Compare Beyond Space prices across 50+ stores and find the best deal. Developed by Maddox Games. Published by Plug In Digital. Released on 5/1/2015. Available on PC. Genres: Action.

A two-hour arcade dogfighter that got ported from mobile to PC and never quite forgot its roots - satisfying in short bursts, frustrating the moment you want anything deeper than point-and-shoot.

I went into Beyond Space hoping for a breezy afternoon of laser-firing, space-opera nonsense, and on that extremely narrow brief it mostly delivers. You play Max Walker, a pilot-for-hire who gets dragged into a galaxy-wide conflict against an alien threat, which is all the story scaffolding you need before the game sends you out to shoot waves of enemy fighters across a series of self-contained missions. Dogfights, checkpoint races, and boss encounters make up the three mission types, and the whole campaign clocks in somewhere around two hours at a normal pace. That runtime is not padding - there genuinely is not more game hiding beyond the credits. The core loop is arcade through and through. You strafe-roll to dodge incoming fire, hit a speed boost that recharges over time, and chain weapons from a hangar loadout that mixes shields, afterburners, and several weapon types including plasma blasters and weapons tied to specific ship hulls like the Swissman and Firefly frames. Swapping ship-and-weapon combos to crack a tough wave is the closest thing to strategy the game offers, and for the first hour or so that loop has a satisfying, lightweight rhythm to it. Enemy squadrons coordinate in loose formations while pirates fly erratically - the AI distinction is a small but real touch that keeps engagements from feeling entirely static. Here is the problem: this started life as a mobile game, and the PC port does not let you forget it. The mouse controls a reticle rather than directly steering the ship, which creates a floaty disconnect that takes way longer to feel natural than it should. The hangar menus are clearly designed for a touchscreen, requiring vertical swipes with the mouse to scroll through equipment in a way that feels alien on a desktop. Controller support exists, but early versions shipped with a default gamepad layout that was genuinely broken - roll assigned to buttons nobody would ever choose, invert-axis options that flipped every axis at once. Patches addressed some of this over time, but the seams show throughout. The story does not help. The dialogue is fully voice-acted, which is a legitimate surprise for a game at this budget level, but the writing leans on every space opera cliche in the book and the performances range from flat to unintentionally funny. Characters are introduced and killed off so quickly in early missions that any attempt at stakes collapses almost immediately. If you mute the cutscenes and treat the whole thing as a score-chasing arcade romp rather than a narrative experience, the irritation drops noticeably. The visuals hold up better - spacescapes, nebula backdrops, and ship explosion effects look genuinely attractive, and the game does not need serious hardware to run them smoothly. Who is this for, practically speaking? Casual space-shooter fans who want something uncomplicated and short, players who do not mind the mobile-port roughness, or anyone who just wants to switch their brain off and blow up fighters for ninety minutes. If you are expecting the tactical loadout depth of Freespace or the open-world roaming of Galaxy on Fire, look elsewhere. Beyond Space is a snack, not a meal - and a somewhat blandly seasoned one at that. Alex, Scout Team

Beyond Space
Action

Beyond Space

May 1, 2015Maddox GamesPlug In Digital
GamerScout Says

A two-hour arcade dogfighter that got ported from mobile to PC and never quite forgot its roots - satisfying in short bursts, frustrating the moment you want anything deeper than point-and-shoot.

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About Beyond Space

I went into Beyond Space hoping for a breezy afternoon of laser-firing, space-opera nonsense, and on that extremely narrow brief it mostly delivers. You play Max Walker, a pilot-for-hire who gets dragged into a galaxy-wide conflict against an alien threat, which is all the story scaffolding you need before the game sends you out to shoot waves of enemy fighters across a series of self-contained missions. Dogfights, checkpoint races, and boss encounters make up the three mission types, and the whole campaign clocks in somewhere around two hours at a normal pace. That runtime is not padding - there genuinely is not more game hiding beyond the credits. The core loop is arcade through and through. You strafe-roll to dodge incoming fire, hit a speed boost that recharges over time, and chain weapons from a hangar loadout that mixes shields, afterburners, and several weapon types including plasma blasters and weapons tied to specific ship hulls like the Swissman and Firefly frames. Swapping ship-and-weapon combos to crack a tough wave is the closest thing to strategy the game offers, and for the first hour or so that loop has a satisfying, lightweight rhythm to it. Enemy squadrons coordinate in loose formations while pirates fly erratically - the AI distinction is a small but real touch that keeps engagements from feeling entirely static. Here is the problem: this started life as a mobile game, and the PC port does not let you forget it. The mouse controls a reticle rather than directly steering the ship, which creates a floaty disconnect that takes way longer to feel natural than it should. The hangar menus are clearly designed for a touchscreen, requiring vertical swipes with the mouse to scroll through equipment in a way that feels alien on a desktop. Controller support exists, but early versions shipped with a default gamepad layout that was genuinely broken - roll assigned to buttons nobody would ever choose, invert-axis options that flipped every axis at once. Patches addressed some of this over time, but the seams show throughout. The story does not help. The dialogue is fully voice-acted, which is a legitimate surprise for a game at this budget level, but the writing leans on every space opera cliche in the book and the performances range from flat to unintentionally funny. Characters are introduced and killed off so quickly in early missions that any attempt at stakes collapses almost immediately. If you mute the cutscenes and treat the whole thing as a score-chasing arcade romp rather than a narrative experience, the irritation drops noticeably. The visuals hold up better - spacescapes, nebula backdrops, and ship explosion effects look genuinely attractive, and the game does not need serious hardware to run them smoothly. Who is this for, practically speaking? Casual space-shooter fans who want something uncomplicated and short, players who do not mind the mobile-port roughness, or anyone who just wants to switch their brain off and blow up fighters for ninety minutes. If you are expecting the tactical loadout depth of Freespace or the open-world roaming of Galaxy on Fire, look elsewhere. Beyond Space is a snack, not a meal - and a somewhat blandly seasoned one at that. Alex, Scout Team

Tags

steamMobile PortArcade DogfighterShort CampaignWave-Based CombatShip LoadoutBarrel RollCasual Space ShooterSingle-Player OnlyCutscene Heavy

System Requirements

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Reviews & Ratings

Steam
79%(29)

Game Info

Developer
Maddox Games
Publisher
Plug In Digital
Release Date
May 1, 2015

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