
Super Space Club is a lo-fi arcade space shooter to chill to. Defend a vibrant galaxy as a club of misfit heroes and battle endless waves of spacecrafts to the tune of atmospheric beats. Outlast your enemies and vibe to the rhythm of the stars.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
2/10 + music is ok - the rest of the game..... - 15$ WAY to much for a low quility game of this kind - having to recharge your energy, what you will spend most of your time doing never gonna touch this game again for the price it should at LEAST have basic features like local co-op or other game modes
I don't enjoy how much kiting there is in this game. You lose energy by shooting, so you're just flying in a circle half the time. As waves go on, the enemies are both evasive AND take many shots, and it just becomes tedious. However, while my review is negative because I don't personally enjoy the gameplay, there's a lot about this game which is absolutely stellar, and I hope the dev goes on to make more games.
First off I want to say: Music and art direction are great. It has an original soundtrack that's fun and compliments the excellent colors well. Can't stress that enough. Also, gameplay concept is not bad at all either. Why a negative review then? A few reasons. 1. The game locked up multiple times on the menu screen the first few times I opened it, before I could even play the game. Gameplay, however, was smooth and ran fine. 2. The price. This game is way too shallow and bare to be $14.99 USD. It's basically "shoot enemies to get currency, spend currency on a limited few upgrades (ship, weapon, pilot (ability)) and that's about it. It feels more like an early access title, and a pretty barebones one at that. IMO the game needs an in-game perks/upgade system to make runs more interesting (this is a pretty common thing in roguelikes and seems like an obvious choice) and wayyyy more variety to the runs. Would like to revisit once it's been developed more, but I can't recommend it as is.
Got this from IGN Plus so I was unaware of the price when I played it. I believe I enjoyed the game only because I didn't know what the listed price is. There is no way I can recommend the game at full price or at its record low (33% off) as there are certain expectations I have for a $15 game and this doesn't meet it. It is far too shallow. It was a fun "pick the game up to try it for half an hour" but then I'll probably never pick it up again. On the positives, the art, sound, and music are great. The entire experience honestly from the UI to the sound effects I'd say are pretty slick. I would definitely recommend listening to some samples from the artist (Fat Bard) or watching some gameplay prior to purchasing. The description of this game being "lo-fi arcade space shooter to chill to" is quite apt so make sure you enjoy the music. I definitely appreciate the direction this game went to which is have one thing that is super polished rather than what a lot of games do which is have a lot of things that are all pretty awful. I don't think the developer intended this game to be anything more than a simple mini game which is commendable as well. Problem is the expectations that the price brings. The gameplay, polish, purpose, and content of this game I say is very similar to the 10 year old (geez) game LUFTRAUSERS, priced at $10. It would be awesome to allow custom music to replace the soundtrack so I could use my own.
Super Space Club is a vibe of its own. Stylish, head boppin soundtrack and lots of fun. The flying stood out to me. It feels fluid and natural. I literally spent the first 10 minutes doing my own Kessel Run through the field of the asteroids. Han Solo would be proud. I definitely recommend this game to anyone that loves retro or old school space shooters. It’s a great modern take on the genre.
Game is very good. I think the dev put a lot of work into tuning things to feel nice and the visuals/music are a great vibe that complement the gameplay. The music especially is an awesome little album with tons of variety (great work Fat Bard!) I wish there were a few more tracks, but I think what's on offer is extremely good. All this said, I have some complicated feelings I'd like to articulate here that may help others inform if it's for them. If you're here to vibe with an old-school arcadey type game, then this will really be for you. I think it's great to just put on and jam out for a while. With this sort of play, the game has my full recommendation Where I found the game got frustrating was in the missions it gives you. Basically, you can complete all sorts of objectives/challenges the game throws at you, and these challenges will make you try out all of the different pilots/ships/weapons. So for me, there were certain playstyles I didn't jive with, and that could make some harder missions incredibly frustrating. I liked to play aggressively and fast, but a lot of missions required me to use more methodical, slower builds, and I'd have to use them for extended periods of time. I just barely didn't finish all the missions, because one of the last ones really made me bang my head against a wall, and I couldn't figure out any way to make it easier. I even think it glitched once when I should have completed it, but I'm not sure if that's just me coping. In any case, it's frustrating for me to put the game down when I'm so close to completing the objectives, but it just felt like it was too stacked against me to push through anymore (I spent like 2.5 hours on this one mission alone, and my free time is limited). One other thing I'd like to point out is the game's unlocks. From what I can tell, the dev put a lot of work into balancing all of the unlocks to make sure every build has a similar degree of viability. I can respect this approach, truly, but I think I would have preferred an unlock system that makes you feel like you're getting more powerful (this would have helped make later missions feel more manageable too). It would have incentivized me to keep going back for more rounds or push through to further waves if I knew I could get more powerful and get further each time. A good example of this is the doubles weapon. When I first started playing, I was excited to get doubles, cause I thought it would be twice as effective as the default blaster. But once I got it, its slow fire rate and increased energy consumption actually made it less useful for my playstyle. Most of the new weapons/ships/characters have some form of drawback or limitation, which, for me personally, made me less invested in unlocking everything. I am not saying this is necessarily a flaw of the game, but that for some, it may be a factor worth considering in your purchase decision. So yeah, all that said-- if you're here for lofi space shooting arcadey vibes, get it! Go listen to the album, at least. There's a lot of great work here worth supporting. But if your focus is on completing/finishing mission objectives, I personally ran into some frustrating elements in that path. I am still glad I played the game, and I hope it gets the support/recognition it deserves!
69 minutes in, and I love it. Super Space Club is a thrilling homage to Spacewar!, Asteroids and (maybe it's just me) Escape Velocity. The audio is pumping me up, the gameplay is smooth and vibrant, and the enemies clever and challenging. Perfect flow state achieved. One thing I really love is the progression system. First, I thought the heat-seeking missiles were just a flat upgrade, but as I realized the mechanic of energy usage, and how missiles consume more, I started experimenting with builds. This pairs nicely with the mission design, which requires you to find the right mix and playstyle to keep moving forward. The only thing I am missing right now is gravity ;)
If you're looking for a fun, relaxing, minimalistic arcade shooter game, you found it! Very chill vibes, and beautiful colors
Game is great. It's like Asteroids with chill vibes but still has a challenge. Music is sweet. Highly recommend this 10/10! Works well on Steam Deck.
Super Space Club is a blast to play. The controls feel incredibly smooth and the music / sound effects pair with the game perfect. Unlocking and trying new loadouts adds for hours of entertainment!
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
| Dead Second | $15.9K | 51 | 88% | $14.99 |
| Joe Danger 2: The Movie | $15.9K | 448 | 62% | $1.49 |
| Werewolves: Haven Rising | $15.9K | 101 | 88% | $6.99 |
| Bunny Hurling | $15.8K | 664 | 74% | $2.99 |
| Aery - Calm Mind 3 | $15.8K | 51 | 94% | $9.99 |
| Mini Maker: Make A Thing | $15.8K | 51 | 88% | $9.99 |