Neon Extraction: Survivor

Neon Extraction: Survivor

Roguelike ARPG — Loot or Lose

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Free

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Details

  • Released
  • Updated
  • April 9, 2026
  • June 8, 2026

Features

Neon Extraction: Survivor screenshot #1 for iPhone
Neon Extraction: Survivor screenshot #2 for iPhone
Neon Extraction: Survivor screenshot #3 for iPhone
Neon Extraction: Survivor screenshot #4 for iPhone
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About

Neon Extraction is a roguelike survivor shooter set in a neon-lit void. You drop a mining ship into hostile arenas and build your loadout as you level up. Every run, you make the same call: extract while you're ahead, or push the rift and go deeper. ONE WEAPON, THREE SKILLS Every run starts the same way. You get one weapon you aim yourself, and no skills at all. Survive long enough to level up and you pick from a hand of three cards: a new skill, a rank-up, a behavior, or a stat boost. You can run up to three auto-fire skills at once, from Missiles and Lock-On Lasers to Lightning Orb, Plasma Field, Nanobot Swarm, and Rail Lance. Behavior cards change how they work. Split, Ricochet, and Pierce target certain skills, while Arc and Burn hit everything you own. No two runs build the same way. EVOLUTIONS Get the right behavior onto the right skill and push it to MK5, and it evolves into something new. Missiles with Split turns into Cluster Strike, a homing warhead that breaks into eight chasing submunitions. Plasma Field with Arc becomes Void Rift, a set of orbital black holes that drag enemies in and grind them down. There are seven evolutions to chase. SURVIVE, THEN CHOOSE Outlast the arena and the rift opens. Take it and bank your shards, or push through to the next descent and keep going. The moment the rift opens the pressure climbs: more enemies, faster waves, nowhere safe. Die before you extract and your pending shards are gone. The one exception is the Salvage Rig keystone, which holds onto a quarter of them. Your deepest run is its own record. THE SHARD TREE Banked shards go into a permanent skill tree. Four wedges (Offense, Defense, Systems, Economy), three rings each, and a keystone at the center of every wedge. You buy a node once and keep it. Respec when a build needs to change direction. The further you push your runs, the further the tree grows. ELEVEN ENEMIES Drifters and Kamikaze rush you up close. Strikers and Orbiters shoot from range. Lancers, Sentinels, Phasers, and Wardens crowd the lanes, and Elites lead the pack. Every descent goes deeper and the void scales to match, so there's always one more depth to reach. BUILT IN NEON Everything is drawn with procedural geometry and HDR bloom, with no imported sprite art. Enemies are color-coded by role so you can read a fight fast: red for rushers, magenta for gunners, cold steel for support. Dual touch sticks, tuned for 120 FPS on iPhone.
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What's New in Neon Extraction

1.2

June 8, 2026

v1.2 is the biggest update Neon Extraction has had. The whole build system is rebuilt around picking your loadout mid-run. NEW BUILD SYSTEM Pre-run loadouts are gone. Every run now starts with one weapon you aim yourself and no skills. You earn the build by surviving. Each level-up gives you three cards to choose from: a new skill, a rank-up on something you already have, a behavior card, or a stat boost. You unlock up to three auto-fire skill slots as you level. Choose badly and you'll feel it. SIX SKILLS, SEVEN EVOLUTIONS The skill lineup is Missiles, Lock-On Lasers, Lightning Orb, Plasma Field, Nanobot Swarm, and Rail Lance, split across Projectile, Beam, and Aura families. Behavior cards either target a family or hit everything you own. Split, Ricochet, and Pierce target specific skills. Arc and Burn upgrade every source. Expose works on Aura skills. Get the right behavior onto the right skill at MK5 and it evolves. There are seven evolutions in all: Cluster Strike, Pyre Mark, Storm Orb, Void Rift, Nanovector, Constellation Strike, and one more to find. THE SHARD TREE The shop is now a radial tree. Four wedges (Offense, Defense, Systems, Economy), three rings each, and two keystones at the center of every wedge. Buy a node once and keep it for good. Respec gives back 75% if a build needs to change. The Salvage Rig keystone holds onto 25% of your pending shards when you die, so a greedy run isn't a total loss. DEPTH-RECORD DESCENT Runs are descents now. Each arena you clear opens the rift. Take it to bank your shards, or push to the next depth and keep the run alive. The pressure climbs the second the rift opens, and your pending shards stay at risk until you walk through it. Your deepest run is now a record on the title screen. ELEVEN ENEMIES, REWORKED ROLES Two new enemies this release: Lancer and Phaser. The full roster (Drifter, Striker, Kamikaze, Lancer, Orbiter, Phaser, Sentinel, Warden, Elite, Elite Drifter, Elite Striker) now uses a role-coded palette. Red for rushers, magenta for ranged, cold steel for support. You can read what's coming at a glance. NEW HUD AND VISUALS New "Big Readout" cards on the level-up screen, rift modal, and run-end summary. Rajdhani and JetBrains Mono replace Orbitron. Formations now break apart into heavy asteroid rubble. Your projectiles always carry an ice-white core and enemy projectiles never do, so you can always tell them apart. QUALITY OF LIFE LAUNCH drops you straight into a descent, and UPGRADES opens the Shard Tree. Pickups now pull toward the smaller enemies first so loot stops flying off-screen. Settings, haptics, and the pause flow all feel snappier on device. Lose a run? Bank what you can, plant a node on the tree, and head back down.

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