
A minimalist space survival game about managing fuel in a field of procedurally generated planets. Scan atmospheres, land carefully, and keep moving—because if you run out of antimatter, it's over.
Modeled estimate, not a reported figure. How we estimate →
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About
Antimatter is your only fuel. Most planets are empty. Every move burns more than the last.
In Flowrate, you're alone in a procedurally generated galaxy, drifting between planets and running low on fuel. Landing is risky. Launching is costly. Only a few worlds hold the upgrades or antimatter you need to survive.
Plan routes. Manage risk. Stretch your resources to the edge.
Some runs will end fast. All runs move you forward.
Find rare upgrades on lucky planets. Construct permanent megastructures that persist between runs, giving you new options, routes, or tools in the future.
Features:
Minimalist Space Survival – Fuel is everything. No enemies. No clutter. Just you and hard decisions.
Procedural Galaxy Layouts – Every run is a new maze of risk and reward.
Run-Based Progression – Collect upgrades and slowly construct massive megastructures between attempts.
Simple Controls, Deep Strategy – Easy to pick up, hard to optimize.
You won’t escape the void. But you might outlast it.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
not a bad little idea, I think the text descriptors maybe... oversell what's going on. I'd love to see the premise adapted further with a meta progress element. I managed to find one of the mega structures mentioned and it let me choose three upgrades in a roguelite style. I think that some actionable improvement steps are: [list] [*]making it so that the quit button returns to the main menu rather than closing the game. [*] implementing post run statistics of some description, how many sites, how many unique planets etc. [*] implementing a meta currency, perhaps some planets have coins that can be spent out of runs to upgrade your ship. [*] more planet variety, possibly with other obstacles (a colonized planet that has people or turrets to avoid) [*] incorporate a reason to (or not to) reland on the same planet multiple times, perhaps shipping things or bringing along a crate from one planet to the next in a snake gameplay fashion. [*] shirk the "minimalism" idea, there's minimalism and then there's prototype, I would say that right now this feels more like proof of concept, which isn't bad, but be aware of when minimalism is too little. the planets are same-y except colors, perhaps pick up some free pixel art trees or similar to add life to the otherwise barren land. [*] review the generation code for planet locations and maybe make them slightly more dense and or less barren patches. [*] make space "coastable" as in let me use an amount of fuel to start flying then not use as much to go far due to space, maybe balance this with a more general oxygen timer resource or something that discourages flying super long distances, but does reward thinking smart about space mechanics. [*] spinning around the planet right after exiting it felt interesting and maybe should be played with more, a bit of a slingshot mechanic or something. [*] maybe a visual indicator of how fast the game views us as going, specifically for landing, some landings that I felt were soft were called hard, which doubling fuel usage temporarily is very punishing. [\list] 4/10 now with reasonable possibilities to improve.
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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.
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