Compare Abstractanoid prices across 50+ stores and find the best deal. Developed by katanadeath. Published by Alien Jellyfish. Released on 3/26/2018. Available on PC. Genres: Action, Casual, Indie, Simulation.

Fifty levels of brick-bashing against alien invaders, but expect a slow ball, hitbox headaches, and a framerate-dependent physics engine that only feels right at 144Hz.

My notes on Abstractanoid are short, and not because the game is deep. I spent the better part of an evening running through its 50 levels of retro brick-breaking gameplay and came away with a clear picture: this is an extremely bare-bones Arkanoid clone wrapped in a thin sci-fi skin, best approached with calibrated expectations and, ideally, a high-refresh-rate monitor. The core loop is exactly what the genre demands. You control a spaceship-shaped paddle at the bottom of the screen, bouncing an asteroid-ball upward to knock out alien targets arranged across the level. There is no build variety, no branching progression, no skill tree. The decision space each round amounts to positioning the paddle and occasionally holding the spacebar for a speed boost. That spacebar mechanic is worth knowing about: at 60Hz or with VSync on, the turbo mode reportedly turns choppy and unpleasant. Players on 144Hz monitors have reported the game feeling substantially more responsive, which is a strange technical footnote for something this modest in scope. The physics appear to be frame-rate dependent rather than properly capped, a basic oversight that should have been caught before leaving Early Access. Player criticism clusters around three consistent complaints. The ball speed at default is glacially slow with no automatic escalation across rounds, a problem that legitimate Arkanoid design solves in the first few seconds of play. Enemy targets sit far from the paddle and do not move, removing any dynamic threat. Hitboxes are unreliable: the ball passes through targets and power-ups clip through the paddle, both of which erode confidence in the feedback loop that brick-breakers live and die on. One reviewer noted that the collision system works from a single pixel colour value, which explains a lot. A handful of defenders exist, mostly people who played at high framerates or appreciated the level editor and the dry, self-aware sarcastic commentary that pops up on win and loss screens. Those touches are genuinely charming. The level editor is the one feature that gives Abstractanoid a small leg up over the bare minimum. You can build custom stages, and the developer apparently planned Steam Workshop integration at some point, though that never shipped. Six Steam achievements are present, all straightforward tracking milestones (spaceships destroyed, deaths, asteroids lost) with no missable or skill-gated content. For achievement hunters chasing a clean 100% on something low-friction, the completion path here is frictionless if uneventful. There is also a chiptune soundtrack that fits the aesthetic without doing anything memorable. As a strategy-and-sim reviewer, I default to asking whether a game respects the player's time and rewards attention. Abstractanoid does not particularly reward attention. There is no late game to speak of, no escalating complexity, no moment where the systems open up. What you see in level one is what you get in level fifty. If you genuinely love the Arkanoid format and want the most forgiving possible version of it with a few hours of content, this scratches that itch at its price point. Everyone else has better options, including free ones, that handle the fundamentals more cleanly. Diego, Scout Team

Abstractanoid
ActionCasualIndieSimulation

Abstractanoid

Mar 26, 2018katanadeathAlien Jellyfish
GamerScout Says

Fifty levels of brick-bashing against alien invaders, but expect a slow ball, hitbox headaches, and a framerate-dependent physics engine that only feels right at 144Hz.

PC
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About Abstractanoid

My notes on Abstractanoid are short, and not because the game is deep. I spent the better part of an evening running through its 50 levels of retro brick-breaking gameplay and came away with a clear picture: this is an extremely bare-bones Arkanoid clone wrapped in a thin sci-fi skin, best approached with calibrated expectations and, ideally, a high-refresh-rate monitor. The core loop is exactly what the genre demands. You control a spaceship-shaped paddle at the bottom of the screen, bouncing an asteroid-ball upward to knock out alien targets arranged across the level. There is no build variety, no branching progression, no skill tree. The decision space each round amounts to positioning the paddle and occasionally holding the spacebar for a speed boost. That spacebar mechanic is worth knowing about: at 60Hz or with VSync on, the turbo mode reportedly turns choppy and unpleasant. Players on 144Hz monitors have reported the game feeling substantially more responsive, which is a strange technical footnote for something this modest in scope. The physics appear to be frame-rate dependent rather than properly capped, a basic oversight that should have been caught before leaving Early Access. Player criticism clusters around three consistent complaints. The ball speed at default is glacially slow with no automatic escalation across rounds, a problem that legitimate Arkanoid design solves in the first few seconds of play. Enemy targets sit far from the paddle and do not move, removing any dynamic threat. Hitboxes are unreliable: the ball passes through targets and power-ups clip through the paddle, both of which erode confidence in the feedback loop that brick-breakers live and die on. One reviewer noted that the collision system works from a single pixel colour value, which explains a lot. A handful of defenders exist, mostly people who played at high framerates or appreciated the level editor and the dry, self-aware sarcastic commentary that pops up on win and loss screens. Those touches are genuinely charming. The level editor is the one feature that gives Abstractanoid a small leg up over the bare minimum. You can build custom stages, and the developer apparently planned Steam Workshop integration at some point, though that never shipped. Six Steam achievements are present, all straightforward tracking milestones (spaceships destroyed, deaths, asteroids lost) with no missable or skill-gated content. For achievement hunters chasing a clean 100% on something low-friction, the completion path here is frictionless if uneventful. There is also a chiptune soundtrack that fits the aesthetic without doing anything memorable. As a strategy-and-sim reviewer, I default to asking whether a game respects the player's time and rewards attention. Abstractanoid does not particularly reward attention. There is no late game to speak of, no escalating complexity, no moment where the systems open up. What you see in level one is what you get in level fifty. If you genuinely love the Arkanoid format and want the most forgiving possible version of it with a few hours of content, this scratches that itch at its price point. Everyone else has better options, including free ones, that handle the fundamentals more cleanly. Diego, Scout Team

Tags

singleplayerachievementstier:sub-5Arkanoid-styleBrick BreakerLevel EditorAchievement HunterChiptuneFrame-Rate Dependent PhysicsRetro Sci-Fi

System Requirements

Minimum

OS
Windows 7 32 bit or higher
Memory
512 MB RAM
DirectX
Version 9.0
Storage
100 MB available space
Graphics
Compatible with DirectX 9.0c
Processor
2 GHz

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Game Info

Developer
katanadeath
Publisher
Alien Jellyfish
Release Date
Mar 26, 2018

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2026-06-101.50(lowest)

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Abstractanoid is available on PC.

When was Abstractanoid released?

Abstractanoid was released on 26 March 2018.

Who developed Abstractanoid?

Abstractanoid was developed by katanadeath and published by Alien Jellyfish.