When John and Aryn take on a seemingly routine salvage mission they could have never guessed what they would find. As Aryn boards the mysterious ship she quickly learns that this old yet highly advanced vessel will send her on an adventure that will change her life forever.
All Reviews:
Very Positive (50) - 86% of the 50 user reviews for this game are positive.
Release Date:
Jun 1, 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?

“Through Early Access we are able to grow and maintain a strong connection with our community as we develop the rest of the game. Our goal is not only to create an amazing gaming experience but to build up trust between us and our community and grow the team's reputation in general.

Since we are a very small team we'll be able to gain feedback and bug reports which we ourselves might have missed to make sure that the game will be strong on release with a solid fan base.

Our plan for continued support is to release new side missions and proper development progress updates and releasing stable builds akin to episodic releases as well as other ways to include community members that we can keep our audience engaged and excited as we work towards the game's full release.

On top of that we love to engage with the community and want to offer them a chance to voice their opinions, likes and dislikes about the game. While we have a very strong design philosophy we also believe that we're just mere mortals and that there are a lot of people out there with good ideas and suggestions and we'd like to be able to listen to them.

To not tap into that would be a missed opportunity as an indie developer wanting to build a solid relationship with its audience.”

Approximately how long will this game be in Early Access?

“STARDROP has been a year in Early Access and we estimate that it will be completed within the next two to three months, however, we still maintain a healthy "when it's done" mentality for the sake of releasing a game that's polished to the best of our abilities.”

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

“The full game will have much more content and a fully playable main campaign. We will add new features and polish up existing ones where needed. We also plan on releasing more side missions before and after the full release with full narrative implementation but these are subject to change.

The game is available through a standard default branch as well as a public developers branch where players can opt in and play a version of the game with unfinished sections and/or unpolished content.
This branch will allow those who want to see what's coming up in the next public build while able to provide feedback. The Public Dev branch will always be updated alongside the public branch. You won't have to worry about switching branches.

During development things can and will change. We will revisit old scenes / gameplay situations and tweak/expand or polish them further while moving forward at the same time. Development is very flexible so there's no telling which part of the game will be updated in future builds.

We will be adding in achievements as well as badges and trading cards.”

What is the current state of the Early Access version?

“Around 70% completed. This includes the first three chapters which are fully playable and two SRO side missions. Almost all of the base gameplay features have been implemented and the game's current length is over approx four hours long.

The most of the options are now implemented including keybinding but it's still "work in progress" and there are a number of (minor) bugs in the game.”

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

“The game's pricing will be adjusted during Early Access according to its content and quality as well as upon release.”

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

“Community involvement has been and always will be incredibly important to us. We have therefore made sure that we provide multiple ways for our community members to reach out to us.

Besides the Steam forums we also have set up a public discord channel, a public Trello board where members can post requests and report bugs and we even set up the ability for our community to reach out to us through the game's main menu screen as well and we will offer other means of communication if we think it will benefit us and the community.

On top of that we also have developer live streams as well as announcements, blog posts and forum posts for instance.”
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Recent updates View all (40)

July 16

STARDROP - Times Are Changing

A lot of what I believe makes a game better is iteration. One of the scary things of being in Early Access, for me, is wondering how people like what you done so far but maybe even more so, when you go back and change things.

Suddenly what was familiar is not there anymore. You might have really grown fond of a certain area in a game and you find that it's gone... As I look back at some of the earlier parts of the game I wish I've done things differently. I wish I had the assets I have now or that I had the knowledge I have today. But I'm not going to let that deter me from going back and re-create some of those earlier levels.

MCCV-2 Redesign - First Look
Today I want to show you guys the new version of Aryn and John's ship, the MCCV-2. Mainly the new interior. I went for a more industrial look. I think the old design had this going on but in a much lesser capacity. Lighting has been another issue as well, it just didn't feel right before, compared to as it is right now.

One of the most important changes besides the visual changes is how the game's narrative will flow from here on out. I've done away with the entire wall panel puzzle. The engine room / cargo bay is gone. (At least for now, I'm not sure if I'll bring it back yet.)

It doesn't offer much in terms of story progression as it just feels like filler. And while this section was supposed to be a small tutorial it was simply too lengthy. I am currently rewriting all of the scenes but don't worry, most of the dialog will be kept in tact. Some of the jokes will return but in context with how the new narrative will flow.

