Glitchspace is a game about reprogramming the world around you to solve puzzles. Set inside an abstract cyberspace world, you use visual programming to manipulate environmental geometry, whilst discovering key programming concepts along the way.
User reviews: Very Positive (130 reviews) - 93% of the 130 user reviews for this game are positive.
Release Date: Apr 14, 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?

“We don't have a specific date, but the full game will be released in 2016. Basically, when it's done.”

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 mode.

The sandbox mode will at a minimum include the ability to play around with the programming mechanic as you please. The ideal would be some sort of online component that would allow you to build puzzle-based levels and share them with your friends i.e. through steam workshop. However, achieving the latter is going to depend on how the game financially performs in early access as we'd need more time and money to successfully pull it off.”

What is the current state of the Early Access version?

“Currently the game offers over 2 hours 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 (38)

November 26

Story Mode Fixes

Hey everyone,

So a number of people have informed us that our previous hotfix to address some issues has resulted in players not being able to progress in the alpha 2.0 story mode. We have updated the game just now with a fix for it!


Space Budgie

0 comments Read more

November 20

Alpha 2.2 Release

Hey guys,

It’s been pretty busy here in the Space Budgie office; we’ve been hard at work removing irrelevant things, fixing and rejuvenating old things and adding a bunch new things to Glitchspace! With the release of Alpha 2.2, there’s a bunch of changes coming to Glitchspace that we thought we’d spend a little while talking about.

Legacy Mode

It is with a heavy heart that we announce the removal of Legacy Mode from the main game. Whilst it is a nice feature to offer both old and new players the chance to play an older version of Glitchspace, it was becoming harder and harder to maintain. With each new change made to the current build, there was always a chance of conflict with the older system, which has subsequently cost us many working hours finding and fixing issues. Unfortunately with so much work to accomplish on the main game in such a small amount of time, we believe it in our best interest to lay the Legacy Mode to rest with the release of Alpha 2.2.


In it’s place however we are adding a new R&D to the main menu. This R&D build works off of the system introduced in Alpha 2.0, and is a taste of the direction the new gameplay and puzzles are going. We are going to be regularly adding and changing the R&D build so keep an eye on our social media pages to see what new features get added.

We were very proud of the release of 2.0, however it was pretty obvious after release that there were some issues that needed to be address. We did a handful of designs and prototypes on some of the more major issues and the current R&D build is the result of said changes in practice. Let’s take a closer look at some of the issues and how we’ve tried to address them:

The tutorial was ineffective

In alpha 2.0 the tutorial, put simply, didn’t work. Play testers weren’t understanding what the animations on screen were doing (sometimes thinking them to be actually part of the puzzles). The glitched nodes that were designed to reveal information slowly to the player proved to be confusing and a lot of players didn’t notice the widget in the bottom right that displayed the axis.

This has been the biggest headache for us over the last few months; Effectively conveying all the information a player needs to know about playing Glitchspace (from the UI, to the connecting of Nodes, to the interacting with red Cuboids in the world). And this is all before we’ve even begun to touch on the huge amount of actual functions the player can add to the canvas and how they interact with one another. It’s a task that has been done and redone countless times, but we believe we are finally getting to a point we are happy with.

They say a picture says a thousand words, but in this instance we believe words say a thousand words. We’ve incorporated a step by step walk through to the first couple of Cuboids that each touch on a different UI and gameplay mechanic. These are usually one or two screens of text (accompanied by an animation) followed by an interactive step by step. Additionally we have added prompts that appear on both the tool and in the world that inform the player of simple things (like avoid data flow or pickup etc). Finally we’ve added a toggle-able help icon on the NULL interface that when clicked on will try and explain the various nodes you have added to the canvas.

The Puzzles Felt Very Binary

There was usually only one way to solve each puzzle, and it could eventually be figured out through trial and error. Whilst this is sometimes the case for a lot of puzzle games, it was not in line with Glitchspace’s core design; we want people to come out of the game with a better understanding of basic scripting logic and it was common in Alpha 2.0 playtests (particularly in the tutorial) for players to simply connect nodes together without really understanding what they were doing.

