You may have seen me posting about it before, but I've been playing Objects in Space for the last week or so and it's so weird and ambitious that it's become maybe one of my favourite weird little artifacts in games.
Also let me be clear, it's unfinished, extremely buggy, and the developers (just a tiny little two-person team) sadly had to abandon it because they could not sustain work on it any longer.
Parts of the game are unfinished, some mission lines don't quite work right or respond weirdly to unanticipated states, it crashes a lot and a bad crash once ate my entire save file. It's not really possible to recommend.
But I expected to go into this game to play a fairly normal space trading sim built on the conceit that spaceships are basically submarines and the core mechanic of the game is managing how much "noise" (emissions) your ship makes. The game I ended up playing was something the developers were obviously really into, cared a lot about, and put a lot into - and had rather a lot to say about the world we live in (AND CAPITALISM), by proxy, than I would have anticipated.
I'm going to quote my friend again in saying "it is a dystopia modelled on our own dystopia"
Some of this is going to reiterate some of what I've already coposted about, but I want it all in one place.
So what is this game even?
On the surface, this looks like, and in many ways, is designed around the concept of a space trading sim - you know the type, buy goods cheap in one system, ferry them to another, sell them higher, do missions for various plot-relevant entities that you run across on the way.
Okay, so how does it play?
The main viewpoint of the game is always that you are your character, never an abstraction playing "as" the ship or anything. You move between various screens representing rooms within your ship, and most if not all interfaces are diegetic.
Almost every single panel you see in a room on your ship or on a station can be interacted with. To control your ship, probably 90% of the time you will move into the bridge and click on one of the interfaces to zoom into it and let you control its functions. Communications (contacting stations to check prices or hailing other ships), sensors (viewing known objects or examining the signal properties of unknown objects), helm (viewing heading and adjusting engine power), cargo (loading & unloading pods) and tactical (managing weapons and defensive/countermeasure systems) are all here. Most notable, navigation is where you will likely spend most of your time looking - this is a graphical depiction of the system you are in and all known objects within it.
Other rooms include:
- power distribution - where you manage turning systems on or off to conserve power or lower emissions
- engineering - where you can open up your ship's major systems to tune or repair them by swapping components
- communications - where you can download and read email or news items
- airlock - where you can embark or disembark your ship (eg. when docking to stations)
The core loop starts out with the typical direction to buy goods at a low price and ferry them to ports where they will fetch a higher price. There's some tutorializing at the beginning, but you're pretty free to venture to any system in the starting sector after that. Some of them will give you a unique mission to try, to get a taste for things - and if not, you'll receive an email with one in short order. From there, you'll be directed to branch out and jump to other systems either by trade routes or one of these missions, which is where things start to get interesting, because the game has some things to say.
Themes
Okay, so I know it's unlikely a lot of people will (and tbqh, should) play the game, but since I will be discussing specific missions and events, I'm going to place this section in an expandable block because
I appreciate that it would have been easy enough to make a space trading sim like this "unpolitical" and have more or less no particular voice about any events or values in particular - maybe throw in a generic tropey federation vs empire sort of balance. They did not do that.
discussion of specific events and missions in Objects in Space
Here are some of the themes and events I have run into in this game so far
This is far from a complete list, and I have only seen some of what's included here - I've spent less than an ingame month with this world and I've only visited a fraction of the inhabited systems.
For example, there is a culture of isolationist systems run by a "strong man" authoritarian dictator that only justifies contact with other systems by stating that they're after their "obviously superior" cultural products. I haven't visited these systems yet, but I can only imagine they're an allusion to North Korea in the same way that the hypercapitalist Leon sectors are modelled after America.
housing & homelessness
you learn about a housing shortage on a certain station in the hyper-capitalist central system. It's revealed through news articles that the cause is investors buying up property as an investment vehicle, leaving people homeless and priced out of housing while those same houses sit empty.
The station, tired of dealing with a visible homelessness crisis, installes electroshock modules designed to deliver shocks to people in common areas after midnight. In one instance, they malfunction and electrocute people to the point of serious injury during the day. A group of hacktivists starts reprogramming them to believe their clocks have the wrong time so they never activate.
