Navigate an asteroid field by shooting waves of rocks to accumulate currency and unlock a sprawling progression system. As you destroy enemies and gather resources, you invest in permanent upgrades that exponentially accelerate your damage output and income. Suited for players who enjoy the satisfying feedback loop of incremental games combined with active shooting mechanics.
About this game
A space-themed incremental shooter where destruction fuels growth. Annihilate asteroids, harvest wealth, and climb a massive upgrade tree.
Players, last 30 days
Peak 67 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended3 hrs
The game only becomes more frustrating to play as you progress. The skill tree is incomplete; you will finish the game with extra boss skill tokens. The energy system is incredibly anti-progress and anti-fun, punishing you for improving your survivability.
It offers nothing new in the Nodebuster-like niche. The game started as "It's fine, I guess" and gradually devolved to "I can't wait until this is over."
Wait for updates and balancing, once you hit the last 10% of the game its a slog that you get punished for even attempting. If you buy this, DO NOT fully upgrade enemy density until you've killed the last boss, it is damn near impossible to kill him, by the time he's close to dead, you're swarmed by smaller enemies, that it then eats and regains all of its health back, with that being said, that not how Ouroboros works. It's a snake that eats its own tail, not other enemies.
It starts a little bit slow but once it gets going it's a really fun game that you can hop on and play without thinking too much. The upgrade tree is extensive enough to keep you playing for another round to unlock new mechanics. I haven't finished it yet so can't really talk about the endgame but for this price i can say it's worth it. An endless mode or some different game modes would be nice for the longevity of the game in the future.
Hello Spaceshooters!Controller support is now available in Around The Core!You can now play the game using a controller, including navigating menus, choosing upgrades, and playing through runs without needing to switch back to keyboard and mouse.This was something I wanted to add earlier, but a few unexpected issues around launch pushed it back. Thanks to everyone who asked about it and waited patiently.Here’s what changed:Controller support addedNot Today AchievementAdjusted the requirements for the "Not Today" achievement to make it easier and more realistically achievable. The previous requirement ended up being more difficult than intended, so it has been rebalanced based on player feedback.Bug fixesMinor bug fixes.That’s all for this update. As always, if you run into any problems with anything, feel free to report them in the Steam Discussions. Until that day, may your runs be full of stars...
Hello Spaceshooters!Since launch, I've been going through your feedback and keeping an eye on a few areas that could use some improvement. This update focuses mostly on balancing, small quality-of-life changes, and some visual and audio polish to make the overall experience feel smoother.Also, thank you to everyone who has played the game, shared feedback, reported issues, or left a review. It genuinely helps me see what needs more attention and decide what to improve next!Here’s what changed:Enemy & Boss BalancingI received a lot of feedback about this. I didn't realize just how frustrating the Kamikaze enemies could be. Kamikaze enemies have been rebalanced to make encounters feel fairer and less overwhelming. Their movement speed, health, and spawn frequency have all been adjusted.The Fracture boss has also been made more accessible. Its health has been reduced, while the reward for defeating it has been increased.UI & Audio ImprovementsThe Energy Bar growth animation has been smoothed out, making progression feel more fluid and responsive.I’ve also adjusted the sound effects at the end of a run to give the ending a more satisfying feel.Ricochet Description FixI noticed that the Ricochet stat wasn't displaying the correct value. It now correctly shows how many times the bullet can bounce. This is purely a description change and does not affect the current balance or behavior of the skill.Achievements are now working properly on Apple computers.Previously, some achievements were not being unlocked on macOS, but this issue has now been fixed.Boss movement patterns have been adjusted.Some bosses could get too close to the player or move too far away, which could create awkward situations during fights. They now follow more controlled and meaningful movement paths.The final boss no longer drops Boss Currency.Since there are no additional skills to unlock after the final boss, receiving currency there could give the impression that there was still something left to pu...
Hi Guys! This isn't a massive content update, but after receiving feedback and spending more time with the demo, I noticed several areas that could use some attention. As a result, I've made a variety of fixes, improvements, and optimization changes to help create a smoother experience.Here’s what changed:Improved Drop Colors and Effect MaterialsDrops are easier to identify and stand out more clearly during combat. Less squinting at the screen, more collecting shiny things.Improved skill names and descriptionsSome grammar mistakes slipped into the Skill Detail View descriptions. They've now been corrected because getting criticized by my grammar teacher is a completely different boss fight.Improved Build Profiles and General Build OptimizationSince the demo launch, I had noticed occasional lag spikes but couldn't figure out where they were coming from. After watching feedback videos and gameplay footage from YouTubers, I finally discovered the culprit.The reason was the music.After some investigation, I found an audio-related issue that was causing performance drops in certain situations. The problem has now been addressed, and the game should run much more smoothly.Updated Button Visual and Settings PanelA few button colors were bothering me, so I adjusted them for better visual consistency. I also fixed an issue where text in the Settings panel could overflow its designated area in certain languages.Adjusted Bloom, Camera Zoom, and Visual EffectsVisual effects have been rebalanced to improve readability during intense moments. The game should now be a little less "flashbang simulator" while still looking shiny.New Capsule ArtI refreshed the Steam capsule art to make the game stand out a bit more. If you clicked on the game because of it, then the plan worked perfectly.Hope to see you soon!
Posts come from Steam's official announcements feed.