The general design mentality for Alpha 2.0 was simply “solve the cuboid and progress”. With R&D we’ve tried to change it to put more emphasis on the goal being to reach the end of a chamber to the portal. Obstacles prevent the play from simply walking there and thus the cuboids need to be manipulated in ways to overcome these obstacles.

In Alpha 2.0, the player’s “inventory” of functions was tied to individual Cuboids. Each Cuboid would offer a variety of available functions specific to that puzzle. The reasons for this were to limit the player in their choices so as to avoid potentially breaking the puzzle (e.g. sending the cuboid 500 units off into the air), and to try and force the player into using a variety nodes. If the player could use Translate to solve every puzzle, Glitchspace would get dry very quickly. In R&D, we’ve changed it so that the “inventory” is an ever growing library attached to your tool. Your toolbox will display every function you have obtained up to that point and rather than removing certain functions for individual puzzles, the tool box will reconfigure during certain chambers. When reconfigured, some functions will appear glitched and will be unusable whilst in that chamber.

Tool Upgrade

Back in Alpha 1.82 you might remember that in the final stages of the game you gained the ability to fire code out of the gun. This feature felt somewhat underdeveloped and appeared very late in the game. In the R&D build we decided to isolate one of the more interesting elements of this mechanic (specifically firing a programmable cuboid from the tool) and bring this functionality to the forefront, introducing it much earlier to the player and ingraining it as one of the core mechanics. In the R&D build, creating a cuboid is now introduced during the tutorial as an upgrade to your tool. Creating cuboids and programming them separately to the ones in the world is fundamental to solving the puzzles. Think of it like your own Companion Cube.. oid.

There are various other features and changes present in the R&D build and we’d love to hear what your thoughts on them are. Send any opinions, suggestions, and bugs to us either via our Steam Community page or various social media outlets, we’d love to hear from you. Alternatively we shortly be adding a link in the main menu to a feedback form that will allow you to share you thoughts directly to the development team.

Known Issues

The R&D Build is very much an in development build of Glitchspace and is likely to have numerous issues. Some of the one’s we’ve noticed and are working on fixing include:

  1. There may be issues regarding Oculus, feel free to send us a message if you experience any problems
  2. Occasional frame rate drops in R&D
  3. Some minor UI issues

Level Editor

On a final note, we teased a few months back that we were working on a level editor so that you guys could start building your own puzzle chambers. A working build is almost there and we hope to have a basic version out to you guys soon. It unfortunately won’t have Workshop support on release, but we hope to get it implemented shortly after. Keep an eye on this update as we’re super excited to see what you guys create!

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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

A Reprogrammable World

Glitchspace is a game about reprogramming the world around you to solve puzzles. Set inside a Mondrian-Inspired cyberspace world, you use visual programming to manipulate environmental geometry, whilst discovering key programming concepts along the way. Stretch, scale, rotate, manipulate and create, explore and learn from a world of reprogrammable geometry and unlock the secrets that it has to offer.


  • A Reprogrammable World - Explore a Mondrian-inspired world of reprogrammable geometry.
  • A Reprogrammable Tool - Modify Null through the functions you uncover, allowing you to craft your own programs.
  • A Programming Experience - Uncover and learn key programming concepts through the puzzles you solve.
  • Story Mode - Discover the cyberspace world of Glitchspace by finding glitches and exploiting them.
  • Sandbox Mode - Craft programs to your hearts content: with your toolbox of functions anything goes!
  • Oculus Rift Support - Includes DK1 & DK2. - (Currently Oculus Runtime 0.4.4 is required to work, we'll update the run-time to the latest version at full release)

Everything Has Changed

With Alpha 2.0, we rebuilt the entire game from the ground up. Everything from the design, programming and aesthetics of the game has been completely overhauled, in delivering the game that you see today.

