You've decided to leave everything behind and try your hand at captaining a ship on the fringes of the universe. Customize your ship, take on crime lords, compete against corporations, and embark on an adventure on the Lightspeed Frontier!
User reviews:
Positive (13 reviews) - 92% of the 13 user reviews for this game are positive.
Release Date: Mar 7, 2017

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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?

“Lightspeed Frontier is a universe sandbox with a huge scope and large attention to detail. We want to open up development to the players so we can make better decisions on what is fun, interesting, and entertaining, and Early Access is a great platform for that. We want to be able to experiment with different ideas and features in an environment that supports it, and overall we feel this will greatly improve our relationship with our community and the overall quality of the game”

Approximately how long will this game be in Early Access?

“For approximately 6 months to one year.”

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

“We want players be encountering new and exciting things as they play, as well as be able to experiment with different features in ways we couldn’t even come up with ourselves. As we prepare for our full launch, we will be prioritizing what resonates with players the most, whether it be missions, ship modules, features, etc, and add as much content as possible. Most importantly, we will be preparing multiplayer which will be available in the full version of the game.”

What is the current state of the Early Access version?

“The game currently has most features we intend to include in the final release, and puts many different tools in the player's hands to make for the best sandbox experience possible. These features include in depth ship building with dozens of different modules, asteroid mining, tractor beams, galactic corporations, galactic stock market, advertisements and billboards that change based on players decisions, missions, and more!”

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

“We want to reward early adopters for helping us shape this game, and have lowered the eventual launch price for Early Access players. The final price of the game will be higher than the Early Access price.”

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

“In order to design a game of this scale, it's not only allowed, but critical to our success, that players tell us what they want to see! And we are eager to hear feedback on features and content we design on our own so that it makes for the best experience for our players.”
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Recent updates View all (17)

July 17

Update 1.11

Another slightly less important update is here, with some module reskins, a new turret and a bunch of fixes, optimizations and minor changes.

Work on buildable stations and the upgraded quest system continues but they're not yet ready so you're getting this instead.

5"/42 Caliber Gun "The Fork"

This small gun turret will make an excellent addition to any outer rim ship, with it's decent rotation speed, excellent gun depression and pretty good elevation.

Rotates 95 degrees to each side and fires high explosive shots that do decent damage, but it has no splash effect.

These, and also some other weapon modules have been updated to sport a slight startup time of a fraction of a second which makes them shoot more in succession and adds to the realism somewhat.

​Also tends to look really cool.

Model Updates

Like in the previous update, this time some of the old meshes for the space agency faction have been redone in a more streamlined fashion and based on an octo base instead of hex.


Ores now get a few different rock meshes to choose from when spawning, and there are 3 new materials: Metal, Rust and Plastic which are rare-ish drops from destroyed modules. Currently they can only be sold but in the future they may be used in other ways as well.

There's also a new pallet of drinks type of cargo, but it doesn't really spawn in the game yet.


  • 5"/42 Caliber Gun "The Fork"
  • new models for the Vertical ​Antimatter Power Core, ​Flat Transmitter/Receiver and ​LZ-1 Laser Emitter
  • new acheivement "War Crime"
  • replaced ore cubes with 3 random rock models
  • added 3 new "ore" types: Metal, Plastic and Rust which are sometimes dropped on module destruction
  • detached cargo containers that have cargo in storage can now be picked up, providing you have a container that can store it and all of its cargo
  • free floating ores are now recorded in the savefile
  • some weapons now have a short random startup time of about a fraction of a second

  • added a 1 second warp cooldown since there's some confusion about when the game drops you out of warp automatically (players often try to disengage themselves, putting themselves into warp again, which should not happen anymore)
  • missiles nerfed slightly
  • ramming damage buffed by 50%
  • Scuttle Twin-Turbo Plasma Turret's reload time and damage has been doubled, effectively keeping the same DPS but reducing lag due to fewer shots
  • missile and torpedo damage against asteroids buffed 3x and 4x respectively
  • replaced [Continue Game] with [Load Game] on the main menu, so once can choose which game to start from there as well instead of just the pause menu
  • Plasma Turret's projectiles are now smaller and have a different hit effect
  • Wide Area Scan now shows ores as well
  • substantially higher chance for a module to detach from a ship instead of getting destroyed in combat
  • the Nuclear Gun Battery and Flak cannons no longer shoot through shields, but do 200% damage to them instead
  • slightly improved trail effects of flak and nuclear shells

