Glitchspace, currently in alpha, is a first person programming game that's centred around a visual programming mechanic. Set in a cyberspace world, you are trying to find a place known as Glitchspace - a by-product of cyberspace and its various glitches.
User reviews: Very Positive (118 reviews)
Release Date: Jan 31, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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:

Why Early Access?

“Early access has given us the ability to make a game alongside a community that cares. The feedback is immeasurable, and of course sales help to pay for the development of the game, all of which we self funded through our bank overdrafts for the first few months.”

Approximately how long will this game be in Early Access?

“The full game will be released in 2015.”

How is the full version planned to differ from the Early Access version?

“The full version will feature fully polished content, at least 2 hours of main play through the story mode, and a sandbox allowing you to play around with the programming mechanic as you please.”

What is the current state of the Early Access version?

“Currently the game offers up to an hour of main play, and some polish. We try our best to make sure the game is as bug free (outwith the obvious glitching) with every update.”

Will the game be priced differently during and after Early Access?

“Our pricing increases as we move through the updates.”

How are you planning on involving the Community in your development process?

“The community is involved, and we discuss all of the points and suggestions raised on the steam community hub, emails, and even in the reviews.”
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Recommended By Curators

"Programming platformer. Unfortunately not much content yet, but highly recommended for the concept if you can grab it for cheap."

Recent updates View all (29)

July 24

Dev Blog 21 - Finishing Touches

Available here

Hi Guys,

Graham here! Whilst the others in the office are working non stop to get everything ready for the Alpha 2.0's release, I have been tasked with writing this week's blog post! (To my left, Gaz is having a blast testing the VR mode with the Oculus, and I'm here... typing... alone...I never get to wear the Oculus Rift).

This last month has been so frantic I'm not too sure as to where I should begin. First off we've been busy QA Testing almost every inch of 2.0 so that it's as bug free as we can possibly make it. Just when we think we're in the clear another random issue will pop up which, when fixed, subsequently causes two more issues, and fixing those two... well you get the idea. Safe to say though, we now believe the build is relatively bug free (although if any of you meticulous players out there find anything game breaking – and somehow you always do – don't hesitate to send us a message via steam or social media and we'll be happy to fix it asap!)

I personally have been play testing the build with player's who haven't had exposure to Glitchspace before. Hearing people's feedback as they play, and watching what they do is always interesting. It's been a real eye opener for me to see some things that I assumed would be pretty simple, have people scratching their heads over. It's all part of the design process; Design, Create, Play test, Refine. And it doesn't even stop after release; As soon as 2.0 is out, we're right back into development looking to create new levels, refine older ones and improve a number of tutorial features we believe are still a little awkward for new players (no rest for the wicked). Expect more changes in the future of Glitchspace as we try endlessly to create a refined and polished experience!

We've got some great new features in the pipes for future releases of Glitchspace. I've been playing around with some new levels and functions, pushing the function blocks further than originally designed. Impact forces and conditionals are on my radar, and the thought of making some funky physics puzzles is awesome! Here's a sneak peak of some of the R&D I've been doing.

Playing around with physics blocks is... Phun! (Unfortunately that's all you get, I've been limited to 1 pun per blog post)

Graham out!

3 comments Read more

July 10

Dev Blog 20 - Branding

Available here

The day is fast approaching where we reveal to you what we've worked so hard to achieve over the past 7/8 months or so! We've rebuilt the game from the bottom up based on feedback from you and we're nervous and excited to see how you react! One of the major things we haven't unveiled yet is our new branding! We felt that the existing branding while recognisable never really fitted with the rest of the game and despite effort originally to help tie it in more through the menu screens it still wasn't sitting right.

