SPIN. SLAY. STAY ON TOP.
Five Baes. Five physics problems. Launch the spinning combat mech she pilots into the arena, drain your rival's Spin on direct hits, and send them ring-out on the glance.
Playable now · Free in your browser on itch.io
The Cycle
Beat Baes is a character-driven physics action roguelike. Here's the cycle, start to finish.

Choose your Bae
Five launch fighters, five different physics problems. Class defines her strategy, personality defines how she handles.
Build your Blade
Body, Waist and Heel components reshape her chassis before the run even starts — always a tradeoff, never a straight upgrade.
Enter physics-driven battles
Pull back, release, and steer with momentum you influence but never simply cancel. Direct hits drain Spin; glancing hits send you toward the edge.
Adapt your build mid-run
Draft Accessories on reveal-three-keep-one choices, then layer a Mutation, an Evolution and authored Fusions onto the fixed kit you already know.
Stay spinning. Take the arena.
Spin is health, stability and steering all at once. Keep it, and you keep control of the fight — and the run.
The Alpha Five
Class defines broad strategy. Personality defines the Bae. Equipment defines the run. Every fighter below changes how the physics itself feels.
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ASH
Ashley Nicole
“Brakes are for cowards.”
“I'm Furiously Fast!”
Aggressive momentum fighter who commits hard to attack lines and converts speed into collision pressure. Keep moving, keep crashing, and her Heat turns speed into impact — at the cost of ever turning around cleanly.
Kit
Pick a portrait to switch fighters.
Combat Classes
Every alpha Bae claims one class — the broad combat language she speaks before personality and buildcraft layer on top.
Banger
Impact. Burst. Smash the line.
Bruiser
Durable force. Heavy pressure.
Baiter
Lure. Feint. Draw aggro.
Binder
Lock. Trap. Restrict & control.
Booner
Buff. Aid. Empower allies.
Buildcraft
Every Bae permanently owns her class, her passive and her Primary, Secondary and Ultimate — that mastery carries across runs and nothing in a run replaces it. Her Blade is the part you build: three components fitted before a Breakneck run and locked at entry, then three Accessory slots drafted as you go.

Ready·Spin 0%
Pull back from the Blade and release to launch.
Owns collision radius, rebound and contact power — how much of the arena you occupy and how hard the hit lands.
Owns mass, gyro stability and Spin decay — how hard you are to shove, and how long you last while doing it.
Owns acceleration, speed cap, lateral control, reversal resistance and coast drag — every part of how she answers the stick.
Accessories are drafted reveal-three-keep-one and rank up to III. At the Reactor before the boss you get one headline conversion: an Evolution, which transforms her Ultimate at the cost of a Rank III Accessory, or a Fusion, which consumes two of them for a single authored replacement. An Accessory changes how often you reach a moment. It never rewrites her kit. No crafting, no premium currency — just the Blade you built this run.
Road Map
No dates. We would rather be late and good than on time and thin — so each stage ships when the game earns it, not when a calendar says so. Here is the order, and what each one actually means.
Closed Alpha
Small, invited rounds. Real players, no coaching, and the blunt feedback that only comes from watching someone bounce off something you thought was obvious.
Open Alpha
Live now — free, in your browser, on itch.io. The whole roster, Breakneck, and the buildcraft loop, open to anyone who wants a go.
Early Access on Steam
A wishlist page first, then a paid Early Access build once the game is worth asking money for. More Baes, more arenas, and whatever the Alpha proves is missing.
Full release
The finished thing: final art, final audio, and the mode list we actually want rather than the one we could reach.
Everything past the Open Alpha depends on how the Alpha actually lands — on whether people play it, enjoy it, and tell us so. It is out there now, so that answer is being written this month. That is the honest version, and we would rather say it than invent a release window we cannot stand behind.
How this alpha was made
On AI, plainly.
Beat Baes is a self-funded passion project, built mostly by one developer in whatever spare time there is, with occasional help from friends. It exists because we love the idea and want to see how far we can take it.
Generative AI helped us prototype the game, explore its visual direction and stand up temporary assets on a solo budget. The current public alpha may contain AI-generated or AI-assisted artwork, UI graphics, audio and writing. Those are placeholders, not the intended final product.
The plan is to progressively replace every player-facing AI-generated asset with original, human-made work before any full commercial release. We have already put real time and real money into this, and we are actively looking for artists and other creative collaborators to help build its final identity — replacements land as the game, the team and the budget grow.
AI may keep helping with prototyping and development tooling. The final player-facing creative work is meant to be human-made.
We would rather be straight about how the alpha was built and what is temporary. More in the FAQ.

