Compare Space Raiders in Space prices across 50+ stores and find the best deal. Developed by Apollo Interactive S.L.. Published by Destructive Creations. Released on 12/8/2020. Available on PC. Genres: Action, Indie, Strategy.

A wave-defense roguelike where your barely-functional crew fights bugs, loots gear, and builds turrets. Chaotic, replayable, and surprisingly tactical.

Space Raiders in Space is a hybrid that sits at the intersection of wave defense, roguelike progression, and light squad management. Each run drops you into a bug-infested map where you cycle between scavenging phases and increasingly brutal combat waves. The loop is tighter than it sounds: spend downtime looting weapons and supplies, position your defenses, then watch your plan survive or collapse spectacularly when the Bugpocalypse kicks in. The genre mash works because neither half feels like an afterthought. The tower-placement has genuine geometry logic to it, and the loot system gives each run a different tactical spine. The squad management layer is where the real decision-making lives. Your crew is, by design, almost competent, which is the game's joke but also its mechanical hook. Each unit has distinct capabilities, and figuring out who carries what weapon, who anchors the killzone, and who runs resupply is a small but real optimization problem. The weapon variety is wide enough to encourage experimentation across runs, and the roguelike structure means a bad loadout choice early compounds painfully by wave fifteen. That feedback loop is satisfying rather than punishing because runs are short enough to absorb a loss and immediately start testing a revised build. For a game with a small review count, the 95% positive rating on Steam signals a community that found exactly what it was looking for. The audience is not grand-strategy players who want a hundred diplomatic levers. It is players who enjoy constrained tactical puzzles with a comedic sci-fi skin and a roguelite retry cadence. The tone is self-aware without being obnoxious, and the writing in the crew dialogue earns its laughs rather than leaning on wink-at-the-camera references. On the critical side, the game shows its indie scale. The AI has predictable wave patterns once you log a few hours, which reduces late-run tension to execution rather than adaptation. The tutorial does a reasonable job of explaining the defense-building side but assumes you will absorb squad mechanics through trial and error, which slows the first hour. The mod and post-launch content ecosystem is limited compared to deeper strategy titles, so if you exhaust the weapon pool and map variants, replayability does plateau. This is a game with a ceiling, and experienced roguelite veterans will reach it. That said, for the right player, the ceiling is high enough. If you are someone who rebuilds tower layouts between waves on a notepad, who enjoys finding the synergy between a specific weapon type and a choke-point geometry, this scratches that itch efficiently. Developers Apollo Interactive built something focused rather than sprawling, and publisher Destructive Creations has a track record of putting out games that commit to a distinct identity. Space Raiders in Space is not trying to be Rimworld with bugs. It knows what it is: a tight, funny, replayable tactical wave-fighter that respects your time per session. Diego, Scout Team

Space Raiders in Space
ActionIndieStrategy

Space Raiders in Space

Dec 8, 2020Apollo Interactive S.L.Destructive Creations
GamerScout Says

A wave-defense roguelike where your barely-functional crew fights bugs, loots gear, and builds turrets. Chaotic, replayable, and surprisingly tactical.

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About Space Raiders in Space

Space Raiders in Space is a hybrid that sits at the intersection of wave defense, roguelike progression, and light squad management. Each run drops you into a bug-infested map where you cycle between scavenging phases and increasingly brutal combat waves. The loop is tighter than it sounds: spend downtime looting weapons and supplies, position your defenses, then watch your plan survive or collapse spectacularly when the Bugpocalypse kicks in. The genre mash works because neither half feels like an afterthought. The tower-placement has genuine geometry logic to it, and the loot system gives each run a different tactical spine. The squad management layer is where the real decision-making lives. Your crew is, by design, almost competent, which is the game's joke but also its mechanical hook. Each unit has distinct capabilities, and figuring out who carries what weapon, who anchors the killzone, and who runs resupply is a small but real optimization problem. The weapon variety is wide enough to encourage experimentation across runs, and the roguelike structure means a bad loadout choice early compounds painfully by wave fifteen. That feedback loop is satisfying rather than punishing because runs are short enough to absorb a loss and immediately start testing a revised build. For a game with a small review count, the 95% positive rating on Steam signals a community that found exactly what it was looking for. The audience is not grand-strategy players who want a hundred diplomatic levers. It is players who enjoy constrained tactical puzzles with a comedic sci-fi skin and a roguelite retry cadence. The tone is self-aware without being obnoxious, and the writing in the crew dialogue earns its laughs rather than leaning on wink-at-the-camera references. On the critical side, the game shows its indie scale. The AI has predictable wave patterns once you log a few hours, which reduces late-run tension to execution rather than adaptation. The tutorial does a reasonable job of explaining the defense-building side but assumes you will absorb squad mechanics through trial and error, which slows the first hour. The mod and post-launch content ecosystem is limited compared to deeper strategy titles, so if you exhaust the weapon pool and map variants, replayability does plateau. This is a game with a ceiling, and experienced roguelite veterans will reach it. That said, for the right player, the ceiling is high enough. If you are someone who rebuilds tower layouts between waves on a notepad, who enjoys finding the synergy between a specific weapon type and a choke-point geometry, this scratches that itch efficiently. Developers Apollo Interactive built something focused rather than sprawling, and publisher Destructive Creations has a track record of putting out games that commit to a distinct identity. Space Raiders in Space is not trying to be Rimworld with bugs. It knows what it is: a tight, funny, replayable tactical wave-fighter that respects your time per session. Diego, Scout Team

Tags

steamWave DefenseRogueliteSquad ManagementTower PlacementLoot SystemShort RunsSci-Fi ComedyReplayable

System Requirements

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Reviews & Ratings

Steam
95%(153)

Game Info

Developer
Apollo Interactive S.L.
Publisher
Destructive Creations
Release Date
Dec 8, 2020

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