  • ship construction selection screen should keep the right height even if it doesn't find any ships in a category
  • various very minor fixes
  • cubic meter characters should display correctly now
  • ships and ship names should no longer repeat as much, especially in a single star system
  • reduced the star system entry lag by loading hostile ships when you get close enough to one instead of immediately when entering (visually and gameplay-wise, nothing changes)
  • while selling or buying stocks the button won't switch back to 500 from ALL when clicked
  • the stock market price updating thread no longer stops on loading a new savefile

Thanks for reading and have a good one!

1 comments Read more

July 2

Update 1.10

Hello again!

Our biweekly-ish update is here again. Now this time the changes were mostly to the game's backend infrastructure so there aren't really any new mechanics, but it does prepare the shape of things to come. Also some new modules...

..this time it's mostly engines :)

VIVO Radial Propulsion System

Finally making some entries into the Mark 2 series of engines, we got the shiny and glowy radially attached VIVO engine.

It's substantially more powerful than the Mark 1 series E-MAG, and while it can be attached in any direction it'll only work if pointed backwards. Just a heads up.

U.R.A. E-MAG Plasma Propulsion System

And well since it really made the old thruster look bad I had to do a quick visual overhaul of it as you can see here.

It now fits a lot better with the new one and generally looks a lot better than the old version as well.

Nostradamus-Class Titan Thruster

The junkers are getting a heavy thruster as well.

This one is somewhat inspired by that one old interstellar tug's engines from that one film where they mostly turn on at night. Mostly.

Spikey Antenna Array

I did suddently realize that junkers have no types of scanner at all, so that naturally had to be fixed.

​It's the lowest performing scanner antenna of them all but it can be a good starter when you're in the outer rim.

Physical Barrier Emitter KKC-56

Now for the more unusual thing. I think we can pretty much call this one a ramming shield if you like.

Activated by an ability, it projects an impenetrable barrier over a 5x5 area above it for about 20 seconds, then it needs to recharge for another 40s.

I wanted to upload a short gif but steam is being annoying with file sizes as usual *sigh*. So here it is on imgur.

The new modules and their stats can also be found on the wiki.

Yes you read that right. Not your usual run-of-the-mill yarn but a dialogue editor made for Night in the Woods.

So what about it? Well I've decided we could put it to good use to quickly and easily create dialogue for any in-game interaction. Should also significantly simplify any modding for quests and conversations down the line.

This integration should play very well into the whole quest rework we're working on right now, as well as any random encounters and interactions with neutral ships.

That's only a testing dialogue of course, we haven't had time to make any real ones quite yet so you won't be really seeing any of them in this update apart from the one in the tutorial (which now works through this system as well).

There were also some other backend restructuring changes but nothing that acutely affects the gameplay itself at the moment.


  • Nostradamus-class Titan Thruster
  • VIVO Radial Propulsion System
  • Spikey Antenna Array
  • Physical Barrier Emitter KKC-56​
  • Inventory filters' names can now be seen in the tooltip when hovering over them
  • support for Yarn exported .json dialogue files

  • reworked the model of the E-MAG Plasma Propulsion System​
  • slight design change for the module info tooltip
  • some design changes of the dialogue chat boxes
  • moved "THE FIST" random event to the core worlds
  • ​map icons now have a small black shadow so they're more visible on same colored background (so it should be possible to locate hostile ships in red nebulae now)

  • crash logs now point to steam forums instead of the abandoned standalone one
  • tooltip should now display engine thrust correctly at all times
  • billboards should now have correct descriptions when clicked
  • hostile ships should (hopefully) no longer spawn too close to the player when generating a galaxy

Thanks for reading/looking only at the pictures, and have a good one! :P

4 comments Read more
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About This Game

You've decided to leave everything behind and try your hand at captaining a ship on the fringes of the universe. Customize your ship piece by piece to tackle whatever adventures await you. Take on crime lords and space pirates in battle, undercut corporations that are monopolizing business, influence the galactic stock market, and become the most successful captain you can be.

In this sci-fi adventure sandbox game, you have the opportunity to explore and influence the universe around you and make your own path. Take on open ended missions that will have a lasting effect on your surroundings, and embark on an adventure to discover the mysteries of Lightspeed Frontier.