This means that this section of the story will be a lot shorter. I don't care about milking game time at all because to me what's important is the actual story itself and it just felt too long for the actual main story events to start unfolding. I hope this change will address that issue and make playing the game a lot more fun.

I am also going to remove the secondary scanner function as it feels worthless. I've been trying to figure out a use for it in the game but whatever I came up with didn't feel fun at all, so it'll be gone once the new levels are out.

I'm not sure when it'll be released but I don't think it'll be that long. Some users have been kind enough to report some bugs in the new chapter and these will be fixed soon too. Now with all that said, I'll go over some of the new sections of the redesigned interiors.

Aryn's Room

Aryn's old room design, and John's for that matter,has been bothering me for a very long time, simply because it felt too narrow. Too small. I also grew tired of the assets I used there. At the time I just didn't have the wide variety I have at my disposal now, so it's been nagging at me steadily and with the release of chapter 4 part one I felt that it was time to go back and just overhaul the entire MCCV-2.

As you can see it's much more spacious. I also think the new visual look resembles an actual room much more than the old one. I also been able to add more props to it and place objects much more effectively with a lot more sense to their placements.

The Galley

The Galley was a bit of a challenge. I wanted to retain the feel of the old one but the assets I used were simply not the same quality of assets I've been using ever since chapter two.

I also wanted to create a more spacious room and I decided to also add windows. I feel there's still room for improvement here, and I plan to see what else I can add to it but for now, it serves its purpose I think.

Hallways + Kitchen

The new hallways, I believe, look so much more interesting. Lots more details and the overall layout of the ship has been designed to "flow" a lot better. I know I keep using the word "flow" a lot but it really best describes the biggest drive behind all these changes.

I also added a kitchen area, which I also believe can do with a little more work. There's not much to do here but it just adds to the overall feel of the new interior. Assets in this regard are tough because I don't have anything that really looks very Sci-Fi but I think it works well enough.

APD Suit Station

The APD Suit Station is now located on this deck. Again making the flow of the narrative much tighter. I think it also looks a whole lot better too.

Bridge + Cockpit
A lot of work went into designing the new bridge. As before, it was important for me to keep the old 'feel" of the area in tact as much as possible while doing away with things that simply didn't make much sense.

I removed the non-functional computer terminal. It never had a purpose so that was a no-brainer. On top of that I felt the old "Hologram Table" was done in a way that made it look like a hack-job, which it was.

As you can see, the new version looks A LOT more like an actual Hologram. Besides the table I also upgraded the actual visuals and effects of the hologram itself. There's no real purpose to it but I always liked having it so I brought it back.

The save station is still there as well. So don't worry about that.

The cockpit was also in need of a proper update. I think the new one looks the part so much better. John has a lot more small devices and stuff like that for him to play around with. While it's all aesthetic it adds to the feel of what a cockpit should look like, I think.

Lastly, I also made sure the window is a lot larger now. Making it much easier to view the SD-01 as John and Aryn check it out.

Back Side
The back side of the ship has undergone an upgrade as well. There's an actual purpose to it but you'll have to figure out what that is once the new levels are released. John's room has been always accessible but I don't think many people figured out how to unlock his door. The new design of the ship, and other information that is being presented, should make this so much easier.

Not Done
I'm not done of course. The Airlock needs to be redesigned as well. Deck 2 will be a whole lot smaller, which should also help optimizing that part of the game. Once I'm done I'll make sure to show that off as well and hopefully be able to release it along the same time, or very shortly after.

I hope this post was interesting and I can't wait to finish and release it. There are still other areas I want to take a good look at. Finix Operations office is another area I feel can be greatly improved but not sure how to go about it yet but I'll wait for that when I get into the polish phase.

There'll be a lot of things that needs attention. The Cargo Bay on board the SD-01 can be improved. I need to address some of the scenes in there as well that needs to be rewritten, etc.

So till then I wish you all a very good day and keep an eye out for when the new update goes live.

Take care and have fun!
Joure & Team V
4 comments Read more

July 7

STARDROP - Chapter 4: Part One Released

Hi Everyone
I'm really stoked to announce that I've been able to get Chapter 4 Part One to a releasable state. I want to make a few things clear though.

Not all the scenes are fully fleshed out. All the important aspects are in there and you won't miss out on anything important. I just feel some of the dialogues can be written better and I already have done so and am waiting for the new recordings. So don't worry, just wanted to make that clear. Other than that the dialogues that are in the game are not below any standards set to what's done prior already, I just want to make this part of the game exceptional and I strife to do so.

