
A physics-driven sci-fi destruction roguelite. Orbit hostile worlds, unleash devastating weapons, and carve real craters into fully simulated planets while escalating planetary defenses fight back.
Modeled estimate, not a reported figure. How we estimate →
About
You are a Planet Killer.
Seek hostile worlds.
Reduce them to molten ash.
Planet Killer is a physics-driven destruction roguelite where every shot permanently reshapes the battlefield. Unleash devastating weapons into fully simulated pixel-based planets, carve massive craters, trigger chain reactions, and survive relentless planetary defenses.
Choose your starting ship, each with unique strengths and weaknesses, and unlock new ships by destroying planets.
Fully simulated destructible planets
Real-time crater carving and shockwaves
Chain explosions and cascading destruction
Every shot leaves a permanent impact
Terrain fractures. Defenses collapse. Worlds crumble beneath sustained bombardment.
Advanced procedural planet generation makes every planet unique with detailed cities, surface features, cloud/storm systems, continents, islands, and oceans. Even the background of space is unique with various star fields, nebula, and galaxies.
Planets fight back.
Surface cannons
Missile batteries
Defensive countermeasures
Increasingly dangerous worlds

Stack hundreds of modular weapons to create devastating combinations
Missiles, cannons, lasers, rapid-fire barrages, experimental weapons
Defensive/Utility modules for limitless build variety
Adapt your build to counter evolving planetary defenses
Every run offers new upgrades, new strategies, and new ways to annihilate.

Each run pushes you deeper into hostile space.
Procedurally generated encounters
Increasing difficulty and deadlier planetary variants
Elite planets, storm worlds, and bosses
A galactic shop to buy weapons, modules, and ship upgrades
Permanent run-based death
Rank up your unique Planet Killer emblem and title
High-score chasing destruction
Unlock over 128 unique starting ships for endless replayability
Chart your path, upgrade your ship, and see how far you can get
How many worlds can you erase before you fall?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 90 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a cool game, but it is NOT designed for long runs, which for me is part of the appeal of roguelites. Very quickly becomes a 1fps slideshow.
There's not really any strategy or mechanics or anything going on here - and it's clearly made with AI - you have all this 'choice' but the different ships don't DO anything. Just generated automatically. your 'wingman' are pixel-copies of your own ship (what's the point of that??) and you can TELL it's AI because they have AI-generated descriptions on the market 'planets' like 'refuel, upgrade, restock' Restock what? There IS no fuel, no ammo - huh?? When descriptions have NOTHING to do with actual game mechanics and just have that 'thematically appropriate wording' it's a clear, CLEAR indication of LLM work. You just click at the planet and sort of wait.
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Languages: English**languages with full audio support
Hours played at review time, across 90 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Hrm. It's a really cool concept. The execution is fair. It needs major balancing, like so bad it's a wonder how this is a "released" game. Has the dev ever played a run that lasted more than 10 minutes? Very luck based. I've had awful runs that give me no chance to get anywhere. I'm writing this in the middle of a multi hour run that I've been invincible and clear a level in one hit since about planet 20. The numbers/stats are incredibly confusing. "Planet level" doesn't seem to make sense and you go from a planet level 6 to 30 to 15 to 400 often without it feeling much different. All my planets are now 9,999 and it's just an instant white screen each level. I can't tell what is doing damage, there's no aiming, there's nothing to do just go to next level. Weapon DPS is all over the board. You get 1k maybe 3k dps weapons, then suddenly you get a 50k drop? My current run, I had an insanely high dps weapon drop in the first planet or two - something like 100k dps. It made no sense. Then it'll jump again, maybe you get a 20k dps drop, then suddenly a 1 mil dps drop. Yet sometimes you swap weapons and it feels... worse? I don't get it. But then for what? Collect cores to unlock ships? That sounds great except... the play style is all the same when you have luck and get a good run. It doesn't really matter what ship you use to get there, you just rely on the lucky drop, click the mouse, planet dies, next level. Game touts 100+ ships but... why. It's 95% luck of drop. This sounds like a negative review. It kinda is. I think this game needs a lot of work, especially for the $10 price tag. I've played way more polished $5 games. That all said, I appreciate it's something unique and I think with some more time in the oven this could be a really awesome game.
Exceptionally poorly balanced. Sometimes there are missiles you cannot move fast enough to dodge and kill you in one hit on the first planet for example, sometimes everything hits like a fly and you just hold LMB for the first 20 planets. Everything's super random and meta progression barely exists so you just feel like you're watching a slideshow of exploding planets more than playing a game half the time. With that said there are some good ideas, but the execution is lacking and it's like the numbers weren't thought through and are largely arbitrary. Edit: Played a little more and it just gets worse. Half the ships are useless, the ones without shields especially so. How are you supposed to get anywhere with a ship without shields like the Juggernaut SIE-2? Slow as a brick, point defence that doesn't do anything to missiles or otherwise. Game just feels like it was printed without actually looking at anything in it.
