What Planet Killer is

Planet Killer is a top-down destruction roguelite where you fly a ship around a fully simulated planet and shoot it apart. The planets are pixel-based and physically destructible: shots carve craters in real time, shockwaves spread through the terrain, and explosions chain into each other so one well-placed hit can start a cascade. Terrain fractures, defenses collapse, and the damage you deal stays on the planet for the rest of the run. Every planet is generated procedurally, so cities, continents, islands, oceans, cloud and storm systems differ from world to world, and the space behind them varies too, with different star fields, nebulae and galaxies.

Planets do not just take the punishment. Surface cannons, missile batteries and defensive countermeasures fire back, and later worlds are more dangerous, including elite planets, storm worlds and bosses. Between fights you visit a galactic shop to buy weapons, modules and ship upgrades. Runs end in permanent death, and your emblem and title rank up across attempts, with high-score chasing as the long-term goal.

Playing together

Planet Killer supports online co-op for up to 6 players, plus Remote Play Together. Everyone orbits the same procedurally generated world and pours fire into it, so the group's combined bombardment is what carves the planet apart and triggers the chain reactions. Coordinating matters: splitting attention across different surface targets lets a group break defenses faster, while stacking fire on one spot produces deeper craters and bigger cascades. Each player picks a starting ship, and ships have their own strengths and weaknesses, so a group can cover each other's gaps rather than everyone flying the same hull. Planets fight back with cannons, missiles and countermeasures, so there is real work in keeping everyone alive while the destruction continues.

Before you start

Expect a run-based structure with increasing difficulty and deadlier planetary variants as you push deeper into hostile space. Death ends the run, but unlocks carry over: destroying planets opens up new starting ships, with over 128 available in total. Loadouts are modular and stackable, mixing missiles, cannons, lasers, rapid-fire barrages and experimental weapons alongside defensive and utility modules, so each run lets you build differently to answer what the next world throws at you. The core loop is simple to read — pick a ship, chart a path, buy upgrades at the shop, bombard worlds until you fall — and the depth comes from how you combine weapons and how far you get before the defenses win.

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