Orbital Bastion
A short prototype for a meditative incremental space shooter where chaos slowly becomes a perfectly tuned defense system.
This is a very early version, mainly consisting of core gameplay and basic upgrades. UX is rough around the edges for the most part, just the basics. Bugs to be expected.
How to play:
- Aim at enemies, attacking is automatic
- Collect blue orbs to progress in skill tree
We will be massively grateful if you take the time to say what you think works and what not.
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Defend a solitary orbital core against endless enemy waves in a minimalist sci-fi battlefield. Destroy enemies, harvest resources, and grow your defenses through a deep skill tree that transforms a fragile station into an unstoppable orbital fortress.
Defense Combat
Protect a central orbital core. Expand your defenses outward and build a layered circular system of weapons and passive abilities.
Incremental Skill Tree Progression
Destroy enemies to unlock a growing skill tree. Upgrade weapons, enhance cursor mechanics, and add powerful orbital abilities that reshape your defense strategy.
Orbital Loop Abilities
Abilities operate on visible orbital cooldown loops. Icons travel around circular paths and activate automatically when they complete the orbit, creating rhythmic cycles of buffs and attacks.
Calm but Chaotic Gameplay
A balance of meditative control and intense visual chaos. Build systems that fight for you while you guide the battle with careful aim.
The battlefield gradually evolves from a simple defense into a dense orbital machine of automated weapons, passive effects, and timed abilities.
Enemy waves grow larger. Your systems grow stronger. And the chaos slowly becomes something you control.
| Published | 3 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Rating | Rated 4.5 out of 5 stars (2 total ratings) |
| Author | Loot Grounds |
| Made with | Unity |
| Tags | Casual, Incremental, Management, Shoot 'Em Up |
| Content | No generative AI was used |


Comments
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I normally like short incrementals, but this one rubs me the wrong way in a few areas:
1) You cannot manually fire, and thus line up your shot and then fire.
2) You are draining energy even when no enemies are present.
3) You can only grab resources while you have energy and thus risk missing a target, to try to grab it.
4) Early game is too slow and its too hard to earn progression as everything costs too much.
5) The early weapon doesn't feel that effective. And so upgrades to it, don't feel that meaningful.
With defense games like this, most of the time you should be losing thanks to the enemies instead of lack of energy. So the early game feels really off as a result.
I don't think crit works at the moment.
Also, later levels should give more tokens and I really need more damage upgrades.
lastly, balance is off with energy, I didn't need to upgrade it past the cost of like 50 on those upgrades.
Really like the gameplay though :D
Thanks for playing and leaving feedback, finding weak parts of upgrades design is the reason for early tests
Your game logic is broken, repeating finished mission grants another golden token.
Also, it would be nice to your players to autocollect tokens from enemies. And to grant (and auto-collect) tokens from all boss-fight trash enemies.
Hi! Thanks for the feedback, we consider to get auto-collection feature in next missions and skill tree, so stay tuned for next updates!
Pretty fun! One thing that may be a bug though: returning to a previous level and beating the boss again will reward an additional yellow orb. Doesn't seem intentional but I could be wrong
Hi, thanks mate for playing and yes, you absolutely right, it's a bug. We already fixed it in both versions, so thanks for feedback!
Game is really fun. One thing though is that beating a level can cause your progress to slow down. I was able to get 100+ orbs per run in level 2 and then, when I moved to level 3, kept dying after only gathering 40 orbs. The ability to go back to earlier levels could help with this.
Hi, thanks for playing and feedback! Actually that was "last minute update" issue and we already fix it. Now you can return to previous missions for farm or fan or both:)
Let's goooooo
You should not incentivise players to farm levels they have already beaten. In fact I wouldn't even allow it. Instead you should make sure the first part of the next level is doable and rewarding for players who did the entire previous level. Rewards don't seem to go up at all with missions, which is odd.