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Pixel Orbit

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developed by

developed by yaxworks

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completed

68 ratings

rated 3.4 stars, 68 ratings.
demounityactivestrategynodelike

Posted March 16, 2026. Updated April 29, 2026. Played 1500 times for a total of 1929 hours.

description


Pixel Orbit is an Incremental Idle game in which you defend Earth from incoming dangers. Collect gold, develop your Skill Tree and strengthen your defenses to repell the attackers.

SAVES BETWEEN UPDATES WORK ON STEAM VERSION OF THE GAME! DOWNLOAD FOR BEST EXPERIENCE

steam

latest update


Pixel Orbit- Overload - Prestige System April 29, 2026

Major changes:

  • Added Prestige System - Overloading. Permanently unlock power of equipped core by resetting the progress.
  • Further balancing
  • Visual improvements
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newest comments


heaty28 June 11, 2026
+1comment score: 1
i like this game a lot, i like it even more because the cover looks vaguely familiar to something that i'll never see in my entire life.
Drumboardist May 25, 2026
+1comment score: 1
Yo, quick question...is there some way to reset my progress back to 0, so I can work out a speedrun of this? Or..y'know, play it from scratch, in general? I boot it up now, and I'm looking a full menu of bought items, and dunno how to clear that out and play from the beginning again.
Fishydids April 8, 2026
+2comment score: 2
Main thing I'll say is that often your choices for upgrades are significantly impacted by needing to fully max one out before the next ones are unlocked, and not having any visibility for adjacent upgrades gives you cases like needing to spend $75 on autoturret fire rate before you are able to buy or even know about its damage upgrade. While you can somewhat subvert this by temporarily selling things to buy into a specific tree, this is tedious to do and shouldn't be expected of a player. I'd say a simple solution would just be making the unlock requirement be one level in the previous upgrade instead of all of them.
Aside from that, projectile collision acts very weirdly - if two enemies are overlapping, one projectile can hit both enemies for its full damage. Equally, if multiple shots simultaneously hit an enemy they all disappear, even if theoretically the damage of just one of them should be enough to kill. This overall makes the multishot upgrade way less valuable as most of the time (particularly early on) you have enough damage to one shot enemies.
Lastly, as has been mentioned by other comments, the upgrade that automates your turret is very dissatisfying for two reasons:
1) It's boring. It suddenly turns the game fully idle in terms of just waiting 2+ minutes for each run to pass. While you do get the nuke a bit later on, there is far less thought involved in that than the main gun, which means in lieu of any other relevant features you're left with almost nothing to do.
2) In terms of strength, it's a downgrade. It's worse at aiming than the player is, and thus it's trading the convenience of not having to bother with the easy sections, with being less effective at clearing hordes or prioritising targets properly.
My main suggestion to fix this would just be to have some keyboard key set as a 'turret override' which returns manual aiming and firing (with holding left click allowing autofire).

In terms of ideas that I'd be interested which aren't explicit flaws, I think there is some missed opportunity with explicitly relegating the lasers and rockets to autoturrets - these seem like they'd be more fun and expressive to control with how the targetting and timing matters a lot more than it does for the bullets, maybe there could be some feature introduced that lets you swap weapons between the autoturrets and main turret to try and make better use of them.
In terms of enemies, I think it's currently severely lacking in variety, where each zone is just giant swarms of <basic enemy> and <basic enemy with somewhat more hp>. It'd be more interesting if you had things like fast enemies, or highly tanky enemies that show up in far lower quantities.

P.S. I find it funny how 'OPTIONS' brings up a menu where you have to click 'OPTIONS' again to actually go to the options menu. also what does LOOP do I couldn't tell.

developer response: Thank you very much for lengthy feedback.
I agree with the skill tree unlocking - I'll change it soon.
Most people actually like the 100% idle main turret, the comments you are mentioning are probably about a node I had previously - making it manual again, but increasing it damage. The node has been replaced with "Nuke".
I agree with enemies variety - that's what I'm working at the moment. Spaceships will have barriers, worms will spawn more worms on death, etc.

Thanks for playing!

sharpnova March 23, 2026
+6comment score: 6
"main turret regain control" <- such a terrible experience-ruining upgrade.

developer response: Why? You can still beat the game full idle.

bazke March 20, 2026
+1comment score: 1
do the upgrades get better? 10% increase feels so underwhelming

developer response: There's some nodes with +10% etc. as in every incremental game. There's quite a few nodes that unlock new things / change things though :)

top comments


Numbas gamedev March 16, 2026
+8comment score: 8
$5 seems like a good deal for a laser turret, could I buy one at my local supermarket?

developer response: Available at every 7eleven. Buy two for $8. Limited offer.

sharpnova March 23, 2026
+6comment score: 6
"main turret regain control" <- such a terrible experience-ruining upgrade.

developer response: Why? You can still beat the game full idle.

Captainmunch March 18, 2026
+6comment score: 6
Amazing game!
But the disappointment that i cant make everything go at the speed of light is immense.
Chain lighting was fun tho
(Also i accidentally played signed out so rip my save)

developer response: Thanks!

lool8421 March 17, 2026
+5comment score: 5
i feel like each "enemy tier" should give more money because constant $1 per kill seems like not very much

developer response: It is something I'm considering, it will make the previous tiers tedious though. Maybe a skill node that will skip the previous tiers.

sir_pinski gamedev March 18, 2026
+4comment score: 4
Game is underrated (currently 3.2, should at least be upper 3s), even if not quite as polished as some other node-likes. That said, the main thing that felt bad to me was having to start from the beginning and play the boring part of the battle each time, even when leveled up and difficulty was trivial. Could use some sort of accelerate/checkpoint system to keep the time of each run down. I don't want to be doing 5 minute runes in a game like this, or even 2 minute runs if they all play almost identically. Still, a soild start.

developer response: It is what it is :). I'm probably going to add nodes like "Skip first 1 minute".

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