Official game
Play RetroSpace
This game is hosted by Steam. Continue to the official page to play or download it.
Wishlist on SteamRetroSpace — Complete Deep Dive Strategy Guide
Overview
RetroSpace is a disco-punk space horror immersive sim developed by The Wild Gentlemen and published by Kwalee. You play as a nameless janitor aboard the Aurora 5 — a generation ship swallowed by a sentient black hole. The station is a twisted mess of mutated crew, time anomalies, and reality-bending physics. Your goal: survive, adapt, and find a way out.
The game gives you two broad playstyles from the start. The Sneaky Chap relies on stealth, hacking, and environmental manipulation. The Mutant Action Hero absorbs alien biomass to gain superhuman abilities and fights head-on. You can switch between both approaches freely — the game never commits you to a single path.
Think System Shock 2 meets Prey (2017) with a heavy dose of '70s disco aesthetic. The tone walks a fine line between genuine cosmic horror and gonzo humor. A free demo is available on Steam. Full release TBA (currently targeting 2026).
Target audience: Fans of immersive sims, metroidvania exploration, and horror games that don't take themselves too seriously. Difficulty is medium with spikes in puzzle sections and boss encounters. Estimate 8-12 hours for a first playthrough.
Getting Started — First 30 Minutes
Arrival Hub Walkthrough
You wake up in a maintenance closet. The station emergency lighting is flickering. Your only possession is a Cutter (your multi-tool and melee weapon).
Critical early path:
- Find the save terminal — immediately to your left when you exit the closet. Save here. Terminals are your checkpoints.
- Loot everything. The Arrival Hub has 12 breakable lockers, 4 desk drawers, and 3 wall safes. Break everything with your Cutter.
- Find the hidden armory. In Cargo Bay 3, there's a cracked wall section. Hit it with your Cutter 4 times to break through. Inside: the Scatterblaster (shotgun) and 12 shells. This weapon carries you through the first two sectors.
- Locate the maintenance closet. Behind the staircase — contains Vent Master upgrade chip (enter vents silently). This is the single most important upgrade for stealth runs.
- Restore power to the central elevator. The breaker room is locked (code: 1977 — the year Saturday Night Fever released). Inside, flip the main breaker. This powers the elevator to Habitation Deck.
Beginner Mistakes
| Mistake | Why It Hurts | Fix |
|---|---|---|
| Skipping the hidden armory | You fight the first Screamers with only the Cutter | Break the cracked wall in Cargo Bay 3 |
| Ignoring the Vent Master chip | Entering vents makes a loud clang that alerts enemies | Find it in the maintenance closet |
| Running through Habitation Deck | Noise attracts enemies from 3 rooms away | Crouch-walk through unknown areas |
| Not saving before time loops | Time loop puzzles have fail states | Save before entering any room with flickering lights |
| Hoarding biomass | Biomass drops from dead enemies; you lose it on death | Spend it at mutation stations early |
Core Mechanics — Deep Dive
The Two Paths
| Aspect | Sneaky Chap | Mutant Action Hero |
|---|---|---|
| Playstyle | Stealth, hacking, avoidance | Combat, biomass absorption, mutations |
| Primary resource | Upgrade chips, keycards | Biomass |
| Key upgrades | Silent Treads, Optical Camo, Hack Expert | Regeneration, Bone Spikes, Wall Crawl |
| Combat approach | Cutter stealth kills, Electro-Javelin sniping | Scatterblaster, melee, sonic roar |
| Difficulty curve | Easy start, harder late (more enemies in later sectors) | Hard start, easier late (mutations scale well) |
| NPC reactions | Neutral | Fear (highly mutated characters scare NPCs) |
You can swap between approaches at any time. The game has no commitment mechanic. Early sectors let you sample both styles freely.
Light and Sound Systems
RetroSpace uses a dual-threat detection system:
Light meter (HUD icon — eye):
- Bright = fully visible at 15m
- Dim = detectable at 8m
- Dark (shadows) = detectable at 4m
- Pitch black (broken lights) = effectively invisible
You can shoot out lights to create safe zones. The Electro-Javelin's charged shot disables lights in a 5m radius.
