You tape over the flashing warning light. An overheating engine is the least of your worries. Gotta focus.

The space station looms ahead. It's out of fuel, and about to come crashing down to Earth. Unless you get to it first. Special delivery: 1 hydrogen fuel cell with enough juice to kick the station out of this pesky atmosphere and back into space where it belongs.

Back home your buddies are placing bets on whether you'll make it back alive. Last you heard, odds were 5 to 1 against.

"Docking complete," sounds a lifeless mechanical voice. No word yet from the station crew. Comms must be down. Figures. Shouldering your pack containing the fuel cell, you trudge into the airlock. Gotta lug this thing down the five flights of stairs to the fuel bay. Who designed this place?

A dim light flickers on in the airlock revealing words smeared in blood on the opposite door: "DON'T OPEN! DEAD INSIDE!".

Better make those odds 6 to 1...

Orbital Decay is a turn-based tactical roguelike with a focus on ranged combat. Deal enough damage to enemies to get through their armour without breaching the hull of the station, or risk being pulled into the void.

Traverse a procedurally-generated space station to reach the fuel bay on the 5th floor. Choose your weapons and upgrades wisely to make it past the station's former crew - now a horde of ravenous undead.

This is my entry in the 7 Day Roguelike 2021  game jam.

Playing in a browser? This game renders as literal text in the dom. Be sure to disable dark mode or other colour-changing browser extensions or things might get weird.

PlatformsWindows, macOS, Linux, HTML5
Release date Mar 12, 2021
Rated 4.0 out of 5 stars
(1 total ratings)
Made withRust
TagsRoguelike, Space, Zombies
Code licenseMIT License
Average sessionA few minutes
InputsKeyboard, Mouse, Xbox controller, Playstation controller
LinksBlog, Source code


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OrbitalDecay-7drl.dmg 19 MB 20 MB 35 MB 34 MB

Development log


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This was so incredibly fun! I spent a good hour with it trying to beat it, greeding very hard until I realized I didn't have to worry so much about catching every single credit before it flew out into space, and that the "accuracy" bonus in reality worked against me. Felt really great to go ham on floor 5 with big lungs and railguns after figuring out the game's mechanics, and slapping the fuel bay on a screen drenched in blue was very satisfying. I particularly liked the multi-glyph enemies.


Oh, and you're the person who did Slime99 too, lmao. Figures as much, that game was also super innovative. Well done!


This game is pretty difficult, but I had fun trying! It's a fun concept and it was well executed