Grab your friends and build and fly your own customisable spaceship. With local and online co-op and hundreds of unique ship components, you must work together to figure out the best way to survive your journey!
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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?

“Undercrewed is perfect for Early Access, we have a fun stable game that you can play with your friends. The game is multiplayer focused so it is really important for us to see how different people play the game and how everyone works together. This will allow us to get feedback and make a better game for everyone.”

Approximately how long will this game be in Early Access?

“We have already built a lot of the game in a very short period, however we understand that as the game gets bigger the development slows down. We want to make something we are proud of and that you want to play, because of this we are setting a launch date that is 3-5 months away.

The two of us already have a lot of finished games under our belts so we are very experienced at completing games.”

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

“The big feature that is missing is the story campaign.

We also need:
  • A full soundtrack
  • Menus (settings, main menu)
  • Quality of life additions
  • Cutscenes
  • Renovation of key pages

We are looking forwards to adding more ships, more enemies, more customisable modules all of which can be influenced by the community.”

What is the current state of the Early Access version?

“The core gameplay engine is very solid and we have excellent netcode for playing online. There is already a lot of content and exciting gameplay. However there is no story campaign.

There is only one mode of play at the moment where you have to survive for as long as possible against waves of enemies. This is good for us as it allows us to balance all the customisations to make a really robust online experience.

  • We have mix and match 4 player Online / Same screen co-op.
  • A huge skill tree
  • An extensive list of customisable modules
  • Steam invite system working so it's really easy to join your friends.

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

“It's very likely that as development goes on and there is more content added to play we will slowly increase the price. Make sure you get in early for the best price.”

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

“There are a massive number of modules that will be added to the game, we have spent a long time balancing these and making sure they are satisfying however we now need to get the opinions from a wider audience.

We also need to make sure that all the enemies are fun to fight against, all the spaceships are fair and that everything is both understandable for new players and deep for experienced players.”
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Recent updates View all (8)

April 18

Undercrewed April Update

Greetings Captains!

As I gear up to start getting people playing the game I have been putting together some tools to gather feedback and information.

Firstly I have set up a Trello account:

This shows everyone what I am adding each day and what is on my workstack. This isn’t a full bug list, infact one task I should add onto it is to combine all my todo lists onto this Trello account.

This morning I have been knocking off some of the easier crashes that I’ve known about

I have also been putting together some web forms so anyone wanting to send me bugs / feedback / love letters / suggestions can easily use the same system and it allows me to categorise everything more efficiently.

Many of the things I’ve been fixing recently will not have a huge impact to many people, however I see it as a good thing if I’m getting to a stage where there are no critical features missing and no high priority bugs left.

Gamepad and Settings

Not very glamorous but I’ve been working on making gamepads more consistent on the settings page.

I’ve been really pleased with how the gamepads work on menus, the cursor snaps to clickable objects and doesn’t move when there are no objects in a direction.

The scale of Undercrewed:

1.4 million characters long
50001 lines of code long
2670 hours of programming time (doesn’t include time making art, writing dev log, or anything else)

Level Unlock

While developing a game it is handy to have everything unlocked so you can easily test it all, so it came as quite a shock to me when I remembered that I actually needed to write the system that unlocks parts of the game as everyone plays. Here are the cool particle effects I made to go along with that:


If you haven’t done so already there is a great group of people over on the Undercrewed Discord channel where we often talk about design problems, game progress, features, ideas, other games:


Last week was Rezzed in London and while I didn’t have a booth I met quite a few of you when I was walking around which was very exciting for me! I will be doing more expos this year and I will post about those closer the time.

Current Work:

I can’t launch without a trailer and other things so that's going to be my highest priority at the moment, also continuing to fulfill the Kickstarter rewards.

Release Date: Undecided (but soon)

Lots of Love
David Strachan
3 comments Read more

March 19

Undercrewed March Update

Greetings Captains!

I feel like I only just posted the last update, however, it is important I tell you about what I'm working on. Between us I’m shocked I remembered to do another dev log so soon.

