Suit up as an operative of the Ark Corporation, sent to the farthest reaches of the universe in search of habitable planets to terraform. However, after the long space journey you awaken from cryosleep to find that your ship has gone way off course and is disabled near a strange new world.
User reviews: Mixed (1,792 reviews) - 56% of the 1,792 user reviews for this game are positive.
Release Date: Sep 17, 2015

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Recent updates View all (108)

December 16, 2015

Patch v1.09 - Happy Holidays!

Hey ArkCoNauts!

We have another round of fixes for your gaming pleasure, and are still working through the suggestions and feedback from the community. We are in the process of revamping the NPC system in a number of ways, but that update will be longer in coming as the holidays are approaching, and the team takes time off to spend with family and friends. After the new year we’ll be sitting down to plan things out, and update the community on what’s next. Happy Holidays from our family to yours!

  • Sound now updates while the game is paused (this prevents looping or repeating issues)
  • The ”Welcome to the edge” and “one of us” achievements work again
  • Carbon Fiber factory now works like the other factories. The required quantity has been reduced from 5 to 3.
  • Unused stats have been removed from the character stats tab. Exposure Rank has been added to the stats tab
  • Fixed an issue where inventory slots could be active past the bottom of the inventory window
  • You can now only drag and drop things from the crafting slots if the target slot is empty
  • Banner popups no longer block mouse input
  • Clarified reforge schematic tooltips in the knowledge window
  • Added a form of triple jump to the defense mech and removed falling damage from it as well
  • Improved vehicle related creature hate (aggro) for vehicles with weapons
  • Fixed the arm animation when aiming left and up
  • Fixed an issue where teleport menu would remain active after teleport and not update
  • Ammo requirements for weapons now appear on the right side of the crafting window
  • Boomerangs no longer knockback targets, which should correct a number of issues
  • Changed how anomalies (non-bunker crab nests and jelly nests, crab eggs, random mechs, etc) spawn near structure tiles and bunkers/nests. This should reduce the chance of anomalies spawning near player bases as long as the background tiles are not empty or naturally occurring resources (dirt, rock, mud, clay, ice, biomass, aluminum, titanium, uranium, radium, or promethium). The dirt structure, rock structure, et cetera tiles will prevent anomalies, just not the basic tiles

11 comments Read more

November 19, 2015

Patch v1.08 - Fixin' Things!

Hey ArkCoNauts!

We’ve been continuing to pound away on bugs and issues in the game, especially the lag and UI issues. Uncovering them all is certainly challenging, but we have noticed significant improvement in testing from the latest round of fixes. We definitely want to hear from the community to help us determine how effective the fixes have been!

  • Added Holopet Jack-o-lantern
  • Master cryopod and chests no longer display removal icon when they cannot be picked up
  • You can now split stacks into another identical stack
  • Reduced Jack O Lantern beam length
  • Craft window text filter now clears when window closes
  • Mortar Penguin and Artillabear no longer damage tiles
  • Fixed an issue that prevented defense mech from damaging placeables
  • You can now right click to remove items from factories
  • Fixed the auto button for factories with less than 3 components
  • Codex entries for factories will unlock when you click on the codex page icon if you do not already have it unlocked
  • The player info area no longer blocks input
  • Weapon firing now resumes after moving mouse off of UI areas
  • Some event nests can no longer be picked up
  • Fixed a number of potential memory leaks in the UI
  • Item banner text now has an approximate delay of 2 seconds after picking up an item
  • Picking up multiple items will now only display a single banner text
  • Command centers now have the number of PIOS outputs in their description
  • When placing or renaming a Command center they will get their XY coordinates added to their name instead of hex ID
  • Corrected unnecessary memory allocations in the mining system
  • Corrected unnecessary memory allocations in the vehicle mining system
  • Adjusted structure tile mining speed to help prevent accidental removal

10 comments Read more

Special Edition Content:

  • Chrome Fineous Mount
  • SE Laser Pick
  • Sugar Glider Pet
  • First Responder Armor
  • Luchidor Helmet
  • TopHat Helmet
  • Concept Art PDF
  • Edge of Space OST

Take a look at our journey through Early Access.

Featuring Official Terraria Content!

