
Paper Planet
If your idea of a chill Tuesday is stacking bee-bullet swarms until the screen becomes a crime scene, Paper Planet delivers that in spades - just don't expect the run variety to hold up past the honeymoon period.
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Screenshots & Media

About Paper Planet
I came into Paper Planet with the same skepticism I bring to any arcade shooter that leans hard on the word 'wacky' in its pitch. Turret-defense roguelikes are a crowded shelf, and Flash-game nostalgia bait can cover a lot of design sins. What I found here is genuinely more interesting than the art style suggests, but it also hits a wall that I kept slamming my head into the longer I played. The core loop is you controlling a turret that orbits your planet, rotating around it to intercept waves of incoming enemies. You pick up items between waves, and the item synergy system is where this game actually lives or dies. Stacking effects like bee-bullet swarms, electricity walls, and teleporting rocket bombs creates moments of pure screen-filling chaos that feel earned rather than random. The Binding of Isaac comparison that floats around community discussions is fair - the appeal is the same dopamine hit of discovering a build combination that makes the game briefly break in your favour. Bosses each carry distinct mechanics and personalities, so the first time you face them there is real tension. The hand-drawn, frame-by-frame animation style is legitimately charming and holds up better than most Flash throwbacks. Here is where I get impatient, though. Run variety is thin. You fight the same bosses in the same order across runs, which means once you have memorised the patterns, the only variable left is your item pool - and some players have flagged that pool as bloated in ways that make certain picks feel almost useless. There is also a known performance issue: build synergies can stack so hard that you generate enough simultaneous projectiles to tank your own frame rate into slideshow territory. That is not a niche edge case; it is practically an expected endgame state, and the devs have not capped bullet count to address it. For a shooter, having your inputs become unresponsive because your own build succeeded too well is the kind of thing that makes me uninstall things. Multiplayer is local-only right now. Up to four players on one machine, which is legitimately fun if you have the couch setup for it. Steam Remote Play works as a workaround for online sessions, and the dev has flagged proper online support as a future priority - but it is not here yet. The shard unlock progression system has also drawn criticism for feeling slow and unrewarding, which matters if you care about long-term reasons to keep running. Bottom line: Paper Planet is a solid first few hours for anyone who likes arcade shooters with build-crafting depth. The early game is genuinely fun, the item synergy hits right, and the art style earns its nostalgia without feeling cynical. But the replay ceiling is lower than the genre demands, the performance ceiling is a real problem, and the local-only multiplayer is a limiter. If you have three friends in the same room and a big TV, this gets considerably better. Solo in ranked-ladder mode? There is no ranked ladder - this is a score-chaser, not a competitive shooter. Know that going in. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or newer
- Memory
- 2 GB RAM
- Storage
- 300 MB available space
- Graphics
- NVIDIA® GeForce GTX 660 or newer (Integrated Video Cards not recommended)
- Processor
- Dual Core CPU - 2.4GHz+
- Sound Card
- Yes
Recommended
- Memory
- 4 GB RAM
- Processor
- 4+ Core CPU - 4GHz+
Reviews & Ratings
No ratings available
Game Info
- Developer
- Doodlegames
- Publisher
- 2 Left Thumbs
- Release Date
- Aug 21, 2023