I also wanted to note that Part One is not as long as a full chapter, like chapter 3 for instance. I also made sure that this is the shorter part of what chapter 4 should be in terms of length when it's finished. I had to find a proper end point and I think it ends on a very interesting note. I have already started work on the rest of the chapter and I feel it should cap the entire story off properly.

With that said I hope you guys will enjoy what's been done. Chapter 4 has been the most difficult one so far for a number of reasons. I want to be able to get the most out of it's narrative. When, where and how certain plot reveals are handled is very daunting and not easy. While the story has already been completed I always think of ways to do it better and I do hope I found the best way to do so.

The end portion of Part One was something I came up with on the go while I was laying out the story arch. I've put a lot of thought into how to try and execute it. It's something I've never done before, well this entire game is but I think it adds a lot of layers to the story and characters.

Obviously I will polish this part of the game along with the rest once I get Part Two out. I can't give a definitive timeline for when I'll be able to but as I've said so many times, I want to do it right. All I can hope for is that it's enough for you guys to keep your investment in the story high and looking forward to it's conclusion.

Possible Bugs And Other Issues
I would very much appreciate it, if you guys could report any serious issues that you run into. While I've been doing my very best to keep the quality to a high standard (regarding Early Access) there might be some issues that I may have overlooked. We have been play testing the new chapter a lot but tinkering with some of the existing game mechanics might have introduced one or two bugs. So far I have found a few and they should have been fixed but I'm always anxious when putting out new content like this.

The chapter selection should also work properly. I've tested that myself and have not found any issues on my end.

So if you find any bugs or major issues, please report over at the bug report forums and I will add it to the list. While I'll continue to work on the rest of chapter 4, expect smaller updates whenever I fix a bug and polish some of the content and tweaking correcting scenes and dialogues.

We Need A Play Tester
That's right. We're in need of a new play tester to join the team. Now that I'm getting so close to finishing the game I could use a bit more help. I would love it if someone has the time and experience to volunteer.

Play Testing is an incredibly tedious job. It's part of what I have to do as well. Finding bugs and then trying to reproduce them, trying to figure out what's causing them. It's very taxing at times. Anyone who has the time and mental capability is welcome to try out.

You can do so here; in this thread.

Our Steam Developer Page

I've mentioned this in our previous update but I wanted to keep this information a bit relevant.

So, Steam rolled out a new update where us developers finally have a place to show our games. Besides STARDROP I also made/released a small kids game (I made for my daughter) and it's on there as well. I would suggest to go check it out and give it a follow if you want to be updated on future releases, etc.

Team V Developer Page

Final Words
Please, let me and the rest of the team know what you think of the new chapter so far. I'm eager to hear what you guys liked and disliked. I can't wait to share the final part of the story with you all as soon as I'm able to.

I'm getting there, slow and steady! Yet, it's been a scary ride to have been working on the game. So many problems have popped up along the way, both with the game as in my real life and it's been a true fight for survival at some points. However, I stay optimistic!

I love the interaction with this community where things feel a lot more personal than what I've experienced in other communities on Steam. So, thank you for that! I appreciate it.

Whatever the game will be when it's done, I'm glad I got to experience it all. Now stop reading and play the game. (I hope this post was long enough for your updates to download :P )

Take care and have fun!
Joure & Team V
7 comments Read more
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“Dialogue is a unique highlight that makes STARDROP a one of a kind experience.”

“Stardrop is a slick, story driven first person adventure game that takes place in the vast reaches of space.”
Alpha Beta Gamer

STARDROP Chapter 4 Part: 1 Released

STARDROP's second content update has just been released. Adding the first part of the final chapter. You can read everything about this update here: http://steamcommunity.com/games/stardrop/announcements/detail/1699429118303605406

Early Beta Access

Welcome To STARDROP Early Access

Before you buy the game please take a look at our Early Access guide that covers the game's road map and other topics.


Early Access Localization

STARDROP is currently being localized in-house to French, German, Russian and Dutch. More languages will follow in time.

These are not professional translations but done by members of the team. Any grammatical errors or other issues can be reported in our localization forum: http://steamcommunity.com/app/552880/discussions/9/

Localization Status:

  • Dutch = W.I.P.
  • French = Fully Translated.
  • German = W.I.P.
  • Russian = W.I.P.