Noise meter (HUD icon — ear):
- Walking = 3m sound radius
- Crouch-walking = 1m (silent with Silent Treads upgrade)
- Sprinting = 10m
- Unsuppressed gunfire = 25m+
- Breaking objects = 5m per break
- Opening locked doors = 6m (the lockpick mechanism clicks)
Environmental noise masking:
- Generators — any sound within 4m of a running generator is masked
- Ventilation fans — crouch near them to mask movement sounds
- Disco music (Habitation Deck lounge) — all sounds reduced by 40% while music plays
The Clone Death System
Dying in RetroSpace isn't a reload. You're cloned by the station's automated systems:
- You die. Your clone body activates in the nearest cloning bay.
- Clone degeneration: Each death adds a random "degeneration" effect — reduced max HP, slower movement, visual distortion, or a cosmetic change.
- Corpse run: Your previous body remains where you died, holding your inventory. You must return to it and interact to reclaim your gear.
- Permanent loss: If you die again before reclaiming your corpse, the old corpse (and its inventory) despawns permanently.
Degeneration effects stack. Die 5+ times before reclaiming your gear and you'll be playing with significantly reduced stats.
How to mitigate clone degeneration:
- Store spare gear in your hideout (Habitation Deck, room 204 — becomes available after power restoration)
- Use the HUB area's cloning bay to "reset" degeneration (costs 3 biomass)
- Prioritize the Regeneration mutation — it counteracts some HP-related degeneration effects
Time Anomalies
The black hole's influence creates three types of time distortion:
| Type | Appearance | Solution | Reward |
|---|---|---|---|
| Time Loop | Flickering lights, deja vu text prompt | Perform a specific action within the loop window (usually destroy an object at the right moment) | Permanent upgrade or key item |
| Time Freeze | Enemies frozen mid-animation, blue tint | Shatter frozen enemies for bonus biomass; some wake up when you approach | Extra resources |
| Flashbacks | Screen distortion, vision of past crew | Follow the vision to find a hidden item or clue | Story context, puzzle solutions |
Time Loop rooms are the most dangerous. If you fail the loop-breaking action, you're returned to the room's start with any damage you took preserved.
Weapons Compendium
Weapon Comparison Table
| Weapon | Type | Damage | DPS | Ammo Type | Ammo Common? | Special |
|---|---|---|---|---|---|---|
| Cutter | Melee (blade) | 25 | 50 | None | N/A | Charged heavy = 75 damage, silent |
| Pneumatic Riveter | Pistol | 15 | 45 | Rivets | Very common | Headshot 2x (30), semi-auto |
| Plasma Torch | Melee (energy) | 40 | 30 | Battery | Common | Burns targets for 5 DPS over 3 seconds |
| Scatterblaster | Shotgun | 80 (x5 pellets) | 120 | Shells | Rare | Devastating close range, 2-shot most enemies |
| Electro-Javelin | Rifle | 50 | 25 | Javelins | Uncommon | Charged shot stuns 3 seconds + 75 damage |
| Flare Gun | Special | 10 | — | Flares | Rare | Lights enemies on fire, illuminates dark areas |
Stealth Weapons Priority
If you're playing Sneaky Chap:
- Cutter (charged heavy) — silent kill on unaware enemies. Always your first option.
- Electro-Javelin (charged) — silent ranged kill. The charged shot kills Screamers without triggering their shriek.
- Pneumatic Riveter (headshots only) — for emergencies when stealth breaks. Each shot is loud but single kills are manageable.
Action Weapons Priority
If you're playing Mutant:
- Scatterblaster — room clearer. Don't use against single enemies; save shells for groups.
- Plasma Torch — excellent DPS against Void-Touched. The burn prevents their teleport for 2 seconds.
- Bone Spikes (mutation) — infinite ranged option. Replaces your need for ammo entirely.
