Objects in Space is a retro space game centred on 2D point-and-click stealth action in a massive open world. Players have their own customisable ships and can meet people, become a trader, bounty hunter, explorer, scavenger or all of them at once.
All Reviews:
Mostly Positive (145) - 79% of the 145 user reviews for this game are positive.
Release Date:
Jun 21, 2018

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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?

“This is the most complex and deep game we've ever made. It's at a point now where we could continue to grow it on our own, but with feedback from the community we'll know we're growing it in the right direction. The game is a huge platform for all kinds of experiences, so we want to know which are working, which aren't, which you want to see more of and which you don't, and tailor further development accordingly.”

Approximately how long will this game be in Early Access?

“This will depend largely on how the community reacts to the game, but we anticipate being in Early Access for between 2 and 5 months. We have a bare minimum number of features we want to see in the game, but if it's doing well and people are engaged with what we're making, we also have a plan to stretch Early Access out and work further.”

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

“The Early Access version of the game will initially feature the core game's open world with abut two thirds of the planned narrative content available. By 1.0, we will add the remaining third of the narrative content, a 'sandbox mode' in which players can play in the open world endlessly but without the narrative components, at least ten 'scenarios' which remove the open world functionality and place the player in an increasingly-difficult series of combat challenges, and 'multiplayer scenarios', where players will be able to play in a similar number of cooperative and competitive combat scenarios. All features which will be in 1.0 will be rolled out in Early Access first as they're tweaked and balanced.”

What is the current state of the Early Access version?

“The whole open world is ready to play from start to finish, but we'll be incrementally increasing the density of the game world in terms of amount of content and options for ways to play. The open world has all the key systems we want to make it a fun experience, but there are many pieces of content, contract types, AI behaviours and more which we haven't been able to implement yet. The systems which currently work and are functional include: ship navigation and combat, the full geography of all the star systems in the open world, all space stations and NPC types, scanning and emissions systems, engineering and ships customisation, 4 playable ship types (3 fully customisable), contract-based economy system, salvaging and scavenging missions, real-time ship-to-ship messaging systems as well as an email-style inbox, bounty hunting procedurally generated contracts, procedurally generated passenger jobs and approximately two thirds of the planned narrative content for the 1.0 version of the open world.”

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

“The price will increase when we reach v1.0, but we’re yet to determine the exact final cost.”

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

“We plan to work hard to receive feedback via an official email, surveys, our official Objects in Space forum on the game's web site and informally our developers are very active on Twitter. We also plan to have a widget on the game's main menu which updates with each new build that explicitly tells players what our team is currently focused on.”
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Recent updates View all (22)

December 11

Patch Notes for v0.9.8 - Contracts&Criminals Update

Version 0.9.8 Patch Notes

  • Contracts are now streamlined - taking a contract loads the cargo, and you now deliver the cargo from the destination station's contract terminal.
  • You can now move cargo from your tablet by dragging it from pod to pod, while docked at a station.
  • Added ability for players to engage in piracy by hailing merchants and threatening them.
  • Added ability for players to use their hack modules to find smugglers, and report them for a profit to authority ships.
  • Added ability for players to report possible pirates to authority vessels, who will investigate the area.
  • Added ability to begin with no fog obscuring any point in the map.
  • Added an estimate of time to next waypoint and to final destination on the top-left of the nav map.
  • Added 'skipintro=true' option to config files to go straight to main menu.
  • Removed 'Time Compression Cancelled' message when beginning docking procedures.
  • Re-balanced the emissions rating of all components

  • Added a feature where a hardware_commands.txt file showing the current accessible boolean checks, numerical gets and ship commands (along with descriptions where available) are dumped to a file when the game is executed with hardware support on.
  • Fixed the TOGGLE_ and CONNECT_ commands.

  • Fixed a bug where spinning up your jump drive or having your IFF off were not responded to by authority ships escorting you back to a base.
  • Fixed a bug where torpedos were not being saved sometimes in campaign mode.
  • Fixed a bug where clicking 'hail' on certain NPC ships would cause a crash.
  • Fixed a bug which could cause a crash while moving about in some derelicts.
  • Fixed a bug which sometimes caused a crash when undocking from space stations.
  • Fixed a bug which caused text clipping errors on the cargo screen while docked with some derelicts.
  • Fixed an exploit where a ship with no pods would re-load with two new ones no matter what.
  • Fixed a bug which could sometimes cause duplicate authority or military ships to appear in a sector after loading game.
  • Fixed a bug which caused custom graphic signage to not appear correctly on windows sometimes.
  • Fixed a bug where quitting back to menu would leave cargo from previous sessions there, allowing cargo duplication.
  • Fixed a bug where mooring with a cargo pod didn't re-set your currently selected pod on the moored object.
  • Fixed some visual glitches with the cargo/pod screen.
  • Fixed a bug where loading game on a space station sometimes made the UI appear the wrong colour.
  • Fixed a bug where hack and grappling modules incorrectly showed the percent-complete when in use.
  • Fixed a bug where PDA Note about Aya Grant contract remained indefinitely if you failed to get to the contract in time
  • Fixed a bug where colour was not being used correctly in the hack result emails.
  • Fixed various rendering issues with the waypoint ETA part of the nav screen.
  • Fixed a bug where a ship's own torpedo will count as a 'threat' when determining AI behaviour and detecting whether time compression should be allowed.
  • Optimised debug print routines to speed up game on machines with lower hard drives.
  • Fixed a bug where sometimes a contract could be taken when your cargo hold could not hold all the required goods.
  • Fixed a bug which sometimes caused non-steam versions to not run on Mac.
  • Fixed a bug where the tutorial notes still appeared in sandbox mode sometimes.
  • Fixed a freeze in the conversation with Black Annie Bolan
  • Temporarily removed an extraneous conversation with Sheng Xu which was causing crashes
  • Fixed a bug where a PDA Note to hack a ship for Avelina Dembo would stay indefinitely if you failed the hack
  • Fixed a freeze in the conversation with Mary Devlin
  • Fixed a freeze in the conversation with Jackson Farlane
  • Fixed a freeze in the conversation with Liam Ong
  • Fixed a freeze in the second conversation with Sharmilla Singh
  • Fixed a crash in the conversation with Marchelline Smith
  • Fixed a freeze in the conversation with Marie Marks
  • Fixed a freeze in the conversation with Angela Reddy
  • Fixed a freeze in the second conversation with Jinghua Wong
  • Fixed a freeze in the conversation with Sylvia Garcia
  • Fixed a bug where Tuisin Brown would appear constantly at any given airlock even after you'd already completed his mission

