Fly, dodge, salvage, repeat. Beltrunner is a sci-fi bullet-hell horde-survival roguelite: your guns fire themselves while you drift-dodge asteroids, hazards and pirate raiders. Draft 20+ weapons, fuse maxed ones into screen-clearing evolutions, and tear down multi-phase bosses solo or in co-op.
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Match strength key:80+65+50+<50Beltrunner
SteamAbout Beltrunner
Beltrunner
One ship against the belt. Command your ship, upgrade it at the hangar, survive an onslaught of cosmological events, and break the bullet-hell bosses waiting at the edge of every sector - solo, or with a crew of up to eight.
What is Beltrunner?
Beltrunner is an asteroid-belt shoot-'em-up crossed with a bullet-hell and a horde-survival roguelite. It fuses the auto-firing, build-crafting rush of a horde survival run, the phase-shifting boss duels of a bullet-hell shooter, and the open-drift dogfighting of a classic arcade space shooter into one relentless run. You only fly - your weapons fire themselves. Every sector is a ten-minute fight to stay alive as the belt thickens, hostile ships warp in, and the cosmos itself turns against you. Level up mid-run to draft an ever-nastier arsenal, cash your salvaged Scrap into permanent ship upgrades between runs, and drift-dodge your way through boss patterns that only get denser as their health drops. Clear all five sectors and The Void opens - an endless, ever-escalating gauntlet with your name on the high-score board.
Features
Upgrade your ship at the hangar. Salvage Scrap on every run and spend it between runs on permanent upgrades: tougher hull, hotter guns, better luck, extra weapon slots, even a one-time escape pod. Unlock and pilot eight distinct hulls, from the nimble Scout to the flagship Sovereign, each with its own playstyle. Weather cosmic events. Eighteen space events crash your run: black holes that swallow the field, sweeping pulsar beams, rolling walls of plasma, charging gamma-ray bursts, toxic nebulae hiding loot, ion storms that foul your weapon cycling, a starless rogue planet you can duck behind, plus pirate ambushes, elite marauders, and a capital-ship dreadnought that has to be broken before it jumps out. Build a deadly arsenal. You fly; your weapons handle the rest. Draft from thirty weapons, from the humble Pulse Blaster to legendaries like the Singularity Core and Solar Annihilator, then fuse a maxed weapon with the right passive to unlock one of twenty-one screen-clearing evolutions. Break the bullet-hell bosses. Every sector ends when a giga-asteroid boss warps in: Kernabos, Pulsar Heart, the Broodmother, Twin Shards, and Ouroboros Belt. Each is a multi-phase danmaku duel that gets faster and deadlier as it falls apart. Dodge the rings, spirals, and beams inside the arena, and tear it down. No two runs alike. Seeded, roguelite runs keep the belt unpredictable. Each level-up offers three rarity-weighted upgrade cards; reroll or banish the ones you don't want. Spawns, events, and loot are all rolled fresh, so every run is its own story. Go endless. Clear all five sectors to unlock The Void: a no-timer, ever-scaling boss gauntlet. Survive as long as you can and carve your name into the high-score board.
Bring a crew
The belt is better with company. Fly with up to seven friends - one click from a Steam lobby. Everybody drafts their own cards, so no two ships in a squad ever come out the same. Hold a lane with a rail driver while your wingman rakes the flank with tesla arcs and a third pilot rains missiles from the dark - the greedy, lopsided builds you'd never risk alone are the ones that carry a crew. The belt notices the extra guns and answers in kind: every rock and every raider comes in tougher for each pilot you bring. Nobody sits a run out. Get flattened and a teammate hauls you back in twenty seconds later, and cracking a boss puts the whole crew back on their feet. Your team's names, hulls, and last known bearings stay on your screen the whole way down. The run ends only when every last ship goes dark - so hold the line for each other.
The arsenal
Four weapon slots and four attachment slots to start, up to seven of each once you've bought both ranks of Expanded Bays and picked a hull that carries a spare. Everything fires itself. What you choose is what fires, and every card you take makes the next choice narrower and nastier.
Legendaries
Nine of them, and they are the rarest thing in the deck - one weight against a common's fifty, tilted only by the Luck you buy at the hangar and the jackpots you crack mid-run. They cool down in half-minutes rather than seconds, cap at level 4, and never evolve. They don't need to.
Evolutions
Max a weapon out, be holding its paired attachment, and the next chest can fuse the two. Twenty-one of them, one per base weapon. An evolved weapon is a different animal on the same silhouette - and it never evolves again, so the build you finish is the build you finish.
The pairings
Twenty-one base weapons, twenty-one attachments, and the recipe each pair is hiding. Weapons max at level 8; attachments at 4 or 5. Weapon Paired attachment Evolves into Pulse Blaster Targeting Array (+15% range) Nova Lance Scatter Cannon Overclocked Coils (-8% cooldown) Meteor Storm Mining Laser Focus Lens (+12% damage) Solar Lance Orbital Shards Gyro Stabilizer (+15% area) Ring of Ruin Proximity Mines Volatile Payload (+12% explosion & area) Singularity Mines Missile Pod Guidance Chip (+12% projectile speed) Hydra Barrage Ion Wave Deflector Plating (+3% damage reduction) Pulsar Burst Comet Flail Tether Coupling (+15% projectile duration) Twin Comets Tail Gun Afterburner Injector (+5% move speed) Plasma Wake Tesla Arc Capacitor Bank (-6% cooldown) Storm Cage Cryo Sprayer Coolant Loop (+12 hull, +0.5 hull/s) Absolute Zero Attack Drones Drone Uplink (+1 projectile / 2 levels) Swarm Protocol Rail Driver Lucky Beacon (+3% crit chance) Annihilator Rail Ricochet Disc Slipstream Coil (+2% damage per 100 speed) Sawblade Storm Flak Cannon Shrapnel Casing (+1 pierce / 2 levels) Cluster Barrage Graviton Snare Salvage Magnet (+18% magnet radius) Event Horizon Sentry Pod Fabricator Core (+12% deployable damage) Overwatch Grid Plasma Torch Catalyst Coil (+18% status strength & duration) Inferno Lance Momentum Driver Thruster Array (+25% boost capacity) Relativistic Driver Reaper Cannon Overcharge Cell (+0.15x crit damage) Executioner Salvage Halo Survey Scanner (+10% XP) Debris Storm Three more weapons never appear on a card at all: the Ram Prow, Aegis Array, and Harpoon Tether come welded to the hulls that carry them, and level up like anything else you own.
Events
Space doesn't wait for you. The deeper a run goes, the more the belt throws at you: hazards to survive and threats to hunt down.
Cosmic hazards
Hostile contacts
Endless Mode
Beat all five sectors and The Void opens. There's no timer here, just you and the dark. Survive as long as you can while the belt grows denser, elites grow common, and a full-power boss warps in every ten minutes, drawn at random from all five sector bosses and stronger each time it returns. Every gauntlet you clear drops loot and keeps the run alive; the moment your hull gives out, it's over. How long can you last? Beltrunner tracks your best survival time and top scores, with milestones for enduring 10, 20, 30, and 60 minutes in The Void. Set the record. Then beat it.
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