The spaceship Mission Ark 182 (please, call him M.ark) crashes on an unknown planet. Damaged but not destroyed, M.ark activates a survival protocol: creating fighting robots called Kritters to protect and repair him.
YOU are one of them : a fragile, clueless pile of scrap metal with a mission far too big for your tiny frame. But through failure, learning, and repetition, you’ll grow stronger. Explore a hostile world, battle bizarre enemies and uncover the secrets behind M.ark’s crash.
Rise again, adapt and push forward.
Kritter, you are our only hope.
Kritter is a top-down roguelite combining hack 'n' slash and base-building elements. Playable solo or with up to 4 players online, the goal is to defend your spaceship against enemy hordes and gather the necessary resources to repair it.
YOUR KRITTER, YOUR HERO
You embody a Kritter, a type of combat robot created by M.Ark, your spaceship. You have complete control over your Kritter: you will need to juggle between your main weapon, heavy weapon, and constructions to protect M.Ark and attempt to escape this hostile planet.
AN ADVENTURE IN TWO PHASES
A TIME TO DEFEND
During a game, monsters will surge towards your spaceship in "waves". Each time you survive a wave, you'll earn a reward to evolve your Kritter. Will you upgrade one of your attacks? Heal yourself? Opt for more resources? Each game is unique, and your choice will be crucial.
A TIME TO EXPLORE
Between monster waves, you'll have a brief respite. This will be your chance to explore the surroundings in search of valuable resources needed to build defenses or improve your Kritter's statistics. However, beware, as this respite will be short-lived! Always keep an eye on the timer because when it reaches 0... Another wave will hit. Don't leave M.Ark defenseless.
CHOOSE YOUR GAMEPLAY

Your Kritter adapts to your playstyle! You can opt for different classes that drastically change the gameplay. Currently, the game features 3 classes:
The Defender: In this form, your Kritter fights in melee combat with a sword. It can leap into the air and crash down on groups of enemies. The Defender can also build a scarecrow to distract and lure monsters wherever desired. The Defender is sturdy and can construct solid stone walls.
The Engineer: Your Kritter fights here at mid-range with a flamethrower. A true war machine, the Engineer also shoots sharp nuts around him. It can place turrets that automatically target your opponents. The Engineer is more fragile than its counterparts but more destructive.
The Tracker: Your Kritter wields a sniper rifle here; the Tracker can take down targets from kilometers away. It also has a mortar shot for area damage and can place mines along its path to greet those foolish enough to follow. The Tracker creates barriers that its shots can pass through. Handy!
AN OVERWHELMING THREAT
Despite your efforts, it's highly likely that defeat will occur at some point. M.Ark will then rewind time, bringing you back to its cockpit, and everything will need to be done again... Well, almost everything! You'll be able to upgrade your Kritter or M.Ark between games using soul crystals! These major upgrades will make life easier for you: adding a shield around M.Ark, adding a radar to know where enemies are coming from, enhancing your strength, boosting your resources, increasing your life... The choices are numerous!
A STORY THAT UNFOLDS OVER TIME
Kritter is a story of time. When you lose, you rewind time; when you play, you battle against time... The story itself unfolds within this temporal chaos. M.Ark is the narrator of the story... But M.Ark suffers from amnesia! With each defeat, with each return to its cockpit, the story will progress. It is through advancing that M.Ark will gradually remember the reason for our presence here.
DYING IS MORE FUN TOGETHER
Kritter is a demanding game that will require you to face death more than once... So what's better than facing it together? Invite your friends, form squads of up to 4 players, and discover the exciting story of Kritter in cooperative play!
Hello my Kritters!
I hope you are all having a great time playing the game! We\'ve received tons of incredible feedback and have been working non-stop on a series of big updates.
The endless mode got a difficulty adjustment to make it truly... endless! We\'ve also polished the UI, improved performance in long runs, and most importantly, fixed some of the most persistent bugs that were negatively impacting the multiplayer experience.
Massive hidden work has been done on the item system, meaning you\'ll soon be able to discover dozens of new items to improve your character and your base during your run. \n\nWe also updated our Steam page, and it now reflects much better what the game actually feels like. Feel free to share your thoughts!
[hr][/hr]Patch Note 0.8.17+18 - Tonssssss of fixes!
General
You can now see the leaderboard in the settings.
[/*]The Endless mode leaderboard has been reset as there was a bug on the wave count. The old one has been backed up in case you are curious about your old score.
[/*]You can see a new leaderboard for speedruns in the settings. Yes, it\'s coming soon!
[/*]
Gameplay
Act 1 boss \"Pepe Rocky\" now attacks you right after the end of the cutscene.
[/*]His skill where he pops multiple rocks in random places now has a 50% increased radius.
[/*]Chests no longer drop potions, making them much more difficult to find but also making the chests more interesting.
[/*]If you speedrun a wave and finish it with one to 5 wave speed level, it will be applied to the next wave as well.