  • Fixed the hitbox issues with the Proxima's airlock buttons.
  • Fixed the camera position on the comms room's computer terminal.
  • Fixed the screen in the airlock and the bug when you click on it.
  • Fixed the lack of sound bug with one fo the proxima airlock doors.
  • Fixed a camera angle bug when using the component & terminal screen on the proxima.
6 comments Read more

November 21

Tell the devs!

Hi everyone!

In case you missed it, Elissa and Leigh posted two topics in the Discussions section asking for feedback and suggestions about two specific aspects of the game, the contract system and the achievements.

You can read the threads and leave your comments at the following links:

Feedback and Changes Coming for Contracts System

Creating Achievements

If you feel like writing your impressions and thoughts, let them know what you think and what you would like to see in Objects in Space in the very near future!

Thank you!
3 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

About This Game

You've been detected…
Your ship is exposed…
An alarm blares…
“Torpedo incoming!”

Objects in Space is an open world 2D stealth-action space trading game set in Apollo – a huge cluster of star systems dozens of lightyears away from Earth. You are a ship’s captain, buying and selling wares in order to keep your bucket o' bolts afloat and stay one step ahead of pirates, organised criminals, corrupt governments and shady laws.

A galaxy of characters await you in Objects in Space. The game focuses on a myriad of short stories rather than one main storyline with a hero’s journey, so it’s up to you how much or how little narrative you want in your game.

Combat in Objects sees ships treated more like Cold War submarines than WWII dogfighters. You’ll be running silent, planning manoeuvres far ahead of time and engaging in deadly games of cat-and-mouse with nebulous enemies, but only for those players who seek it out. Combat-averse players can pay attention to the news and avoid pirate-heavy systems and choose not to explore the deadly uncharted areas of space where greater numbers of pirates lurk.

It’ll be up to you to keep your ship’s systems running as quietly as possible, going fully ‘dark’ if you have to, just floating with your current trajectory and speed hoping to avoid showing up on anyone else’s scanners as you traverse some of the most dangerous shipping lanes in space. 

To make your money, there are over fifty employers and your reputation with each one will dictate how many passenger, cargo or bounty-hunting contracts are available to you. But be warned - failure to complete a contract might see your rep plummet with that employer. So when you get an SOS signal from a nearby ship but have a deadline to keep, what will you do?

Your ship is completely customisable down to the tiniest component of each module. If your battery dies, it’s your own fault. You decided to go with a cheap Ventarii battery in the first place, and it was out of your stubbornness that you bought a Connext Hap Node when the mechanic recommended a Xiao Sa brand model. Silly you.

You can play it safe in the central systems or design your ship with the ability to outrun, outfight or out-hide your opponents and make your fortune in the outer rims. But be careful! You are just as easily prey as predator in deep space…

Features List:

  • Massive open world to explore full of NPCs to interact with
  • Complex contract-based economic system with over 50 employers
  • Time-based open world - opportunities, stories and events happen at certain times as well as certain places, so each play through will be different
  • Tense submarine-influenced combat
  • Fully customisable ships - design your vessel for combat, shipping, stealth and more
  • Mostly avoidable combat for more pacifistic players
  • A world of side quests - no single linear story players are required to follow
  • Explore 12 hand-crafted populated star and 20 uncharted systems full of unknown threats and treasures
  • Find derelict ships, wreckages, cargo pods and communication beacons adrift in space
  • Be a trader, bounty hunter, explorer, pirate or all of them at the same time
  • Sandbox mode - play the game without narrative content in an endless version of the game (coming soon)
  • Scenarios - tense combat scenarios task the player with overcoming impossible odds and testing their skill (coming soon)
  • Multi-player Scenarios - compete or cooperate in a variety of multiplayer modes and situations (coming soon)
  • Build your own DIY controllers at home using Arduinos - anyone can construct their own ship bridge with physical switches and buttons with just a little bit of soldering know-how. Easy to learn and fun to do!

System Requirements

Mac OS X
    • Requires a 64-bit processor and operating system
    • OS: Windows 7
    • Processor: Intel i5 Processor or faster
    • Memory: 2 GB RAM
    • Graphics: 2GB DirectX 10.1 Compatible Graphics Card
    • Storage: 1 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel i7 Processor
    • Memory: 4 GB RAM
    • Graphics: 2GB DirectX 10.1 Compatible Graphics Card
    • Storage: 1 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Mac OS X 10.10 Yosemite
    • Processor: Intel i5 Processor or faster
    • Memory: 4 GB RAM
    • Graphics: 1GB Graphics Memory
    • Storage: 1 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Mac OS X 10.13 High Sierra
    • Processor: Intel i7 Processor
    • Memory: 4 GB RAM
    • Graphics: 2GB+ Graphics Memory
    • Storage: 1 GB available space

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