About This Game

Suit up as an operative of the Ark Corporation, sent to the farthest reaches of the universe in search of habitable planets to terraform. However, after the long space journey you awaken from cryosleep to find that your ship has gone way off course and is disabled near a strange new world. With no choice but to descend to the surface and figure out how to survive long enough to complete your mission, you step into the escape pod.

Along the way you’ll gather resources to craft armor, weapons, facilities, and vehicles to help you explore the world and conquer its aggressive inhabitants. Your base of operations will evolve from a few basic facilities exposed to the elements into a hardened fortress full of advanced technologies that let you accomplish amazing improvements to your equipment and alter the environment itself.

Be careful, though; almost everything down there wants to kill you, including fierce laser space sharks, artillery-toting polar bears, wickedly quick jetpack penguins, and even crazier horrors. Out on the Edge of Space, you must adapt or you die. Good luck, ArkCo Operative!

Key Features

  • Open World Exploration– Dynamically-generated 2D sandbox set in the deepest recesses of space, explore randomly generated caverns, wormhole anomalies and dive deeper into the planet to discover valuable resources and other rare phenomenon.
  • Crazy Creatures – Hordes of enemies and epic bosses ranging from Artillabears, squid pandas, jetpack space penguins, and laser space sharks; not to mention epic bosses like DJ Penguin and Omegatron
  • Cooperative Exploration – Engrossing gameplay, built from the ground up, to support multiplayer focusing on cooperative exploration and combat with team-based tactics.
  • Advanced Crafting System - Using the power of science, craft advanced technology for weapons, gear and base constructions from basic resources
  • Loads of Armor – Ranging from stat boosting battle armor to quirky vanity costumes, craft armor to survive the changing environmental conditions and specialize in different aspects of mining, exploration, and combat.
  • Weapons – Create a wide-variety of dynamically generated weapons ranging from guided rocket launchers to Experimental Gauss Rifles and discover new advanced weaponry to expand your arsenal.
  • Research System – A new research system allows players more freedom to discover new areas of technology in exploration, combat, base building, and much more.
  • Command Center Management – Establish your central base of operation by creating the ultimate Command Center customized with defensive turrets, hangers and repair drones. Make improvements to protect yourself from the constant environmental changes like radiation storms and other anomalies.
  • PIOS (Power Input Output Systems) – A simple drag and drop tool, letting you design electrical systems as basic as powering a light or as complex as creating your own logic gates.
  • Pets – Create and collect pets that assist you on your epic exploration of space by granting defensive, offensive, or exploration perks.
  • Anomalies - Random world events both dangerous and helpful
  • Vehicles - Craft items from hover boards to massive mechs to safely explore the dangerous world
  • Terraforming - Conquer space by turning the land into a livable habitat
  • Continual Support – Regular post-launch updates will bring fresh new content

System Requirements

    • OS:Windows 7
    • Processor:2.9 ghz or higher
    • Memory:2 GB RAM
    • Graphics:512 MB Video memory
    • DirectX®:9.0
    • Hard Drive:900 MB HD space
    • Other Requirements:Broadband Internet connection
Helpful customer reviews
299 of 393 people (76%) found this review helpful
11 people found this review funny
3.7 hrs on record
Posted: September 17, 2015
Looks like I got this game on July 9, 2013. Today the game came out of Early Access as v.1.0, and unfortunately, the game is still rather hard to digest.

When I first played, the game had a few graphical issues, and it looked like it could have needed something like an editor to an author. Fine, I could always go back to it - though at this point I was beginning to regret buying this. At this point (and a couple subsequent playthroughs), I felt the game was not intuitive, unfriendly to beginners, and rather difficult for a game where you literally build your character to advance. Gathering materials? The laser pick was extremely weak and could not be as easily manipulated as Starbound's (as much as I don't like comparing, especially to Starbound). I took a long time gathering enough supplies (after dying a few times, some from mobs in the starting area and some from falling off the edge of the map) to make anything. Also, while the game no longer has the difficulty (sort of...) and the 10 free respawn limit, those things severely discouraged me from doing anything. So I waited.