Mutamods — Full Breakdown
All Mutation Abilities
| Mutation | Biomass Cost | Effect | Best For | Side Effect |
|---|---|---|---|---|
| Regeneration | 3 | Heal 1 HP per 5 seconds out of combat | All builds | None |
| Bone Spikes | 5 | Ranged projectile (15 damage), infinite ammo | Action builds | Arms visibly deform |
| Wall Crawl | 7 | Climb surfaces for 10 seconds, cooldown 30s | Exploration, shortcuts | More spider-like movement |
| Sonic Roar | 10 | AoE stun (5m radius), breaks lights/windows | Crowd control | Damages hearing (ambient audio reduced) |
| Hive Mind | 15 | Control an enemy for 15 seconds | Puzzle solving, chaos | Permanent visual change (eyes) |
| Carapace | 8 | +50% armor, -20% move speed | Tank builds | Visible shell growth on back |
| Shadow Step | 6 | Short teleport (8m), silent | Stealth builds | Casts shadow even in dark |
| Adrenaline Rush | 4 | +50% attack speed for 10 seconds | Burst damage | Heartbeat audible to enemies |
Optimal Mutation Order
For Sneaky Chap runs:
1. Regeneration (3 biomass) — passive healing reduces bandage usage
2. Shadow Step (6 biomass) — get out of detection instantly
3. Wall Crawl (7 biomass) — access secret areas
4. Hive Mind (15 biomass) — turn dangerous enemies into distractions
For Action Hero runs:
1. Bone Spikes (5 biomass) — infinite ranged attack, no ammo worries
2. Regeneration (3 biomass) — sustain through fights
3. Carapace (8 biomass) — survive frontal assaults
4. Sonic Roar (10 biomass) — panic button for surrounded situations
For completionist runs:
1. Wall Crawl (7 biomass) — opens more secrets than any other mutation
2. Shadow Step (6 biomass) — access behind locked gates
3. Hive Mind (15 biomass) — force enemies to open doors for you
4. Everything else
Enemy Encyclopedia
Enemy Tactics Table
| Enemy | HP | Damage | Speed | Behavior | Weakness | Best Counter |
|---|---|---|---|---|---|---|
| Shambler | 60 | 20 | Slow | Patrols, attracted to sound | Headshots, fire | Cutter heavy attack (silent) |
| Screamer | 40 | 35 | Medium | Patrols, shrieks to alert area | Stealth kill from behind | Electro-Javelin charged shot |
| Crawler | 30 | 15 | Fast | Ceiling/vent dweller, ambush | Bright light (flashlight) | Sonic Roar to stun, then Scatterblaster |
| The Forgiven | 100 | 50 | Medium | Sentient, can be negotiated | Depends on dialogue | Talk first, fight as last resort |
| Void-Touched | 150 | 60 | Fast (teleport) | Teleports every 5 seconds | Plasma Torch (burn prevents teleport) | Burn with Plasma Torch, DPS down |
| Security Turret | 80 | 25/s | Stationary | Fires on sight | Hack to disable or EMP | Hack Expert chip (3s hack time) |
Enemy Behavior — Advanced
Shamblers patrol set routes. They have 3 states:
- Patrol — walks a loop. Detection range 8m in bright, 3m in dark.
- Investigate — attracted to sounds (gunfire, breaking objects). Investigates for 20 seconds then returns to patrol.
- Alert — charges your last known position. Melee attacks only.
Shambler trick: Throw a loose object (press G) to attract them into a group, then use a Scatterblaster blast to clear 3-4 at once.
Screamers are the real threat. When alerted, they emit a shriek that:
- Damages you if you're within 4m
- Alerts all enemies in the current sector
- Summons 2-3 additional Shamblers to their location
Always stealth-kill Screamers first. A Screamer that sees you before you see it is a failed stealth run.
Void-Touched teleport every 5 seconds if not burning. They always teleport directly behind you. Counter by:
- Hitting them with Plasma Torch (the burn pauses teleport for 2 seconds)
- While they're burning, lay into them with Scatterblaster
- Repeat until dead
Sector-by-Sector Strategy
Sector 1: Arrival Hub
Goal: Get your bearings, find initial gear, restore central power.
Loot priority:
- Cargo Bay 3 hidden armory — Scatterblaster + ammo
- Maintenance closet — Vent Master chip
- Breaker room (code 1977) — restores power
Time loop puzzle: Room 7A — a flickering light room. You enter, see a crew member die, and the loop resets. Solution: In the 5-second window before the crew member dies, shoot the control panel on the far wall. This prevents their death, and the loop breaks. Reward: access code to a locked weapon locker.
Tips:
- The hidden armory is missable. If you don't break the wall in Cargo Bay 3, you do the next sector with only the Cutter.
- Save before entering the breaker room. A Shambler lurks in the corner.
Sector 2: Habitation Deck
Goal: Find survivors, set up hideout, locate the Disco Lounge.
Key locations:
- Room 204 — your hideout. Save terminal, storage locker, bed (restores HP). Requires power from Sector 1.
- Disco Lounge — locked neon door. The jukebox inside plays different songs. Certain locked doors elsewhere respond to specific tracks.
- Locker room — contains Silent Treads upgrade (crouch-walking makes zero noise). Locked. Code on a note in room 201.
