Plasma Mania

Play it like a VR Game!

Stand up and take aim in all directions as asteroids target the Earth!  No accessories or controllers required!



No Ads!

Plasma Mania contains zero advertisements! Let your kids play and have no worries about them filling your browser with accidental clicks!




Tackle your high score or take aim at others as you use Plasma Shots, Bombs, Satellites and Recovery Packs for the Earth’s survival!

Satisfying Gameplay

Defending the earth is relatively simple! Safely perched in your defensive omni-directional space station you can build up your energy reserves by taking out a variety of interstellar objects. 

Use the energy you build up to launch explosive plasma bombs, launch Defense Satellites, and send our recovery packs to the planet’s surface to help the people rebuild! Be sure to watch the sector damage indicators in your rear-view camera!

Try it on google play!

Take Aim!

Test your skills as you attempt to take down incoming threats to the Earth, build your defenses and repair the damage to the planet!

Development History

Plasma Mania was originally inspired by my first experience with a VR headset. I had the opportunity to check out “A 5th of BitSummit” back in 2017. This was when your only modern VR choices were the original Vive and Oculus headsets, which could cost thousands of dollars when you factored in the PC requirements and the setup area needed at home.

The game I tried was a simply university student demo involving throwing boomerangs at balloons in the distance. Being able to pick up, throw, and catch the boomerangs was amazing! However, access to VR at home was completely impossible! After some brainstorming I realized that I could simulate a small portion of the VR experience using the gyroscope in my smartphone, which directly led to the 360-degree prototype that grew into Plasma Mania.

In the four years since that point Plasma Mania has hit numerous roadblocks. Some were programming-oriented, such as achieving smooth movement and tracking without significant drift. At one point I gave up because the concept was cool but the gameplay just wasn’t fun enough. After some inspiration development started up yet again, but this time the project was hit by feature creep as I attempted to create an entire story campaign and an extremely complicated satellite customization system. This phase ended with corruption of my project’s version control. Finally, some time later I stumbled on to a much earlier version of the game on an old notebook, from which I was able to salvage a working copy and finally reach a point in development where I felt I could continue to complete the game.