Subspace: Bounty Hunters is a persistent multiplayer space combat MMO where every fight can earn you loot, bounty, and notoriety. Hunt rivals across a living galaxy, upgrade your ship, build your orbital station, and rise from rookie pilot to feared legend.

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Planned Release Date: Nov 1, 2026

This game plans to unlock in approximately 2 months

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About This Game

Persistent multiplayer space combat where you keep what you earn — finally.

Full Store Description

THE HOOK: ONE MOMENT CHANGES EVERYTHING

You're hunting. The radar blips. Someone's coming.

Your ship is good—legendary gun, rare armor, maxed-out thruster. You've built this loadout over hours. Kills. Risk. Survival. And now, *right now*, another pilot's silhouette cuts across the void. You're faster. You're better. You fire.

The kill lands. Screen explodes in color. **+847 bounty**. You're climbing the leaderboard. This is the session. This is the run that matters.

Then: someone warps in behind you. Fresh spawn, lower bounty. They don't know what they're doing. One burst and—

You're dead.

Your bounty drops to zero. Your gun? Gone. Your bomb? Dropped as loot. Your legendary armor? Reverted to common. Everything you spent hours building—in one moment of carelessness, evaporated.

But here's the thing: **your rank is still Admiral. Your upgrades to your ship's hull and energy regen? Still there.** Your XP? Never touched. You respawn in your station, stare at your devastated loadout, and one thought burns:

I'm getting better gear. I'm going back out. I'm taking it all back.

That's Subspace: Bounty Hunters.

THE WORLD: A LIVING, LETHAL GALAXY

You are one pilot among thousands in a seamless 312,500 × 312,500 unit galaxy. No loading screens. No safe zones except the ones you dock at. Just you, your ship, and the void.

The galaxy doesn't wait. And it doesn't care if you're ready.

**25 quadrants.** Each one a different shade of death:

- **Sanctuary Prime (Blue)** — Where you learn. Safe zone. AI mostly ignores you unless you start trouble. New pilots hunting other new pilots. This is where legends *begin.*

- **Yellow Zones** — The temperature rises. PvP is live. AI gets dangerous. Players like you are learning to survive.

- **Purple Zones** — Contested space. Real pilots live here. Skilled hunters. High rewards for those brave (or foolish) enough to stay.

- **Red Zones (Infernal Core, Ascension)** — The nightmare tier. Legendary equipment. Artifact AI. Pilots who've survived impossible odds. Enter here only if you're *sure* you want to die learning.

Flying deeper means better loot. Better bounties. Better enemies. It also means faster death. Much faster.

94 stellar objects fill the galaxy—binary stars that burn with impossible light, black holes that *pull* your projectiles and you if you're not careful, nebulae that glow with distant secrets. Asteroid clusters tower like canyon walls. You navigate using them for cover, for escape routes, for tactical advantage.

Every 10 minutes, **wormholes spawn randomly**—50% chance, 2 minutes active, teleporting you across the galaxy. Sometimes a lifeline. Sometimes a trap.

Somewhere out there, right now, a rival is hunting. A stranger is climbing the leaderboard. An Admiral is waiting for someone to challenge them.

That someone could be you.

COMBAT: VISCERAL, UNFORGIVING, INSTANT

Your shot connects. Your enemy explodes. The feedback is *immediate*—no network lag, no animation delays, no excuses. On this server, precision is rewarded and hesitation is punished in real time.

The Arsenal

- **Guns** — 7 tiers of escalating lethality. Start with a pistol that tickles. Progress to dual-shot cannons that shred hull armor. Reach legendary and your shots pierce through asteroids. Artifact? Your gun fires homing projectiles that *hunt*.

- **Bombs** — Lob a projectile across the map and detonate on impact. Perfect the lead and you'll crush AI clusters. Mess up the timing and you'll watch them scatter while your bomb passes harmlessly.

- **Mines** — Drop them behind you. Invisible at higher rarities. An unsuspecting rival chasing you hits one and—**contact detonation**. Instant, ruthless.

- **Warp Drive** — Teleport 8,000–40,000 units along your current trajectory. Escape a losing fight. Close a gap when prey is running. At higher tiers, you're basically untouchable.

- **Cloak** — Stealth. Energy drain. Your weapon tier determines how long you can stay invisible. Use it to hunt or hide. Use it wrong and your power runs out while you're surrounded.

