Take control of a fully destructible spaceship and explore, blast or trade your way through the cosmos, alone or with friends. Every tile matters, as you dogfight, maneuver or speed your way past friendly traders, hostile aliens, and impressive space navies. What will you do, Captain?
All Reviews:
Very Positive (63) - 87% of the 63 user reviews for this game are positive.
Release Date:
Mar 1, 2016

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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?

“We (RexSpaceman and Stuffie) feel that we already have the core gameplay and technology in place to make Space Impossible work. We think it's fun. The game is now at the point where we want to have other people play it, and be able to give us feedback on what they like, and what they dislike as we add. Over the next few months we're going to be taking the foundation and vastly expanding on the amount of content and player focused gameplay features. Launching the game as Early Access at this point is perfect for both players and us, as we can rapidly test, fix, scrap or otherwise augment features based on player feedback. It also allows the players who want to have an impact, to do so, while the game is still being molded into its final form.”

Approximately how long will this game be in Early Access?

“Space Impossible has been in Early Access, as an Alpha, now for several months. It's an on going process, that is far from perfect. We have much of the core game systems in place, but there is still work to do, and we value player feedback at each step. We will continue to develop the game through Alpha state, into Beta, and then finally leave Early Access for Release once we feel the game is ready. This means there is a wait involved, and we know that it isn't for everyone. Our current goal is to leave Early Access mid to late 2018.”

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

“Features and content.

Example 1: We currently have one star system with several regions. The final version will have nearly infinite number of star systems.

Example 2: There are currently the Planet, Asteroid and Moon regions. Along the path of development we will add Star, Nebula, Blackhole, Comet and Anomaly regions, each with their own characteristics, benefits and dangers.

Example 3: There are currently five factions (The Explorer Union, Kal'giri, Sixiser Pirates, Ticeroy Navy and Druminence Federation). We have ships designed for a further five factions, and the possibility for even several more. The basics of a faction system are already in place, but we will continue to add in dynamic faction interaction and more complex systems to really reward players who wish to engage in interstellar politics.

Example 4: Each ship comes with a preset selection of components (engines, weapons and reactors). These can already be swapped out and upgraded. We have plans for additional component types, including bridge components which will add special bonuses and abilities. Furthermore, there will be an increased selection of existing components added, meaning more (and diverse) engines, reactors and weapons.

Example 5: It is currently possible to edit and add your own ships (via 3rd party external tools) to the game and play them. We plan to incorporate more user friendly tools within the game community itself, so players who wish to mod, and share with others will able to do. That means both the additions of Steam Workshop as well as tools to make authoring easier.

There's plenty more, and we've laid out the major feature roadmap on the game's website, http://www.spaceimpossible.com#roadmap.”

What is the current state of the Early Access version?

“In the current state, players can create a new universe consisting of a seed based procedurally generated star system, containing multiple regions. Each region consists of a few dozen to several hundred asteroids, planetoids, spacestations and ship wreck. Each region also is "claimed" by a faction, and the player will be able to interact with AI controlled ships. Some factions will be hostile from the get-go, others will only become hostile if attacked.

There is a fully functional manufacturing system in place, where materials can be gathered and transformed into component upgrades (engines, weapons and reactors) as well as new ships. Materials can be gathered either via mining of asteroids and planetoids, finding valuables on ship wrecks, or destroying AI ships and stations to gather wreckage.

Additionally, basic Steam integration is already present, with the capability to play singleplayer or host a multiplayer session with friends (invited via steam friends) or via IP and password.”

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

“We are strong believers in the "Pay For What You Get" model. That means the current price for the game is what we feel is fair for what you get, at the time you pay for it. It also means, as the game continues to be fleshed out, the price will increase. We cannot yet say what the price change will be each time it changes, but for sure it will increase up until the game leaves Early Access.

We feel that there is a diverse group of players out there. Some want to buy it now and watch development continue, others want to wait until the game is complete. Both are valid views, and we feel that can offer transparency and involvement for those players who want to take the risk on us sooner, and for the players who wish to wait and see, they can do that as well.”

