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 (115 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 (17)

April 13

Dev Blog 10 - Developing the ToolBox

Available here - There is video too so follow the link for the full post!

This week it's my turn again. I've been working on a lot of exciting new things recently so it's been hard to choose what to talk about! I've settled on talking about the ToolBox or what used to be the gun. So hold onto your internet capable devices.. it's gonna be a bumpy and disjointed ride through our tools history.

So it all started with a gun... or really just a placeholder cube with a slightly smaller cube that fired other even smaller cubes at other cubes. During early iterations of the game we were trying to get just the concept of firing programs at objects and getting them to change on impact so having a gun really did make sense. We even had little guys who followed you around in the creepiest of manners that you could cause to be shot up using the precursor to apply force or blocked using a createobject mixed with a stretchobject. These little enemies again made a gun feel like the right choice and so it was developed through many iterations..... (just a few as an example)



....until finally it came to this. The gun that currently sits in the game.

But as the gun developed so did the game and what once seemed appropriate to be a gun started to feel less and less like the right way to go. So here's a mini breakdown of the pros and cons to having this as our programming tool:

Pro

- Gives the player an obvious on screen tool that they are using to edit geometry.
- It is a nice looking gun...

Con

- Why is it a gun? (Common question from our audience)
- Gun not really used until near the end of the current version of the game?
- Hard to tell what is being used for what.
- Mostly static until you get to encrypters/decrypters.
- Again... gun? No enemies? Is this call of duty? When do I get to shoot stuff? Am i even using the gun now?  (usually no.)

Result: While it's nice having something on screen that's obviously aiding the player with the editable geometry there really is no need for it to be a gun especially when it's not being used as a gun for close to three quarters of the game.

So where do you begin when it comes to creating something that needs to work both short and long range that isn't a gun? We had a few people during our expeditions to protoplay and game city suggest maybe something like the antichamber tool which while clearly isn't a gun does function as a ranged dispenser of cubes.



Antichamber

 So we scuffled around trying to find a direction to go on that was vaguely gun shaped but not gun shaped with suffice to say is not an easy task.  We looked for inspiration from everywhere we could from carpenters and opticians tools to dentistry and sextants. Suffice to say there are some really scary looking tools out there!  There were quite a few ideas came up with but nothing was really sticking out as the direction we needed to go in. Everything seemed to be too complex or using shapes that just didn't fit in with our world.





So we tried something else... Perhaps instead of a gun the character could have more of a direct input with something either built in or attached to the hand? Something a little more similar to Q.U.B.E maybe?



Q.U.B.E

Again we tried a few different iterations with this idea but it all seemed far away from what we were needing and considering our characters design is still very much in flux how did we know that there would even be a hand at all?


 
We took a step back. Thought about what was important to get across with the object and what we would like it to do.

We wanted it to:

Be simple in shape but easily recognisable
Be representative of both types of use, (single block editing and multiple block editing)
Be based more around movement
Have more of a link with the programming canvas
Have the option to transform when it's use changes

This was still a very confusing point to be at. While we'd manage to hone in a bit more on what we were needing we still had little idea of what actually could fit that space. I started looking more to the geometry of the world we'd created and I was reminded of puzzle boxes. Mus brought up the hellraiser cube and how that moves in interesting ways and we started to head in the direction of having a cube as the base for the tool with its interest being brought in through a variety of animations and glitches.

Enter cube designs! Considering the whole idea was to have something that wasn't too detailed to begin with but was made more interesting by movement, static concepting clearly was a little tricky for this. There was plenty of wild hand gestures and odd explanations for how they could move combined with gifs which sort of half represented how it could potentially move...



After explaining a bunch we narrowed it down to two possibilities but in order to choose we needed a better representation for it's idle state, its open state (when the programming canvas was being used) and it's initial glitched state.

Enter door number one and door number two.



From here we chose door number two, it had a lot of potential for glitches and it's idle state was simple enough to compliment the world but could easily be made more complex by being broken down into smaller cubes. Which was particularly useful when it came to think about how it would open up to reveal the programming canvas.

I went on to do some more planning for how it could move and what could be contained within it's core when it opened up.  This really needs to be turned into a proper document but with so much going on It felt quicker to do it this way.. I can make a document a little later on.



So here it is, our Toolbox in it's current form [Videos through the link]:

http://www.spacebudgie.com/dev-blog-10-developing-the-toolbox/

This has been a very condensed and slightly jumbled account of how our Toolbox has came to be. Thanks for reading!