- **Afterburner** — +50% speed for 5 seconds. Burn energy like fuel. Perfect for ramming, fleeing, or that one desperate final chase.

- **8 Consumables** — Decoys to fool radars. EMP blasts that disable enemies. Super charge that makes you temporarily invincible. Shield drain that can turn the tide of a 1v3.

Every action drains energy from your Reactor. Every upgrade to your Engine, Thruster, and Reactor core expands your pool. Energy management *is* survival.

The AI: They're Not Dumb

The galaxy spawns 5 NPC pilots per arena. None of them are scripted patterns. They *adapt*.

- **Aggressive Brawlers** — They chase. They don't stop. If you're hurt, they smell blood.

- **Defensive Tacticians** — They lay mines. They bait you into traps. They make you second-guess every approach.

- **Opportunists** — They wait. The moment you're damaged or distracted, they strike.

- **Snipers** — Long-range, calculated. They're studying your movement patterns.

- **Reckless Hunters** — All-or-nothing engagements. You never know what they'll do because they barely know either.

Every NPC scales to its zone. Rare-tier AI in a Purple zone carries rare equipment and fights like a skilled player. Kill one? *Legendary loot drops*. Lose to one? *Your fault*.

The Bounty System (Why It Matters)

**Your bounty is everything.**

It's displayed above your ship. Every other pilot sees it. It's your threat level. It's your score. It's your currency.

**The Formula:**

- Kill someone worth 100 bounty? Earn 100 bounty. Simple.

- Kill someone worth 1,000 while you're only worth 100? Earn **500 bounty (5× multiplier)**. The upset is *real*. The rush is *real*.

- Kill an Ensign while you're an Admiral? Earn 10 bounty. You're a bully. The game punishes you.

This creates organic skill-based matchmaking. Veterans avoid crushing newbies because the reward is garbage. Newbies can hunt each other safely and build confidence. Skilled players are *rewarded* for challenging themselves.

**But here's the pressure:** When you die, **your bounty drops to zero**. Everything you've hunted, everything you've survived, *gone*.

That's the asymmetry. That's why every decision matters. That's why you'll feel your heart rate spike when a rival appears on radar.

RANK & XP: WHAT LASTS FOREVER

Your **military rank never resets**. Not on death. Not ever. It's permanent.

**10 ranks**: Ensign → Lieutenant → Commander → Captain → Major → Colonel → Admiral → Fleet Admiral → Grand Admiral → Supreme Commander → **FAFO** (Pilot of the Highest Order, Level 100)

**100 levels of XP** — earned by surviving, fighting, completing missions. When you die, everything but your bounty stays intact. Your next respawn? Still an Admiral. Still Level 47. Still carrying every achievement you've earned.

That nameplate above your ship tells the truth about your skill. When a newbie Ensign sees you're Admiral Level 85, they know they're outmatched. When a fellow Admiral sees you? *Respect. Or hunger to prove themselves better.*

THE LOOT LOOP: BUILD & LOSE & REBUILD

Equipment follows a **6-tier hierarchy**. Each tier is a tier apart in the evolutionary chain:

- **Common** (50% of drops) — You'll start here. Basic, functional, forgettable.

- **Uncommon** (25%) — Better. You're making progress.

- **Rare** (15%) — Now we're talking. Your gun hits harder. Your armor stops more damage.

- **Epic** (7%) — Legendary tier is within reach. You can *taste* it.

- **Legendary** (2.5%) — The dream. This is what you *grind* for. Weapons that *sing*.

- **Artifact** (0.5%) — Unicorn-level rare. If you see one drop, *your hands shake*. You're about to become unstoppable.

**Your ship has 10 equipment slots:**

**5 Slots That Vanish On Death:**

- Gun, Bomb, Mine, Warp Drive, Cloak

These are *expendable*. Expensive. When you die, they're gone—dropped as loot for the pilot who killed you. That's the *point*. That's why every engagement feels like Russian roulette with better graphics.

**5 Slots That Reset To Common But Never Disappear:**

- Shield, Armor, Engine, Thruster, Reactor

You'll never be completely helpless. You'll respawn with a functioning ship. It'll be *weak*, but it'll *fly*. Now the grind begins again.

**Auto-Equip Intelligence:**

New loot auto-equips only if it beats your current tier. A Common drop won't replace your Legendary gun—it's not even tempting. You're making *strategic choices* about what to keep, what to sell, what to gamble with.