I really want to recommend this but theres just too many things that are ruining the experience. Ive been tring to force myself to like it, but I just don't want to play this anymore at this point. The new update that makes everything cost more is just the cherry on top really. The run I just did I got 1 shot with a lazer at planet 21 and still was using one of my starter weapons, why does everything need to cost more? Big Deal Breakers: 1. Dying to a 1 shot lazer every ♥♥♥♥♥♥♥♥ match. literally last 3 runs is just get lazered, and literally couldn't move out of the way if I wanted to. How could anyone have play tested this and not seen how game breaking an insta kill weapon that a planet might have 20 of that you cant dodge could be? 2.You can't use any ship larger than a fighter and expect to get past planet 10. You literally have to go all in on movement with big ships, or just die because there is no feasable way to tank damage past planet 10. but it doesnt even matter because a lazer is just gonna kill you anyways. I was so excited for larger ships, but its just a joke trying to use any of them. 3.You start so close to the planet. Why do I have weapons with 1600km range when I spawn shooting my missile with 80km range and its hitting? Start of every round is just holding W and A to get as far from the planet as possible because your so close their literally shooting rotary cannons at you. 4.The maps are too small. You get to the edge of the map and your still so close that some weapons aren't even at 1/2 range. Although then occasionally you get missions with enemy ships thats on a much bigger map and actually works a lot better with the provided weapons. Only problem is they never use the larger maps for the planets. Like, the maps are there already larger, why are we limited to 500km from the planet? 5.Last one ill touch is RNG. I went 30 planet runs and never saw certain upgrades. Things like shield regen would never show up once in some runs. Rng can be used really well to give a broad array of upgrades/weapons a more compact feel, especially when most things are just another missile with slightly more damage and maybe a cool effect. When I cant get any shield upgrades on my ship thats based around shield/beam stuff, its just not fun anymore. Heres hoping the Dev fixes some of this. I really like this game for all its faults.
The game has lot of potential. It starts fun. It is fun. But after couple of hours (even more at this point) I start to feel that the progression in game is broken. Higher costs doesn't always mean good things. You get new weapons that "supposed" to deal more damage, only to realise that a weapon that you swapped before dealing 5 to 10k now does a mere 1k. Usually the more you go deep in a run, the more you should get stronger (since enemies get stronger and FAST). You have a plethora of ships to unlock. Which on paper, it's amazing! Plenty of different styles and settings. BUT, in reality... it doesn't give much back... There are huge ships (which would make you think "hey... that's badass.. It's going slap!") No it's not gonna. You're a giant hitbox, with the slowest movement you can ever get. That's where the fun start falling out. There's a "Circuit" option which unlocks permanent stats increase every 2 ships unlock. And it's randomised. I unlocked 5 perks and 3 of them were the same. BUT! You can spend the planet cores to re-roll them! Sounds nice!... Right?... Well... No. Every re-roll increases the total cost of planet core... So imagine later in the game (let's say 100 hours in) you have to re-roll some perks... They would cost a giga-amount of planet cores (which btw are PAINFULLY slow to grind)... So in my opinion... This game need SERIOUS FIXES... and FAST.
Intresting Idea if this would be an EA release... this review would stop here with a positive note.. However! My Experience: Slow Burn for a rogue-lite.. so slow it was boring for me First 10 - 12 Missions were over under a Minute No Brain Cell needed at all Plays like a proof-of-concept-alpha-prototype Because: UI Suxx in reading "WTF-is-going-on" Unbalanced Pure-Luck Gameplay... No skill needed No Defence Move.. not even a BURST / Dash to avoid enemy fire. No CWIS No Keybinding No Thrusters ON toggle option No Mouse Sensitivity Options No twin-stick Controls for Gamepad So, in short: It needs a lot more time in the oven... this is half baked... As EA acceptable,,, As Full Relese 5/10
This game is trash. you can't survive for more then 30 min in a run because the games idoiotic scalying forcing you into situation where the game just insta kills you. eg tractor beam, getting one shot by beems and rail guns all while massivly scaling the defficulty so each planet have 20x the guns then the previous one.
Plenty of fun, lots of content. Kinda slow compared to many other roguelites, but its enjoyable every now and again. I think it'd be really great with controller support so I can better enjoy it on my Steam Deck.
Game of the year every year. I think my friend bullied the dev into releasing early and is planning to take him the Balkans. Reduce AI target leading capability and I will not release classified ship documents, this is a threat.
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Active players
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Players by region
Where this game's players are, estimated from review languages.
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