-Robin

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April 6

Dev Blog 9 - Data Flow

Available here

Hi folks, Kaye here, back again to give you another instalment of our exciting art process! This week I'm going to introduce you to my exciting life with particle systems.

Now, before I get started let me just give you some background information on why I was working with these particular particles. The particles I've been working with are going to be used to represent the concept of data flow. They're generally used for aesthetic purposes for the time being but they hold potential for a lot more as development continues.  They do ultimately work as a sort of basic guiding system for the player at the moment as the data always flows in the direction towards the final portal but they also hold the potential to pose as a life threatening obstacle for the player throughout the game. So with that in mind, lets get to how I've gone about creating this.

I initially did a few mock ups on how I wanted it to look within the level.



But you can only really do so much with a concept, to really see how well this is gonna work out I need to tweak it in game. Jumping back through to Unity so I can really familiarise myself with their neat particle system. Now this part of the process was very much largely just trial and error, seeing what works and what doesn't. There were a few important factors I needed to take into account though when creating these flow systems;

1: The data flow should be seen in all areas of the game (both light and dark).

2: The flow should lead the player towards the final portal.

With that in mind I began working on my trial and error process. Now, I began working primarily with Robin's placeholder particles which consisted of a sea of particles. We had an idea of introducing the player to the data flow with a small sea of particles, this allowed the player to see the data up close, watch the direction of the current as well as the potential to learn the valuable lesson that the data flow is not exactly friendly.



In order to make sure the data flow didn't  overshoot and kill the player past this point I constructed a sort of barrier so enclose the particles.The problem with this is that it really wasn't that appealing visually.



Now this process took some time trying to get it to look "right" but ultimately it was scrapped. It portrayed the flow in a way that just didn't work out the way the team wanted it to so we went back to the drawing board.
Putting that area's data flow on hold for now I moved on to the next area. Here I tried creating a sort of reverse waterfall leading up towards the final level portal.



Once again though, I've found that this was still lacking in what I really wanted the data flow to really look like so I scrapped that idea and found myself back at, the ever so familiar, square one. I feel like at this point I really was focusing on the wrong thing as I had yet to decide what the particles would be made up from, how dense (on average at least) they were going to be, etc as all of this would affect the overall appearance. My solution to this was to take a much closer look at what I felt the particles should really be. A lot of the previously made concept art by Mus and Robin illustrated the data flow as being made up of different shapes and sizes rather the the plain square planes I've been using.





After plenty more tweaking of shapes and sizes I did eventually come up with something that we liked, but something was still missing, it was still lacking something.

After some deliberation about the visual effects of the data flow we settled on adding a haze. This would also help it stand out from the sky, though this created a new problem; what colour is the haze going to be?

After creating over 30 haze gradients of varying hues of blue and purple we finally settled on a very pale blue. Although this didn't address the problem of standing out against the very pale blue sky of the later levels. To get around this I added a light which gave the haze an added brightness to help it stand out.





You can see here how different the colour of the sky makes the appearance of the particles. Especially without the help of the other geometry to help break it up.





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Reviews

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

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

“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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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
2 of 2 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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19 of 19 people (100%) found this review helpful
1 person found this review funny
1.2 hrs on record
Posted: November 2, 2014
Early Access Review
The Good
Tired of button-mashing quicktime events? Sick of "Press (x) to hack"? Then Glitchspace is for you! This game is one of the few in gaming that gets "hacking" in video games right. Rather than dumb down the experience to the point where you don't have to be concious to play, Glitchspace takes hacking to a whole new level. With an intuitive Node-based system, you can connect constants to mathematic expressions, multiply vectors together, or transform an object, all with the ease of a mouse drag.

The Bad
There's just not enough of it! After one hour of playing, I had beaten the game, and was left yearning for more. Given the early-access state of the game, and the number of levels there are, I would suggest waiting until the game comes out with more levels and more functionality. If you just can't wait, I suggest buying it on sale.

The Ugly
The game is graphically simplistic, but very interesting none the less. The random "glitching" of the hackable blocks can be distracting at times, but otherwise the game is very pleasing, both visually and auditorily.