This blog post will take a whistle stop tour of the process we went through to design a logo when we haven't really done that before (so be prepared for some horrible trial and error initially)

The things we liked about the initial logo

  • It was big
  • It was bold
  • It was recognisable to our pre-existing audience
  • It was more than just a font
Things we didn't like
  • It had little to no tie in with the aesthetic of the game, past or present
With this in mind we drew up a list of rules that the new logo needed to have
  • It needed to be recognisable
  • It needed to be representative of the game in both aesthetics and in feel
  • It needed to be readable even when super small as part of store front icons
To start with we tried to keep the original font so that it still had an amount of recognisability with those that have seen the product before. For colour palette we aimed to stick with colours that could be seen easily against the game itself with an accent of red to mimic the editable objects. We also experimented with having more of a glitch effect on the text but for the most part we found that a lot of the details of the more favoured concepts were lost quickly when the logo was shrunk down.

After a little more experimentation we realised that we were probably going to need to lose the current font. It was worth playing around with some much more abstract concepts to see if anything would stick. So here's the wildcard page and a few mock ups using the most extreme light and dark environment tests.

Some of the thinner fonts were interesting but again were lost when the logo was made smaller, however the introduction of the shapes found in the new geometry gave us the spark of inspiration we needed. In the end we came up with this mix of shapes and we think it looks pretty good and checks all the boxes! Let us know what you think though!

And a little something extra that mimics the toolbox too!

Thanks for reading! Stay tuned for more news!


4 comments Read more
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“Glitchspace could become one of the more inventive puzzle games to arrive on the PC in some time.”

“Even with other programming-based puzzlers on the horizon Glitchspace still looks unique, bewildering and promising.”

“As someone with the programming knowledge of a log this is immediately challenging stuff, even if at first you can only make very minor changes. But then, it’s all the more satisfying to make a platform bouncy when it wasn’t before.”
Rock, Paper, Shotgun

About This Game

Glitchspace (currently in early access), is a first person puzzle platformer that's centred around a visual programming mechanic. Stretch and scale objects to make a bridge, apply a force to objects, bouncing you up to high places, use your programming gun to fire code at objects, changing their physical properties in the game world!

Set in a VR cyberspace world, you are trying to find a place known as Glitchspace - a by-product of cyberspace and its various glitches. A world that would allow for infinite possibilities, and access across all systems in cyberspace through exploitation.

Through problem solving, it's up to you how you approach the in-game challenges; find glitches in the cyberspace world, and exploit them in various different ways, allowing for a emergent play experience.

Programming And Gameplay

We created a node-based programming system for Glitchspace, called Null. Null allows for chunks of functionality to be applied to objects with ease, and makes the programming a visual, dynamic, and instantaneous feature.

Objects in Glitchspace are either programmable, or non-programmable. You can make an object programmable through decryption using a decrypter, and similarly you can make it non-programmable through encryption using an encrypter.

For each programmable object, a canvas can be brought up, and function nodes can be added to it upon the canvas. These function nodes have input and output connections, and can be connected to each other to create functional code that does something to the object, to another object it references, or to totally new objects it creates!

Here are some example programs you could make:
  • Apply a force to an object, moving it out of the way.
  • Scale an object down to make it the correct height for jumping on.
  • Duplicate and move an object to create stairs, or floating platforms.
  • Make an object have no collisions to pass through it.
  • Change the physical properties of an object.
  • Make an object move when you touch another object.
  • Replicate the functionality of the Portal, and Gravity gun.

Objects that are decrypted will have a default program applied, and a specific set of function nodes for you to edit the program. This will depend upon the decrypter used.

In the sandbox mode, all functions are available to you, allowing you to play around with all that is possible!

**Rift DK1 & DK2 Supported

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP. Vista, 7, 8.
    • Processor: 1.0Ghz Dual Core
    • Memory: 250 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0
    • DirectX: Version 9.0c
    • Hard Drive: 150 MB available space
    • OS: Windows XP. Vista, 7, 8.
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 500 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0 or greater
    • DirectX: Version 9.0c
    • Hard Drive: 150 MB available space
    • OS: An Intel-based Mac running Mac OS X 10.6
    • Processor: 1.0Ghz Dual Core
    • Memory: 250 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0
    • Hard Drive: 150 MB available space
    • OS: An Intel-based Mac running Mac OS X 10.6
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 500 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0 or greater
    • Hard Drive: 150 MB available space
    • OS: A Debian based Linux distro
    • Processor: 1.0Ghz Dual Core
    • Memory: 250 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0
    • Hard Drive: 150 MB available space
    • OS: A Debian based Linux distro
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 500 MB RAM
    • Graphics: 512MB Video Card, Shader Model 3.0 or greater
    • Hard Drive: 150 MB available space
Helpful customer reviews
12 of 15 people (80%) found this review helpful
1.0 hrs on record
Posted: May 9
Early Access Review
It is like playing portal with just the blue portal. The game has a lot of potential but very little content and it stops just as it starts getting interesting.

