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Genre: Adventure, Indie

Space Impossible

ALPHA 14 Released


ALPHA 14 is now available. For ALPHA 14 we have finally re-introduced trading, one of the last key features from early alphas and this time we think we have done a much better job. There is still a ways to go to fully realize and integrate trading with the rest of the game but we hope you like it.

Throughout systems you will now find stations willing to trade as well as traders traversing "Trade Lanes". Starting trade is simply a matter of hailing a trader and then interacting with them in a manner very similar to regular inventory. Construction now requires trading/money when using other factions stations.

Alongside all of the modifications associated with trade we have as usual fixed a number of bugs and added some small secondary features.

For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post

ALPHA 14 Pre-Release Build 2 Available

ALPHA 14 Pre-Release 2 is now available. Along with fixing several from Pre-Release 1 we have now added trading within construction and more populated trade lanes.

This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe.

If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/12/2572003428664633947/ and how to access it here: https://steamcommunity.com/app/416240/discussions/12/1729828401713048191/

ALPHA 14 Pre-Release Build 1 Available


ALPHA 14 sees the (re)-introduction of trading. Stations and ships through out the universe will be now buying and selling items. We haven't completed all of the features we want for this release and already plan to do a pre-release build 2 but for now we would like any feedback on what is currently in from those who are willing to try this pre-release build.

If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.

If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/12/1729828401713053803/ and how to access it here: https://steamcommunity.com/app/416240/discussions/12/1729828401713048191/

ALPHA 14 Dev Post



Hi everyone!

We hope all of your summers are off to a good start. Stuffie and I have been working on ALPHA 14, and it is coming along well. We are working on adding (or re-adding if you want to be technical) trading. So far we have got the UI and the interaction process done, and now are working on the behind the scenes stuff that really drives Space Impossible, things like: data templates, appropriate trader generation depending on things like faction and location, as well as trader maintenance and some trader items.

The way trading works we hope will be pretty intuitive, but also powerful. You will have to hail a vessel, and if it is a trader, you will have the choice of starting a trade session. Trading takes place directly from inventory, and you will be buying and selling based on your and the other's stacks. Traders will be limited to what they have available, and will only be able to buy what they have room and currency for. Same for yourself, so keep an eye on what you have present. Traders will have pricing variation based on a number of factors including item type, their faction's opinion of you, and location. We are still hashing out the consequences for attacking traders and stealing their stuff, but we're aiming for it to be both a valid way of conducting yourself, but not something so lucrative that it is "the best way".

There will not be player owned traders. Sorry, but it is just a giant pile of problems at this time. It is also something we feel would have limited use and be an extreme burden to set up and maintain. You will however be able to trade directly player to player (in multiplayer) as well as buy stuff from traders that the trader had previously purchased from another player.

Currency is added, in the form of SpaceBucks. This will be used to buy and sell, and can be rewarded from missions too. SpaceBucks will not an item, so you will not be able to drop it like you can with inventory.

We have had a real design challenge in how to keep traders stocked in both money and items. What we have decided to go with is a refresh timer. Unlike strictly single player games where you can often "rest" or otherwise accelerate time, that is not an option in Space Impossible. We are instead going with a flat time period (probably 20 min by default) after which traders will restock and resupply their piggy banks. This will be something that can be changed in the config files if desired. You will still be able to buy back stuff you have sold previously or accidentally, or even buy stuff that other players may have unloaded, but those traders (especially stations) will actually be able to continue to serve a purpose.

Also being worked on are "Trade Lanes". These will be areas in a star system that you will be more likely to find trader vessels (and possibly pirates or escorts) so if you want to get some trade action, or looking for a fight, you will have areas to gravitate towards. We will be attempting to make these logical, e.g. a path between a region with a mining station to a region with a refinery.

We have also have received some reports of beacon problems, and we are looking into those. A Pre-Release Build will be out A.S.A.P. for ALPHA 14, as soon as mid next week if things continue on pace.

ALPHA 13.1 Released



Alpha 13.1 is now available. Alpha 13.1 continues the transit point (wormholes/jumpgates) development from ALPHA 13. The main feature of this release is the new ability to create and link your own jumpgates allowing you to create your own personalized transit networks.

Alongside the usual bug fixes bug fixes as well as improvements to the universe map, ALPHA 13.1 also includes a new way to share templates using simple text strings. Below is the string for the ship in the gif, so try it out!

