Press kit
KESSLER: Orbital Incremental
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Description
1983: a killer satellite is put into orbit, then forgotten. 2041: it wakes up, and everything circling the Earth becomes a target. One shot, a cloud of debris, a chain reaction. An incremental pixel-art game where you set off the Kessler syndrome.
About the game
1983. A top-secret Soviet satellite, KESSLER-1, is put into orbit with a single order: deny the sky. The war ends, the bureau closes, and nobody remembers to send the stop order.
2041. The sky is full. And something very old just woke up.
One cannon, a small battery and thousands of targets. Every satellite you hit bursts into debris. Every piece of debris hits another. And the orbit starts tearing itself apart.
Aim, fire, then watch. Fragments fly at orbital speed and smash into everything in their path. Between passes, KESSLER-1 refits in its maintenance bay: dozens of upgrades on punched cards and drafted shot modifiers, from chain lightning to incendiary debris. Each Range Extension sacrifices everything to reach a higher orbit, from 400 km up to geostationary orbit and the Concorde space station.
Down on the ground, people try to reach you: space traffic control, a university team that just lost its CubeSat, the old engineer who soldered your gyroscopes, a retaliation system from 1985. Your answers change the rest of the orbit, and the very last one decides how the world ends.
The Kessler syndrome is a real scenario, proposed by NASA scientist Donald J. Kessler in 1978: past a certain density, collisions between objects in orbit produce debris that causes more collisions, until some orbits become unusable.
Features
- A complete incremental game of about 4 hours, with two endings
- Every fragment is a projectile: debris keeps its orbital speed and hits whatever crosses its path
- Four orbits, from 400 km up to geostationary orbit at 35,786 km, each one a prestige cycle
- Punched-card upgrades and eight shot modifiers to draft and stack
- Transmissions from the ground with choices that change the run
- Hand-drawn 640×360 pixel art in a strict 35-colour palette, displayed pixel-perfect
- An opening story told in 1990-style pixel-art plates, and a dry, ironic telex
- Free demo, Steam achievements, 30 interface languages
Trailers
- Gameplay trailer
Download - Gameplay trailer · 4K · English
Download - Gameplay trailer, no text
Download - Vertical trailer (9:16)
Download - Vertical trailer (9:16), no text
Download
The versions without text have no titles or end card text, for your own edits.
Screenshots
- All screenshots
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Logo & icon
- Logos and icons
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Key art & capsules
- Key art and store capsules
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Animated clips
Short silent loops of gameplay, 1232×308 WEBM (VP9), as used on the Steam page.
Languages
English, French, German, Italian, Spanish (Spain), Spanish (Latin America), Portuguese (Brazil), Portuguese (Portugal), Dutch, Danish, Swedish, Norwegian, Finnish, Polish, Czech, Hungarian, Romanian, Bulgarian, Russian, Ukrainian, Greek, Turkish, Indonesian, Malay, Vietnamese, Thai, Japanese, Korean, Simplified Chinese, Traditional Chinese.
About Periapsis Works
Periapsis Works is an independent studio of two developers, founded in 2026. It makes original games in whatever genre fits the idea, as well as serious games and partner projects.
Studio logos and fact sheet: periapsisworks.com/press.
Contact
Press, key requests and interviews: contact [at] periapsisworks.com