Today, I opened the game with no expectations of things and found myself facing similar issues from the first time I played. The UI needs a lot of work - this doesn't look at all like a modern game with a futuristic setting - the dialog boxes look like just hastily placed rectangles and fonts (I spotted some serif fonts...) look like they were not even picked with intent. Some of the tips need editing in syntax and grammar, and overall, the game feels very much like a beta still. I wasn't pleased by the "tutorial" either, since the first thing I saw was a codex full of unnecessary text.

Nothing in the game has struck me as intuitive so far, even regarding the gathering of materials. I got the DLC items and the pick is marginally stronger than the starting one, and while it's got a wider beam (3 tiles wide), the width becomes useless because the pick target cannot be directly chosen - so if you just dig downward, for example, in the same direction, you just end up with a 1 tile wide chasm, walls either damaged or already "healed" to normal. Everything seems so grindy already - I know that games won't have you start off with good gear ready to kill bosses, but in the first quest of the tutorial, each one of those enemies (although they do no damage) took many hits to die. I don't see any fun in spending minutes killing common mobs (because face it, you're gonna attract aggro for all those missed attacks and some of those enemies move too fast with the starting rifle) and then spending minutes gathering.

I'm going to pass. Sorry, I tried, but more than 2 years did not give sufficient progress for me to enjoy this - too grindy and too unpolished.
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222 of 288 people (77%) found this review helpful
16 people found this review funny
28.6 hrs on record
Posted: September 21, 2015
I've played the game long enough now that I can give a basic review for the game. In terms of the knowledge progression I'm about 6% complete or so it says. I can say confidently enough that the game is interesting and has some decent mechanics that set it apart from similar games like Terraria and Starbound.

However, this game is very much a buggy mess right now and I would not say this is worthy to be called V1.0, it is very much still an early access game in my mind and if you are hoping to play this game without upset, I feel I need to tell you that you will be let down.

Mining feels clunky at the best of times, it doesn't work like terraria or starbound where if you click on a tile then that tile gets removed, it's a directional thing and the mining tool isn't center with the playable characters model, it is off to the side a little and it makes mining a real chore.

The monster spawns are attrocious, they spawn anywhere even in the air, which makes falling down elevators you dig suicidal, it encourages the use of teleportation but really I find this a constricting mechanic and very poorly thought out by the developers. A fix that would make everyone happy in my opinion would be to limit mob spawns to front tiles or certain background tiles (such as dirt, clay etc)

-Monsters continued
Mobs can spawn in the air, regardless of the foreground or background tiles, I have confirmed this, and this doesn't only effect elevators and general exploration, mobs can spawn inside hangers you built for your vehicles, and those ships will die as the mob mindlessly floats back and forth rebounding off walls etc. This is completely ridiculous and wastes your resources needlessly.

The UI is a complete mess, it is extremely user unfriendly and lacks specific interactions like shift clicking to place items into recipe facility entities like the carbon refinery for example. You have to mouse them in one by one and when recipes require 5 items that are cluttered around your inventory, it is not fun to micromanage and makes organising inventory space and much more, a very annoying task.

-UI overlays
To add onto some of the UI problems the game has, the UI overlaps the screen in some instances, such as when "dominating" an area (or setting am item recipe as a task), the overlay that displays you have conquered the area acts as a none transparant pop up, basically it stops you from shooting or building while mousing over the overlay and this can lead to some pretty cheap deaths as I have experienced.

The gameplay for the most part is fine, you progress at a steady pace and you are rewarded for killing monsters and mining generated tiles. However the dungeons you come across such as the zombie rooms seem to feel extremely off. You have to destroy 4 spawners and once that is complete, you have to plant 3 bombs, leave the chunk and then the entire land is just blown up. Any decoration blocks you might have wanted from the room are deleted, and you're left with an unappealing piece of land that does nothing. The game says you've "dominated" the land but you're just left with an ugly crater. Furthermore, you aren't rewarded in the slightest by blowing the chunk up, no EXP, no loot, nothing.


-Spawn rate
Monster spawn rate either seems to be so few or so disgustingly unbearable, the amount is completely random, you coulld be spelunking in a cave and come across one or two mud crabs, but then teleport back to base and an entire army of frogs, snails and crabs will rain from the sky.

