Underspace is about exploring an alien galaxy filled with vast interstellar wonders, and confronting the terrors that lay within them. It is an open-world space arcade dogfighting game, where every star system is crafted by hand, and every star system has something to see or do. But beware! Any star system you end up in is ruled by the storms.
Coming for PC, Linux, and Mac, Underspace offers you a chance to jump into the bizarre galaxy of Croft, step into the role you want, and thrive alone or with friends. Be a miner picking through crystallized bones of ancient star beasts, a trader hauling artifacts to far-flung outposts, a pirate robbing spacetrains, an explorer combing through lost stellar cities, or a hunter chasing down unknowable monstrosities that spew forth from the storms.
+ Open-world: Traverse where you want, how you want.
+ Action-based: Fast fluid gameplay that emphasizes and rewards speed and aggression.
+ Hand-crafted: Every star system was made by a real person, and each has delicious discoveries, context and history.
+ Filled with unique content: There are over 70 star systems in Underspace, and every single one has unique wonders and challenges, be it a unique quest, a harrowing bossfight, or a revealing vignette.
+ Singleplayer and multiplayer: Pursue the extensive main campaign on your own, or go online to tackle unique challenges with friends.
The galaxy in Underspace is colorful, strange, and often terrifying. Above all though, our goal is to make it as interesting as possible. Our aim with each star system is to entice; to tempt you to see what lies within that dust cloud, what’s beyond that scrapfield, or what that strange ping on your scanner is.
Hidden throughout its systems are challenges and bosses, with puzzles, unique mechanics, and different tactics for each. Beware though! Secrets like these are not for the faint-of-heart, and will require great skill to overcome.
But it’s not just ancient ruins or cosmic monsters you’ll find. A multitude of quests and storylines exist, each with their own twist, turns, and characters. And remember, every piece of content can be pursued and perused solo or online.
At the core of Underspace’s gameplay is a fast, arcade-inspired flight system that harkens back to the era of classic space games. Flying a ship is intuitive, smooth, and of course, fun. With a little practice, anyone can pick up and enjoy Underspace.
Just because the game is simple to learn, that doesn’t mean it’s easy to master. Underspace isn’t about micromanaging subsystems or monitoring outputs, but it does reward skilled play. Speed and aggression are emphasized, and as you play you will learn to weave through hails of laserfire, walls of missiles and much more!
With over 50 flyable ships, five ship classes, and 11 different ship manufacturers, you’ll have extensive choices for what you pilot or how you want to fly.
More than that, over 300 pieces of equipment are waiting to be equipped; from boosters to shields, missiles to minelaunchers. Load up powerful and special heavy weapons that can rip holes in reality, repair your allies, shut down enemy weapons, and more.
Once you outfit your ship, you can tweak its looks to suit your tastes. Change colors, customize headlights, engines, or slap a few decals on it for good measure. Your ship is your character, change it how you like!
As you play, the galaxy changes: things are constantly in a state of flux. Just remember the universe is also not a safe, sane place. Because no matter where you are in the galaxy, there are the storms.
Hostile weather blows across the galaxy in real time, and the star systems they hit find all hell breaking loose. Highways and jumpgates short out, and anomalies spawn, spewing forth unstable wormholes and strange creatures. But those mad and brave enough to chart these hyperspatial storms will be able to discover the treasures left behind.
The galaxy is not just storm-blasted ruins and graveyards. Between the torrents and the stellar stormfronts lie many different civilizations, corporations, and cultures. Some love to fight, some prefer making alliances, some trade, and each has its own opinions of you. Befriend or besnub over 40 factions by figuring out their likes and dislikes. A race of religious hiveminds will care little for the destruction of individual ships, but a collection of capitalist lobsteroids might not have the same reaction. Climb ranks, complete tasks, and be rewarded with new services, allies, and secrets.
And where there is civilization, there is trade. Mine, fish, transport, smuggle, and pirate over 30 different kinds of cargo, but check those prices! The economy of Underspace is far from static, and the markets bow to supply and demand. Sell too much to a station and prices will go down until those resources are consumed. Buy too much and the purchase price goes up until more of that commodity can be produced. Storms, and their severities can even affect potential profits, as supplies in remote locations run thin. Brave these conditions to deliver much-needed cargo to such stranded stations to claim your profits, but as always: beware the storm.
