Arte de Particulitix$5.9988%Positivas

Capturas de pantalla

De la tienda de Steam

An arcade roguelite where positioning beats firepower.

Build absurdly powerful runs through rule-breaking upgrades.

I started Particulitix as a particle-graphics experiment that grew into the arcade roguelite I wanted to play.

Position smart around playfield zones that shape every fight

Stack run-specific arsenals from dozens of upgrade combinations

Carry permanent character upgrades between runs

Choose Your Style

Your weapon choice defines your gameplay.

Each weapon has its own fire pattern, range, special effect, and aim style. Some require manual aim for classic, high-control twin-stick shooting. Others aim automatically, letting you focus on movement and positioning.

Manual-aim weapons can be toggled to auto-aim if you prefer. Auto-shoot is a separate toggle, mixable with any weapon.

Find Your Build

Combine dozens of upgrades into builds that probably shouldn't exist.

Here are just a few examples:

Spicy bounce: Each time a bullet bounces, its damage is doubled. If you have fragments or DoTs they keep this boost.

Laser: 8x damage, but capped at 8 active at a time. Combines with fragments for chain effects.

Mimic: Your ship mimics the appearance of the enemies chasing you. They won't chase you unless you fire. Shooting breaks the disguise for a short time.

Positioning Is Power

The playfield isn't a backdrop. Where you stand changes every fight.

XP doesn't come to you. You have to risk your position to grab it. Timing your pickups around special zones can turn a dangerous move into a massive advantage.

Temporary zones appear across the screen, offering powerful situational bonuses. Exploiting them at the right moment is often the key to victory.

Builds don't just stack numbers. They change how you play the space. Upgrades interact with movement, positioning, and timing.

The best players don't shoot more, they stand better.

Built Without Textures

Every visual in Particulitix is generated in code. No sprites, no texture atlases. The reason is simple: I can't draw, so the whole game is math and particles, drawn fresh every frame.

A Note From the Dev

Solo dev based in Normandy. The project ran away from me a few times along the way, but I'm shipping it the way I want to play it.

If you want to help shape the game, drop into the Discord. That's where decisions actually get made.

Thanks for taking a look.

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