**The Tension:**

That legendary gun you've been using for the last hour? One death away from being in someone else's inventory. Do you keep flying and risk losing it? Or do you retreat to your station and sell it to the Auction House for a guaranteed win?

That decision—that *pressure*—is what makes every encounter real.

STATIONS: WHERE LEGENDS ARE BUILT

Every safe zone spawns 5 orbital stations orbiting a contested safe zone. These are your *hubs*. Your war rooms. Your second homes.

Shipyard — The Permanent Power Core

This is where you invest in *forever*.

Permanent upgrades stack and survive death:

- **Hull Hardening** — Take less damage. Survive the unseeable alpha strike.

- **Maneuverability** — Tighter turn radius. Orbit like you're dancing.

- **Energy Regen** — Faster power recovery. Never run dry in a clutch moment.

- **Warp Cooldown** — Shorter teleport recharge. Escape faster. Hunt faster.

- **Ship Swaps** — Buy alternative ships and swap between them. Come back as a bomber. Switch to a tank. Adapt or die.

Every credit you spend here is *forever*. It compounds. It stacks. By level 100, an Admiral Admiral's ship handling a fresh Ensign like the difference between a fighter jet and a hang glider.

Battle Fortress — Structured Warfare

Two distinct PvP experiences:

**Skirmishes** (6v6 role-queue artifact-normalized):

- Pick your role: Gunner, Tank, Support

- Artifact-normalized ships (everyone starts equal)

- Ship Specials (ultimate abilities unique to your ship)

- 10-minute matches with objective-based scoring

- Leaderboards. Prize pools. *Bragging rights*.

**Battlegrounds** (10v10 team objective warfare):

- Capture and hold resource nodes

- Defend turrets. Assault enemy positions. *Coordinate with squad*.

- Momentum swings. Comebacks. That one desperate hold that turns the game.

- Longer. Deeper. More strategic. More *memorable*.

Cantina — The Arcade That Pays

Walk in with a tired trigger finger. Leave with a fat credit score.

**8 minigames. Pure arcade joy. Competitive leaderboards.**

- **Asteroid Blast** — Tetris-meets-space. Clear rows of asteroid formations. Refine ore. Earn credits while your brain melts.

- **Nebula Run** — Endless dodging through a high-speed nebula. Survive for distance. The longer you last, the faster it gets. "Survive 5,000m" is a daily mission. You'll try it ten times.

- **Stellar Match** — Match reactor cores and power crystals. Chain combos cascade. Completing levels *reduces your Orbital Command construction timers*—effectively grinding premium currency through skill.

- **Void Eater** — Multiplayer micro-singularity. Absorb smaller objects. Avoid bigger ones. 2-minute rounds. *Ruthless*.

- **Pilots' Table** — Board game racing for 2–4 pilots. Wager credits against friends. Winner takes the pot.

- **Station Tycoon** — Isometric management of your orbital station. Also doubles as the *mobile client for managing your base from anywhere*.

Daily and weekly leaderboards. Prize pools that reward top finishers. You can *earn* playing arcade games. That's the genius.

Trade Depot — The Auction House

Sell the loot you've outgrown. Bid on the gear you need. The economy is real. Prices fluctuate. Sometimes an Epic weapon floods the market and crashes in value. Sometimes a legendary you need costs *everything*.

Space Station — The Hub

Refine ore. Swap ships. Manage your inventory. Breathe.

MISSIONS: THE DAILY GRIND THAT DOESN'T FEEL LIKE A GRIND]

**Daily Missions** (reset every 24 hours):

- "Earn 10,000 bounty" — Forces you to hunt.

- "Collect 3 Rare loot" — Forces you to dive deeper into dangerous zones.

- "Survive 5,000m in Nebula Run" — Takes 3–5 minutes. Free credits.

- "Kill 5 AI" — Back to the hunt.

**Weekly Missions** — Bigger challenges. Better rewards.

**Monthly Missions** — Serious credits. Rare equipment drops.

**Quarterly & Seasonal Events** — World events with unique cosmetics. Limited-time rewards. FOMO is *real* and *intentional*.

**30-Day Daily Reward Calendar:**

Log in every day. Collect escalating prizes—credits, consumables, rare gear. Miss one day? Streak resets. That gold-star reward on day 30 is *calling your name*.