-Frame rate
This is a really unfortunate aspect of the game, I have a really high end computer and I get frame lock ups quite often, it's not a long lock up but it is very common and happens in loaded chunks even if I am standing still. I don't have a clue what causes it and as far as I can tell from other reviews this seems to be a common problem.

-Rare crashes
The game as crashed a few times on me now. both times have happened when starting up a pregenerated world and entering a container too quickly. I am sure this will be fixed but it added to the frustration this game is to play right now.

-Instance glitches
In an instance you are similar in proprties to that of adventure mode in minecraft. You cannot place or remove blocks basically. If you happen to click too fast on a door (which is basically a teleporter to another part of the dungeon) yoiu can very easily be teleported out of bounds and you have to exit your game to fix the problem. The items needed to enter an instance dungeon aren't cheap so I find this to be a very harmful bug that impedes progression.

Now this may be due to the overall difficulty of the game, and I may be playing the game without fully understanding the metagame and what not, but I find exploration into the second biome (I think it's refered to as the comet biome, it's the ice themed one) to be extremely unforgiving. I have the weapons to deal with the monsters there in small numbers, but as I have said, as you fall down to lower levels, mobs spawn in the sky and can basically 1 hit ko you as you fall, but that's not the only problem, as you land on the surface of the main tier 2 biome, mobs that are faster than you are generated all around you, on the ground and in the sky and that makes exploration and progression an absolute chore. I have tried to find a way to set my spawn down there instead of on the first biome and I'm not sure how. The wiki for Edge of Space is extremely outdated and many pages are missing.

-Exploration continued
I have solved the issue of teleporting to lower levels, you have to build 2 command centres to teleport between areas. However now that I don't have to deal with the annoying elevator scenario, I have discovered that towards the lower half of the second biome, bears and penguins spawn in great abundance, regular bears can 2 shot you, and have more than doube the players moving speed so in tight spaces it is very hard to escape, they spawn almost everywhere in the cave systems down there and I simply cannot progress further below. I enjoy a hard game but I think something seems off with the spawn rate, they appear so frequently that I feel stunted to go any deeper. You might be thinking that I should gear up a little more before progressing, which is true, but all the radium I can find in the ice and all the illuminated crystals (that can drop radium) have been mined up in the top half of the biome. I made the mistake of building one of those NPC anchors with the radium (he was a useless NPC as well, did 100% nothing and that brings me onto my next point shortly) and now I lack the amount to create the desert armor set.

-NPC Anchors
I really like this idea, it's another resource sink and the potential for some really cool bonuses is there, but the developers really missed the mark on most of them. I believe Rob the robot is the most useful, fully upgraded he will drop Titanium ore for you occasionally, I have about a stack and a half of the stuff just sitting around and as Titanium is a pain to harvest, I like this NPC and my investment was worth it. However, NPCs such as Vinny (The potato plant) do nothing, regardless of the investment, his one ability is that every time you feed him 5 biomass and 5 ice, he will glow in the dark. That's ridiculous, I have lights everywhere, the investment and the space for his anchor completely outway his use. This is very similar for the other NPC's too, they could provide cool bonuses like 5% to sneak, or ore in a radius will glow, something that would actually be fun to invest these resources into. But nope, glow in the dark plants are apparently useful.

-Hit word limit, much more is broken-
Was this review helpful? Yes No Funny
100 of 138 people (72%) found this review helpful
8 people found this review funny
8.8 hrs on record
Posted: September 18, 2015
Cautious Recommendation.

I waited till post launch to play this game as it was something both me and my bf were looking at since we enjoyed terraria so much. So I will go through a few pros and cons from my experience thus far.

- Gameplay is fun when playing with multiple people, there are features such as resurrecting dead players that you will miss out in if you play singleplayer.
- Questing is quick and easy normally. It can be a bit grindy for some of the quests but the rewards seem to usually be worth it. It instills a sense of progression that is enjoyable to experience.
- The details on your character armor and progression trees that allow you different armor if you play a certain style give a unique vibe and add potential replayability.
- Knowledge skill trees give you lots of ways to specialize as you progress in early game and it is especially helpful if you have multiple players with you, letting you all specialize in different ways and combine your knowledge to progress quicker.