The programming aspect is very basic, mostly just setting the size and location of blocks. Once you understand how the system works all the puzzles are trivial.

I'll keep an eye on this one hoping the devolepers make a great game out of this but I would not recommend anyone to buy it in its current state.
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7 of 7 people (100%) found this review helpful
6.0 hrs on record
Posted: February 6
Early Access Review
Well... This is a difficult game to review. I have very mixed feelings about it. The concept is very good, and the game was very well thought out and put together. The problem is, it's not finished. If they ever finish it it has the potential to be a very popular game, but as it is they haven't put out a new update in a LOOONG time. As it is it's still in beta. So if this game goes on sale for like 7 bucks or less, I'd say get it. But at the full price, it's not worth it.
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4 of 4 people (100%) found this review helpful
6.8 hrs on record
Posted: April 2
Early Access Review
This game is great fun to play and with it's non violent type theme, it could be a great game to teach teens like me how to learn the idea of code. It's not like it acually teaches you the language of code but it teaches you how code works like collision, booleans and more. you will not learn real code in this, just give you a basic mind set of it.

The game is good. Nice pase, intresting challenges and a unique to other games. The only game off the top of my head I could relate this to is portal as becuase of it's first person puzzle style, but the puzzles given are just nothing I have seen in another game before. But I have not really looked into that many programming games so how should I know.

I have not got a VR headset currently so I was not able to test the VR but in my expeience with VR, it would be a great thing to include.

However you should take not this game IS STILL IN EARLY ACCESS. If you want this game to become a reality then go ahead and fund it, It's fun and worth it, if it becomes a full release that is. Since it is in early access, there is bugs, Plenty of bugs. I have in this current update had a few crashes to the point that I gave up playing.

"The game crashed.
The crash report folder named "2015-04-02_122406" next to game executable."
/\ error code /\

So overall good game, but it needs to be one of the few games to acually escape early access and become bug free (or at most, 2 bugs)

Keep going Space budgie, I believe in you!!!
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1 of 1 people (100%) found this review helpful
1.0 hrs on record
Posted: June 8
Early Access Review
Very nice game. It is frustrating that it stops when things are getting very interesting, but it's early access.
The gameplay is very nice and full of promesses. For 10$, it is worth buying it now and enjoy the final release this year.
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59 of 64 people (92%) found this review helpful
1.2 hrs on record
Posted: April 24, 2014
Early Access Review
I just finished playing the games short story mode/tutorial. It is a Alpha game so I did not expect something long and complex. I would say it is a very interesting puzzle platformer. If it had more content, which it will hopefully have upon its full release. I would also say that it might come close to Antichamber and Portal.

The gameplay and the puzzle solving is really intuitive (Okay maybe that is just because I do know how to programm). In the tutorial section you were pretty much just guided through the levels because you didn't have all the commands available so it was pretty easy but I can see it getting really interesting when you actually have all commands at your fingertips.

The soundtrack is okay. It is nothing special but it is not bad either. Just somewhere inbetween.

The Movement is okayish but I would say it needs a litle bit more work because jumping doesn't feel right. But I can't really put my finger on why it doesn't feel right.

I think a great addition would be workshop support and a level editor because if a game like this has these features it will never get old because there is always new stuff to download or to creat. I also think maybe creating your own more complex commands would be great but so far I think the game has all necessary commands you need to have fun with it.

I suggest you buy it now to support the devs so we can get more features. I will also EDIT this review when the final Product is released.

Edit 1: Jumping now feels good and not clunky anymore.
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