Hollow Orbitのアートワーク$7.99100%1 user reviews

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A top-down extraction roguelite about robbing a dead generation-ship blind — and getting out before the dark wakes up and hunts you by scent.

Drop in. Kill for cores. Carry the lights home. Extract before the BLACKOUT learns your name — or push one deck deeper for richer salvage and a worse death.

The lights won't last

Power dies on a cycle: LIT, the flicker, BLACKOUT. By day it's rust and hull-rats. In the dark, the things that come don't need to see you — they smell you. Your heat smears across cold steel and they pour down the corridors after the scent: relentless, patient, very fast. Carry a humming power cell home and you push the dark back a while longer. Carry one, and the whole ship finds you fascinating. You can hold the lights a little longer. You cannot hold them forever.

Greed against the dark

Every floor, the ship offers the same deal: extract now and bank everything you've earned, or descend for fatter loot and a meaner death. Cores and gear are only yours once you signal out from the Lander. Die in the field and the dark keeps its cut. Banked is banked. Greedy is dead.

There is no bottom

Past Deck 5 the world comes apart and re-mixes — a reactor's heat wearing a cryo vault's bones, corruption thickening to a violet pall the deeper you fall. Every deck is a gate; the only door is the boss. Put it down, bank a Void Relic, and your relics multiply the haul — paying out richer the deeper you dared. Somewhere down there the dark coughs up the Voidforged: the brightest loot there is, and the thing that gets rigs like you killed.

What you're signing up for

A dark that hunts you. BLACKOUT horrors track your heat through walls. Vision shrinks, the music turns, the corridors fill in behind you.

One real choice, every run. Cash out at the Lander, or push deeper. Greed is the whole game.

Five multi-phase deck bosses — the Custodian, the Overmind, the Frozen Core, the Reactor Warden, and the Anomaly — each a four-phase fight, the score climbing as it dies.

An endless Descent. Self-remixing decks past Deck 5, boss-gated, payouts compounding, the Voidforged waiting at the bottom of a manifest with no bottom.

Loot worth dying for. Eight rarity tiers from Stock to Voidforged, every drop graded F-to-S on its own roll, stacking affixes, and uniques that bend the rules.

Build, don't pick a class. A branching augment tree with locking forks and 40+ swappable Modules that ARE your kit — mines, walls, turrets, lances, portals — plus a buried way to fuse two capstones into one screen-clearing ultimate (100+ combinations).

67 achievements, 67 ship liveries. Every achievement hangs a new skin in your wardrobe — from corporate chrome to the deep-Descent void skins.

Built to be replayed

Procedurally generated decks; three escalating difficulties — LOW ORBIT for the drift, DECAYING ORBIT for the intended hunt, EVENT HORIZON for when the dark smells you everywhere and death takes all of it; a run inventory that rides between runs; a death-proof Lander cargo bay; three save slots. No two drops down the same.

Options & accessibility

Fully rebindable controls (keyboard + mouse).

Three difficulty Descents, chosen per save — the dark's senses, speed, and the death penalty all scale.

Scalable HUD and a colorblind-friendly mode.

Adjustable screen-shake and crosshair, per-bus volume, and one-key mute.

Quality-of-life baked in: instant pickup, hold-to-equip on the move, auto-scrap rules, drag-and-drop inventory with full stat deltas, and checkpoint autosaves.

Kill what moves. Carry the lights home. Leave before the dark learns your name.

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