2.0 will serve as the new basis of Glitchspace going forward. In future updates, you can expect more levels, updates to the art and sound, iterations and refinements made to the core programming mechanic and an enhanced sandbox mode being introduced.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP, Vista, 7, 8, 10
    • Processor: 2.0Ghz Dual Core
    • Memory: 1 GB RAM
    • Graphics: Intel HD Graphics 3000
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
    • OS: Windows XP. Vista, 7, 8, 10
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GTX 260, ATI Radeon 4870 HD or an equivalent dedicated card that has at least 512 MB VRAM
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
    • OS: An Intel-based Mac running Mac OS X 10.6
    • Processor: 2.0Ghz Dual Core
    • Memory: 1 GB RAM
    • Graphics: Intel HD Graphics 3000
    • Storage: 500 MB available space
    • OS: An Intel-based Mac running Mac OS X 10.6
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GTX 260, ATI Radeon 4870 HD or an equivalent dedicated card that has at least 512 MB VRAM
    • Storage: 500 MB available space
    • OS: A Debian based Linux distro
    • Processor: 2.0 Ghz Dual Core
    • Memory: 1 GB RAM
    • Graphics: Intel HD Graphics 3000
    • Storage: 500 MB available space
    • OS: A Debian based Linux distro
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GTX 260, ATI Radeon 4870 HD or an equivalent dedicated card that has at least 512 MB VRAM
    • Storage: 500 MB available space
Helpful customer reviews
7 of 8 people (88%) found this review helpful
1.4 hrs on record
Posted: September 4
Early Access Review
Nice update, moving in a real positive direction. Liking the new visuals and tutorial helps me as a non-programmer understand whats happening but I would like to see the UI developed further in the next build. Good work.
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2 of 2 people (100%) found this review helpful
1.3 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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2 of 2 people (100%) found this review helpful
5.1 hrs on record
Posted: September 5
Early Access Review
It's a game about manupulating the world through a simple code-based editor that's easy to use and fun to mess around with.

-Simplistic Graphics leaves the place looking like a digitized world suspended in space.
-Game runs pretty well, even on an outdated computer like mine.
-Level design leads you shooting through space and overcoming many obstacles.
-Contains a Legacy Mode which has most of the old content recreated in a new style.

-Small amount of bugs, such as weird selection issues with the connections, and a button in legacy mode that breaks all others.

I have been looking at this project for awhile, and it's come along faster than anticipated. It's an amazing concept and execution. It has a decent amount of content for a new(2 days ago) build.
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3 of 4 people (75%) found this review helpful
1.7 hrs on record
Posted: September 15
Early Access Review
The game already looked promising from the first alpha release, but this last update took the game in a whole new massive direction.

I loved the clean, blocky, visuals of the first alpha, but alpha 2 looks even more beautiful, techy, glitchy, and a bit dark, while the new programming environment inside the game is amazing, the improvements are more than welcome and, even if it took a while for this update, it was totally worth it.

The soundtrack is also another beautiful part of the package, completing the mood in a pretty relaxing tone.
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2 of 3 people (67%) found this review helpful
1.3 hrs on record
Posted: October 27
Early Access Review
Even though I am not a fan of Early Access Games, I bought this game because I freaking love puzzle games, especially when they offer mechanics that I haven't seen before.
Now that I have played through the Alpha 2.0 I can tell you my opnion about this game:

It. ♥♥♥♥ing. Rocks.

Yea, that doesn't say much. Why exactly does this game rock?
So first off: I love the graphics. Simplystic, yet beautiful. Look at those screenshots, that's the way the game looks. Simple cubey graphic that evolves into a stunnig environment. You are kinda in space I guess, working your way through those blockey puzzles and ♥♥♥♥ing ♥♥♥♥, does it feel amazing.

The gameplay is very fun. It starts off pretty simple, showing you the basics. The puzzles are those red platforms, which you can right-click to program. Why do you have to program those? To get through to the next puzzle. It's a simple drag-and-drop puzzle where you can add the elements the way you need them. After a little bit of testing you will get the hang of it. I, for one, had a crap-ton of fun testing the different mechanics to see what you are able to accomplish.

After all the game shows you just the very basics of what could come once it officially releases and ♥♥♥♥ing ♥♥♥♥ am I hyped for that.

Conclusion: If you love puzzle games and are a fan of programming, give this game a try, it won't disappoint.
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