- Do not try to exit game and try to get back if you are running a server. The steam client will not allow you to start game back up till you take your server down. This is also a huge problem if you crash or have any gamebreaking bugs.
- Got stuck in a wall by jumping into it during first hour of play, only way I could solve it was to quit game and log back into multiplayer server. Issue fixed as of sept 19th hotfix.
- Exploding monster nests can leave the sound of bomb alarms going off long after its been destroyed, making an annoying sound that just wont disapear.
- Monster ai leaves a lot to be desired.
- Building seems to take a while to make anything worthwhile and there is not as much a need to build actual homes like other games in this genre.
- It is incredibly challenging to figure out how to get many types of building materials, leading to constant searching of wiki to figure out how to find many types of materials.
- Certain materials that were used in many types of items were incredibly rare to find, making it so that more people you had with you, the more challenging and difficult it was to even find enough materials to get everyone basic items.

Overall, I would recommend waiting on this game for a few more patches or unless you like what you see. The game is enjoyable but there is quite a few issues with it that can lessen the enjoyment in both singleplayer and multiplayer post launch.
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114 of 165 people (69%) found this review helpful
13 people found this review funny
33.6 hrs on record
Posted: October 2, 2015
So here we are....finally at 1.0 and we still feel like we are in a beta.
The game is laggy, choppy, the sprites clip and glitch around, the physics are wonkey for gravity (shoot enemy they fly straight upwards?), it's such a mess at the start. Their idea of a tutorial involves talking to a flying shark and gathering's very dull.

I'm sad that waiting for nearly a year on this resulted in this mediocrity. Stick with terraria, this feels like a generic knock off terraria in space.
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82 of 114 people (72%) found this review helpful
10 people found this review funny
31.5 hrs on record
Posted: October 28, 2015
I've tried to enjoy this game through its many iterations and complete changes. In it's current (release) state, the game is tolerable, but lacking in many respects still, the largest being actually fun. I only play games of this sort multiplayer, so the experience may be different for playing solo.

The mining tool is my biggest gripe. It fires in a line, that is based on an unusual place on your character, making getting at specific tiles difficult, and hard to aim at anything but straight up/down/left/right. The mining tool is INCREDIBLY slow compared to other games such as Terraria or Starbound. In the latest incarnation, they added new mining tools that slowly (at about half-speed) dig out the tiles around the tile it's hitting, but generally this doesn't help much because it's slower and you can't generally dig in a way to take much advantage of it.

Then there is dealing with the plants of the world, which require a saw of some sort to gather. This is even slower than the mining tool, you just sit and wait and wait for it. And finally get your 2 protovine or whatnot. Good luck finding any seeds!

And then creating much of anything requires so many resources, but you have a tiny inventory and finding storage is time consuming. And though it is an interesting idea to have tiers of what sort of item something is (eg, "Inorganic - Mineral - Radioactive - Uranium"), when you need to build something that just needs a mineral, it should just say "Uranium" or similar names... but it has the entire long list for Uranium, making it hard to tell exactly what it is you need without really long names for things.

And the world itself is just a bunch of skylands, with occasional larger ones tossed in there for actual "ground", except that when you get lower, you have another giant gap of space before getting to the next "tier" of skyland below you. You generally find out about that after having walked off a cliff of your "ground" near the beginning of the game, because it is very abrupt: "Just walking along, oh there's a little hill, let's hop down... no, there's no bottom. NO! Oh, I'm dead again..."

The game USED to have an entire tutorial, teaching you how to use the interface, move around, use the laser pick, etc. but the release version removed all of that in favor of a talking shark that just tells you to get it things... without any details on how to do much of anything. I'm glad I already knew how to switch between foreground and background tile mining/placement from the previous tutorial, because I probably would have gone nuts trying to figure it out.

There are now side missions that take you to your own personal instance that are not multiplayer at that point... there are random NPCs to get that don't do much (a couple give you ok-ish rewards for doing tasks)... there are various weapons, but most require ammo that is frustrating to get.

All of this and, while playing, you still have no idea what you're actually doing. The premise seems to be something about terraforming, but to what end?
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