The leaderboard tracks *everything*. Your bounty record this session. Your all-time rank position. Your squad's collective power. Personal best Cantina scores. Every metric is *visible*. Every metric is *competitive*.

CREATIVE POWER: OWNERSHIP

Voxel Building — The Galaxy is Your Canvas

- **Claim plots** (500×500 world units) anywhere in the galaxy—even in dangerous zones

- **28 block types** across 6 categories: Structural, Power, Functional, Industrial, Resources, Aesthetic

- **Full 3D editor** (1,000³ grid per plot)

- **Your builds are snapshot-rendered in the world** — other pilots flying by see your architecture

Build a fortress. Build a sculpture. Build a monument to your existence. The galaxy becomes a persistent gallery of player creativity.

Orbital Command — Base Building & Raiding

Build an orbital station on a 25×25 grid. It generates passive resources. You queue ship training. You *own* something.

Then rivals **raid you**. They breach your defenses. They steal resources. You raid *them* back.

Alliances coordinate territorial control. Squad members share resource pools. The metagame becomes *real*.

WHAT YOU LOSE. WHAT YOU KEEP. WHY IT MATTERS.

**GONE ON DEATH (Session-based):**

- Bounty → 0

- Gun, Bomb, Mine, Warp, Cloak → dropped as loot

- Shield, Armor, Engine, Thruster, Reactor → reset to Common tier (but still installed)

**FOREVER (Permanent):**

- Military Rank (Ensign → FAFO)

- XP & Level (1–100)

- Shipyard Upgrades (hull, maneuverability, energy regen, warp cooldown)

- Leaderboard Standing

- Achievements & Cosmetics

- Orbital Station & its contents

- Galactic Bank (secure vault)

This creates *asymmetric tension*. Every session you're rebuilding. But you're rebuilding *stronger*. By level 50, you're *dominance*. By level 100? You're a force of nature.

MULTIPLAYER: NO WAITING. NO LOADING. PURE PRESENT-TENSE ACTION.

- **Real-time 30Hz server tick** — Authoritative server. No client-side prediction nonsense. What the server sees is what's real.

- **No loading screens** — Fly between quadrants. Warps feel *instant*.

- **Binary efficient networking** — Compact player snapshots. Smooth remote players. Reduce lag.

- **Combat logout protection** — Disconnect outside a safe zone? Your ghost ship persists 30 seconds. No combat logging cheesing. The game has *teeth*.

- **PostgreSQL persistence** — Every loot drop. Every death. Every upgrade. *Permanent*.

PLAYTIME FLEXIBILITY: SESSIONS SCALE TO *YOUR* LIFE

- **15 minutes**: Claim a daily reward. Play one Cantina game. Free credits.

- **30 minutes**: Hunt in a Yellow zone. Complete a mission. Climb the leaderboard.

- **60 minutes**: Deep dive into Purple. Squad up for Skirmishes. Bid in the Auction House. Raid a rival's orbital station.

- **Unlimited**: Climb to Admiral. Reach level 100. Build a voxel fortress. Defend your empire. Grind the leaderboard. *Live* in the galaxy.

Every moment feeds permanent progression. There's no "optimal" login time. There's only *your* time.

THE DEVELOPER'S STORY: THIS GAME EXISTS BECAUSE OF ONE BROKEN HEART

In the 1990s, **Andrew Donelson** was DeathDude—a competitive SubSpace pilot. He flew hard. He flew smart. He survived long enough to build a 4,000-point bounty. Hours of skill. Hours of survival.

Then he logged out.

And it was *gone*.

Every session reset to zero. Your ship, your score, your survival—it all evaporated the moment you disconnected. No matter how good you were, you couldn't *persist* anything you earned. The grind was beautiful and the treadmill was infinite.

He never forgot that feeling.

Subspace: Bounty Hunters exists to fix it.

Your rank survives. Your upgrades survive. Your achievements survive. When you die, you lose the bounty—*that's the tension, that's the cost of risk*. But you never lose the permanent systems that make you a legend.

It's what the original SubSpace should have been all along.

THE CALL

**Subspace: Bounty Hunters** doesn't ask you to wait. It doesn't let you rest. Every moment in the galaxy is a *choice*—hunt or hide, grind or raid, build or destroy.

There are pilots right now climbing the leaderboard. There are rivals building orbital stations. There are Admirals waiting for challengers. There are legendary weapons dropping in zones you haven't explored yet.

