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 (1,335 reviews)
Release Date: Jun 28, 2013

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

“Edge of Space is still under development. By getting into the ongoing BETA now you will be getting a discount from its final price of $14.99. The game will be improved on a regular basis through updates that will add content, new features, and bug fixes. Please check back frequently to update to new versions. Your feedback matters!

Early Access Incentive

- First Responder Armor: For those who take up the call early will receive armor that will grant bonuses to help in those first waking moments after leaving your pod.

- Surprises: We like to reward! There are still things we might add to reward those people who get the game early.”
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Recommended By Curators

"Terraria is to MegaBloks, as Edge of Space is to Legos."
Read the full review here.

Recent updates View all (93)

July 27

Special Announcement! Pre-Launch Testing and Upcoming Patches

Hey ArkCoNauts!

Today is a very momentous day in the history of Edge of Space. Today, for the very first time, we will mention the “L” word.

Yes, I went there. Launch. It’s coming.

As the internal goal we’ve set for ourselves (no spoilers just yet, sorry! :P ) looms closer, we have decided that the next patch to the main branch, will be 1.0. Does this mean that a buggy version will be launched? No. We want to weed out every possible bug, and make every possible improvement to the game before the time comes to set it free. The pre-launch build already has a significant amount of content and features which have been added, and are waiting to be tested. To that end, we are opening up a large scale internal test of the pre-launch build, and we want anyone and everyone interested in seeing it to please sign up for access to the pre-release test build. Please note, we do require the signing of a simple NDA to participate. We want to leave some surprises in store for launch day, and for those who don’t want to see it till it crosses the line to 1.0.

Due to the above large scale testing, the patches between right now and launch will be showing up on the tester branch, where they will be beaten on, cleaned up, and polished to a lovely shine. We do realize that some will get impatient waiting for the 1.0 update to Edge of Space to go live on the main branch, but we feel that we need to focus on testing to do this right. We need feedback now more than ever to address any significant concerns and issues before launch. Our plans to continue to add content and patches after launch haven’t changed. As long as we get the support at launch, Edge of Space will be updated for a long time to come.

To join the internal test, please contact me; I will get your NDA to you, and add you to the Skype group. Anyone interested in previewing the NDA before signing, I am providing it here in a view only format. The PDF version will be sent to you upon request.

This is both the most exciting, and also the most terrifying time for the game - it’s the culmination of 3+ years of blood, sweat, Red Bull, and tears. Over the coming weeks, things will definitely get crazy around here, and we want to thank the community for all of the support over the course of the game’s development. We know it hasn’t been an easy road, and at times things haven’t looked the greatest, but we feel proud of the game Edge of Space has become, and we wouldn’t have made it this far without the help of over 100,000 people who took a chance on us. Thanks for being awesome!!

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July 1

Hotfix Patch v0.4688

Hey ArkCoNauts!

Just cleaning up a few bugs and issues that cropped up in yesterday’s patch. Keep those reports coming!


  • Corrected an issue that made some guns not fire
  • Corrected an issue that prevented factories from being placed
  • Corrected a rare issue that caused plants to form inside of tiles
  • Guns now have their default shell throwing particle setup
  • Optimized the rendering of plants
  • Added sounds for several kits

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Official Terraria Content! - Best Indie RPG at PAX East 2014

"Edge of Space is looking like another in a long line of fantastic Indie RPGs for the PC gaming crowd this year."

Special Edition

Special Addition Includes (given at full game launch)

  • First Responder Armor
  • Sugar Glider Pet
  • Upgraded Pickaxe: Dig Faster
  • Edge of Space Soundtrack
  • Edge of Space PDF Artbook

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 (Launch Version)

  • 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

(Many features listed above are currently in the game but since we are still in Early Access some will be added in the future. Vehicles and Terraforming are among them.)

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
168 of 214 people (79%) found this review helpful
3 people found this review funny
0.8 hrs on record
Posted: July 12
Early Access Review
My first review on Steam, I wish it could be more positive, but I am tired of spending money to discover low quality lurking behind these overly positive reviews.

