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SpaceWar Blitz v2 icon — two ships in a neon-lit battle

SpaceWar Blitz v2

A quick 1v1 space duel built for two people on one phone — pick a ship, take opposite ends of the screen, and fight it out in a couple of minutes.

🟠 Building  ·  🤖 Android  ·  🍎 iOS

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

2-Player

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.

Manual

Touch controls

Arrows to move, five skill buttons within thumb's reach. Straight arcade reflexes — same as the original, just on a phone.

Autopilot

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

Still being balanced

This is a solo, spare-time passion project. SpaceWar Blitz v2 is fully playable in dev builds right now, but it hasn't shipped anywhere yet — I'm still tuning ship-vs-ship balance and pilot strength by feel as I play it myself. If it launches on Android and iOS the way it's planned to, there's no promised date for that yet.

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].