What is SpaceWar Blitz v2?
SpaceWar Blitz v2 is the newest version of a game I've been rebuilding, on and off, for a long time. The first SpaceWar was something I wrote myself in Pascal, and later ported to C, years before this one — and it was always built the same way: two players, one screen, no setup. A 2019 GameMaker version kept that idea alive. This is a ground-up rebuild of that version in TypeScript/Phaser for Android and iOS, same goal as always — a quick 1v1 space battle you play locally with someone sitting right next to you.
Two ships face off on a split portrait screen, one up top and one down below, each auto-firing plus casting from a set of skills on cooldown, until someone's shields and armor both hit zero. No accounts, no lobbies, no waiting for a match to fill — just pass the phone, or sit side by side.
Features
8 ships, 40 skills
Every ship plays differently — dash-and-strike, a fighter squadron with a suicide-run mode, illusions that bait your aim, a bomber that fades toward invisible mid-fight, a newcomer that thrives on risk.
An AI that reads the board
The CPU doesn't just cast whatever's off cooldown — it senses incoming threats and picks its move from real game state, kamikaze rushes included.
8 named pilots
In 1-player mode, you're not picking a difficulty slider — you're picking which pilot flies the enemy ship, each with a real stat kit and its own personality.
2-player, same device
Pass-and-play split screen, top half and bottom half. No accounts, no lobbies, no waiting on a connection.
Autopilot — program your ship
Drag IF/AND/THEN blocks together — sensors like enemy HP or nearby projectile count, actions like veering or casting a specific skill — and watch your own program fly the match.
Built native, not just wrapped
Portrait-locked, safe-area aware around notches and home indicators, haptics on skill casts, and a "Fill Screen" display option for phones shaped differently than the baseline.
Full BGM and SFX
Music and sound effects carried over from the original, plus a rotating background per match so it doesn't feel like the same arena every time.
No ads, ever
The original's ad SDK didn't make the trip. Pricing for v2 isn't decided yet, but there will never be ads in it.
How you play
Same-screen versus
The main event: both halves stay touch-only for a real head-to-head, right next to each other. Mirrored controls so it feels right-side-up from either seat.
Touch controls
Arrows to move, five skill buttons within thumb's reach. Straight arcade reflexes — same as the original, just on a phone.
Program it, then watch
Build an IF/AND/THEN rulebook before the match starts — condition sensors on one side, movement and skill actions on the other — then let your program pilot the ship while you watch it play out.
The ships
All eight — pick one, learn its kit, then find out if you've actually learned it.
Still being balanced
Developer
SpaceWar Blitz v2 is being built by Jan Aguja, an independent developer rebuilding an old game of his properly this time. Got feedback, found a bug, or just want to know when it's further along? Reach out at [email protected].