In conclusion, I do recommend this game, but would like either more levels, or Steam Workshop level editing capabilities.
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5 of 5 people (100%) found this review helpful
1.8 hrs on record
Posted: November 16, 2014
Early Access Review
Fun, took like 50 minutes to finish story but I understand it's alpha and there are more features and levels coming.
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4 of 4 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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58 of 63 people (92%) found this review helpful
1.1 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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37 of 48 people (77%) found this review helpful
2.2 hrs on record
Posted: April 14, 2014
Early Access Review
As a programmer this was pretty basic, but for a teaching tool, this is very good. I know that it's currently in alpha, and i hope to see where this idea will go.
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24 of 30 people (80%) found this review helpful
1.2 hrs on record
Posted: April 14, 2014
Early Access Review
In its early stages, but a really interesting and surprisingly fun concept. The programing is introduced in stages that make it easy to learn and is designed really well for teaching new concepts. The music is also very relaxing and the whole game has a contemplative leasurely tone to it that I really enjoyed.
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19 of 26 people (73%) found this review helpful
0.9 hrs on record
Posted: April 28, 2014
Early Access Review
The idea is great and the concept is easy to grasp, at least for me as a programmer.

Here is me playing the first few levels.
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14 of 21 people (67%) found this review helpful
4.3 hrs on record
Posted: April 20, 2014
Early Access Review
This game is still in alpha but there are two problems I've noticed. 1) The Story Mode is too short, took 40 minutes to complete. 2) The sandbox mode wasn't really customisable. This game is still fun and rewarding when you solve your puzzle and again, it's still in alpha. Overall right now, I'd give Glitchspace a 7/10.
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5 of 5 people (100%) found this review helpful
4.5 hrs on record
Posted: May 25, 2014
Early Access Review
I played this with my 8 year old son, and it inadvertently turned into a great trial and error programming/math lesson for my son. Near the end, I was even able to teach him about vector operations, object translation, scaling, rotation and other cool stuff. The story mode is really short though...maybe to be expected for $7, but I love the teaching potential of this game. Like SpaceChem it's one of the few games out there that has successfully gamified programming.
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6 of 7 people (86%) found this review helpful
3.8 hrs on record
Posted: June 28, 2014
Early Access Review
Looking forward to the finished game! I had much fun playing both story and sandbox mode.
If you don't mind it's alpha state, you should definitely consider buying this game (+ it's currently on sale)!
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4 of 4 people (100%) found this review helpful
1.1 hrs on record
Posted: May 9, 2014
Early Access Review
I got this game form the Indiegamestand deal page at https://indiegamestand.com/deal/ and I bought it just because I was intrigued. and what a surprise.

OK, if you are the kind of person who only plays FPS multiplayer, stop reading this and go play COD, BF or Titanfall, it won`t be a game for you.

But if you like games to make you think logically then grab this game immediately.

The objective of the game is to control your environment and go through levels that becomes more difficult with each new puzzle.

If you are a programmer, you will find this game easy I think but since I stopped programming with Quick Basic, I found it fun and challenging and I think, it even managed to teach me a little how coding works now

Pros:
Fun, challenging, easy to get used to the algorythm, early access so this means more content will be added

Cons:
Could use a little tutorial on the first puzzle to get new players into the game, I had to look up a dev`s post to explain how the game worked

Final thoughts
If you like a thinking game, grab this game, if you are not sure, get it on sale on in the IGS deal atm, it is worth it
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4 of 4 people (100%) found this review helpful
1.1 hrs on record
Posted: August 28, 2014
Early Access Review
For an alpha, it's not bad at all. Quite enjoy it. Teaches the basics of programming in a simple, fairly straight foward manner. Would definately recommend!
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3 of 3 people (100%) found this review helpful
3.9 hrs on record
Posted: May 15, 2014
Early Access Review
This is a fun, short game that introduces one to the basic fundamentals of programming. The entire game takes less than an hour (unless you get stuck), but there is a sandbox mode (and this review is being written while the game is at Alpha 1.5 stage). Regardless of price, I think this is definitely worth devoting an hour or so to if you're interested in learning any sort of programming language.
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3 of 3 people (100%) found this review helpful
3.1 hrs on record
Posted: May 16, 2014
Early Access Review
Truly a remarkable concept and WONDERFUL exhibition of it! I imagine that the sandbox mode will be just ridiculously fun, not sure if it is not implemented yet, or if I have to beat the story mode first, but at any rate, for an ALPHA game, I am having LOADS of fun with this.

I also find it very cool that it could actually be applied as a basic programming learning tool, obviously all of the subroutines are the "nodes" that the developer mentions, but I can see how an un-knowing learner could piece it all together as the architecture of programs.

I think anyone who enjoys logic puzzles and/or has or wants to learn programming knowledge would deeply enjoy this game.
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3 of 3 people (100%) found this review helpful
0.5 hrs on record
Posted: May 20, 2014
Early Access Review
Great idea, and the implementation keeps getting better.

