Compare 60 Parsecs! prices across 50+ stores and find the best deal. Developed by Robot Gentleman. Published by Robot Gentleman. Released on 9/18/2018. Available on PC, Mac. Genres: Adventure, Casual, Indie, RPG, Simulation, Strategy.

Soup management is the real skill ceiling here. Pick your captain wrong, misread the resource economy, and you will watch your crew smile their way to death in a retro-futurist escape pod.

I came into 60 Parsecs! expecting a breezy casual title and left with a spreadsheet of captain stat comparisons scrawled on a notepad. The game splits neatly into two phases: a frantic 60-second scavenge where you drag your chosen crew and supplies onto an escape pod before a warhead vaporises the station, and then a day-by-day survival loop where every resource decision ripples through to late game. That opening sprint is deceptively important. Your captain's three stats, agility, intelligence, and strength, determine how much ground you cover in those 60 seconds and which event options resolve favourably throughout the run. Emmet Ellis, with his Brilliant intelligence and Resourceful perk that passively generates extra chemicals, minerals, and energy each day, is the consensus new-player choice, and the data backs that up. Deedee Dawkins plays differently with max agility and a hunger decay reduction, while Baby Bronco's Mighty strength and near-zero intelligence creates a genuinely distinct challenge. Each captain also carries a personal goal, completing five intelligence checks with Emmet or keeping a full crew alive for 30 days with Maegan Mann, that upgrades their stats mid-run if you hit it. That goal layer is where the light strategy actually lives. The survival loop centres on three resources, chemicals, minerals, and energy, which feed a crafting station used to produce soup (your food currency), medkits, armour, and upgrades. The daily decision system presents you with text-driven events that branch based on which crew member you assign, what items you hold, and the relevant stat check. Low morale makes crew refuse assignments. Low health triggers illness. If your captain dies or gets thrown out of the airlock following a crew mutiny, that is an instant game over. These interlocking pressure systems sound complex on paper but the UI surfaces everything you need clearly, including explicit status icons for hunger, injury, and insanity states. Newcomers will lose their first two runs badly, but the feedback loop is fast: a full playthrough takes roughly 90 minutes to two hours, and by run three you have internalised the resource floor you need to survive past day 40. Where honest criticism lands is on event variety. The daily prompts do repeat across runs, especially in the early days, and once you have memorised which options pay off against which stat thresholds the tension deflates. The three-planet destination pool, plus the locked special story missions built around objectives like curing a space virus or investigating a cult of cow-worshippers, add meaningful variety, but the writing carries more weight than the mechanical depth. And the music, a single looping theremin-heavy clip with a retro sci-fi flavour, is almost universally noted as something players turn off within the first hour. These are real limitations. The game sits closer to a text-adventure with light resource management than to a proper strategy title, and critics who expected the latter came away frustrated by how much randomness can override careful planning. For the audience that fits, though, the package is genuinely satisfying. The Atomic Age cartoon visuals, where your crew's faces visibly hollow out from starvation while still beaming optimistically, deliver a tonal trick that only works because the writing is sharp. Challenge stories unlock additional captains and scenarios for completionists, and achievement hunters have plenty of branching endings to chase across characters. Session length is the key variable: treat each run as a contained 90-minute story, not a 10-hour campaign, and the repetition ceiling feels far less cramped. It is not a simulation that rewards 200 hours of optimisation, but it does reward learning the captain roster and building toward specific endings with intentional crew and item selection from that first frantic sprint. Diego, Scout Team

60 Parsecs!
AdventureCasualIndieRPGSimulationStrategy

60 Parsecs!

Sep 18, 2018Robot Gentleman
GamerScout Says

Soup management is the real skill ceiling here. Pick your captain wrong, misread the resource economy, and you will watch your crew smile their way to death in a retro-futurist escape pod.

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About 60 Parsecs!

I came into 60 Parsecs! expecting a breezy casual title and left with a spreadsheet of captain stat comparisons scrawled on a notepad. The game splits neatly into two phases: a frantic 60-second scavenge where you drag your chosen crew and supplies onto an escape pod before a warhead vaporises the station, and then a day-by-day survival loop where every resource decision ripples through to late game. That opening sprint is deceptively important. Your captain's three stats, agility, intelligence, and strength, determine how much ground you cover in those 60 seconds and which event options resolve favourably throughout the run. Emmet Ellis, with his Brilliant intelligence and Resourceful perk that passively generates extra chemicals, minerals, and energy each day, is the consensus new-player choice, and the data backs that up. Deedee Dawkins plays differently with max agility and a hunger decay reduction, while Baby Bronco's Mighty strength and near-zero intelligence creates a genuinely distinct challenge. Each captain also carries a personal goal, completing five intelligence checks with Emmet or keeping a full crew alive for 30 days with Maegan Mann, that upgrades their stats mid-run if you hit it. That goal layer is where the light strategy actually lives. The survival loop centres on three resources, chemicals, minerals, and energy, which feed a crafting station used to produce soup (your food currency), medkits, armour, and upgrades. The daily decision system presents you with text-driven events that branch based on which crew member you assign, what items you hold, and the relevant stat check. Low morale makes crew refuse assignments. Low health triggers illness. If your captain dies or gets thrown out of the airlock following a crew mutiny, that is an instant game over. These interlocking pressure systems sound complex on paper but the UI surfaces everything you need clearly, including explicit status icons for hunger, injury, and insanity states. Newcomers will lose their first two runs badly, but the feedback loop is fast: a full playthrough takes roughly 90 minutes to two hours, and by run three you have internalised the resource floor you need to survive past day 40. Where honest criticism lands is on event variety. The daily prompts do repeat across runs, especially in the early days, and once you have memorised which options pay off against which stat thresholds the tension deflates. The three-planet destination pool, plus the locked special story missions built around objectives like curing a space virus or investigating a cult of cow-worshippers, add meaningful variety, but the writing carries more weight than the mechanical depth. And the music, a single looping theremin-heavy clip with a retro sci-fi flavour, is almost universally noted as something players turn off within the first hour. These are real limitations. The game sits closer to a text-adventure with light resource management than to a proper strategy title, and critics who expected the latter came away frustrated by how much randomness can override careful planning. For the audience that fits, though, the package is genuinely satisfying. The Atomic Age cartoon visuals, where your crew's faces visibly hollow out from starvation while still beaming optimistically, deliver a tonal trick that only works because the writing is sharp. Challenge stories unlock additional captains and scenarios for completionists, and achievement hunters have plenty of branching endings to chase across characters. Session length is the key variable: treat each run as a contained 90-minute story, not a 10-hour campaign, and the repetition ceiling feels far less cramped. It is not a simulation that rewards 200 hours of optimisation, but it does reward learning the captain roster and building toward specific endings with intentional crew and item selection from that first frantic sprint. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Text AdventureResource ManagementDark ComedyCaptain BuildsRoguelite-AdjacentMultiple EndingsAtomic AgeShort SessionCrew Management

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 20 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7/8/10 64 Bit
Memory
4 GB RAM
DirectX
Version 10
Storage
3 GB available space
Graphics
Nvidia GT540
Processor
i5-2430M

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Game Info

Developer
Robot Gentleman
Publisher
Robot Gentleman
Release Date
Sep 18, 2018

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2026-06-103.20(lowest)

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60 Parsecs! is available on PC, Mac.

When was 60 Parsecs! released?

60 Parsecs! was released on 18 September 2018.

Who developed 60 Parsecs!?

60 Parsecs! was developed by Robot Gentleman.