You’re trapped in a lightning storm in an asteroid belt. Pick a ship, pick a weapon, fly the belt, and break asteroids for Fulgurite. Every minute grants an upgrade. Every run ends with a boss standing between you and the way out. Escape, unlock more ships and weapons, and run the belt again.
Fly the belt. Harvest the storm. Punch through the boss.
Somewhere out past the shipping lanes, a permanent storm rakes an asteroid belt, and every strike leaves behind Belt Fulgurite, the most valuable material in the sector. You want it. So does a territorial faction of rival harvesters and pirates who consider the belt theirs.
Rogue Belt is a compact top-down space roguelite. Each run is a self-contained ten-minute harvest: pick a ship, pick a weapon, and fly into the storm. Crack asteroids for Fulgurite, fight the rival ships hunting you, grab an upgrade every minute, and punch through the boss guarding the exit. Escape with your haul and the run pays out.
Then you spend what you brought back. Grab your new ships, new weapons, persistent upgrades and go in again.
The loop is simple. The moment-to-moment is not.
Fly the way you want to fight
Rogue Belt has multiple pilotable ships spread across three distinct flight archetypes, and they don't just look different, they play different:
Drift Thrust. Classic Newtonian-inspired space flight. Thrust forward, rotate, and manage your momentum. Expressive, a little slippery, and skill-based.
Heading Lock. Inertialess movement along your facing. Direct, deliberate, and readable; trade drift for hard directional control.
Gunship Strafe. Move freely in any direction while your weapon auto-targets the nearest enemy in range. A tactical platform where positioning matters more than aim.
Each ship inside an archetype is tuned differently. One might be lighter and sharper, another slower and tougher, another comes with a beefy reactor for more powerful weapons. Picking your ship sets the whole feel of the run.
Build your loadout before you launch
Every run starts with real choices:
Pick your ship. Flight model, durability, reactor capacity, and a unique active ability.
Pick your primary weapon. Independent from your ship, mix and match your setup freely. Heavier weapons fire in shorter bursts on lighter reactors; higher-output ships sustain longer.
Pick your route. Choose which boss stands between you and the exit. Beat one, and the next one unlocks.
Every ship can equip every weapon. There are no hard class restrictions, just reactor tradeoffs that quietly reward smart pairings without banning weird ones.
Every minute deeper, a decision
At every one-minute mark, the belt pauses and you pick one upgrade from a small hand of choices. Weapons, shields, armor, hull, movement, utility... stack them however you want. There are no caps and no rarity tax in a single run, so you feel yourself getting meaningfully stronger while the storm gets meaningfully worse.
Then it's minute ten. Normal spawns stop. A boss warning ticks down. And whatever ship you built has to be enough to punch a hole out.
You die when you actually get outplayed, not because two rocks kissed you at the wrong frame.
Bosses that mean something
Each boss is the thing standing between you and getting out of the belt; telegraphed attacks, dedicated arenas, and combat states that ask you to use everything you built during the run. Bosses are also your progression spine: escape past one and you unlock a new ship or weapon to take back into the belt for the next route.
Roguelite runs, no wasted time
Ten minutes from entering the belt to the boss at the exit.
Restart instantly. Every run is self-contained.
Meta unlocks reward variety. New ships, new weapons, persistent upgrades, new bosses and enemies.