Confined Space - Module Madness
体験版あり
About the game
武器が消耗していく、弾幕系ローグライト。各モジュールにはそれぞれ耐久度があり、壊れたら永久に失われます。ウェーブの合間に戦利品を集め、取引し、装備構成を組み直しましょう。次のアリーナで待ち受けるあらゆる事態に適応し、終わりなき戦いでどこまで生き延びられるか挑戦してください。
Steamの原文説明
Module Madness is a top-down bullet-hell roguelite about attrition. Every module you scavenge has a durability. Spend it, and the module is gone for good. Kit out your ship from wrecks and supply drops, burn through it in combat, and take whatever survives into the next solar system. Pick a ship, drop in, fight until you die.
Our ship has one cannon, and that is it. Every ability, every bonus sits in the modules you pick up along the way. What you are carrying decides how you play, and no two runs hand you the same set — over 25 modules across five rarity tiers, and more than 150,000 unique combinations of them.
Active modules you trigger yourself: bombs, lasers, shields, dashes. A laser that sweeps in a rotating arc. A dash that cuts through whatever it passes. A minefield you leave behind you. A shield that fires itself when things get tight. Passive modules work quietly in the background, raising values like damage, speed or health, or adding projectiles to your front, sides and rear. How many of each fit on board depends on the ship.
Every use wears a module down, and passive modules wear out in the background too. Sooner or later they break, and there is nowhere to repair them. The slot sits empty and you move on. So every trigger pull is a decision. Spend the shield now, or hold it for the boss. Burn the legendary module now or save it for later. You are not building toward the perfect loadout, you are working with whatever still fires.
Downed enemies leave containers behind. Open one and it offers you a choice of modules: choose well. Larger containers hold more loot. Whatever you leave behind, you will not see again. Supply drops sit out in the open for anyone willing to go and get them. And when a trader turns up, you can buy, sell and reroll the stock — invest enough and the restricted goods come out from under the counter.
Before every section you see what is waiting: enemy types, threat level, expected loot. Safe and lean, or dangerous and worth it.
Five enemy types across three tiers each. Hunters that run you down, swarm bots that crowd you out, pattern shooters that spray you down, reflector tanks that throw your own shots back at you. Fights happen in sealed arenas — no running away, no endless kiting, just you, and whatever space you carve out. Every solar system ends with a multi-phase boss.
No time limit. Endless runs. One solar system follows the next, each harder than the last. The run ends when you die. Then the numbers come up: how deep you got, how long you lasted, what you killed, what you banked. Above them sits your best run so far. That is the one you are actually up against.
Top-down bullet-hell roguelite built around attrition
Modules with durability — using them spends them, and broken means gone
25+ active and passive modules, five rarity tiers, 150,000+ unique combinations
Five enemy types in three tiers, plus scaling multi-phase bosses
Sealed arenas: no escape
Pick your own route with enemy types, threat level and loot shown up front
Three unique ships with different Stats
Endless runs until you die
Mouse and keyboard or controller, Xbox Gamepad Support






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