
Close Order is an arcade shooter with one simple goal: become a badass armada! In this mashup of genres, defeat enemies for parts to build up an armada of ships around you. Fight from a distance, charge headfirst into battle, or create a mix of anything and everything. You decide how to play!
Modeled estimate, not a reported figure. How we estimate →
Media
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
CO произвела на меня впечатление скучной, безобразной игры со скудным звуковым сопровождением. Возможно, в будущем студия Raconteur Games и сможет высечь из этого холодного камня искру, но пока я предпочту заниматься чем-то иным, никак не связанным с данным продуктом. ОБНОВЛЕНО: Вернувшись к игре 21 июня 2017г., я не смог обнаружить ничего такого, что могло бы послужить причиной изменить мое мнение. Увы!.. ♦ Визуальное оформление бедное как в техническом, так и в художественном плане. ♦ Музыкальное сопровождение и звуковые эффекты терзают слух. ♦ Игровой процесс примитивный. Мне не доставляет удовольствия говорить это, но я не рекомендую CO к покупке.
The game is fun, and it's core mechanics easy to understand and implement. The story is simple, and I enjoyed the character's knowledge of how ludicrous what they were doing was. It was an interesting take on expected game mechanics (no one questions how 1 man in black ops can accomplish all the tasks he does, it's unrealistic but just accepted by the gamer) but the characters are almost self aware of this without having to do a Deadpool style of 4th wall breaking. An example of this was in the first story mission your briefing tells you that you are to escort a ship and that there will be people trying to attack the escort, and one of the crew members states something to the extent of, "A military mission when we're just explorers and have no idea how to fight? Let's dive in head first!." Subtle humor that I enjoyed. Humor aside you're always just in that believability spectrum, never too far serious or ludicrous. The author knew what kind of experience he wanted to give and he presented it well. This game's story will not lead you into a deeper understanding of humanity or anything like that, but it will give you enough to keep your attention to present to you an enjoyable time. Visually it's a treat, I don't mean it's NEXT GENERATION GRAPHICS, but it's colorfull vistas and elements of the world backup the style the game is presenting. I do wish that the way you upgraded your ship/fleet was more progression based, or unlockable I suppose. Not having practically all ship variants right of the start, and getting certain upgrades or new abilities after beating a level would of been nice. Not to say there isn't any progression, but it seems a bit underdeveloped in my humble opinion. Unfortunately there are some bugs that will hinder your enjoyment of the game. A short gameplay session occurs before what is supposed to be the intro cutscene, and that gameplay segment is a tutorial that you must repeat after the cutscene. The one that caused me the most trouble is the bugged music. While the music itself is great and fitting, you have no ocntrol over the volume. You can try to turn in down using the enraging cursor that is used in menus, using buggy volume sliders, but even if you manage to get the volume to where you want it (which is unlikely since the first slider barley works, the second even less so, and the third is unusable) after a loading screen the volume goes back to max and if you try to change it after that the music will briefly go to the volume you stay and then quickly rise back to max. I point this out because it made it impossible to make a video of this game because the music was always overpowering my voice. Bugs aside I recommend the game, and look forward to see what come out of the game creator next.
Good Game, The Developers did this well, but I would like a more 3D control in the game!
a promising game but unfortunatly buggy and not very polished. the premise is a bullet hell/third person fleet shooter. you start as a single ship and buy more and chose their fomration while trying to sirvive. unfortunatly the cutscenes leave artifacts as they progress, when dialogue or text happens it takes a significant portion of the screen starting at the lower left and makes it black. when you buy ships the game pauses and for some reason the only was to unpause the game is to bring up the pause menu. game play is best with a controller but trying to do anything in the menues is imposible due to the exreme sentivity setting that you can't change.
The idea of Close Order, as near as I can tell: Grind up until you can build up an ungodly armada of wingmen of many types. The execution: Well, there's only 8 stages, so after a bit of bashing my head against the first stage until I figured out how best to shoot down entire fleets, I won in under an hour just by going through all the stages in order quickly. It's a neat concept, but it's kind of an ugly game, not very difficult once you understand what it wants from you, and very short once you get going. Maybe someday I'll play a version of this - a shooter where you build up either a custom super-ship or a fleet - that I actually enjoy, but so far every one I've played has been extremely flawed, and Close Order is no exception. Not recommended for anyone, really. (After winning, I noticed I only had one of the cards, so I left it idling while I went to sleep, hence the longer time played according to Steam. But I did finish the game in 59 minutes.)
I bought this game bc all the heart that went into from the videos and dev blogs, and there are parts that shine, but there are parts that are just missing (sound effects, etc). I feel this is an incomplete game jam game and I'm sad to see it's out of Early Access. Why am I recomending it then? I bought the game on discount, and with games like SPAZ or Rebel Galaxy out there for 10.00 or Less, I have to say this is not a full price affair as of yet. It does have a unique concept as far as game play that you could learn alot from. It is the best and most fair bullet hell I've played as I'm usally not a fan of that genre.
It's a fun little arcade game with a interesting dose of creativity. Not really a "binge game" but something best played in short bursts like wating for a download or a study break.
