Phobos Down is now out on Google Play

Nobody asked for this but I decided to do it anyway: Phobos Down is now available as a mobile version on Google Play!

Oh, and it is completely FREE! The desktop version remains paid but I think the price is very reasonable. It will also be available at -25% discount during the next seven days.

The reasoning behind this is that I hate ads so much that I refuse to litter my games with those and nobody pays an upfront price on a mobile game these days. So I'm hoping that this will drive a few players to buy the desktop version of the game. After all, playing on Steam Deck or on a desktop PC provides the best experience.

The game content is exactly the same as in the PC version with touch screen controls added and UIs tuned to be readable on a small screen. Weekly challenges and high scores are also shared with the PC version.

You can install the game from Google Play store. Desktop version is available on Steam and Itch.io as usual:

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Posted on 2026-02-07

Phobos Down 1.0.0 released

The day has come: Phobos Down is finally ready!

Phobos Down has been in slow development for four years since the first prototype. Most of that time, there has a been playable alpha or beta version available, first on Itch.io only, later on Steam Early Access as well. I did not get as much feedback as I had hoped but the feedback I got was constructive and helped shape the game into what it is today.

The original idea was to take all the features I liked in existing twin stick shooter games and leave out everything that I felt was unnecessary interruptions to the action. I tried to make an ideal twin stick shooter for myself, a middle-aged gamer with limited time, who enjoys twin stick shooters but can't keep up with the most hectic bullet hell games, and wants to enjoy more strategic shooting action without constant panic and struggle to survive.

During these four years I also upgraded my old Hyper Ultra Astronautics arcade cabinet to run Phobos Down. I'm hoping to get this arcade cabinet publicly playable again somewhere in Tampere during December.

This update does more than just bumps the version number. Settings menu has been overhauled and some requested settings, like master volume control, has been added there. Some new enemy variants have been also added, including a new boss enemy that launches bombs in patterns around the player.

Here are all the changes since the last beta version:

As for the future, I will continue to fix bugs and possibly add some more content. After all, I still have quite a few ideas for new enemies and gear. I have done some testing with a mobile version for Android and it is technically feasible but I'm not sure if it would be worth the trouble.

Phobos Down is now available on Itch.io and Steam.

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Posted on 2025-12-08

Phobos Down 0.1.1 beta released

This update to Phobos Down focuses mostly on improving in-game instructions and guides, especially regarding high scores.

Score calculation from kill events (multiple termination, termination streaks) has been changed. Now each additional kill will always increase the score bonus. Together with some other tweaks, this makes earning score slightly easier than before. Kill streak progression and final score bonus is now visualized with an indicator at the location of the kill.

Message texts have been shortened and their timing adjusted so that player sees the instruction texts at the right time and has more time to read them. An additional direction indicator has been added that guides player toward the most important items like the extraction zone at the and of mission or to medical stations when badly hurt.

There are also many minor visual improvements like added "juice" to score indicator, new plant variants, adjusted dynamic lights, animated extraction zone marker and added progress bar while compiling shaders.

And last but not least, this update adds Steam achievements.

Here are all the changes since the last alpha version:

This update is now available on Itch.io and Steam.

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Posted on 2025-10-27

Phobos Down 0.1.0 beta released

This update to Phobos Down is a big one! Although the development slowed down during the summer, the list of changes is exceptionally long.

There are many small visual improvements like added variation for the vegetation, lightning arcs for stun effects, shadow issue fixes and improved anti-aliasing in the UI. First version of the full intro sequence has also been created. This update also adds three completely new enemies and a minefield creating device.

One change worth a special mention is the target movement prediction for the auto-aiming. This makes hitting fast-moving enemies much easier, especially when they move up or down hills. This is something that should have been there from the start. Better late than never, I guess.

I have made some significant changes to scoring. The maximum amount of enemies per wave has been decreased which shortens the average mission duration and lowers the maximum possible score from direct enemy kills. Enemies now drop a bit more score items and all score rewards have been almost doubled to compensate with the lower number of enemies. This should lead to more variation in the final scores as lining up enemies for multi-kill and kill streak events is much better rewarded.

Here are all the changes since the last alpha version:

I decided that the game is now ready enough for beta testing phase. In practice, this does not change much but from now on I will be focusing more on balancing and issue fixes. There will be new content like more enemies, modifiers and devices, but I'm not planning to make any big gameplay changes anymore. Now is a good time to report all those issues and annoyances you've encountered.

This update is now available on Itch.io and Steam.

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Posted on 2025-09-08

Phobos Down 0.0.14 alpha released

Another alpha update to Phobos Down is out! A lot has changed under the hood and there are some significant visible changes as well.

The input handling and weapon UI implementations have gone through major refactoring. This should not cause many visible changes but makes further development easier and enables touch input for a mobile version. The weapon wheel UI now uses more traditional point-and-click style interaction when playing with mouse.

A lot of the work since the last alpha update has gone into adding support for ballistic weapons and aim assist that makes hitting moving targets with them possible. The old "laser sight" weapon feature has been changed into a "trajectory display" that can visualize ballistic trajectories as well. The result of all this is a new "grenade launcher" modifier for the launcher weapon.

Another addition is a "fragmenting explosive" device. It is similar to the existing timed explosive device but shoots directed fragments at nearby enemies, dealing extra damage and extending the area of effect.

To add more ways to earn extra score, I have added hit streak bonuses. Extra score is rewarded for continuously shooting enemies with the rifle or shotgun without missing any shots. This can be combined with the usual termination streak score bonuses.

A couple of weeks ago I took my Phobos Down arcade cabinet to a local IGDA gathering and got a lot of useful feedback. Some minor issues were also found and most of them have already been fixed in this update.

Here are the changes since version 0.0.13:

This update is now available on Itch.io and Steam.

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Posted on 2025-05-19

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