Push to Activate

I’ve added the most requested feature! A button to lock yourself into the room so you don’t walk out (also an option so rooms require a button to activate)

Control Methods

I have spent a lot of time adding various settings I think will be helpful, can you believe I’ve only just added in options to rebind controls!?! It’s made my life so much easier. I have also added in lots of options for different control methods, graphical settings and many other things.

Ingame Help

I still need to add a lot of help into the game, I am at a stage now where I can watch people play and see how they interact which is a better way to work out where I need to add assistance. A popup box with some text on is the least fun way to learn something, so ideally I want to design it so players learn by trying things out and I only popup messages to make sure the player has understood.

With that said I’ve been trying out some displays to either inform the player about enemies they were fighting or tell them stats about how they are doing.

Online Scores

For those who want to get competitive with their teams I have added an option to compare your score to other scores, however this can of course be turned off if you want a more casual play style.

My more recent tweaks are less visual but in my opinion, more exciting from a development perspective;

Improved Netcode

I mentioned last time I would be working on some updates to the networking, those have gone very well and theoretically the game now has the ability to eventually resync everything if someone’s computer becomes very out of sync (like their computer locked up for a few seconds and the game significantly changes) . However there is still a long way to go.

Dynamic Asset Loading

I have put a bit of thought into when assets are loaded. In earlier versions things were loaded on demand however for a slightly smoother experience I load things in before they are needed now and I also dynamically work out what needs to be loaded (if you keep playing the same level over and over it doesn’t keep loading and unloading the graphics it will just do it the once and remember). Even on a bad computer it is unlikely someone will notice this improvement, however it makes me happy inside knowing everything is well managed.

New Sounds

I’ve added another round of sound assets (about 30), I feel the sounds really have a feel of their own now and I love the style of sound the game has, all the enemies have a unique sound for when they spawn so I’m sure the audio aware players will start to recognise familiar and formidable enemies. It’s been in the game a while but I should mention that the game has full 2D sound so you can hear things move around the ship correctly and moreover the sounds use the Doppler Effect which means you can hear the pitch gets shifted a little depending on if it moving away from you or towards you. You’re welcome.

Control the AI Crew

Another thing that is not fully added but is really nice is the ability to give commands to your AI team members, I’m still playing with different control methods that work on keyboard/gamepad. The bots are already very good at working out what they should do to best help the ship, but sometimes you might want them to go and do a task that no one on your team wants to do.

Feedback questions

It’s hardly an essential day-one feature but I spent a bit of time writing some questions that can be randomly popped up at the end of a level. It will help me work out what people like in a level and improve things for the future of the game.

We have at last started fulfilling the Kickstarter backer rewards! This has been exciting for me and Dex, it’s going to take a while to work through the list so don’t expect an E-mail tomorrow, but it does show progress.

For the next few weeks I will be transitioning to a more marketing role, there is still quite a bit of development I want to do before I let everyone get their hands on it. I would much rather spend my time just making the game because I hate advertising however in the current indie game meta having a successful game is all about how it's marketed (and this makes me sad).

Release Date: Undecided

Lots of Love
David Strachan
1 comments Read more
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About This Game

You are the last 4 survivors on your spacecraft! Can you and your team pilot the ship to its destination? Work together to unlock modules and build a spacecraft that you will take on your voyage. You will have to run around activating modules on the ship so designing efficient layouts is key.

Your local friends can play together at one computer using a keyboard or controllers. There is also online multiplayer, allowing you to connect with those who are not at your house. You can play with a combination of local and online players and even throw in some AI players to fill your team.

In this game you must make real time decisions and prioritise your efforts to help your team, fans of FTL / Lovers in Dangerous Spacetime / Galaxy Trucker / Space Cadets / Artemis will enjoy this!