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

“We embrace an open line of communication with players, that's through Steam forums, email, twitter and Reddit. We will always be reading feedback on whatever topics players choose to discuss. We will also be occasionally be featuring surveys and polls on current and new features/content to get reaction and see where we can better improve.”
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Recent updates View all (66)

October 20

ALPHA 16 Dev Post & Pre-Release

Hi everyone. It's been about six weeks since our last news post, and we're well on our way into ALPHA 16. The focus on this update is improving AI in combat as well as fleshing out some of the AI capabilities. Over the last few weeks we've been working first on AI combat.

We've focused on AI targeting, they can now engage other AI ships/vessels that belong to factions they don't like. Targets can be dropped if they're hidden from sight, or get too far away. However, if you're the only other enemy in the area, you still unlikely to be ignored. Many AI ships can now engage in idle behaviors, where they will go on patrol around the area, looking out for enemies. We've also improved AI weapon useage and improved their behavior in attempting to get their weapons on target.

Another behavior we are planning to include in this update is for the possibility of AI fleeing (if they feel the battle is not in their best interest). In the future this will lay the ground for more sophisticated behavior like repairing or possibly even mining.

Once that is done, we'll be focusing on AI/player interaction. Now that the hailing system is in and working to our satisfaction, we'll be adding the capability for AI to hail you. This can be expected in situations where you are not wanted (like entering a hostile region) or a very friendly area.

Finally, we've got plans for actually distress calls. One where the AI may call in reinforcements if you can't disable them fast enough.

On the other side of things, we've taken the time to flesh out and polish a few features. When a hostile AI ship targets you, the navradar will now reflect that. We've also revisited the Manufacturing UI, and improved some elements, including queue flow and how enhancements are affecting your manufacturing.

We're still some weeks away from the full update release, but we're releasing a Pre-Release build today. The usual business applies--it's optional etc, but please give it a try and let us know what you think of the changed AI behavior. We'll do atleast one more Pre-Release, and possibly more as things get nailed down.

Head over to the changelog to see whats in the Update so far.
To try the Pre-Release out, follow these instructions
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September 20

ALPHA 15 Released

ALPHA 15 is now available. This release now gives you something to slot into those long-time empty bridge mounts, Bridge Components! Bridge components come with a number of effects and abilities we call "Enhancements". Enhancements can improve existing components or add new features to your vessels such as "Cloak" which allows you to sneak up on AI and other players.

As per usual this ALPHA also contains fixes for a number of bugs and some small secondary features.

For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post
1 comments Read more
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About This Game

Take the helm of a starship as you explore, blast or trade your way through the cosmos in a procedurally generated sandbox universe where every tile matters. Use your ship to explore unknown star systems, become a pirate preying on trade routes or do work for the military as your fate is in your own hands.

Key Features:
  • Every object is made up of tiles, which can be destroyed, created or changed allowing for very tactical combat
  • Procedurally generated universe — Enter a different seed and each universe is different
  • Multiple factions — Each with a dozen or more starships
  • Near-real Newtonian physics allowing for a better space-like experience — Use a tractored ship as a shield against attacks or use it to smash into the enemy
  • Ship customization — Change the color of the tiles of your ship for the ultimate in self-expression (coming soon)
  • Trade system — Have a bunch of stuff you don't want? Travel to a nearby tradepost and sell it, or buy that crucial upgrade you need (coming soon)
  • Manufacturing system — Gather key materials and use it, along with specialty labs, to create new ships and components, or upgrade existing ones
  • Single Player and Multiplayer — Play singleplayer or multiplayer on LAN or Internet
  • Cross Platform — Windows, Mac (coming soon) and Linux (coming soon)
  • Ongoing Free Updates — Continue to receive updates as features and content are added

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows XP 64bit
    • Processor: 1.7 Ghz Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: 256 MB VRAM, SM 2
    • DirectX: Version 9.0c
    • Storage: 300 MB available space
    • Additional Notes: Requires 64bit operating system
    • Requires a 64-bit processor and operating system
    • OS: Windows 7/8/8.1/10 64bit
    • Processor: Intel i5 or equivalent
    • Memory: 4 GB RAM
    • Graphics: 1024 MB VRAM, SM 3
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • Additional Notes: Requires 64bit operating system

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