Good for teaching about variables and their uses, but might not be intuitive to some players. Overall I really like it. It is easy enough for a noob to fiddle their way through it, yet still offers some challenge to the nerds. Speaking of nerds, this game will appeal to them. If you consider yourself a nerd (as in, technically minded, not as in; you watch the big bang theory, have no friends, and are generally cluimsy and out-of-shape. Thats not being a nerd, that is just sad, Go outside.) you WILL enjoy this game.

Be warened casual gamer, this is not an FPS in the usual sense even though it does technically have a gun and take place in first-person. Consider it more of a 3D logic puzzle game with some cool game-bending physics.
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3 of 3 people (100%) found this review helpful
0.7 hrs on record
Posted: June 26, 2014
Early Access Review
This game is wonderfully inventive. And considering this is an early release it has been flawless gameplay for me so far.

As a fan of puzzle games and a programmer I love blend of elements that have gone into this game. It is a whole new way of viewing your environment as a playground and really lets you go through the trial and error that takes place when learning logic.

I absolutely cannot wait to get more gametime in and for the full release.
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3 of 3 people (100%) found this review helpful
1.1 hrs on record
Posted: May 2, 2014
Early Access Review
As someone who is interested in programming and has some basic knowledge of it already - this is a fantastic idea!
The atmosphere is lovely, the puzzles gradually teach you the logic of coding and the overall aesthetic of the title feels pleasant - especially due to the ambience and the soundtrack.
The game is however in alpha and will only take around 40 minutes/1 hour to complete. The game will naturally be updated and worked on as all Early Access titles and I can't wait to see what comes out of this in the end!
For right now, it's a fun short little walkthrough in aiding the player to understand the logistics and basics of coding and programming.
One can hope for the inclusion of Steam Workshop as one of the features which would make this game brilliant.

If you have any interest in coding/programming - give Glitschspace a try! Keep in mind however that it is fairly basic, and won't be challenging for proficient programmers.

EDIT: I just realised I met one of the creators of this game at the open day at Abertay University, as he was giving a presentation on the company and their games... What a small world we live in :')
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4 of 5 people (80%) found this review helpful
0.5 hrs on record
Posted: September 4, 2014
Early Access Review
Very good! Thank you for doing this guys.
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2 of 2 people (100%) found this review helpful
0.8 hrs on record
Posted: June 1, 2014
Early Access Review
I’m going to be frank with you, when it comes to programming I haven’t got a ♥♥♥♥ing clue. It’s all about maths or something, you have to make sure numbers add up or whatever, I don’t know. I’ve never needed programming before in my life, so I leave it alone.
But then this game comes along, it calls itself Glitchspace and it’s all about programming, so normally I’d just ignore it, especially since it isn’t even finished yet. But I don’t ignore it, why? Because it’s made by the developers of (the rather brilliant) 9.03m, because it’s different, hell, I don’t know, but for whatever reason I buy this game. This programming game, Glitchspace.
Oh man, you really have to play it. Maybe you’re intrigued by this whole ‘programming’ malarkey, maybe you don’t really care, you just have to play it. See, this isn’t the boring kind of programming, the kind where you have to make sure everything adds up and doesn’t explode or whatever (although the exploding sounds quite exciting), this is programming as a puzzle. A ♥♥♥♥ing puzzle man, I can tell you’re going to love it.
You like puzzles, right? Sure you do, everyone likes puzzles. Puzzles are hard, you have to think, have to use your BRAIN. Sometimes you get stuck and it’s a pain in the ♥♥♥, I know the feeling. But then it just clicks, and it’s insanely satisfying. Puzzles are the most advanced form of ego massage, and I love them for it.
So programming becomes this puzzle, this giant ♥♥♥♥ing puzzle you have to solve. You’re in this 3D world, it’s like a 3D platformer you see. But anyway, to go on you have to programme the walls and floor and ♥♥♥♥ to make you jump super high or not get in your way or move forward and stuff. The point is you do this through programming, that’s right – the boring friendless programming that I kept my distance from all this time. But it isn’t boring, that’s the point. It’s challenging, it’s complicated, it’s satisfying. It really, really is.
Oh man, this game. This ♥♥♥♥ing game. It made me renew my relationship (or lack thereof) with programming. It made me think. It made me feel clever. That’s it, this is a game that makes you feel clever, in my case by making me clever (or more so than before). Oh man, this game. I really can’t wait for the full game to release. I’m going to do so much ♥♥♥♥ing programming, and I can’t wait.
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