
Oortbound
A co-op space roguelite built on free-flight combat. Gun down raiders, grow a drone fleet and mine planets while the sun swells toward collapse, then dive in to face the boss or warp to a richer sector. One to four pilots, five classes, and every run ends past the event horizon, one way or another.

The sun is dying. Get rich before it does.
Oortbound is a co-op roguelite set in procedurally generated solar systems. Fly a Newtonian ship through belts and nebulae, and build a fleet of drones that fight beside you and mine the planets you deploy them on. Every system has a clock: the sun devours its companion stars and swells, and when it collapses you choose. Dive into the black hole and fight the boss for permanent Cores, or dock at the station and warp to a richer, deadlier sector.
Free flight, real momentum
No rails, no invisible walls in the fight. Your ship keeps its velocity, so every dogfight is about angles, braking and where you leave your drift. Enemies avoid planets and suns the same way you do, and the world hits back: asteroids shatter, planets collide, and flying into a star burns.

A fleet, not a lone ship
Your drones follow you into combat, and every choice about them matters. Station units on rich planets to mine Quanta, Metal and Crystal, keep others flying with your ship to fight, send one as a courier to fetch hardware from a relay station, and defend it when a convoy comes hunting. Gates found in the nebulae or dropped by enemies grow your fleet or cost you units. The fleet you arrive at the boss with is the run you built.

Level up without stopping
There is no pause screen. When you level up, your ship seals into a shield while you pick an upgrade, and the fight keeps going around you. Every few levels a keystone offers a build-defining perk, and once you own one, amplifier cards appear to push it further. In co-op, every pilot levels on their own clock, so nobody waits on a teammate's menu.

Five classes, five ultimates
Vanguard, Spectre, Warden, Harbinger and Nova each fly differently and carry a unique ultimate, from a railshot whose kills cascade through a crowd to a barrier that turns enemy fire into your damage to a freeze that stops the whole battlefield. Weapons drop, get salvaged, and get bought at stations, and specials like missiles, lasers and arc lightning fill the gaps a primary can't.

Sectors, bosses and the choice at the end
Each sector ends the same way: the collapse. Diving takes you into an arena where turret weak points and core drops decide the fight. Warping opens a route choice with previews of what lies ahead, and each route changes what the next sector is worth and what it costs. Clear every sector and the finale waits.
Progress that survives the run
Cores earned from bosses unlock new classes and permanent upgrades in the hangar, and Sun Intensity tiers let you raise the difficulty for bigger payouts once you've won. Weekly leaderboards rank full clears by time, solo and in parties of two, three and four.
Co-op for one to four pilots
Invite friends through Steam. Revive downed teammates mid-fight, spectate their run when you can't, rejoin a session you dropped from, and share pings and a chat log to coordinate. Windows and macOS play together.