
Active Matter: an extraction shooter with a genuine atmosphere, and an economy that has already annoyed its players
STALKER crossed with Tarkov, SCP-flavoured anomalies and a divided reception. The setting impresses, the rest needs work.

Turrets to stack on a warship, waves to absorb, and one constraint the genre always forgets: the direction your guns are pointing.
Alexandrosse
InsertCoins.press Score
7/10
Verdict
Recommended
On Sublight's store page there is a line slipped in at the end of a paragraph that made me smile: the tools of destruction are yours, just mind your firing arcs.
It is presented as a passing remark. It is actually the whole game.

You command a stellar battleship across several hostile sectors filled with enemies who never tire.
You fit turrets, stack upgrades, and face everything from rogue rebel fleets to ravenous alien swarms.
Destroyed enemies leave materials, which levels up your ship, which lets you pick from a large pool of turrets: shredding autocannons, piercing railguns, and the rest. You combine all that with dozens of passive upgrades to fine-tune every detail.
It is the survival roguelite loop applied to a ship, and it works because it is legible.
Here is the constraint that interests me, because the genre nearly always waves it away.
In most games of this family your weapons fire in the right direction because the game decided that would be more comfortable. Here, geometry counts. A gun pointing the wrong way is a useless gun, and a perfectly equipped ship can turn out to be incapable of covering its flank.
So you are not only choosing what to install, but where. And that is the kind of constraint that turns a list of upgrades into genuine construction.
Each hull, incidentally, comes with its own integrated weapon systems and abilities that transform your playstyle. The game advertises a variety of ships to unlock, each with multiple alternative loadouts, and in-game challenges that earn still more ships, weapons and upgrades.

The game launched today into early access at 10.99 euros, developed and published by Codebrew Software.
And we should be honest about the sample: one review as I write. Which is to say no information at all. What follows is my assessment, not a consensus.
The game is single-player with leaderboards, which points clearly towards score chasing and deliberate repetition.
My main reservation is the one every game of this kind faces: the real depth of the combinations. Stacking turrets is fun for two hours; what keeps a roguelite alive is the moment you discover that a pairing of upgrades produces behaviour you had not anticipated. The firing arc constraint is exactly the kind of rule that can produce that, provided it is exploited to the end.
This is an eleven-euro early access. We will see in three months whether the developer dug into the seam he opened.

Your most absurd turret layout? We are looking at those on the InsertCoins Discord.
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