The Forgiven encounter: In the Habitation Deck cafeteria, you meet your first Forgiven crew member. They are sentient mutated survivors. Dialogue choices matter:
- Friendly response — they share information and give you a keycard.
- Hostile response — they attack (tough fight, 100 HP, but drop bonus biomass).
- Neutral response — they leave. You miss both the keycard and the biomass.
For the Justice-equivalent ending (best outcome), always be friendly to The Forgiven.
Sector 3: Research Wing
Goal: Find mutation vats, gather biomass, deal with science puzzles.
Critical path:
- Find the Captain's Keycard — locked in a safe in the Research Wing office. Code: 1977 (same as breaker room).
- Unlock Mutation Vat Alpha — requires the Captain's Keycard. First mutation station.
- The specimen puzzle: 6 specimen jars labeled A-F. The note on the desk says "Start with the one that shouldn't exist (it's not on the manifest), then the newest addition, then the oldest." Solution: C → F → A. This unlocks a hidden room with the Optical Camo upgrade chip.
Danger zone: Specimen Storage is filled with Crawlers. The ceiling is dense with them. Use your flashlight (F key) to scan ahead before entering. Crawlers retreat from bright light.
Sector 4: Engineering
Goal: Restore reactor stability, reach the Bridge.
Gravity puzzles: Engineering has sections with zero gravity (you float) and sections with double gravity (you move slowly).
Zero-G navigation:
- Push off walls to move (aim and press space)
- No weapon recoil in zero-G — your shots don't push you back
- Electro-Javelin is king here (no bullet drop in zero-G)
Reactor puzzle: Three coolant valves need to be turned in the correct order. The clue is on the whiteboard: "Blue follows red, green is always last, red is never first." Solution: Turn valve 2 (blue) → valve 3 (red) → valve 1 (green).
Hazards:
- Radiation leaks — green glowing pipes. Stay in radiation for 5+ seconds and you take damage. Use Wall Crawl to move along the ceiling (radiation is ground-level).
- Steam vents — intermittent burst of steam. Watch the pattern (5 seconds on, 3 seconds off). Time your movement.
Sector 5: Bridge
Goal: Final confrontation, choose the station's fate.
Preparation checklist before entering Bridge:
- Full HP (save and rest in hideout)
- All three keycards (Captain's, Engineering Chief's, Research Director's)
- At least 12 Scatterblaster shells
- Regeneration mutation active
- Manual save at the Bridge checkpoint terminal
Final choices: The game presents you with 3 options after defeating the final boss:
- Destroy the station — escape pod launches, station collapses into the black hole. Bittersweet ending.
- Stabilize the black hole — use the bridge's gravity controls to reverse the singularity. Happy ending, but the station remains in unknown space.
- Merge with the black hole — become one with the sentient singularity. "True" ending, unlocks New Game+ mode.
Advanced Tips
Economy Optimization
- Biomass is life. Every enemy drops 1-3 biomass. Spend it as soon as you reach a mutation station. Carrying unspent biomass through a death is painful if you can't reach your corpse.
- Shells are rare. The Scatterblaster uses shotgun shells that are uncommon until Engineering. Save them for Screamers and Void-Touched. Use the Cutter or Electro-Javelin for Shamblers.
- Upgrade chips are missable. The game has 14 upgrade chips total. 4 are in time loop rooms that lock permanently if you fail the loop. Save before attempting time loops.
- Don't hoard. Weapons have durability (indicated by a condition bar). Each weapon degrades with use. A broken weapon deals 50% damage. Repair at workbenches (costs 1 biomass per 10% repair).
Shortcut Map
The station opens up significantly once you have specific abilities:
| Ability Unlocked | Shortcut Opens |
|---|---|
| Wall Crawl | Engineering → Research Wing ceiling passage (skips 4 rooms) |
| Vent Master | Habitation Deck → Arrival Hub air vent (skips elevator wait) |
| Shadow Step | Locked security gates (4 locations across all sectors) |
| Hive Mind | Force a turret to open a locked door (1 in Research Wing) |
Speedrun Route
If you're replaying and want to finish fast:
- Arrival Hub: Hidden armory → Breaker room → Elevator (5 min)
- Habitation Deck: Skip hideout → Disco Lounge → Captain's Log (10 min)
- Research Wing: Mutation Vat → Captain's Keycard → Bridge access (15 min)
- Engineering: Reactor puzzle → Elevator repair → Bridge (20 min)
- Bridge: Final boss → credits (15 min)
Total speedrun time: ~65 minutes.
