on top.

It is a build system where the third mod you find can be worth more than the first ten.

INVEST IN THE FLEET

Ten research facilities sit behind the shop — ARSENAL, DRIVE, ENERGY, AUTOMATION and more. Credits poured into them do not just buy stats: they bend the loot table toward the build you are chasing and scale what every kill pays out.

Decide what you want to become, then make the game more likely to offer it.

THE RUN

Burn outward from Mercury. Venus. Earth. Mars. Jupiter. Saturn. Uranus. Neptune. Every world is waves closing in from all sides and a boss at the end that fights by its own rules.

Then there is Planet X.

ENDLESS

Finishing the campaign does not have to finish the run.

Past the end, a wormhole generator starts aiming at places that were never on your route. Andromeda Rift. Cygnus Deep. Kepler's Folly. Draco's Maw. Three waves and a boss at every one, and there is always another.

A tier of gear opens up out here that appears nowhere else, built for a single purpose: breaking the ceilings your campaign build has already hit. Fire-rate limits. Shield recovery caps. The hard cap on how much a single hit can take off you. All of it comes off — if you are willing to pay for it.

Some of that power costs hull. Some costs hull and armor both. And the enemies scale exponentially from here, so your build has to stop adding and start multiplying.

How far you get is the only score that matters.

KEY FEATURES

Thirty seconds to learn, far longer to master — two controls, auto-targeting, optional twin-stick aiming

Short, intense waves  with a shop and an auto-save between every one

Deep build crafting — 32 ships, 28 weapons, 115 mods, 112 passives, 102 items, weapons can merge and share traits

Mod link sets — complete a category inside a weapon to supercharge it

Drones with their own mods  and their own set bonuses

Unlock 10 research facilities that steer what the shop offers you

A boss defends every world , each with patterns to learn

Endless mode with an exclusive cap-breaking gear tier and escalating risk

A distinct music track for every world you fight through

Strict top-down 3D combat , built in Godot 4

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