Space Impossible delivers a rich, procedurally generated sandbox universe where every tile counts. You take command of a fully customizable starship and chart your own course—whether that means mapping out uncharted systems, ambushing cargo convoys as a pirate or forging an alliance with a galactic military faction. True to its name, nothing is off limits and every playthrough feels fresh thanks to different universe seeds.
Combat and construction alike are built around a tile-based system: you can blast enemy hulls apart tile by tile, reinforce your own ship with extra armor or weld on new weapon systems. Newtonian physics add depth to encounters—a drifting wreck can be tractor-beamed into an opponent, or you can use momentum to ram hostile vessels. When you’re not in battle, hop from station to station to trade resources, manufacture advanced components in specialty labs or commission entirely new ships from scratch.
Space Impossible supports both single-player and multiplayer (LAN or Internet) and runs on Windows, Mac and Linux. The developers continue to deliver free updates, with numerous alpha builds already out and more betas on the way. You can download Space Impossible now and embark on the ultimate tile-by-tile space adventure.
Space Impossible v1.0 Pre-Release 1 Now Available
Exciting times ahead. Space Impossible V1.0 Pre-Release 1 is now available. Reminder what this means: As we gear up for the official Space Impossible 1.0 release, we are done with BETAs, and instead proceeding with rolling Pre-Releases as additional content, gameplay tweaks and fixes roll out at an increased rate compared to the ALPHA and BETA release schedule. Update Notes What is in Pre-Release 1? Good question. We added a gameplay enhancement we're calling "Bridge Target/Combat Information". This has two elements to it. First is when a controlled vessel (either player or AI) loses control via bridge destruction, there will be several indicators: a (X_X) face emote (that can be toggled off if unwanted), a distinct visual particle effect, and an audio cue. This should help with those annoying moments of "Did I really blow the ship up or not?".The second element is the scanner (default P) will now highlight objects if they are under control by player or AI. This is intended to help with those moments of "how do I track down that tiny chunk that was blown off the ship?". The scan can also be triggered by pressing and holding left-mouse-button while hovering empty space. This will only work on objects within visual range, so surprises and ambushes should still be a thing to worry about.There are also a number of tweaks and changes, including shooting through another vessels missile shield won't be considered a hostile action, server settings are now saved per universe--so if you create a universe as Creative, it will now stay Creative--and we fixed the issue with custom facti...
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