eNq1m9tuozAQht+F6+zKB/Ah9/sEe7nqhZPQBIlABERtVPXd1yGuyq4CNv7hqiWxv/6e8YzHxv1IKnPOk21Cf/2gySY5FO2lNLd/PzTX7lQ39vl3d319LXL7UWeObbL987JJzub9rTh0p2TLaf90yovjqXs8dkWZt3tTWthH8p5s6U+ySW79z0/3raV89L9d6rboirr6apr1LRl1DbvbJb8WB/sJ0ZtkX5d10z8K22ASwDwArTwA7gMIDyD1AaQHkEUPQT/MzaMVUBTgFPhsQInwSAAITkOGWiEeoAIBo0NgKMApEKiCeIBEARwFiEDAaDilKECjQ6AowCmQ0UOgKEAFAnwzUaIzUaIzUaIzUaIzMR7gFChUgUIVaFSBBhUw4isxyLQCACDQIidFAQKtklIUINAqKUUBAi30UhQgUQBfSEG8GzkKkOhU5ihAouHMUYBEUxpHATIwrfvWRoVWqvELC0MBKsyI425kKEAFTiQ6rQAAqLBg8nkBAKjAhOKpEwGA236LaDc6AFqlAQpSFCDQI4gUBcgwgDcrZ2BW9hcYvrUxRWOBo9HI0Z2rijYiRQE6MKlSjwINJlWaosdA8IGgAjeeDN14AgAZlpG8wSTQ+oCj9QFHq7QMPcHI0CotRevEeABBT7IIeihL0GgkYfNg4mTaEVg0QS8EoCiAxPrx0V/HOuHRXWHdJTh6gc4AGJChgPjXKwyNZIZGMkMjmcGRzOBIZnQpAoUJ0cHsANHR7PorsL9E/ShQQIYCUtSJcEqJnwUOoFEFCnxhCwhgKIAvA3hmAk9NR+Z3obO7yNk9xIweEjWenG8KOd8UcraL5GzjKdQUGgQwsgwAWFTQbCBnT8As7Ph0dHeD3rtRoMnCZo2ne/QpA2Ooxxmm3/VXYBkT4r/7Fbj6WnXtvatp2/y8K/PGXY7bNcXh6O649a3s3xm539V//Yiku6hnrQfvOQNai+etraq9aY71ztzGdQ1uF3z3tTZtO9N0RXXc1+dLXeVfX0xLgDGDWzcLqAnGWEvl1bGoJvw3OMsa2Ng9NHVnHo2ZJPeLj8//EB/Ty8PgOoY9OAZcXngaBo8SPlil/3Hif2yqJuDUAycrwtWKbLkiW6zC5quz5YpstSJ7pUnIVwyfwcZ1+ZwSxo5JKYMN+1qyM0i2XYdKs3MVRZObfVc33pKCha1yo7783kADFD0PYofXnoq8PIyPjj9bw2lsokcxg38QCMLYAb7lxn40PkD1DDnb8MPXvQhm8MoVwdCZmJfPz785uZve

For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post

On another note for all those who are interested and haven't checked the forums we have setup a discord to hang out, chat about the game and find others to play multiplayer with here: https://discord.gg/4ayjymM

ALPHA 13.1 Pre-Release Build 1 Available

Alpha 13.1 is now available. This update completes ALPHA 13 by adding the ability for players to make their own jumpgates and link them together. We have also added the ability to import and export building templates via string.

For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post. We also for this build have made a discussion for sharing/testing out the new template sharing system here.

ALPHA 13 Released


Alpha 13 is now available. This ALPHA sees the addition of Jump gates and Wormholes, regions you can now rarely find that allow for near instantaneous travel across vast distances between systems.

Alongside the addition of these transit points we have added the ability for star systems to be thrown into conflict. System conflicts can be started with new "Chaos" missions allowing the player to start a war with another faction inside a system, once started the system will alter and "conflict" missions will be available. Once enough conflict missions for either side have been completed the system will be handed over to the victor and regions will slowly be taken over.

For a full list of all the additions and changes as well as how they all work please check out the forum post here forum post

ALPHA 13 Pre-Release Build 2 Available

ALPHA 13 Pre-Release 2 is now available. This release adds some more conflict missions, improves some existing ones as well as several fixes.

This is a pre-release build so all the usual things apply, it will have problems (some of which we know about) and it may break your universe.

If you still wish to give it a try check out all the changes and details here: https://steamcommunity.com/app/416240/discussions/11/2828702373000948309/ and how to access it here: http://steamcommunity.com/app/416240/discussions/10/1693788384146678594/

ALPHA 13 Pre-Release Build 1 Available


ALPHA 13 sees the expansion of the star system, with an addition of Star System Conflicts, and the wholly new addition of Transit Points aka Wormholes and Jumpgates. We have also fixed and otherwise improved a number of elements of Star System generation. As always things will be a bit rough around the edges but we appreciate any feedback from players who are willing to try the early build.

If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and it may break your universe.

If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/11/1696046342860301704/ and how to access it here: https://steamcommunity.com/app/416240/discussions/11/1696046342860298814/

ALPHA 13 Dev Post



Hi everybody! Here's what we're working on for ALPHA 13!

As part of the ongoing push to finish off major technical features, we're adding in "transits points". These will take the form of wormholes and jumpgates that will be strewn around the universe, making for quick travel over long distances. They won't (naturally) be very common. Each transit point can be linked to one other point of the same type. A region can contain one transit point, and will often, at least in the case of wormholes, be their own special regions within a star system. They are big and difficult to miss. Jumpgates are the artificial forms, and eventually players will be able to construct them and place them throughout their journeys. We're still sorting out some of the details, so things like manufacturing cost is still to be determined.



Also in ALPHA 13 will be the unveiling of Star System Conflicts. This is something we wanted to do when missions were first added, but weren't able to finish in time. The core premise of this system will allow player(s) to change the faction that controls the star system through a set of missions. These are good ways to gain (or lose) faction, and make use of the recently released dialogue and mission systems. The way it works: Systems will have "chaos missions" that exist to edge the system towards conflict. When that mission is completed, the player who completed the mission can choose which faction they wish to represent. Once enough chaos points are gained by a specific faction, the system goes into conflict.

The conflict will be between the current owners of the system and whichever faction had the points. Existing missions will be cleared, and conflict specific missions and content will be available. Conflict continues until one faction gains enough mission completions to be declared victor. The recently conflicted system will then experience a shift in it's regions' contents over the next few minutes to reflect the outcome of the conflict.

Both of these two new major systems are in-game and working, though there's a few minor mechanics we're still hashing out, mostly in form of interface/interaction. A Pre-Release Build may be ready as soon as the last week of April.