Faster than light travel has recently been made available for the common middle-class galaxy dweller, and you’ve just saved up enough money to purchase your first command pod. This command pod can have it’s functionality and size extended with additional modular building blocks, such as engines, cannons, lasers, scanners, software, and more.

As you acquire more modules for your ship, your ship class will also increment unlocking more missions and special actions. While you start out as just a tiny fighter-class ship with less than 20 modules, you can eventually reach the pinnacle of modular ship development by acquiring 400 or more individual components for your ship and be upgraded to the final Dreadnaught class! Each class has its own pros and cons, as far as firepower, speed, maneuverability, etc, but slowly acquiring more modules through whatever means necessary will open up more opportunities for you.

You can acquire upgrades for your ship in multiple ways: by completing various quests that you find around the frontier, by politely asking other ship owners if you can destroy them and salvage them for parts and resources or mine raw resources yourself and sell them at stations. Quests are one of the most unique features in Lightspeed Frontier, as they aren’t issued through your typical ubiquitous “mission posting”. Players will need to be aware of the various breaking headlines, advertisements, and direct messages from people you have encountered through your travels. This means that if you want to have work, you need to go out in find it! This makes exploration a key part of the game, since it also will result in more rewards and quests for you to pick up!

While exploring the universe, you may encounter memorable NPCs, corporations, scavengers, programmers, asteroid belts, space stations, and more. Every encounter with an NPC will either make you enemies or allies with them, depending on if you choose to help them or stab them in the back. This could result on a bounty being put on your head, or more challenging (but rewarding) work from them in the future. There are also many different ways for you to make your mark in the universe. You can invest in high-tech drilling modules for mining if you want to be a raw materials salesman, or BFGs if you’re more the bounty hunter type. There are even different levels of tractor beams for improved shipping capabilities.

Battling other ships is a key part of the game, and also one of the challenges of traversing the frontier. Players are safe when they are near space stations, but once you venture out into open space, your warp signature will draw in scavengers like sharks, so be prepared! You will need to utilize a multitude of different weapons, maneuvering techniques, and even physics to destroy your opponents (yes, ramming into other ships is actually a viable way of destroying them or knocking off their modules!). And it goes without saying, the brochure from the command pod salesman did not mention anything about the constant and ceaseless life-threatening encounters you would face in the outer reaches of the universe.

Most the parts you can come across are made according to faction orders and designs. The United Research Alliance always has the most high tech and light modules, but alas they aren't very durable. The Industrial Conglomerate has that covered with everything designed for sheer strength. And tensile strength too. Finally if you're low on cash you may find some old pre-warp modules in questionable conditions but the price is unparalleled. There are a few other factions planned to be added ranging from Twinblade Riders, the petrolheads of space, to unknown parts of alien origin.

Space is a massive opportunity for investment and profit which brings interstellar corporations to the frontier's outposts and space stations. These corporations can provide you with shipping contracts, protection work (or even more shady jobs once you earn their trust) or you can just simply invest into their stocks.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7 64-bit
    • Processor: Intel Core i3
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 6000 / AMD Radeon HD 7700
    • Storage: 300 MB available space
    • Sound Card: Yes
    • OS: Windows 7 64-bit
    • Processor: Intel Core i5-4670K
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 760 / Nvidia GTX 960M / AMD R9 280
    • Storage: 500 MB available space
    • Sound Card: Very much yes.
    • OS: OS X 10.11 El Capitan
    • Processor: Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 6000 / AMD Radeon HD 7700
    • Storage: 300 MB available space
    • Sound Card: Yes
    • OS: macOS 10.12 Sierra
    • Processor: Intel Core i5
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 760 / Nvidia GTX 960M / AMD R9 280
    • Storage: 500 MB available space
    • Sound Card: Very much yes.
    • OS: Ubuntu 12.04 or higher
    • Processor: Intel Core i3
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 6000 / AMD Radeon HD 7700
    • Storage: 300 MB available space
    • Sound Card: Yes
    • Processor: Intel Core i5-4670K
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 760 / Nvidia GTX 960M / AMD R9 280
    • Storage: 500 MB available space
    • Sound Card: Very much yes.
Customer reviews Learn More
Positive (13 reviews)
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