
Space War: Infinity
A micro-budget vertical shooter that earns its 91% Steam rating honestly, built for anyone who wants ten minutes of focused bullet-dodging without a tutorial that lasts longer than the game itself.
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About Space War: Infinity
I keep a soft spot for the kind of game that fits inside a single developer's lunch break ambition, and Space War: Infinity slots squarely into that category. Rising Moon Games built a vertical shoot-em-up that takes clear inspiration from the coin-op era, the kind where your quarter was gone in three minutes and you fed another one in before the continue screen finished counting down. There is no story wrapper, no cutscenes, no apology for what it is. You pick up a ship, you start shooting, and the first wave is on you almost immediately. The core loop is a semi-procedural structure where missions shift layout and enemy composition between runs, which means the muscle memory you build across sessions stays useful but the patterns never fully calcify. You level your ship up through a progression tree and gradually unlock a roster of over 20 weapons, which is a surprisingly generous number for a game sitting at this price tier. The five boss encounters are the real stress tests. Each one cranks the bullet density high enough that newer players will eat a few deaths before learning the spacing, and that friction feels earned rather than cheap. After you clear the mission set, the game pivots into an infinite survival mode where real-time enemy waves keep generating against a global leaderboard, giving the score-attack crowd a reason to stick around long after the main content is done. What the game does not offer is depth you would find in something like Ikaruga or even a mid-tier Danmaku title. The pixel art is functional and colorful without being particularly distinctive, and the soundtrack sits in the background without demanding attention the way a stronger atmospheric score might. Players who arrive expecting intricate hitbox reading or layered mechanical systems will find the experience a bit lean. This is a game pitched at the casual end of the shmup spectrum, which the Steam tags acknowledge plainly. The semi-procedural element also has a ceiling: after enough runs the variation starts to feel like shuffling the same deck rather than drawing from a new one. For what it is, the community sentiment is genuinely warm and that warmth feels proportionate. A 91% positive rating on Steam from over a hundred reviewers, for a game this small, suggests Rising Moon Games landed the brief they set for themselves. It runs cleanly, supports controllers and cloud saves, and carries achievements for players who like a checklist alongside their high scores. If you are the type who keeps a short-session game in the library for the fifteen minutes between longer sessions, this fills that slot without friction. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7/8/10
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 200 MB available space
- Processor
- Dual Core +
Recommended
- OS
- Windows 7/8/10
- Memory
- 4 GB RAM
- DirectX
- Version 9.0
- Storage
- 200 MB available space
- Processor
- Dual Core +
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Game Info
- Developer
- Rising Moon Games
- Publisher
- Rising Moon Games
- Release Date
- May 28, 2019

