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Super Station Swarm

種別:ゲーム 発売日:2026年4月15日 日本語対応未確認
235円
Steamレビュー レビュー不足または未評価 100.0% 1件

A space station, infinite waves, and a screen full of vector geometry trying to kill you. Your turrets auto-fire. Your satellites orbit. This is bullet-hell-yeah. In-game and permanent upgrades. 17 upgrade types across 9 weapon classes. Play, upgrade, repeat.

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Super Station Swarm
Quick-session tower defense with no ads, no micro-transactions, and nothing in the way of pressing play and shooting things. Your station sits in the middle of the screen. Enemies come from everywhere else. Most of your weapons fire themselves, so the real decisions are smaller: where the station is facing, what you upgraded last wave, whether you remembered to flip aim mode before the flyers showed up.
Everything's drawn with vector lines and circles. No sprites, no textures. Runs are 10 to 20 minutes. Plays on phone, Steam Deck, or desktop - quick endorphin hits for bullet mayhem and numbers go brrrrr!
(Heads up: the trailer cuts in around wave 25, when the screen gets dense. The first few waves are quieter, you'll get a minute to settle in.)
About the auto-aim
Your weapons pick the nearest target and shoot it. Solid plan, right up until a pack of flyers starts orbiting your station and nothing leads them well, or a tank floats through the gap none of your satellites are covering, or an armored scout eats your bullets while three drones drop mines behind it.
On Medium and Hard the auto-aim takes a damage hit too: 20% on Medium, 30% on Hard. You can still clear runs on auto. You're just making it harder than it needs to be. The fix is to lean into manual lead (one toggle, every cannon flips at once), or to lean on the skill weapons. Sweep beam, missile salvo, EMP, power orbs. None of them care about the damage tax.
Missiles, lasers, and railguns always track. Cannons are different. You rotate the whole station to point them. Flipping aim modes mid-wave is the kind of small habit that turns a wave-12 run into a wave-25 one.
Watch for swarm pacts!
Mid-run, a yellow triangle will blink at the edge of the play area. A swarm pact is forming. A V of kamikaze fodder is about to warp in with a bomber tucked in behind, all arcing toward your station on a curved path so you can't just plant your guns down the centre line and wait. The fodder pile into your hull. The bomber detonates a splash radius you can see coming.
Ignore the warning and you eat a nuke. Engage and the rest of the wave is still happening behind you. Pacts get bigger and more frequent the longer you survive. There is no warning on hard mode.
The upgrade cards
Level up, pick 1 of 3 cards. Add a new weapon, boost fire rate on a specific mount, stack pierce, add shield HP, bolt on another satellite. Cards target individual weapon mounts, so upgrading damage on your flak cannon does nothing for the missile launcher sitting next to it. You're building each turret on its own, then watching how they play together.
Slots fill up. Once a satellite's mounts are full, new weapon cards become replacement offers. That homing missile looks great, but the card is telling you it's swapping out your piercing cannon to make room. 17 upgrade types across 8 weapon classes. There's a pity timer so you'll never go 8 waves in a row without a satellite offer.
Dying is fine
Every kill across every run feeds a shared XP pool. The XP buys permanent upgrades: starting weapons, extra satellites, shield stacks, hull, bombs. A skill tree with branching paths and prerequisites. Starting Satellite leads to Satellite Shields leads to Armory Module. Max out Station Hull and you unlock Nano-Repair Swarm.
The catch is that every permanent upgrade you buy adds 3% to enemy wave budgets. The game grows to match you. Five shielded satellites with overcharged weapons feels dominant for about three waves. Then wave 15 arrives and remembers what you bought.
Pick a lane
You can sink everything into a single satellite cannon until it carries the run by itself, while the other four orbit looking decorative. You can spread it instead, five satellites with shield barriers each. Bombs are a third option, the one for when the screen gets too thick to read. The combo system is a fourth lane that runs almost as its own minigame: hit 40 consecutive kills and you trip tier 5, which is a 4x score multiplier, 1.5x fire rate on every weapon, screen-clearing shockwaves, and phantom echo targets that keep your streak alive between waves. Miss one kill window and the whole thing collapses back to zero.
Play It Your Way (As I said to Delores Montenegro)
Three screen filters sit on top of the default vector look. CRT gives you scanlines and chromatic aberration. 8-bit drops everything to four shades of green on chunky pixels. Retro keeps the colour but quantizes it down to 64 shades. Switch from pause whenever. Gameplay is generally unaffected but 8-bit might pose a challenge!
Three difficulty tiers, each with its own leader board. Hard mode triples elite spawn rates, doubles boss frequency, and quadruples enemy HP scaling. Working through the full upgrade tree takes a few hours of runs. Individual runs fit a bus ride or a lunch break - perfect filler for that quick bullet rush through vector carnage!

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評価・レビュー

全体レビュー レビュー不足または未評価 好評率 100.00% / 1件 取得:2026年9月6日 18:51

ATTENTION

注目度メトリクス

現在プレイヤー数 0人 最終観測:2026年8月21日 16:38(35日経過)
Steamフォロワー数 未集計 最終観測:未集計

プレイヤー推移

データ蓄積中 24時間平均

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Steamフォロワー推移

2件以上で集計 直近7日

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プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。

発売後注目度の基礎指標 発売済みタイトルのため、現在プレイヤー数・ピーク値・Steamフォロワー数を組み合わせて勢いを観測します。

指標 現在値 観測状況
現在プレイヤー数 0人 最終観測:2026年8月21日 16:38(35日経過)
24時間ピーク データ蓄積中 履歴あり・更新待ち・直近7日 0件
Steamフォロワー数 未集計 最終観測:未集計
7日フォロワー増加 2件以上で集計 未集計・直近7日 0件

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#category_playable_at_your_own_paceカスタム音量調整キーボードのみのオプションシングルプレイヤータッチのみのオプションテキストサイズの調整ファミリーシェアリングフルコントローラサポートマウスのみのオプション時間制限付き入力なしでプレイ可能色のオプション難易度の調整

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基本情報

発売日
2026年4月15日
価格
235円
価格区分
有料
開発元
Alan OSullivan
販売元
Alan OSullivan
対応OS
Windows / Mac / Linux
コンテンツ種別
ゲーム

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