A few days later, someone buys access to an airlock and permanently welds his ship to it, then starts allowing any other ship with two or more airlocks to dock to his, under the condition that they use their remaining airlocks to allow other ships to dock as well, forming an ad-hoc network of free shelter attached to the station. You, as the player, start receiving missions to ferry people as passengers to this new housing.
News articles increasingly refer to it as "illegal housing" - I haven't seen how the scenario plays out yet, but I don't imagine the capitalist system governance will tolerate it for long.
sex workers
another plot beat that shows up in the news is that one of the big banks representing the hyper-capitalist systems has decided to decline accounts & transaction services to sex workers, in a move mirroring recent actions taken by real world financial services
once again, news articles following the main announcement detail how this forces sex workers into using outlawed physical currency, and an increase in violence and how the new working conditions have resulted in increased abuse against them
at one point, a character at one of the affected station presents you with a petition to sign on their behalf (and also for the aforementioned homeless population) and will strongly advocate for their position if you waffle at all
race, poverty, prison
before anything else, I just want to note that the primary NPC who starts the quest in this section is explicitly identified by your translator UI as speaking Māori, implying that Māori culture and te reo Māori speakers are present in this game's future. I don't think the character is necessarily meant to explicltly be a representation of Maori culture, given how far removed from present day and Earth the game is, but I also don't think I have ever seen another game represent an actual Māori person, so it's worth stating (and no, appropriation of Tā Moko (tattooing) seen in some recent games doesn't count)
Before anything specific, the game makes it clear and consistent through mechanics, that the pervasive capitalism in the game's sector systemtatically disadvantages people from poor systems, who are unambiguously racialized.
Docking fees in poor systems are much lower (5c vs 100c in rich central systems), trade goods from these systems tend to be manual labour items, like clothing.
These systems have a pervasive for-profit prison industry run by foreign capitalists from the central systems.
And this one didn't hit me immediately - I'd been doing trade runs for some medical goods to the central systems when I first got out there, and finally found a source of affordable organ transplants in these systems - normally an item very, very hard to find below market rates. And they were especially affordable at the for-profit prison station. Wait, oh no. Dear Reader, I firmly believe they are saying exactly what you think they're saying about the exploitation of the bodies of poor & vulnerable populations.
A mission within one of these sectors asks you to assist in some ~somewhat shady~ deals to facilitate a prison hunger strike centred around a well known personality who'd been imprisoned for a protest against the system's puppet government with the aim of eroding their power base & support during an upcoming election and placing a local in charge.
When you do this, a few days later, you receive a news article about seven mysterious, inexplicable deaths on the prison colony, and that the well known protestor would no longer be in contact with the public, by choice, for personal reasons (firmly implying that foreign capitalist institutions put down this challenge to their power with lethal force to protect their own interests)
labour
I have admittedly only begun to scratch the surface of these missions, but so far there are news articles implying that the hyper-capitalist sectors have been interfering in work stoppages, strikes, and negotiations within the Tegan Union.
There's a mission line which involves the destruction of an entire mining colony and loss of all workers as well. You're on the side of a journalist trying to get to the bottom of what really happened underneath a unified media campaign of "what a tragic accident" and ... a military blockade around the colony preventing anyone from getting close enough to investigate. I haven't got further than that, but it's implied that there's a plot thread involving unsafe working conditions here.
the war on drugs
Again, this is a plot line I haven't got very far into, if there even is more to follow up on. The introduction to it starts with the central capitalist system banning a common drug because, despite therapeutic uses, it also being "abused" recreationally by some people.
It's implied that the drug has valid medical uses, and that in most cases (except the most uncommonly heavy users), it is basically harmless. The direct description that one of the off-label uses of the drug being to enhance memory for studying, they are drawing a direct line to politically motivated restrictions on real-world medications like ADHD drugs.
I haven't got far enough into this yet to comment further, though.
Missions - The St. Stella Maris
I kind of want to talk about one specific extended mission I ran into, because I think it rather ingeniously plays to the strengths of the game's systems without becoming just an extended cargo run or falling on a familiar "hunt pirates and shoot space guns at them" trope.
anyway, more behind the cut because I will be discussing specific details of one mission
In this mission, you're contacted by a representative from a company that was conducting a survey of an inhabited rim system out into some nearby uninhabited systems, looking for new gas deposit mining prospects.
