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:
Very Positive (94) - 87% of the 94 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 (7)

July 20

Patch Notes for v0.9.3.2

Version patch notes

Version is currently available on the main branch.

Mac Users:
  • A great many of you have reported the game is perfectly stable now, but some are still experiencing memory crashes. PLEASE do keep sending those crash log files to objectsbeta@gmail.com. It's all very helpful!

  • Change logs now appear in-game. :p
  • Massively increased the difficulty of the third Angela Reddy mission.
  • Massively increased the difficulty of the Casey Croma mission.
  • Massively increased the difficulty of the Karol Zima mission (if you betray him).
  • Massively increased the difficulty of the Victoria Marks mission (if you betray her).
  • Massively increased the difficulty of the Mona Al Ajwi mission (if you betray her).
  • Added ability to change your ship name and player account name.
  • Added ability to turn off anonymous game analytics.
  • Wrote all possible options to options file for ease of hand-modifying.
  • Batteries charge in serial as before, but in sucha way as not to stop at a broken battery.
  • Modules for sale are generated to maximise chance of at least one of each module type being on sale at any given space station.
  • Added docking fees for space stations.
  • Changed jump gate fees to be more varies and more expensive in central systems.
  • Added new employer reward for completing Mona Al Ajwi mission successfully.

  • Several memory crashes fixed.
  • Fixed a bug where loading games would sometimes fail after a monitor had been damaged in a specific way.
  • Fixed possible crash when NPCs detect player under specific circumstances.
  • Fixed a crash when your ship gets destroyed.
  • Fixed a crash when having a module open as it gets destroyed.
  • Fixed a sporadic crash when generating names for buyable ships.
  • Fixed a crash when docking with certain moored targets.
  • Fixed a bug where sometimes incorrect draft sets would become available at the wrong times.
  • Fixed rooms in Port Pisa.
  • Fixed a problem where options screen wasn't always updating correctly.
  • Jump drives can no longer be used when docked.
  • Point Defence Systems are now shut down when you docked with something.
  • Added manual dock button to Enceladus corvette.
  • Point Defence Systems were not showing their range correctly at the buy screens.
  • Fixed bug where towing fees were not being configured properly.
  • Countermeasure and cargo jettison sounds were audible to player even if an NPC performed the action.
  • Fixed a bug where pirates IFF was not being set correctly after loading game.
  • Scrolling to the bottom of an infopedia article sometimes meant not being able to view smaller articles later on.
  • Made the Aki Hasagawa second conversation happen after you've left the station and re-docked so she doesn't block you picking up Fernando Gutierrez.
  • Fixed a bug allowing the D4-SNS sensor system to work without all its components.
  • Fixed a bug where the Parssus Union said it was giving you a license to work it but didn't.
  • Standardised all quadrant references to be alphabetical and not numerical.
  • Added WAY more paragraph breaks to the John Milgram beacon emails.
  • Fixed an issue which caused some of John Milgram's emails to cut off one line before the end of the text.
  • Scud de la Vinci now correctly states how much money he will give you as a bonus.
  • Fixed a bug where Casey Croma would pay you twice for helping her.
  • Fixed a bug which caused your decision regarding the fate of John Milgram to not be reflected in your choices of emails to send to Adem Fish afterwards.
  • Fixed a contract for Threadbare taking clothes from Douros to Dadra which was hugely unprofitable.
  • Fixed a bug which caused a crash in the second Mona Al Ajwi conversation.
  • Removed temporary wording from Victoria Marks' clone conversation.
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July 16

Patch Notes for v0.9.3.1

Version patch notes

Before new versions go live, they will be up in the ‘beta’ track on steam or GoG. If you feel comfortable using potentially quite-unstable testing builds, you are welcome to use them - the password is ‘betainspace688’.

  • Major memory usage updates, numerous memory leaks and crashes fixed.
  • Fixed a crash when closing modules after repairs sometimes.
  • Fixed some visual / text-overlap issues with the trade terminals.
  • Fixed a bug where the UI would change to the wrong colour sometimes on loading game.
  • Fixed a bug where some text-based UI elements that had odd heights would sometimes glitch a bit when rendering.
3 comments Read more
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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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