
Super Space Meltdown
A 60-second-per-floor roguelike that bets everything on one clever time-loop hook - worth a look for patient pixel-art fans, but go in with eyes open about its age and obscurity.
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About Super Space Meltdown
I have a soft spot for the small, quiet games that slipped through the cracks of a busy release year, and Super Space Meltdown is exactly that kind of find. Released back in 2015 from Polyquest Games, it landed without fanfare, gathered almost no reviews, and has sat largely undiscovered ever since. That obscurity is a shame, because the central mechanic is genuinely interesting: every floor of this top-down, pixel-art space station crawler gives you a strict 60-second window to clear the room before a reactor meltdown resets the timeline, sending Sgt. Alex Cutter back to the very start. The loop-within-a-loop design is where the game earns its personality. When Cutter dies, time rewinds - but crucially, every item and bullet he salvaged carries forward into the next attempt. It is a mild but meaningful roguelike wrinkle that rewards attentive play over pure reflexes. The controls are approachable too: mouse-only works for click-to-move navigation, while WASD and mouse together give you a more action-tuned feel. Cutter's basic space rifle is the workhorse weapon, but the arsenal expands to mines, grenades, and deployable turrets, which adds a light layer of room-by-room tactical thinking. Rushing blindly costs you; the 60-second clock is tight enough to create pressure without feeling cruel. The storytelling is where I find the most unexpected warmth. Terminal stations activate as you clear each room, drip-feeding messages left behind by the station's previous inhabitants. The questions - who is Cutter really, why does time keep reversing, who is sending those messages - create a quiet atmospheric pull that sits well above what you would expect from a game this small. It is fragmented environmental lore done unpretentiously, and I appreciate that the developers trusted players to piece it together rather than front-loading an exposition dump. That said, honesty demands some caveats. The game has accumulated only two Steam reviews across its entire life, which tells you something about its reach. Community threads mention display bugs on modern Windows setups, and there has been no meaningful post-launch support visible from the outside. The pixel-art aesthetic is functional rather than stunning - this is not the hand-crafted artistry of a Caves of Qud or a Rogue Legacy. The soundtrack credit points to a single composer track, which loops across your runs; soothing the first time, less so on the twentieth. Who is this for, practically speaking? Fans of low-pressure, compact roguelikes who want something with a story hook and a sci-fi skin will find enough here to justify an evening. If you chase completion achievements and like the satisfaction of gradually mastering a system, the time-loop retention mechanic does reward persistence. But if you need a polished, well-supported experience with an active community, this is not that game. It is an artifact of mid-decade indie ambition - small, earnest, slightly unfinished around the edges, and genuinely more interesting than its zero-coverage status suggests. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows Vista/7/8
- Memory
- 4 GB RAM
- DirectX
- Version 9.0
- Storage
- 105 MB available space
- Graphics
- 1GB Video RAM
- Processor
- 2.0 Ghz i5 or better
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Game Info
- Developer
- Polyquest Games
- Publisher
- ZXDigital Ltd
- Release Date
- Jul 31, 2015