The galaxy is *alive*. And it's waiting.

KEY FEATURES AT A GLANCE

✓ Persistent multiplayer space combat (no download, plays in your browser, launches from Steam)

✓ 25-quadrant seamless galaxy with 94 stellar objects and dynamic wormholes

✓ 6-tier loot system with 10 equipment slots and asymmetric permanent/temporary progression

✓ 100 levels + 10 military ranks (your rank *survives death forever*)

✓ Bounty system with underdog/bully scaling (5× rewards for epic upsets)

✓ Real-time combat with 7 weapon tiers, mines, bombs, warp drives, cloaks, consumables

✓ 5 NPC pilots per arena with distinct personalities and adaptive AI

✓ 5 orbital stations per safe zone (Shipyard, Space Station, Trade Depot, Battle Fortress, Cantina)

✓ Structured PvP: Skirmishes (6v6 role-queue) & Battlegrounds (10v10 objective warfare)

✓ 8 Cantina minigames with daily/weekly leaderboards and prize pools

✓ Mission board: daily/weekly/monthly/seasonal objectives

✓ Voxel creative building (28 block types, claim plots anywhere in the galaxy)

✓ Orbital Command (base building, passive resources, raids, alliances, fleet training)

✓ Auction House & player-to-player economy

✓ Galactic Bank (secure storage vault)

✓ Original 16-track soundtrack + dynamic combat audio

✓ Mobile Companion interface (manage your base and loadout from anywhere)

✓ Cross-platform leaderboards & competitive ranking

✓ 30-day daily reward calendar with streak mechanics

✓ Zero loading screens, 30Hz authoritative server, binary-efficient networking

THE VERDICT

You are one pilot. The galaxy is infinite. The competition is *real*.

Some pilots grind toward Admiral in safe zones. Others raid deep into red space. Some build voxel fortresses. Some dominate leaderboards. Some are right now climbing the ranks, hunting bounties, preparing to become *legend*.

**Subspace: Bounty Hunters** is for pilots who want multiplayer space combat where persistence *means something*—where you keep what you earn, permanent upgrades compound forever, and your rank is a badge that *outlives every mistake*.

It's for players who thrive on competition. Who hunger for progression. Who can't stop thinking about "one more run."

**THE GALAXY IS WAITING.**

**WARP IN.**

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5 (6th gen) / AMD Ryzen 3, or equivalent
    • Memory: 8 GB RAM
    • Graphics: Intel UHD 620 / integrated graphics with WebGL 2.0 support, or NVIDIA GTX 750 / AMD equivalent
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 50 MB available space
    Recommended:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i7 (8th gen+) / AMD Ryzen 5, or equivalent
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 1060 / AMD RX 580 or better (4GB VRAM)
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 50 MB available space
    Minimum:
    • OS: macOS 12 Monterey or later
    • Processor: Apple M1, or Intel Core i5 (2018 or later)
    • Memory: 8 GB RAM
    • Graphics: Apple M1 integrated GPU, or Intel UHD 630 / AMD Radeon Pro 555X (WebGL 2.0 required)
    • Network: Broadband Internet connection
    • Storage: 50 MB available space
    Recommended:
    • OS: macOS 13 Ventura or later
    • Processor: Apple M2 or later, or Intel Core i7 (2019 or later)
    • Memory: 16 GB RAM
    • Graphics: Apple M2 integrated GPU or better, or AMD Radeon Pro 5500M
    • Network: Broadband Internet connection
    • Storage: 50 MB available space
    Minimum:
    • OS: 20.04 LTS or later / SteamOS 3.0+
    • Processor: Intel Core i5 (6th gen) / AMD Ryzen 3, or equivalent
    • Memory: 8 GB RAM
    • Graphics: Mesa-compatible GPU with OpenGL 4.1+ / Vulkan support (Intel UHD 620 or better, NVIDIA GTX 750 or better, AMD equivalent)
    • Network: Broadband Internet connection
    • Storage: 50 MB available space
    Recommended:
    • OS: Ubuntu 22.04 LTS or later / SteamOS 3.0+
    • Processor: Intel Core i7 (8th gen+) / AMD Ryzen 5, or equivalent
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 1060 / AMD RX 580 or better (4GB VRAM), proprietary
    • Network: Broadband Internet connection
    • Storage: 50 MB available space
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