Close Order, developed and published by Raconteur Games, is a small but ambitious indie title that reimagines the classic space shooter by adding an unexpected layer of strategy and squad management. Instead of controlling a single ship through endless waves of enemies, the player commands a growing armada, evolving from a lone fighter into a coordinated fleet capable of unleashing synchronized attacks. It’s a bold attempt to merge the twitch reflexes of an arcade shooter with the tactical depth of a strategy game, and while it doesn’t always deliver on its potential, it offers an interesting and creative twist on a familiar genre. The story places the player in the remnants of a shattered humanity, piloting a ship in the aftermath of Earth’s destruction. You control a small team of survivors—Mary, Abe, and Chakor—who set out on a mission to find what remains of civilization and resist the threats that roam the stars. The narrative unfolds between missions through simple dialogue and static cutscenes, offering context but never overstaying its welcome. The game doesn’t rely heavily on storytelling; instead, it focuses on atmosphere and mechanics. The sparse narrative design suits its arcade roots, giving players just enough motivation to push forward without bogging down the pacing. At the heart of Close Order lies its core mechanic: transforming your solitary craft into a powerful fleet. Each defeated enemy drops components that can be used to construct and upgrade smaller “minion” ships. These units form formations around your primary vessel, creating a living shield and extending your offensive reach. You can customize how your armada behaves, switching between attack and defense formations on the fly. The idea is exciting, turning every battle into an opportunity to grow stronger and adapt to enemy tactics. There’s a distinct satisfaction in watching your fleet expand from a fragile ship into a swarm of synchronized firepower, filling the screen with beams and explosions. It captures the same cathartic feeling of older space shooters but reframes it through the lens of squad control and resource management. Unfortunately, the game’s biggest strength is also its most underdeveloped feature. While the concept of managing formations and minions is clever, the strategy rarely feels necessary. Once players find an effective setup, there’s little incentive to experiment further, as most encounters can be handled through repetition. Enemy patterns are predictable, and the limited variety of enemy types leads to a sense of sameness across missions. The early game feels thrilling as your armada grows, but as you near the end, the lack of new mechanics or escalating complexity becomes apparent. The challenge plateaus quickly, and while the survival mode offers replay value, it suffers from the same balance issues—your fleet becomes so powerful that tension fades long before the end of a run. Visually, Close Order does a respectable job for a game of its scale. The art style leans on clean, glowing designs that emphasize clarity during hectic battles. Backgrounds are filled with muted nebulae and drifting debris, providing just enough visual flair without distracting from the action. The particle effects are vibrant, and the screen fills with satisfying bursts of color when enemies explode or new ships form around your core. The soundtrack matches the aesthetic with a mix of atmospheric and energetic electronic tracks that reinforce the sense of momentum. The presentation may not rival larger productions, but it carries a certain charm and polish that speaks to the developer’s passion for the project. The controls are intuitive and responsive, allowing precise movement even amid chaos. Building and repositioning minions is straightforward, though some players might find the interface slightly cumbersome during intense fights. The Unity engine handles the visuals smoothly, and performance remains stable throughout, even when dozens of ships fill the screen. For an indie project, the technical stability is commendable, and the simplicity of the design makes it easy to pick up and play without a lengthy tutorial. However, this same accessibility means the mechanics never reach the strategic depth they promise; the potential for more complex fleet behaviors or specialized units feels unexplored. Content-wise, the game is modest. There are only eight main story missions and two survival stages, making it a short experience overall. The campaign can be completed in just a few hours, and aside from trying different formations or replaying for better scores, there isn’t much reason to return. The small scope makes sense given the game’s budget, but it also limits how far its innovative ideas can develop. A more extensive campaign or a progression system that unlocked new ship types over time could have added the depth needed to make the experience more memorable. As it stands, Close Order feels like a promising prototype—a strong concept in need of expansion. Despite its shortcomings, Close Order deserves recognition for attempting something different within a genre that often relies on nostalgia. It doesn’t settle for being just another bullet hell clone; instead, it tries to rethink what space combat can look like when teamwork and formation play a role. The execution might lack balance and long-term engagement, but the foundation is solid. For players who appreciate experimental indie titles and are willing to overlook rough edges, there’s genuine enjoyment to be found in its short bursts of creativity. The satisfaction of building your fleet and watching it grow into a storm of firepower carries the experience even when repetition sets in. In the end, Close Order is a fascinating but flawed experiment—a game built on a great idea that never fully matures into greatness. It combines the immediacy of an arcade shooter with a light layer of tactical thinking, resulting in a hybrid that is fun in the moment but ultimately fleeting. It feels like a glimpse of a larger game that could have been, one that hints at something more ambitious beneath its surface. While its brief length and limited depth keep it from standing out among the best indie shooters, its creativity and charm ensure it isn’t easily forgotten. For those who enjoy seeing new ideas tested in familiar genres, Close Order remains a small but worthy addition to the indie space shooter landscape. Rating: 5/10
Después de la actualización el juego tomo un giro muy interesante, mejoraron demasiadas cosas, los desarrolladores se tomaron el trabajo de cambiar cosas que no estaban bien, que no iban acorde con un producto para vender, ahora merecen las felicitaciones por que ya si dan ganas de jugar el juego. Las graficas están bien, la movilidad y jugabilidad mejoro, bajaron la dificultad, ahora si puedes jugar el tutorial, los escenarios y graficos de las naves están mucho mejor, a los amantes de este tipo de juego se los recomiendo, se van a entretener.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Rescue Love Revenge | $8.5K | 75 | 47% | $4.99 |
| Monster Bash | $8.5K | 75 | 81% | $4.99 |
| Lords of the Realm III | $8.5K | 50 | 56% | $4.99 |
| Boneless Zombie | $8.5K | 75 | 67% | $4.99 |
| The Elision Effect | $8.5K | 183 | 95% | $2.99 |
| Furry Femboys | $8.5K | 325 | 79% | $1.99 |