Localization includes:
  • Subtitles
  • Emails
  • Text Logs
  • Signs and wall panels

Localization does not (yet) include:
  • User Interface
  • Menu / options / Settings translations
  • Graphical Assets

About This Game

STARDROP at its heart is a narrative driven adventure game set in space. STARDROP defies many of the major tropes found within the science fiction genre all the while delivering a compelling story.

You take on the role of Aryn Vance. An experienced salvage and rescue operative. As she takes on what seems to be a seemingly routine salvage mission alongside her close friend and crew mate, John Kindley, to inspect and retrieve a yet unidentified space ship. As they explore this mysterious derelict ship they'll soon find that there's a lot more to this vessel than they thought.

Embark on a unique adventure and find out what secrets lies within its hulls. Experience a fun yet engaging story with an ever slight touch of stealth and some mild puzzles through a truly exciting journey unlike any other.

TRY IT BEFORE YOU BUY IT: We have a demo of the game available right here on our storepage. Be sure to give it a try before you buy it. We want you to enjoy the game but only if you're sure that STARDROP is your kind of game. Also be sure to read up on our Early Access Guide:http://steamcommunity.com/sharedfiles/filedetails/?id=954273686

  • Three full fledged chapters within the main campaign. (With more to come)
  • Two playable SRO side missions. (Also with more to come)
  • Fully voiced dialogues by professional voice actors.
  • A rich options menu with lots of graphical settings, gameplay options and keybinding.
  • Retron One: a fun little arena minigame.

STARDROP presents its narrative through traditional cut scenes and in-game cinematic story telling as you play. The main campaign is where the heart of the game's narrative lies but you will also be able to experience the universe of STARDROP through its side missions.

Exploration lies at the game's core but so does accessibility. While the game offers puzzles and asks the player to figure out what to do or where to go next, the flow of information within the game will always guide you. Objectives are always made clear and designed with logic in mind. However, those who venture off the beaten path will find that there are more than enough secrets to be discovered.

Throughout the game the player will be able to interact with various types of interfaces such as control panels, elevators and security system as well as other various interactive objects such as computer interfaces where you can read emails, listen to audio logs and more.

Your All-Purpose-Design (APD) space suit is equipped with a set of tools that you will need in order to succeed. The suit comes with a built-in flashlight. The object scanner enables you to identify objects of interest that you can interact with. The vision scanner uses echo location technology so that you will be able to see when your ordinary flashlight is not sufficient. Your suit also is capable of zero gravity mobility under certain circumstances.

The DataPad is an essential tool. It enables you to view your current objective, read audio and text logs that you've collected and it also comes with a built-in mini-map.

Our main focus will always be on the game's story but we strife to deliver breathtaking visuals where possible. Our efforts have lead us to win Best 3D Graphics in the Intel Level Up Contest of 2017. We will continue to uphold these standards if not lifting them up even higher.

We will continue to release new chapters through episodic installments until the full story is told. We will also release patches, tweaks and polished content in between these installments. More SRO side missions are planned upon release and post release and we will also keep listening to out community as we always have and we will do our very best to make STARDROP a unique and amazing experience.

  • A strong engaging story breaking from the usual darker Sci-Fi setting.
  • Explore multiple spacecraft, Outposts, Stations and more as a salvage & rescue operative.
  • Professional voice acting to drive an unusual story full of mysteries and excitement.
  • A range of light environmental puzzles and a touch of stealth.
  • Exploration mixed with narrative driven gameplay.
  • Inspired by story-rich classics such as Portal, Firewatch and even Alien: Isolation.

System Requirements

    • OS: Windows 7, Windows 8 (8.1), Windows 10
    • Processor: Intel Core2 Duo 3.00 GHz / AMD CPU 3 GHZ
    • Memory: 4 GB RAM GB RAM
    • Graphics: 1GB (AMD Radeon HD 7970 or Nvidia GeForce 1060)
    • DirectX: Version 11
    • Storage: 10 GB available space
    • OS: Windows 7, Windows 8 (8.1), Windows 10
    • Processor: Intel CPU Core i7 2.5 GHz / AMD CPU 3,5 GHz
    • Memory: 6 GB RAM GB RAM
    • Graphics: 2GB (AMD GPU: AMD Radeon R9 200 Series or Nvidia GPU: Nvidia GeForce 1080)
    • DirectX: Version 12
    • Storage: 10 GB available space
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