$12.99Planet Killer Blow up planets, keep the craters
A fast top-down shooter where your weapons permanently reshape simulated worlds, run after run, alone or with up to five friends.
Is Planet Killer worth it?
Planet Killer is worth it if…
- you want destruction that actually changes the world instead of just spawning effects
- you enjoy roguelite runs where the build comes together piece by piece
- you like fast, frantic dodging while your own bombardment lights up the screen
- you want a co-op game for up to six players with a simple loop: shoot planet, planet shoot back
- you have liked games such as Worms or Motherload and want that terrain destruction at arcade speed
Screenshots
Planets that remember every shot
The planets here are not backdrops. They are fully simulated, pixel-based worlds, and every hit reshapes them for good. A cannon blast tears out a crater, a laser slices a clean trench, and a big enough hit sets off chain reactions that fracture terrain and collapse defenses on their own.
You orbit a hostile world, pick your angle, and start carving. Surface cannons and missile batteries fire back while you work, so the run becomes a rhythm of dodging and demolishing. Keep the pressure on and the planet crumbles beneath the bombardment; get sloppy and the defenses will end you. Either way, the scars stay.
Builds, ships and a galaxy of bad ideas
Every run starts with a choice of ship, each with its own strengths and weaknesses, and the store of 128 unlockable starting ships means you will not run out of new angles for a long time. From there you stack modular weapons: missiles, cannons, lasers, rapid-fire barrages and stranger experimental kit, plus defensive and utility modules to keep you alive while the planet shoots back.
The fun is in combinations. A loadout built around piercing beams plays nothing like one that saturates the surface with missiles, and each run's upgrades push you toward a new strategy. A galactic shop sells weapons, modules and ship upgrades between encounters, and elite planets, storm worlds and bosses test whether the build holds up.
Six friends, one very bad day for a planet
Online co-op supports up to six players, and this is a game built for a lobby full of people arguing over target priorities. One of you peels off to dodge a missile battery, another keeps carving toward the core, and someone inevitably sets off a chain explosion that rearranges everyone's plan.
The chaos is the point. Physics-driven destruction plus five friends with heavy ordnance means runs go sideways in ways no single player could manage, and the short run structure fits a session of jumping in, wrecking a few worlds, dying, and queuing up again. Bring people who like making messes.
Questions before you fire?
Can you play it solo?
Yes. The whole game works alone: you pick a ship, chart a path through procedurally generated encounters, and push as deep into hostile space as your build allows. Co-op for up to six players is there when you want it, but nothing requires a group. Solo play is also where the high-score chasing side of the game lives, since every run ends in permanent death and a rank to climb.
What happens when a run ends?
Death is permanent for that run, but you keep progress between runs. Destroying planets unlocks new ships (over 128 in total), raises your Planet Killer emblem and title, and feeds the meta progression. Each run is a fresh roll of planets, upgrades and shop stock, so no two playthroughs play out the same way.
How hard is it, and is it fair?
It gets hard fast: planetary defenses escalate, and later worlds are deadlier variants with elite planets, storm worlds and bosses waiting deeper in. One honest caveat: the balance leans on luck. Runs can swing between feeling unstoppable and getting deleted by a single unlucky planet, so go in expecting variance rather than a steady difficulty curve.
What do the planets actually look like?
Procedural generation builds each one from scratch: detailed cities, continents, islands, oceans, and cloud and storm systems, so no two worlds match. Even the space around them is generated, with different star fields, nebulas and galaxies in the background. The look is bright and stylized rather than gritty, which suits a game whose main activity is setting it all on fire.