What can I say, this game has been done many times before, and in much better ways. The time in development (in my opinion) should have seen "Edge of Space" in a much more polished state than it currently is, considering the 2D style of the game. *For the record, I understand the nature of "Early Access", but I do not believe that games should forever exist in a state of early access simply to justify financial or developmental limitations. Having said that; open world, 2D scrolling, space exploration, voxel-based laser mining, crafting matrix, etc.... we've seen this song and dance play out again and again with the expectation that, maybe this time, something new and refreshing will find us. Well, for me at least, it did not with Edge of Space. I could have overlooked the poorly rendered and seemingly unrelated intro clip, a clunky tutorial that introduced an even clunkier UI, and even the low-res character, enemy, and background models. What I couldn't overlook, however, were the poor aiming/targeting/tracking mechanics of the various starter (and presumably all) weapons and tools. Proper hit detection, field of effect, and cursor-reticle alignment are so critical to a game like this, that to experience immediate frustration and difficulty utilizing said tools told me most of what I needed to know about Edge of Space. I know, I didn't even play for a full hour, but let me be clear: This is a Starbound, and thus, a Terraria clone. Unfortunately, it doesn't even rise to the level of quality those games possess, not to mention the lack of charm. I appreciate the seemingly responsive nature of the developers, and the consistent development blog updates, but this one seems to have hit a creative wall both visually, and technically. Sorry for the detraction, but I will be placing this game on the back burner for now.


Was this review helpful? Yes No Funny
52 of 67 people (78%) found this review helpful
2 people found this review funny
79.7 hrs on record
Posted: July 23
Early Access Review
I don't recommend to buy this game in beta.
Wait until release. Or better buy terraria.
Was this review helpful? Yes No Funny
33 of 40 people (83%) found this review helpful
1 person found this review funny
2.5 hrs on record
Posted: July 18
Early Access Review
I purchased this game upon release into early access. At that time, many of the advertisements were compairing this game to Terraria, hence the nature of my review

I had a lot of hope for this game.

Let me preface this by saying I love Terraria. I played a ton of it with friends and by myself back when it was first launched, and again with all the updates with my girlfriend. I went from thinking it was a 2D Minecraft rip off to a great game that reminds me a bit of your old school games (Ghost and Goblins comes to mind with the new Expert mode)

Terraria had its charm in the exploration. You died, a lot. You learned from said deaths. You learned different materials make different items. You fail a lot, in funny and unexpected ways (i.e. Farming Wall of Flesh, then realizing that I had been equipping my armor in the social slot). The exploration was in both the world itself, and the mechanics. They gave you nothing, said "Here is the world, have fun" and that was it.

Edge of Space forgets that. I start a new character, and I am inundated with tutorials as if I was a toddler. The game literally stops everything to tell you to right click to pick up an item from a chest, including a video. I am all for tutorials done right, but this one is just patronizing.

The UI is just trash. I have a character menu, inventory, tech, ect. They are all small enough to fit on the screen all at once, yet they are their own movable UIs with wasted space. Not to mention if I want to craft something to equip, I may have to go through three different menus for it. This developer took a huge step backwards in design.

The character control is also a problem. It just feels slow and unresponsive. I felt like I was on a server lagging in single player (and with the rig I have, this game should not give me any delays whatsoever). The feel of everything was just off too. Mining is aiming a laser at a rock and waiting. Terraria did it right, because you would hear the clanking as you mined, making it feel like you were doing something.

Lastly is the performance. It felt like it was running at 30, because I was getting that same blurriness I would get at lower frame rates. The game however has a FPS counter that was staying at a solid 60. I pulled up the Steam FPS counter, and low and behold, while it did stay around 60, it would very occasionally dip, but the in game FPS counter stayed at 60. I have a feeling that this counter is not accurate, and the developer has static text up there, but I will not say 100%.

I will end with this, Have I been harsh on this game, comparing it to Terraria? Yes, very much so. They have marketed it as the spiritual successor to Terraria, and thus started the comparison. Sadly, it fell very short of the mark they were aiming for.

I wish to put this into the actual review itself, since this actually has me hopeful about the future of this game. From the head developer in the comments from this review "Thank you for your review, i think there rae some valid points we are trying to address. At the same time the game is meant to feel different." The developer actully listens top criticism in a positive way, which could make this game potentially great in the future.
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92 of 127 people (72%) found this review helpful
1 person found this review funny
43.2 hrs on record
Posted: April 11
Early Access Review
I wanted to thumbs up this review but at this time I wouldn't recommend it to others. It is a work in progress but a couple of key issues are preventing me from doing so.

To keep this as brief as possible, there's not hardly any "How to" up to date resource online - most of what I found was from more than 12 months ago and a lot of the game content has changed since then. The in-game tutorial is better than nothing but it only goes over the basics and the in-game codex doesn't offer the detail needed. If the developer would put up some current video tutorials it would help out a lot.

When I first started playing it was a major red flag to me that you couldn't pause the game in single player. The game can be fairly complex (which is a good thing if you have a resource to explain it) and most of what's available online is fairly outdated. People were left to ask questions on the forums. Not a major issue for people that have been playing since 2013, but for new players (even ones with experience from playing other similar games like Terraria or Starbound) they can lose motivation to continue quickly without knowing what to do next to progress.

