two players, one phone, no setup
SpaceWar Blitz v2 icon — two ships in a neon-lit battle

SpaceWar Blitzv2

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 No ads, ever

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. The little phone here is a rough sketch of that.

bottom ship: autopilot

What is SpaceWar Blitz v2?

the same game, rebuilt a few times over

SpaceWar Blitz v2 is a quick 1v1 space battle you play locally, with someone sitting right next to you. Two players, one screen, no setup. No accounts, no lobbies, no waiting for a match to fill. Just pass the phone, or sit side by side.

It's also the newest version of a game that's been rebuilt, on and off, for a long time. The first SpaceWar was written by hand in Pascal, and later ported to C, years before this one, and it was always built the same way. A 2019 GameMaker version kept that idea alive.

v2 is a ground-up rebuild of that 2019 version in TypeScript/Phaser for Android and iOS, with the same goal as always.

Pascal

The first SpaceWar. Written by Jan, from scratch.

C

Later ported over. Years before this one.

GameMaker · 2019

Kept the idea alive. This is the version v2 rebuilds.

v2 · TypeScript/Phaser

A ground-up rebuild for Android and iOS.

music and sound effects from the original the original's ad SDK

every version: two players, one screen, no setup.

How you play

three ways in
2-Player · top seat

Same-screen versus

Mirrored controls, so it feels right-side-up from either seat.

2-Player · bottom seat

Same-screen versus

The main event: both halves stay touch-only for a real head-to-head, right next to each other. Pass-and-play split screen, top half and bottom half. No accounts, no lobbies, no waiting on a connection.

the top half is written for the person across from you
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.

Try a tiny version below ↓

The hangar

8 ships, 40 skills. pick one.
Line Levitator ship card
SHIP 01 / 08

Line Levitator

Fast, evasive, hard to pin down.

each card shows its stats: damage, fire rate, speed, armor, shield

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. All eight: pick one, learn its kit, then find out if you've actually learned it.

Autopilot: program your ship

a toy version. the real one has more blocks.

In the game you drag IF / AND / THEN blocks together: sensors like enemy HP or nearby projectile count, actions like veering or casting a specific skill. Then you watch your own program fly the match. Here's a pocket-sized sample: write three rules, hit run, and see what your blue dot does with them. In this toy, the first rule that matches wins.

…if no rule matches, the ship holds still.

you 100%0.0senemy 100%

press run and keep your hands off it.

Under the hull

the rest of what's in there
CPU opponent

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.

1-player

8 named pilots

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.

Platform

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.

Audio

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. (The duel up top swaps its backdrop every rematch, for the same reason.)

Ads

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.

a sketch, not a screenshot. dashed lines are the safe area; the phone buzzes on a cast (if yours can).

Still being balanced

honest progress report
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. Ship-vs-ship balance and pilot strength are still being tuned by feel, by Jan playing it himself. If it launches on Android and iOS the way it's planned to, there's no promised date for that yet.

Building · Android + iOS