  • Online play through Steam's invite system
  • Huge unlock tree with ships and modules you can add
  • Customisable spaceships
  • Avoid getting sucked into space
  • Why is everyone a clone? And what is the mission about? Find out story in the campaign

Making a spaceship that fits your play style is key. Some teams will want a ship with loads of guns, some teams will want a tactical ship with lots of flexibility to deal with every situation. Deciding how much of your spaceship you want to dedicate to shields, repair droids or holographic medics will change how you and your team play the game.

It's a tough decision having to pick if you want to have a ship with good stats or use a ship with lots of slots to place modules or even have a ship with a convenient layout where it is easy to get between different locations.

Each player receives skill points that purchase new modules that can be installed onto the ship. There is one huge tree of unlockable content so coordinating with your team to most efficiently cover the skill tree will benefit everyone.

This vast circular skill tree allows you to specialise while still staying flexible. A crew member focusing on weapons might choose to change their path and develop expertise in shields while retaining their progress.

At the end of each skill tree is a brand new spaceship you can unlock that is particularly suited to that area.

Playing with your friends is easy! We’ve made it so your friends can join together through Steams invite system or have multiple people playing at the same computer. You can even mix and match both!

We love gamepads but we know not everyone has one, if you fancy getting much closer to your friends everyone can play on the same keyboard. The whole campaign is designed to be played with your friends so any combination of keyboard, controllers and online play work.

If you don’t have enough people for a full crew our super smart bots can fill in the missing slots, this allows you to play everything single player.

The story starts just as a disaster kills off the crew leaving just 4 people left. You and your team are tasked to complete the mission. Get your team together and get the ship to the end of the journey.

Find out why the whole crew are clones and what the original mission was.

At the end of each level you will have a decision to make that will change future levels. Find out about the story in different ways to other people and replay the campaign to find out the full tale.

Beam Lasers – Life in space can be mean, show them you can handle yourself with these hot hot lasers.

Holographic Medic – Space is dangerous, especially for a ragtag crew of loose-cannons who don’t play by the rules and injuries will happen, In the past we used to train humans to be doctors but this takes too long so why not get a computer to do it for you.

Bridge – Every ship needs a captain, and every captain needs a comfy place to sit.There are plenty of different bridges to choose from, changing the stats of the ship, adding features or giving you other functionality. The captain is going to think they are the most important person, but really they are just pointing where to go and wearing the fanciest hat.

Shields – Using shields will be critical, they block incoming attacks but break under heavy damage. There are various shield types, which can take more damage, cover a larger area, or recover faster, so choose wisely to survive for as long as possible.

Missiles – You know what's better than one missile? Lots of missiles! These weapons track down enemies and do damage in an area. However they take a long time to reload, which does give the bad guys time to wonder whether you might be over-compensating for something.

Space Batteries – Not sure what space batteries are? They are like normal batteries but in space.

Cloning Room – Why use medical assistance when we can just print you out a clone when you die? The most time consuming part is all the paperwork.

Repair Droids – At some point someone’s going to scratch the paintwork on your spaceship, who’s going to go and fix it? Not me! Repair robots are cheap, disposable and you can turn the volume down when they start to complain.

Shell Guns – These weapons will be your main way of attacking, they come in a variety of styles to suit your opponents. Some are more effective at destroying things at range, some are better at getting groups of enemies. We’ve found these to be far more effective than diplomatic negotiations.

Warp Speed – Sometimes you just need to be somewhere else really, really quickly. I’m not running away! It’s a tactical decision.

Energy Room – There are no hairdryers on this ship but too much has been plugged in. Dave down the corridor must have left all the laser guns on again, lucky we brought some batteries to help charge up the energy. He keeps doing this, someone really should tell him.

And over 100 more rooms!

System Requirements

    • OS: >= Windows 7
    • Processor: It runs on this teeny computer I have with no graphics card and a processor literally slower than my phone, I'm sure you will be fine.
    • Memory: 1 GB RAM
    • Graphics: Not a potato.
    • DirectX: Version 10
    • Storage: 500 MB available space
    • Sound Card: DirectX Compatible
    • Additional Notes: Internet connection required for online play

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