It's not a bad game, it has potential and it's still in development. However I could not recommend it at this time. I have uninstalled the game and will check back in a few months.
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48 of 67 people (72%) found this review helpful
5 people found this review funny
62.8 hrs on record
Posted: June 11
Early Access Review
Funny story, actually. I bought this thinking it was Starbound, and was horribly disappointing. I have no idea what build I was getting into.

What I got into was pretty much "build a base with a couple of buildings as a home-base, upgrade your characters and build armor and weapons, then kill the like 20 or so different enemies in the game."

I mean the way to progress your character was to get little data-chips that would increase your xp.

It was cute, but it took waaaay too long to progress, and when you did a lot of the time it felt like half of your progress was for very little.

Now it's been a while, there's a pretty clear line between enemies that act as a faction that alert each other and gang up on you(can get really tedious at times, but as long as this is a beta that's all good) whereas there's other wildlife enemies where some'll be more aggressive, but less factional in that they communicate with others of it kind, and then other creatures doesn't really care that much, but gets mad or scared if you attack them.

Base construction used to have a power generator and a command center's CPU-distribution as their main sources of power for the base equipment. Now they have Command Centers that power parts of bases, but command centers will conflict with each other, so you'll either have bases build into segments, or bases placed in completely different edges of the map, still connected by the Command Centers as one can teleport from one CC to another.

There's the separation between Phase-type weaponry (that doesn't use ammunition) that does less damage than projectile-based weaponry(which does use ammunition), there's signs that they'll end up giving us energy-based weaponry as well.

Game's also got a few vehicles, as of patch 0.4458 we have the Zephyr, decent hp, medium speed vehicle, pretty large, would guess about 6x7 blocks-size or so? There's also a Thunderbird, which I haven't tried, but it's supposed to be more armored, but slower. Other than these mechanical vehicles there's mounts: A crab, a jumpy raptor, a fast raptor and a net with captured jellyfish that works like a hoverbike. Jellyfishbikes have very little fuel, but are way faster than traveling by foot, never tried mounts as I was worried their lack of ability to fly or hover would make it hard to traverse in any useful terrain, as there's not much to gain by scouting the surface, unless you're on-foot killing enemies for loot and XP.

Hope to see the ability to equip and upgrade vehicles and/or mounts with different types of weapons/mining equipment in the future(choosing between phase, projectile and energy, potentially even one additional weapon slot in specific cases would add interesting layers into the vehicles section I think) Definitely hope to see refueling stations/refueling kits in the future as some vehicles are way to expensive to have them permanently expire after traveling a short distance, not to mention that giving the vehicle retrievability until it's destroyed could justify increasing costs of vehicles, and giving it said weapon/armor upgrades as mentioned earlier.

Not sure what the devs have in mind in terms of npc's or vending machines, but so far this game is intriguing.

The different AI behaviors are also interesting in terms of there being completely passive AI, passive-aggresive AI, faction aggressive AI's and some that will camouflage themselves rather than attack you for survival.

Nature yielding multiple resources as well giving different elements like sap, bark, the leaves and seeds, which affects what players can do in terms of crafting. It's half interesting due to different categories of crafting materials (Inorganic(processsed)/raw, minerals/chemicals/organic etc) but I also halfway feel like plants and gems end up kind of taking up a little bit much inventory space, as much as I adore the complexity. It works, but with a limited amount of inventory space it's definitely tough if you're going solo. Which also makes the swarmy enemy spawns a bit tough to deal with. Haven't tried playing with friends yet, so would say this'd be way more fun multiplayer.

All in all, in its current state I think that if you wish to roll solo and only go for weapons and armor upgrades I think the game'll last a few days. If you're going for exploration, building bases, upgrading yourself and essentially minmaxing on everything on your own it'll be worth everything from 1 week and up depending on how fast you are with these kinds of games and how much time you have to play it. I'm thinking 15+ hours a day being super efficient and lucky with weapon stats(Because weapons' stats are semi-RNG. Dmg per shot, in-game gun visuals, accuracy, crit rate, Ammo cap, MAYBE reloading time, and refire rate/rounds per second). Although it's a bit buggy and pretty slow in its current state, its simple "complexity" in crafting and although the devs(and their resources) are in charge of how much they can do with it I think it has sick potential, even if they end up sticking with the content they have right now, although more stuff's always beyond appreciated.

I'm very glad I stumbled across this game, and I hope it goes even further as this is awesome so far.

PS. Devs. PLEASE give me a way to change my looks. I'm stuck with a thing on my face that won't let me see the helmet-art.
Also, there's a bug where when you blow up a thing that explodes upon death with an exploding projectile, the explosion caused by the dying npc will destroy the projectile post-explosion and will cause a chain explosion in projectile and dead enemy, which nearly killed my application. If there was a way to fix that that would be great, meanwhile I'll make sure to only kill explosion upon death units with normal bullets.
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