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Screenshots

  • Voidhorde: Space Survivors screenshot 1
  • Voidhorde: Space Survivors screenshot 2
  • Voidhorde: Space Survivors screenshot 3
  • Voidhorde: Space Survivors screenshot 4
  • Voidhorde: Space Survivors screenshot 5
  • Voidhorde: Space Survivors screenshot 6
  • Voidhorde: Space Survivors screenshot 7
  • Voidhorde: Space Survivors screenshot 8

About Voidhorde: Space Survivors

One ship. Thirty minutes. A horde that never stops. You steer; the guns fire themselves.

EVERY FIVE MINUTES, A WARP
This is the part the genre forgot. At 5, 10, 15, 20 and 25 minutes the void opens and deals you three sectors. Each card tells you what you are flying into before you commit: which faction holds it, what rule it enforces — asteroids drift through the belt, shields do not regenerate in the ion nebula, the machine graveyard halves your pickup radius — and which boss guards the far end. A run is a route you chose five times, not one map you endured. Arrive and you get three seconds of calm, which is a breath this genre never gives you.

SIX HULLS, NOT SIX SKINS
Lancer dashes. Bastion drops a shield wall. Warden fires an EMP. Reaver rams. Every hull has its own stat spread, its own starting weapon, and one Boost on a cooldown — the only button in the game. A hull changes how you play, never how you look.

AN ARSENAL THAT EVOLVES
Ten weapons, six weapon slots, twelve passives, six passive slots. Pulse Laser, Flak Cannon, Seeker Missiles, Railgun, Orbital Drones, Ion Field, Arc Coil, Mine Layer, Plasma Orbs, Beam Turret — each with its range, fire rate, pierce and aim mode printed on the card, and each with an evolution that unlocks when you max it alongside the right passive. Builds happen.

THREE FACTIONS, SEVEN BOSSES
The Swarm come fast and in numbers. The Rust Covenant shoot back, ram, and tank. The Provenance bring shields and shards that split when you break them. At the end of a sector something much larger is waiting.

THE ARK AT 30:00
An unkillable dreadnought closes the void at the half hour. Reaching it is the win. What you reached it with is the score.

BETWEEN RUNS
Salvage buys permanent refits in the Hangar: more hull, more damage, a wider pickup radius, a reroll charge, a fourth card on every level-up. Hulls and weapons unlock by doing things — survive ten minutes, kill five hundred Rust Covenant, beat the Hive Matriarch — never by paying. The game is premium, so the meta progression is yours, not the store's.

ONE RUN A DAY, THE SAME FOR EVERYONE
The Daily is date-seeded: the same ship, the same seed, the same horde on every device. It keeps a local best and a streak that counts days played, and it pays out whether you reach the Ark or die at minute two.

BUILT PROPERLY
• A thousand enemies and two thousand projectiles at once, drawn from one packed atlas
• Integer-deterministic under the hood — the same seed really is the same run on every device
• Curated pixel art and an adaptive darksynth score that knows when a boss is out there
• Haptics, screen shake, damage numbers, large HUD and reduce-motion, all switchable
• Plays in airplane mode, on a plane, in a basement, forever

ONE PRICE, FOREVER
No ads. No in-app purchases. No account, no sign-up, no energy, no timers. And no network: the game makes no requests at all — its Android build asks for no permissions, not even internet, and its macOS build is sandboxed with no network access. Buy it once; own all of it.

What’s new

Version 26.0905.29810439 · Updated September 5, 2026

First release. Six hulls that fly differently, ten weapons that fire themselves and evolve, and a warp every five minutes where you choose the next sector, its rule and the boss guarding it. Survive to 30:00 and the Ark closes the void. One price, no ads, no in-app purchases, no account, no network.

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