Active
2026

Rubble in Space

Spin the sweep, read the ping, lead the shot

01

The title is the game at rest

There is no separate menu screen. The wordmark, the rings and the planet you will defend are already live behind it. Press Play and the radar simply spins up around the same world.

02

The ping freezes, the threat keeps closing

The sweep is your only light. A contact glows for a moment where the beam caught it, then goes dark while it keeps spiraling in, so you aim at a memory and lead the shot.

03

Spend the rubble, or go blind

Between waves the Workshop opens. Salvage from your kills buys orbital satellites, a Lance to shoot, an Eye to see, Flak and Drag to hold the line, which you level and fuse. Let the rubble pile up instead and it clouds your radar.

Why it exists

It started from one frustrating truth about radar: a sweep shows you where something was, not where it is. That gap, between the frozen ping and the contact still closing, became the whole game. Then the debris had to go somewhere, so it falls onto the planet you are defending and clouds the very radar you depend on. That is Kessler syndrome, a real problem, turned into the core tension: spend your kills or go blind.

About this project

You are the last automated gun over a quiet planet, and your radar only tells you where a threat was, not where it is. Spin the sweep, read the frozen ping, and lead the shot. Every threat you destroy becomes debris that falls toward the planet and banks as salvage you can spend, but hoard too much and it clouds your own radar until you go blind. Convert your kills, or drown in them.

Tech Stack

Godot 4.7
GDScript
Procedural audio