Throw. Catch. Upgrade. Reach the edge of the universe.
Space Cosmos is a complete, polished HTML5 incremental game, built with Phaser 3 and TypeScript. An astronaut hurls a grapple into deep space, you steer it back through a storm of glowing planets, crystals, black holes, galaxies and quasars, cash in the haul, and upgrade your gear to throw even farther. One more throw is never enough.
It is not a template with placeholder boxes: it is a finished game with a full progression, real art, punchy effects, sound, a tutorial and a save system. Put it online easily.
The loop that keeps players coming back Aim – a half-circle gauge swings back and forth: stop the needle as close to the centre as you can. The better your timing, the farther the grapple flies (and a perfect launch pays a bonus). Launch – a cinematic zoom-out, the grapple leaves the astronaut’s hand, and the camera rockets through speed lines and colour-shifting space while the zones fly by. Catch – on the way back, steer the hook up and down with the mouse, your finger or the keyboard. Everything you touch piles up on the hook. Chain catches for a combo, and grab golden specimens, magnet bubbles and slow-motion bubbles. Upgrade – a graded haul report (D to S) adds up the bonuses, then you spend your coins on length, capacity, grapple and cable. Reach the next zone, fill the …
An endless final zone (“Unknown Space”) whose sectors get richer and richer: progression never hits a wall.
Special objects: golden specimens, magnet and slow-motion bubbles, plus a catch-chain bonus.
A first-run tutorial: a three-card “How to play” screen and contextual hints, so new players get it in seconds.
Gameplay start and end callbacks are fired around every throw, as portals expect.
Music and effects volume, mute and a two-step progress reset are built in.
Finished and polished
Three-camera rendering: fixed background, zooming world camera and a crisp fixed interface.
A Verlet-rope cable that whips and goes taut at speed, additive glow, particle bursts, screen shake, floating scores, an animated grade stamp and count-up totals.
Synthesized sound effects (WebAudio, no audio files to supply) and a streaming music player with a crossfaded playlist and automatic volume ducking.
A 16:9 landscape game that scales to any screen, with mouse, touch and keyboard controls.
Easy to customise
Clean, commented TypeScript source, built with Vite: npm install, npm run dev, npm run build, and you get a portable static folder (relative paths) to drop on any web host.
Balance the whole game in two data files: zones, values, sizes and names in tiers.ts; upgrade costs and formulas in upgrades.ts. The default tuning values are gathered in one place.
Change the look by replacing the WebP sprite sheets in public/art.
What you get
The full, readable source code (TypeScript / Vite project).
Works in any modern browser, on desktop and mobile, with WebGL; no server-side code or database required.
Powered by Phaser 3 (MIT licence).