
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
Super addictive and fun with lots of variety and strategy - pretty much everything you could want out of a roguelite. I plan on playing this for many more hours. I think the thing that makes this game so fun is the scaling, the progression, and all the different builds you can do. I've personally been going with a fast elusive shield build, but I might try out a high HP tank build at some point and see what that's like. The planets are also visually stunning with a wide variety of biomes, atmospheres, and even shapes! Very fun game - give it a try if you're into roguelites.
Fun game, not much to it. a rogue-like game where you get new weapons and strike craft and then destroy planets while avoiding death. The dev is on top of fixing serious bugs. Thoroughly worth the money for a buy!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $37.7K | 93 | 70% | $15.99 | |
| $37.7K | 265 | 53% | $4.99 | |
| $37.7K | 371 | 60% | $4.99 | |
| $37.7K | 76 | 47% | $17.99 | |
| $37.7K | 205 | 81% | $9.99 | |
| $37.7K | 119 | 77% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $458.4K | 985 | 90% | $12.99 | |
| $2.6K | 29 | 93% | $3.99 | |
| $165 | 1 | 100% | $5.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
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
Insane roguelite, you play as a ship destroying planets. Badass concept built around planets having what reminds me of like falling sand game terrain, explosions take chunks out, lasers precisely carve, sometimes they have shields, fleets, tractor beams and other things to make it harder. The game is hard though, when defenses get really strong lack of mobility becomes an issue, dodging and weaving as best as you can. My main gripe with the game is lack of explanations, no real tutorial to tell you anything. Planets have cores hidden in them, destroy them for big explosion and extra meta currency, sometimes it wipes out the planet sometimes you just have to keep whittling away at it. I've had planets die at 40% and others needed to be split in half so I don't really understand yet. Absolutely insane number of ships, something in the hundreds to unlock, various builds for each one, specializations further down the road. Can't recommend enough for something fresh and super badass. Plus you get to hear communication from the planets saying things like "the capital is gone, the oceans are boiling. Signing off, it's been an honor"
it's an ok game. kinda becomes a slideshow at later levels and turns the screen into the sun. hitting escape and letting the bloom die down helps a little, but it feels like there are just too many particles on screen for anything to run smooth. instead of a $10 game it feels more like a $5 flash game. The meta progression also costs a bit much. Not sure how many runs it was supposed to take to unlock one ship, but with how things are I feel like most of the ships will never be unlocked by a casual run through the game. It wouldn't be difficult, just time consuming as each one would take a few runs just to unlock the next ship. It was also hard in the late game to tell which gun was doing what damage. It all melded together in a big flash of bloom at the end. For example most guns felt like they didn't do much later in the game with a 98% damage debuff to planet damage, but there was one that went straight through the planet even in late game. But, by that time I couldn't tell if it was me or one of the fleet ships that was doing the damage. I just had to hope I didn't accidentally replace it when throwing out things for bigger number things. Still a good game, just needs some tweaks. Maybe cheaper ships, maybe a damage counter, and maybe a limiter on particle affects would be nice.
Gets dull very fast, some enemy planet weapons seem invisible and can knock out somehow 2000 shields at once, which is crazy, this is in the 20-30 planet range.
The game has great Reply value, it is super simple to play, BUT there are some strategic elements you realise down the line that make it more interesting. It runs fine on a MacMiniM4 (for MBased Mac users not sure for compatibility).
Mislabeled early access title that ♥♥♥♥♥♥♥ out the wrong aspects for its early access. On launch, you'd have a slow, unchallenging, miserable in how boring it is experience for a first dozen planets in the run, then you'd maybe have a bit of fun once you got some money to buy stuff, you got some drops, you start making your build, and that would last for a dozen planets more. Then you'd have a slide show because the game runs worse than an 8k native pathtracer at that point, yea you kill the planet in "2 seconds" according to stats, you just have to wait for 20-30s for the game's render to get to that point because of how bad it is/was. Until your run ended because something oneshotted you through three layers of 85% damage reduction and six-digit shield. Patch 1.06 allegedly improved the performance, but I couldn't really confirm it because it also wrecked the economy and now pretty much every run ends in the miserable unfun not-enough-gear phase, and you don't get to snowball to an impressive arsenal anymore on a lucky run. There are three weapon classes (projectiles, guided missiles, and beams), and beams make no damn sense whatsoever (yes, please, give me level 40 godslayer extinction weapon with the range so poor I might as well be just ramming, and dps on par with starting weapons of the run). Trying to play mechanically and dodging enemy projectiles makes you spread the damage over the surface of the planets, which is ineffective because you can't suppress or destroy their weapons this way (or any way, they just keep shooting out of nothing), and the planet constantly regrows, making the path to the core take longer. Sitting in place and plinking is very challenging and engaging. Doing circles is marginally more fun but makes you an easy target for cheaty enemy beams. You can unlock different chassis, but they all work the same, just have different starting stats and a different hitbox and there are WAY too many of them for the state the game is in, the overwhelming number only serves to drive home how samey they are. Some try to gaslight you into having some special purpose like ramming/drilling, except those aren't really a mechanic, you can ram a planet (but not enemy ships!), but there's no way to interact with this mechanic with weapons/boosts, it only ever is good for killing yourself. It also has an EXTREME case of a common problem with roguelites where if you don't get a decent first buff/weapon, it's much better to just terminate the run and start anew because you'd be suffering from boredom for nothing.
Tbh the amount of ram needed is a lie. It should be way lower. also your beams? trash. worst weapons to get early without upgrades for firerate enemy beams? goated all game and their damage and firerate gets better.
I played the demo so much that I was worried it would ruin the game for me, but I was wrong. This game is fantastic. And DARK. I don't usually like games where I play the villain. There's just something immensely satisfying about one-shotting a whole planet. I am become Death Star, Destroyer of Worlds.
Digital crack
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.