The most important part of Underspace is the galaxy. We’re proud of the worlds we have built and the stories that they tell. Every system has something fun and amazing going on, be it a gimmick, a boss, a hidden jumpgate, or more. Here’s just a sample of the many locales and sights within:
A system in deep space whose biggest draw is an active black hole at its center. Its remote location and high pirate activity have prevented any attempts to settle it in the name of tourism.
Kaon’s Wall has served as a navigational barrier for longer than the Union has existed, thanks to the presence of an ancient, inexplicable minefield that covers half the system.
Located at the edge of the Pard Cloud, Pard-400 is considered a newly discovered system, and widely avoided. While underspatially inert, Pard-400 is nevertheless home to an inexplicable mass grave of an unknown species.
A relatively old system, Ijunus is the capital of Ijuni space, and as such is filled with markets, border stations, and corporate depots. Still, the homeworld of Planet Ijunus remains the most visited destination, in no small part due to hosting the ruling Ijuni oligarchs known as the Largeboys.
Underspace's soundtrack consists of the marriage between traditional orchestral music and that of modern film scores. The combination was made possible by competition-winning composer Eric Britt. Here is some of his work:
Much of the core game sits in a completed or near-complete state! That means in terms of gameplay, the player can do or perform every action they’ll find in the completed game, in both singleplayer and multiplayer. Every star system can be visited, every station can be landed on, every piece of equipment bought, every faction befriended. But this isn’t the end, far from it, as many of these aspects are just the basic elements, and many need more polish or are still awaiting the meaningful content we plan for Underspace.
Our primary focus now is on completing all assets and developing the remaining pieces of content. These development costs are the reason why we've turned to Kickstarter and to you, dear backer. Models for stations, capital ships, bosses, all need to be polished and textured. Graphic art and designs for the rest of the UI need to be finished, and voice actors have to be paid. The funds from a successful Kickstarter campaign will be used to complete development of those assets, and thus the game.
I'm Kevin Brock, but you probably better know me as Trainwiz, due to my unhealthy obsession with trains. I got my start as a modder for games like Skyrim and Fallout 4, and I've been making mods and games for around a decade now. I'm the lead developer for Underspace, which means I've got quite a few balls to juggle. Story, game design, programming, writing, pretty much anything that isn't an asset falls to me. I like large, detailed worlds, fluid combat, and lots and lots and lots of boss fights, which is exactly what Underspace is full of. What a coincidence!
Name's Eric Britt. Underspace was the first video game I had the privilege to compose the soundtrack for. Having been hired shortly after graduating with a Bachelor's Degree in Music Composition, the soundtrack was conceptualized by combining my passion for movie soundtracks with my formal training for composing traditional concert hall music. One of the most important aspects I remained conscious of while writing the entire soundtrack was that it contained consistent musical ideas that the gamer could affiliate with Underspace. My goal was not only to create a soundtrack marrying concert hall with film scores, but to write music that married gameplay.
Hi, I am Sarah Aken and I'm the lead 3D modeling artist for Underspace. My goal was to create interesting spaceships, structures, and creatures this exciting game deserved. I was influeneced by the rich and captivating lore of the world, and wanted to make the assets equally as exciting and engaging. The unique look and design of each spaceship will encourage players to make their fortune, fight anyone who opposes them, and further explore the galaxy.
And a special thanks to all our other contributors and assetmakers, without whom the game would only be a small fraction of what it currently is.
Stay in touch, follow our
Development Blog: https://underspacegame.tumblr.com/
Risks and challenges
When developing a game of this scale, the two biggest issues are scope and workload. We're well aware that many other games of this type have a habit of scope creep, and features are continually piled on and promises made with no real end in sight.
From the start, Underspace is not that kind of game. Both vision and scope were defined from the start, and in the year and a half we've spent developing the game, none of that has changed. Our goal for the game is a vast freaky universe where you can venture out with your friends and subsequently get eaten by a ghost starship, and we're committed to that vision.
The second part is the workload. Underspace is a BIG game, but big projects is what our lead, Kevin Brock, is used to! The majority of his work, be it mods or games, has always been massive in scale, and he's no stranger to spending devoting many months or years to a project, and to finishing it.
It also helps that much of the game is done! The biggest and most challenging parts of the game have been implemented, and what remains is less a matter of overcoming a challenge, and more sitting down to finalize it all.
What we want from this Kickstarter campaign is the chance for you to help us make this game the best it can be, for it to look and play as we envisioned.Learn about accountability on Kickstarter
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