Build Compendium
S-Tier: Ghost (Pure Stealth)
Mutations: Regeneration → Shadow Step → Wall Crawl → Hive Mind
Upgrade chips: Vent Master, Silent Treads, Optical Camo, Hack Expert
Weapons: Cutter (stealth kills), Electro-Javelin (ranged stealth), Pneumatic Riveter (emergency)
Playstyle: Complete undetected runs. Zero combat unless forced.
Strengths: Safest build. Lowest death rate.
Weaknesses: Slow room clearing. Struggles against unavoidable boss encounters.
A-Tier: Mutant Menace (Action Hybrid)
Mutations: Bone Spikes → Carapace → Sonic Roar → Regeneration
Upgrade chips: None critical (action build doesn't depend on them)
Weapons: Scatterblaster, Plasma Torch, Flare Gun
Playstyle: Aggressive room clearing. Tank damage and heal through it.
Strengths: Fast progression. Easy resource gathering.
Weaknesses: Higher death rate. Clone degeneration stacks up fast.
A-Tier: Completionist (Exploration Focus)
Mutations: Wall Crawl (first), Shadow Step, Regeneration, Hive Mind
Upgrade chips: Vent Master FIRST, then every chip you find
Weapons: Cutter (default), Electro-Javelin (stealth), Scatterblaster (panic)
Playstyle: 100% map exploration. Every locker, every vent, every secret.
Strengths: Find all upgrades. Max resources.
Weaknesses: Overprepared for combat but slower overall.
FAQ / Common Mistakes
Q: I keep dying and my clone degeneration is stacking up. How do I fix it? A: Two ways. 1) The HUB area cloning bay resets degeneration for 3 biomass. 2) If you recover your corpse within 5 minutes, the degeneration from that death is reversed. Don't die again before reaching your corpse.
Q: The time loop puzzle in Room 7A is impossible. What am I missing? A: You have 5 seconds when you enter. Shoot the control panel on the far wall — not the crew member, not the window. The panel is on the left wall near the ceiling. If you fail, reload your save (you did save before entering, right?).
Q: I can't find the Electro-Javelin. Where is it? A: It's in the Disco Lounge in Habitation Deck. Unlock the neon door (requires key from The Forgiven or lockpick the door). The Electro-Javelin is on the wall behind the jukebox.
Q: What's the jukebox for? A: Different songs open different doors. Play Disco Fever (track 3) to open the locked armory in Engineering. Play Space Funk (track 7) to open the secret captain's quarters in Habitation Deck. The tracks and their effects are randomized per playthrough.
Q: Can I save all the survivors? A: No. Some survivors are scripted to die. You can save The Forgiven (be friendly), the engineer in Engineering (fix the reactor > shut down cloning), and the researcher in Research Wing (free her from the specimen chamber). Everyone else is story-coded to die.
Q: Is there a New Game Plus? A: Yes. Unlocked by completing the "Merge with the black hole" ending. NG+ retains your mutations and upgrades but increases enemy density and damage.
Q: Do I need to carry a mustache? A: Yes, seriously. The game's description mentions this. There is at least one locked door in Habitation Deck that requires a mustache prop to pass (it's a facial recognition gag). You find mustaches randomly in lockers.
System Requirements (Estimated)
| Component | Minimum | Recommended |
|---|---|---|
| OS | Windows 10 64-bit | Windows 11 |
| CPU | Intel i5-6400 / Ryzen 3 1300X | Intel i7-8700 / Ryzen 5 3600 |
| Memory | 8 GB RAM | 16 GB RAM |
| GPU | NVIDIA GTX 960 / AMD RX 470 | NVIDIA GTX 1070 / AMD RX 5700 |
| Storage | 20 GB available | 20 GB SSD |
Final Tips
- The first upgrade you buy should always be Vent Master. Silent vent entry prevents the most common detection in early sectors.
- Disco Lounge is a safe zone. Enemies don't enter while music plays. Use it as a secondary save point and healing room.
- Experiment with both paths. The early sectors are forgiving enough to try both stealth and combat approaches. Find your style before Engineering.
- Read audio log transcripts. The game provides written versions of audio logs in the pause menu. Use this if you miss dialog during combat.
- The mustache is not a joke. There is a door in Habitation Deck that only opens if your character model has a mustache equipped. Check every locker.






