Price History of NERMIUS

NERMIUS

NERMIUS combines sci-fi roguelite bullet hell survival with an incremental clicker mode and colony strategy. Deploy as a Shell, a corporate combat unit, fight alien fauna, collect upgrades, grow stronger, and uncover what Saturn Acme Corp won't tell you.

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RELEASE DATE:
2026-08-21

About NERMIUS

Saturn Acme Corp needs you operational.

NERMIUS is a fast-paced roguelite bullet hell survivor, clicker and strategy set in a brutal corporate sci-fi universe. You pilot a Shell — a consciousness-integrated combat unit deployed by SAC to clear hostile planets of anomalous biomass, unknown fauna, and classified threats.

Survive escalating waves. Level up mid-run. Stack dozens of weapons and passives. Reach the boss. Die. Spend credits. Deploy again — stronger.

⬢ CHOOSE YOUR SHELL — 9 distinct shells

Each Shell plays differently. KI-17 "Red Samurai" slashes at close range. MOJO "Heavy Striker" trades speed for armor and lightning. SAA-05 "Void Drone" levitates silently and lets auto-targeting orbs do the work. OMICRON, ENTEROCTOPUS, INAZUMA, PICON, EYE SYNTH and EZO unlock as you progress — each with a unique signature weapon.

⬢ DEPLOYMENT ZONES — hand-crafted hostile worlds

  • X-01-ETHA — wave-based clearance. Anomalous biomass. First deployment, threat class BETA.

  • KEPLER-63F — dynamic weather. Survive the frost. Storms roll in every cycle: visibility drops, temperature plummets, and your Shell will freeze solid if you don't reach a heater in time.

  • DR-COR8 — a quantum rift anomaly spawned by [DATA DELETED]. Will you be able to discover the secret of DR-COR8?

  • DUSK-116 — permanent twilight, and something in it that hunts by sound.

  • ASCII WORLD and ASCII WORLD EXO — a glyph-class world where the rendering itself is the threat.

⬢ THE ARENA — DEUS, threat class OMEGA

A quantum gas giant with no solid surface. SAC anchors a combat arena in its upper atmosphere and drops you in.

  • No waves, no escape — just the floor and what's on it.

  • Prestige ladder — kill the Silt Tripod boss and reset into a harder run. Enemies gain health and damage, you gain health and damage, and every kill pays more SPX and credits.

  • It does not stop — the ladder runs far past anything you'll reasonably reach.

⬢ COLONY OPS — take the planet, not just the loot

Protocol 105 was about pulling ore out of a rock. COLONY OPS is about keeping people alive on it.

  • Real ground — every world is generated: terrain, rivers, lakes, tides, named seas. Where you land decides what you get.

  • Grow a colony — outpost, colony, province, and finally a single capital that lifts the whole planet's tax.

  • Seasons and weather — a short year with hemispheres in opposite seasons and a snow line that crawls toward the equator and back. Rain and snow form in drifting cells: it can rain at the equator while it snows at the pole. Dust fronts, ion storms and solar flares cross your sectors and cost you real output.

  • Armies — infantry, vehicles, aircraft and navy, each from its own building. Ferry troops across straits, besiege settlements, take ground.

  • Factions — freeholds, raiders and corporate rivals live their own lives, raid each other, and remember what you did to them.

  • Supply — depots, convoys, roads, and interplanetary lanes between orbital ports.

  • The nuclear branch — arsenals, warheads, carriers, and a climate that remembers the strike. Enough warheads and there is no world left to colonise.

⬢ PROTOCOL 105 — incremental clicker mode

Mine ore, trade it on the SAC Exchange, blockade planets for your own benefit, and much more. Now spanning two star systems: the Nekuri mines and four new bodies in the Maori system — AKI V50, LX-571, NIZIRU and VS-13951, each with its own cave, its own hazards and its own ore.

⬢ AUTO-PROTOCOL (Idle Mode)

  • Squad deployment — assemble a team of up to 4 Shells, fit each one with perks, and send them out under SAC command directives. They fight, loot, level up, and clear the maps on their own — you read the mission log and watch it unfold.

  • Field command — when the lead Shell falls, command transfers to a survivor. SAC keeps a record of who carried the run… and who didn't.

⬢ AUGMENTATION BAY — build a different Shell every run

  • 13 in-run upgrades per level (weapons + passives) — rarities from Common to Quasar

  • 22+ Chest items, including Jackpot rolls and run-defining Quasar weapons

  • 10 meta-progression modules spent with credits between runs — damage, HP, speed, crit, XP, revive, and more

  • Neural Expansion Matrix, which will affect the passage in an unusual way

  • Refund any meta upgrade for free — experiment. Every build is a new run.

Consciousness and Shells are one. — SAC Doctrine 7

Early Access. The full release will add more planets, story mode, classified deployment zones, and more.

SYSTEM REQUIREMENTS

SUPPORTED LANGUAGES

Language Interface Full Audio Subtitles
German
Korean
English
Russian
Japanese
Simplified Chinese