You crash on Europa beside a dead station, one booster gone. Bring it back to life — power, air, water, food — then repair your ship and work outward across the frozen moons of Jupiter and Saturn. A first-person survival and base-building game where every world is built from code.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Spaceglunk has a semi, playable core — survival, base-building, hands-on
flight and the trek across the Jupiter and Saturn moons all should work — but
it is a long way from everything we want it to become, and we would rather decide
where it goes next with players than on our own. Early Access is where the people
actually playing it get to shape the game: which systems we deepen, what new
content, worlds and mechanics we build, how progression and difficulty are tuned,
and the order it all happens in. We have a lot we want to add, and we would rather
hear what players care about most and build that than guess in private for another
year. We are in this for the long haul, and committed to developing Spaceglunk,
with its community, through to a full 1.0 release.”

Approximately how long will this game be in Early Access?

“We expect Spaceglunk to be in Early Access for around 12
months. There is a solid, playable game to start from, and the Early Access time
is for building it out with the community — adding content and systems, deepening
what is there, and tuning the whole thing from how people actually play. How long
depends in part on how far the game grows in the directions players push it.”

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

“The 1.0 version will be a bigger, deeper game than the Early Access build, with the
priorities set by player feedback. We plan to:
- add significantly more mid- and late-game content — new systems, machines,
recipes, worlds and events;
- deepen the systems already there (research, industry, crew, exploration) in the
directions players most want them taken;
- add Steam Workshop, so players can share and build on each other's bases and
creations;
- rebalance the whole game — resource rates, travel, difficulty and the
progression curve — around how people actually play;
- add controller support and more accessibility options;
- expand the music, ambience and overall feel.

How much of each, and in what order, will be driven by Early Access feedback — so
the game that reaches 1.0 is shaped by the community as much as by us.”

What is the current state of the Early Access version?

“Spaceglunk is playable: you crash on Europa, revive the
station, grow food, repair and upgrade your ship, rescue crew who move in with you,
mine and refine, research new technology, and travel across the moons of Jupiter
and Saturn, with a second base out at Titan.

Working today: the survival sim (power, air, water, food), grid base-building,
hands-on flight with chemical/ion/fusion/warp drives, real-time travel with the
base ticking while you are away, a research tree, mining and refining, crew rescues
and perks, radio trades, weather and events, and sharing bases.

This is a foundation to grow, not a finished game. Expect systems to be expanded
and reworked, new content and worlds to be added, balance to change as we learn
from players, and the occasional rough edge along the way. A large part of what
gets built, and the order it arrives in, will come from Early Access feedback —
see "Why Early Access?" and the plans for the full version above.”

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

“The price may rise for the 1.0 release as the game grows. Buying in Early Access
gets you every update along the way at no extra cost.”

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

“We want players to help decide where Spaceglunk goes, not just report bugs. We will
be active on the Steam discussion boards and the Community Hub, gather ideas,
requests and reports there, and use them to set the roadmap — which content and
systems come next, how things are balanced, and the order we build in. Sharing and
visiting each other's bases is in from the start, and Workshop support is on the
way so the best of what players make can spread. When bigger direction questions
come up, we will put them to the community and let the game grow around the answers.”
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This game is not yet available on Steam

Planned Release Date: Nov 24, 2026

This game plans to unlock in approximately 3 weeks

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About This Game

A booster blows on the way in and you put the tug down hard on the ice of Europa. The station beside you — Brightwater — is dark, on minimum life support, no crew aboard. The nearest help is a long way up.

Spaceglunk is a first-person survival and base-building game set on the moons of Jupiter and Saturn. There is no shooting. The fight is with cold, vacuum, a dead reactor and an empty water tank — and with the distance between one small moon and the next.

Everything runs on a simulation you can see and touch.
  • Power — patch the reactor, string cables, lay solar fields, charge the batteries.
  • Air — scrubbers pull carbon, plants and electrolysis make oxygen; every built room dilutes the air a little more.
  • Water — dig ice, melt it, purify it; your crops drink from the clean tank.
  • Food — grow greens and beans under glass, and keep the lights on through the night.
Read the base panel and it tells you the truth: how many days of air you have left, what every machine is drawing, which planter is thirsty.

Snap modules onto a grid — rooms, power, life support, water, workshop. Seal them against the vacuum and they count as indoors. Shadows, heat and sealing all matter: put a generator too close to a planter and it wilts; roof a room and its air goes thin. Salvage wrecks, drag the heavy ones home, break them down for parts.

Repair the dead booster, then keep upgrading: chemical thrusters give way to an ion drive, then fusion, then warp. Flight is hands-on — a throttle quadrant, a yoke, vertical thrusters — and landing is on you, no autopilot. Crash it and you mean it.

Travel runs in real time, and your base keeps ticking while you are away. The trip home is always free, so you are never stranded.

Europa first, then out across the Jupiter system — Ganymede, Callisto, a derelict relay, the lava of Io — and on to Saturn: hazy Titan with its methane lakes and storms, the geysers of Enceladus, a claim out in the rings, Iapetus, Mimas. Each world has its own ground, its own sky, its own weather and its own hazards. Jupiter and Saturn hang huge overhead.

Answer distress calls and pull stranded crew out of crashed pods. Each one moves into your base, breathes your air, works a station and lends you a hand — a specialist who speeds up their branch of research, or makes your drives run cheaper. Trade over the radio for the plans you cannot find.

Cut ore out of seams, smelt it, fabricate parts, still fuel. Work a research tree of dozens of technologies across six branches, each one gated by a sample you studied or a plan you earned. Set up outposts and let freight drones fly the ore home while you are off-world.

Every mesh, texture and sound in Spaceglunk is generated in code at start-up. That makes for a tiny download and a handmade, chunky, toy-like look — warm interiors against stark sunlit ice, strong bevels catching the light, no two craters the same.

Snapshot your base and share it as a file; drop into someone else's and walk around it.

This is an Early Access game

Spaceglunk is playable end to end today, and it is still growing. Read the Early Access notes above, and come and help decide where it goes next.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

The world of Spaceglunk is built by hand-written procedural code — every 3D model, texture and sound is generated by algorithms at runtime, not by AI. During development, a generative AI assistant was used to help write the game’s code and to draft some of its in-game text, along with this store page, all reviewed and edited by the developer. No AI runs while you play, and nothing in the game is generated live.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Quad-core 2.5 GHz (Intel Core i5-4590 / AMD FX-8350)
    • Memory: 8192 MB RAM
    • Graphics: NVIDIA GeForce GTX 1050 / AMD Radeon RX 560 (2 GB VRAM)
    • DirectX: Version 11
    • Storage: 500 MB available space
    • Sound Card: Any DirectX-compatible
    • Additional Notes: Requires a 64-bit processor and operating system.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: 6-core 3.5 GHz (Intel Core i5-10400 / AMD Ryzen 5 3600)
    • Memory: 16384 MB RAM
    • Graphics: NVIDIA GeForce GTX 1660 / AMD Radeon RX 5600 XT (6 GB VRAM)
    • DirectX: Version 12
    • Storage: 1024 MB available space
    • Sound Card: Any DirectX-compatible
    • Additional Notes: SSD recommended.