The ship went missing, and you're tasked with following the navigational beacons it was dropping during its survey to discover its fate, and ultimately, if possible, recover the ship and its crew. Each nav beacon you find each contains a copy of the ships logs which hint at where to head next, and also contain a small short story worth of flavour text.
I like this mission's design because it largely tests your ability to run silent to evade pirates, your ability to navigate through hazardous space safely, your ability to use your sensors and navigation to plot courses based on known planets, known coordinates, and relative bearings, and asks you to actually read the logs to work out where to go next.
The beacons start out simple, routine stops near the outer regions of a relatively safe, inhabited rim system. The directions they give you are explicit - "we headed out on bearing 179 from our current position" and the story text sets up the premise and characters involved. After these first couple beacons, they have you jump out to the first uninhabited system.
The first uninhabited system starts introducing some mild threats, but is largely pretty tame. The first beacon you encounter has a pirate ship patrolling nearby, but you enter the system close enough to the sun that you can run dark on solar power and it's not too hard to evade them. The system itself isn't hard to navigate. A few dark nebulas provide cover to run more noisy systems like reactors and your jump drive safely, and navigational hazards like asteroids are relatively uncommon and out of the way. They mostly use this time to set up some internal conflict within the crew. After asking the player to work out the next destination a couple times using just a quardrant and number of moons at each planet, you move on.
The second uninhabited system is where the meat of the mission happens. You jump in at the outer rim, almost too far to use solar power for more than a small percent of its capacity. You only have a partial coordinate for this destination, because part of the message was lost, but you can work out which planet it is by elimination. You start in a region full of sparse astroid fields that you can either avoid by navigating around them - but this takes you too far out to use solar power at all, so you'll have to rely on your reactor or batteries, or you can navigate through the narrow safe gaps it's implied that the St. Stella Maris took.
When you get to the first beacon, this is when things turn south. The conflict they set up in the previous sector takes a bad turn and a crew member is badly injured. At the same time, the ship takes a crippling hit from a rogue asteroid or other stellar body, loses half the crew, most of the aft section is unusable, and the ship is drifting without navigation or sensors. From this point on, the ship is drifting, flying blind, and cannot report on its position in further beacon updates. From here on out, the player is tasked less with following a set of directions, as much as they are supposed to interpret what the story sections of the logs represent - "found ourselves in an asteroid field, made a blind course correction to avoid," "no longer able to take bearings, drifting in space" and so on.
At this point, the path of the beacons is predictable, and the challenge becomes navigating the razor thin safe passages through the hazardous nebulae to each one that follows.
And finally, you emerge into relatively safe space, with dark nebula cover for safety, and they give you the final few beacons to close out the story before giving finally you the derelict wreck of the St. Stella Maris with one single living soul left onboard.
The last few log entries go some pretty dark places. Betrayal by the crew member who wounded the other crewmate earlier. To be frank, some desperate cannibalism as the captain finally gives into delerium and desperation. This part isn't exactly comfortable so I will not elaborate further.
And finally, you're tasked with taking him back to inhabited space and deciding his fate.
I thought this mission was noteworthy in how it plays exactly to the game's unusual strengths, tells a story, and asks the player to do interesting reasoning and navigational tasks rather than a more stereotypical combat or conflict themed challenge you would probably expect to find in a spaceship trading sim game.
Final thoughts
I think it's kind of a shame this game wasn't able to really make it all the way to being a finished thing, because I really like a lot of what it attempted, and it's obviously a work of love from a small two-person team who had a lot they wanted to say with it.
I really love the conceit of "spaceships as submarines" with emissions playing the part of sonar & noise.
I genuinely loved what they did with the St. Stella Maris mission and hope there's more gems like that buried in here to discover.
It's a space trading game that humanizes pirates, embedding a reporter with one of their crew that routinely gives you something to read about them. "We wouldn't steal from a ship carrying food or necessities - we're not monsters"
It's just this weird little games artifact that's strange and jank and I can't really honestly recommend to anyone else but is just kinda going to stick with me as one of those weird, unique, bizarre experiences that this medium can create that I don't think I'll ever be able to entirely adequately explain.
It has a space bar with a sign that says "NO DICKHEADS AFTER 8 PM"