[/*]Client players can now deal damage to the first lieutenant.
[/*]Enemies can no longer change target more than once per three seconds.
[/*]Building and upgrading now takes half the time (1 sec $\\\\to$ 0.5 sec).
[/*]
Multiplayer
The arena chest can now be opened by every player.
[/*]If the host player didn\'t unlock the shop but one of the clients did, the shop will now be available anyway for everyone in the run.
[/*]Fixed a bug where sometimes when a client player was attacking an enemy, it would become invincible (only the host player could kill it). It\'s fixed!
[/*]Client players are now in the leaderboard with the right wave count.
[/*]
Balancing
Endless Mode: Difficulty has been increased. For each wave, enemies have 30% more health and deal 15% more damage.
[/*]Engineer Turrets: The 4th level had a fire rate 10 times too high. This has been rebalanced.
[/*]The chance to loot a F.A.I.L device is divided by two.
[/*]Playing in local co-op no longer gives double resource rewards.
[/*]The \"Safety Bonus\" item no longer gives double resource rewards.
[/*]Railguns now have a reduced range.
[/*]Enemies and chests now drop way fewer potions and F.A.I.L devices.
[/*]The Defender\'s heavy skill now has a constant cooldown time from level 1 to level 5 (it was decreasing before).
[/*]Endless waves can now have Lieutenants in them, making them more difficult.
[/*]
Graphics & Audio
The see-through effect is a bit more effective and brings a nice visibility gain.
[/*]The see-through effect on the environment now shows the bottom of the object to better understand its volume.
[/*]New music for the safe phase between waves - a nice and chill synth composition.
[/*]New music for the shop.
[/*]Sound effects are globally more audible.
[/*]M.Ark no longer calls you a \"quitter\" when you leave the game.
[/*]Act 1 boss \"Pepe Rocky\" has his pizza spatula back.
[/*]The shield item and the attack speed item now have correct 3D models and icons.
[/*]
User Interface
The end of run screen now shows you the items you picked during the run.
[/*]The end of run screen now shows you the composition of the party with their name and chosen roles.
[/*]The end of demo UI has been reworked so you have to select an option directly from it to either go back to the pod or start the endless mode.
[/*]The shop UI now has a cross button to close it with your mouse.
[/*]A close button has been added to the post-boss UI.
[/*]
Bug Fixes
The Steam leaderboard is now properly working.
[/*]Fixed a bug where sometimes after defeating the boss, nothing would happen (no engine or teleporter to start endless mode).
[/*]Fixed a bug where the boss and Pierre would launch all of their skills at the same time.
[/*]The wandering enemies in the world now properly lose aggro after you escape them.
[/*]The orbiting saw of the engineer would no longer collide with the player.
[/*]Fixed a bug where the VFX showing that the player was dead would stay on the ground.
[/*]Fixed some visibility and collider issues in the main area.
[/*]Fixed a bug where you could open the menu while the End of Wave UI was open.
[/*]Fixed a bug where the button to play in local co-op would not be clickable.
[/*]Fixed a bug where the leaderboard would show the top 10 multiple times.
[/*]Fixed a bug where the cost of an building upgrade could show you that you had enough resources when you didn\'t.
[/*]If a building needed 0 of a resource, the UI would show it red if you didn\'t loot any of this resource yet.
[/*]When consuming resources, the UI would show \"- - X\" instead of \"- X\".
[/*]Tracker rockets will no longer collide with M.Ark shield walls.
[/*]Landmines no longer have a collider that could block the player or enemies.
[/*]The Skill UI would sometimes lose its border.
[/*]If you tried to launch a secondary skill or gadget under cooldown while attacking with your primary skill, it would stop it. This is now fixed.
[/*]Setting screen resolution was not saved and would revert to default at every run.
[/*]Dead enemies no longer launch their skills.
[/*]If the shop was open when the wave started, you could open it again during the attack.
[/*]The arena boss \"Pierre\" now correctly hits the player with its skills, and he also has sound effects now.
[/*]The kamikazes now explode as they should (they were not making any damages for a while).
[/*]The tracker mortar no longer collides with the player.
[/*]One of the lava zones would give you a damage-over-time effect even when walking on the ground. This is now fixed.
[/*]The cloning speed item now works correctly.
[/*]Enemies physics has been improved so they should not get stuck in a weird floating state anymore.
[/*]The end of demo screen now works in multiplayer.
[/*]The 6 ways to leave the main tile after the 7th wave have been fixed.
[/*]If you had exactly 20 blue crystals, you could repair M.Ark indefinitely. Not anymore!
[/*]Some UIs were not responsive, like the resource UI in the heart or the player\'s health bar.
[/*]
\nKritter is getting closer to what we want it to be, and that\'s mostly thanks to your feedback. If you havent played the demo yet or joined our Discord, feel free to do it!\n
See you soon on Kritter: Defend Together (to save M.arks a*s).
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