Compare SHOOPER NOVA prices across 50+ stores and find the best deal. Developed by Jamesika. Published by Gamersky Games. Released on 4/2/2025. Available on PC. Genres: Action, Casual, Indie, Strategy.

If you ever lost a Saturday to Brotato or Vampire Survivors and thought 'I wish this had more build math,' SHOOPER NOVA is going to cost you another one.

My first hour with SHOOPER NOVA felt almost too familiar: waves of enemies, a between-round shop, incremental upgrades. Then the elemental interaction system clicked, and I was thirty minutes deep into a spreadsheet-brain spiral trying to chain lightning components into a reload-speed loop while stacking a death-ray on top of my rotating circular wall. That pivot from 'cute little arcade game' to 'actually I need to think about this' is where the game earns its place in the roguelite conversation. The core structure mixes tower-defense logic with bullet-hell intensity and roguelite progression, and the glue holding it together is the fortress-building system. You rotate your circular fortress to face incoming threats from all directions, slotting in over 30 distinct components and 100 props that carry elemental properties which react with one another. The stat page for a mature build genuinely resembles the kind of numbers-dense readout you get in Brotato, which for my taste is a compliment. Weapons like the lightning chain handle crowd control naturally, while tools like the death ray reward deliberate aim and careful fortress rotation. Reload time scales with how many weapons you stack, so every addition to your wall forces a trade-off calculation. That is exactly the kind of decision-making I want from a game sitting in this genre. Progression extends well past a single loop. Eight New Game Plus tiers each introduce new enemy types and sometimes a different boss encounter, and special weapons unlocked along the way each have enhanced variants tied to NG+ completion thresholds. A meta-currency layer lets you carry small permanent bonuses into fresh runs, though it is tuned conservatively enough that you cannot grind your way past a skill deficit. One legitimately clever late-game feature lets you ban specific items from appearing in the shop once you hit NG+ 3, which is the kind of quality-of-life option that shows a developer paying attention to how veterans actually play. The bosses are the one area where the design stumbles: they tend to resolve into binary outcomes rather than tense mid-run pivots, and experienced players will usually know by the mid-wave count whether a kill is on the table. Presentation is clean and functional. The neon-on-dark sci-fi aesthetic draws obvious comparisons to Geometry Wars in how it uses light and particle effects to signal chaos without destroying readability. Even at peak screen-clutter, the circular fortress layout keeps your attention anchored, and the lo-fi-adjacent soundtrack holds a consistent energy across long sessions. One honest caveat: some UI text carries untranslated strings, and a few tooltips read awkwardly in English. Nothing that breaks a run, but worth flagging for players who rely on precise wording to evaluate components. For newcomers, the learning curve is gentle enough that a few failed runs provide sufficient orientation, no dedicated tutorial required. The game respects your ability to read the shop and experiment. Diego, Scout Team

SHOOPER NOVA
ActionCasualIndieStrategy

SHOOPER NOVA

Apr 2, 2025JamesikaGamersky Games
GamerScout Says

If you ever lost a Saturday to Brotato or Vampire Survivors and thought 'I wish this had more build math,' SHOOPER NOVA is going to cost you another one.

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About SHOOPER NOVA

My first hour with SHOOPER NOVA felt almost too familiar: waves of enemies, a between-round shop, incremental upgrades. Then the elemental interaction system clicked, and I was thirty minutes deep into a spreadsheet-brain spiral trying to chain lightning components into a reload-speed loop while stacking a death-ray on top of my rotating circular wall. That pivot from 'cute little arcade game' to 'actually I need to think about this' is where the game earns its place in the roguelite conversation. The core structure mixes tower-defense logic with bullet-hell intensity and roguelite progression, and the glue holding it together is the fortress-building system. You rotate your circular fortress to face incoming threats from all directions, slotting in over 30 distinct components and 100 props that carry elemental properties which react with one another. The stat page for a mature build genuinely resembles the kind of numbers-dense readout you get in Brotato, which for my taste is a compliment. Weapons like the lightning chain handle crowd control naturally, while tools like the death ray reward deliberate aim and careful fortress rotation. Reload time scales with how many weapons you stack, so every addition to your wall forces a trade-off calculation. That is exactly the kind of decision-making I want from a game sitting in this genre. Progression extends well past a single loop. Eight New Game Plus tiers each introduce new enemy types and sometimes a different boss encounter, and special weapons unlocked along the way each have enhanced variants tied to NG+ completion thresholds. A meta-currency layer lets you carry small permanent bonuses into fresh runs, though it is tuned conservatively enough that you cannot grind your way past a skill deficit. One legitimately clever late-game feature lets you ban specific items from appearing in the shop once you hit NG+ 3, which is the kind of quality-of-life option that shows a developer paying attention to how veterans actually play. The bosses are the one area where the design stumbles: they tend to resolve into binary outcomes rather than tense mid-run pivots, and experienced players will usually know by the mid-wave count whether a kill is on the table. Presentation is clean and functional. The neon-on-dark sci-fi aesthetic draws obvious comparisons to Geometry Wars in how it uses light and particle effects to signal chaos without destroying readability. Even at peak screen-clutter, the circular fortress layout keeps your attention anchored, and the lo-fi-adjacent soundtrack holds a consistent energy across long sessions. One honest caveat: some UI text carries untranslated strings, and a few tooltips read awkwardly in English. Nothing that breaks a run, but worth flagging for players who rely on precise wording to evaluate components. For newcomers, the learning curve is gentle enough that a few failed runs provide sufficient orientation, no dedicated tutorial required. The game respects your ability to read the shop and experiment. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Elemental SynergiesFortress RotationNew Game PlusBuild OptimizationWave SurvivalRoguelite ProgressionNeon Aesthetic

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
Storage
500 MB available space
Graphics
GeForce GTX760
Processor
2.00GHz

Recommended

OS
Windows 10
Memory
16 GB RAM
Storage
500 MB available space
Graphics
GeForce GTX1660
Processor
4.00GHz

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Game Info

Developer
Jamesika
Publisher
Gamersky Games
Release Date
Apr 2, 2025

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What platforms is SHOOPER NOVA available on?

SHOOPER NOVA is available on PC.

When was SHOOPER NOVA released?

SHOOPER NOVA was released on 2 April 2025.

Who developed SHOOPER NOVA?

SHOOPER NOVA was developed by Jamesika and published by Gamersky Games.