A downloadable DEMO for Windows

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This is a pre-release demo. Game is actively in developement and final product may differ from current demo. Please provide feedback and join us on discord to keep up to date on development progress and help us build out the final product!

Feedback: https://goo.gl/forms/FeUwHVFgjOcvQbzX2

Discord: https://discord.gg/5uQCN4J

Steam: https://store.steampowered.com/app/872040/Hovership_Havoc/


Hovership Havoc is a twin-stick shooter with 3rd person boss battles. Traverse through rooms of a futuristic robotic factory destroying robotic enemies. Upgrade your hovership and obtain randomly dropped abilities that can strengthen your chances to survive through the entire factory.

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  • Randomly generated levels with 100s of combinations of rooms and enemy spawn patterns to ensure no two playthroughs are ever the same
  • 4 Hoverships to choose from with their own unique weapon for completely different play styles
  • Giant robotic boss battles that take place in a 3rd person perspective instead of top down
  • Collect ORBS to upgrade your ship stats and abilities
  • Permanent progression system to upgrade your hovership
  • 30+ Random ability pick ups
  • 15+ Robotic enemy types with their own unique attack style and AI
  • 3 Different futuristic robotic factory environments to traverse through

We are looking for feedback to continue to improve Hovership Havoc. Let us know what you thought about the DEMO by:

Join the Official Discord:


Email Us:

contact [at] snowdaysoftware.com

Google Form:


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Use the Itch.io app to keep your version of the Hovership Havoc DEMO up to date!

Full version coming Q1 2019 to Steam and Xbox One


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Click download now to get access to the following files:

hovership-havoc-windows-alpha.zip 648 MB
Version 8

Development log


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This game is pretty good. I didn't really find any problems that were too concerning. I don't know why people complained about the cutscenes and the combat appering to be inconsistant. Yes your hovership flew in the transistions and I do feel like this is easily rectified. Once the power cell is destroyed then spawn in some kind of "launchpad" so it doesn't feel like the hovership is flying. Then players can collect the orbs first before proceeding further into the level. Also, I don't see why people complained about the platforms just being in the void that it feels like you are not making any sort of progress in the game because to me and from what I have read about the game, it is more of a twin-stick wave survival game where progession doesn't really matter. You get better each time you play with seems like enough progession to me and once you have beat a level, there is a boss fight so I don't understand why people are fustrated about this.

The problem I had mostly was with the transistion from isotropic view (or top-down view which many people seem to call it) to the 3rd person view. That did seem strange that it would suddenly change drastically and the boss seems easy to kill especially with the lazer line ability.

I do have an improvement to the game as the AI and the enemies in general seemed way to easy to destroy. Have it so that they keep spawning until the player had destoryed the power cell because you can really just sit in a corner and blast the enemies and there didn't really feel like there was much of a challenge. Either that or add some kind of endless mode where you can progress but the enemies just keep respawning until the power cell is destroyed.

I go more in depth in my video about the problems I had with the game but other than that, the game ran smooth and felt exactly what you seemed to be going for and even though it is "minimalistic" doesn't mean that it is bad. You just need to tweak the mechanics a bit so that everything seems consistant thoughout. 

Thanks for playing! Sorry I didn't see this sooner. The demo difficulty is intentionally a little easier and there are around 6 or 7 other enemy types that do not appear in the first level but will appear in levels 2 and 3. You did find a bug with the laser line which has since been fixed. It wasn't putting a delay on how much it can damage the boss, so it just damaged the boss multiple times per second, instead of a few times over a few seconds. I also did add a "teleport" option for traveling between rooms. So for those that don't like the flying between rooms and the time it takes, there is a setting that when it's enabled, you will just be teleported between rooms. Thanks for playing and taking the time to make a video! It's extremely helpful to see playthroughs so I can get good indicators where there might be confusion and things like that!

(Disclaimer: I was pretty hard on the game, but I think here is a lot good here! Just some improvements to be made!)

Hey there! I got your email this morning and was pretty enthralled by the gifs and screenshots. However once I dug into it a little deeper it felt like there were some pretty jarring inconsistencies with the movement system between cutscene and combat. I wanted nothing more than to be able to jump throughout my playtime and the fact that the ships can fly when out of our control made it even more frustrating. The level continuity felt nonexistent, all of the sections were just platforms in a void, which lent to a minimal feeling of any kind of progression, and the fact that the boss fight uses a behind the back camera with some verticality to the aim, as opposed to the top-down twin-stick design of the rest is a little baffling. The art and music are amazing, and I'm only being so hard on this due to how awesome I think it could be, but in its current state it just feels a little too clunky, slow, disconnected and unfocused. 

Thanks for checking it out. Some reasonable points here, I'll certainly look at tweaking the movement settings a bit to get it to feel a little lighter. There isn't any verticality for the top down stuff because of the twin stick controls but there is the speed burst/dodge ability that I think would have helped you out immensely. 

I tried out the speed boost a couple times and felt like the increase in mobility was marginal at best, but I never knew about a dodge ability. Is that a random pickup or an innate ability of all ships that I just completely missed?


The movement is definitely very momentum based, even with the speed burst which is supposed to be used for dodging. But that speed boost should be a big part of your mobility advantages over the enemies. But it's good feedback, I've definitely got some things to tweak to balance things out a bit better. This is why I released a demo now while there is still time to make tweaks like this

Has how to put a pixellated mode? Why my PC and a potato so bad(sorry for bad english i a brazillian

Sorry! It's a fully detailed 3d game so while it performs well with modest set ups,  it may not perform with every set up

Omg this game looks really exciting! 

Thanks so much! 

it is 64 bits only? or is for either 32 or 64 bits

It should be for 32 or 64 bit. Let me know if you have issues with it though and I will certainly take a look!


Really cool demo! Looking forward to the full release

Thanks so much for checking it out!!