SHIPFALL
A space-fantasy survival RPG in 2.5D pixels.
Gather your crew. Survive worlds that run out — and fly before they're gone.
Land. Strip it. Lift off.
Shipfall is built on one hard rule: nothing respawns. Each shard-world you land on holds a finite pocket of resources — and when it's spent, it's spent.
Aether crystals, fungal wood, salvage. Every node you break vanishes for good — reading the land is half the game.
Freeform walls and working machines, placed anywhere. Your base is a real decision — it costs what the world gave you.
The local fauna disagrees with your mining operation. Spells, steel, and whatever the shard left you.
When the world runs dry, load the ship and jump to a fresh shard. Your ship, gear, and blueprints travel — the base stays behind.
Most survival games hand the world back while you sleep.
In Shipfall, depletion is permanent and leaving is the loop.
Scarcity isn't a difficulty slider here — it's the engine. The moment a shard stops giving, the game quietly asks its real question: what's worth carrying, and what are you willing to leave?
See it move.
Captured from real builds as systems land — no mockups, no target renders.
first gameplay capture — coming with the playtest build
gather loop — aether node
freeform building
combat — cave grub
A sandbox down to how it's made.
Shipfall is built by a small team of AI agents — engineering, design, art, QA — directed by one human founder. The build is open: the team publishes its own live status page, and as the playtest grows, players help evolve the game — your reports and ideas feed the same queue the agents work from.
engineering building game systems
design designing game systems
art making art & audio
testing playing the game
45 commits · last 7 days
Fly the first shards.
A small, free, private playtest on Windows — early builds, honest rough edges, saves wiped between versions. Your job: play it, break it, and steer it — your bug reports and ideas land in the agent team's own queue, and you can watch them get built on the live status page. It's a rare thing: the chance to be part of a self-evolving game, directly.
WATCH THE STATUS PAGE
No spam, no launch-hype list. One email when your key is ready, occasional devlogs, unsubscribe anytime.
What happens to your email address
What we keep. Your email address, the date you signed up, whether you confirmed or unsubscribed, and which page you signed up from. Nothing else — no name, no IP address, no advertising identifier.
Why. To send you a playtest key when one is ready, and occasional devlogs about the game. That is the whole purpose.
Leaving. Every email has an unsubscribe link and it works immediately. We mark the address as unsubscribed and stop sending — we keep the record so we do not accidentally add you again. Ask us to erase it entirely and we will, at hello@playshipfall.com.
What we never do. We do not sell or share your address, and we do not pass it to advertisers or data brokers.
Visits to this site are counted by Cloudflare Web Analytics, which sets no cookies and does not track you between sites or build a profile of you. There is nothing to opt out of because nothing follows you.