Compare Distant Space prices across 50+ stores and find the best deal. Developed by PixelMouse. Published by PixelMouse. Released on 12/20/2016. Available on PC. Genres: Action, Adventure, Casual, Indie.

A 20-minute Space Invaders throwback with minimalist vector-ish visuals and an 80s pulse - honest about what it is, but that honesty cuts both ways.

My first impression of Distant Space was a quiet kind of recognition: the monochrome ship at the bottom of the screen, enemies drifting down in fixed formation patterns, that thin retro synth humming underneath. PixelMouse was not trying to reinvent anything here, and there is something almost meditative about how unambiguously it commits to the Space Invaders-and-Galaxian lineage. The graphics are completely stripped back - close to vector art, stark and dark - and the soundtrack sits right in that narrow frequency where 8-bit nostalgia lives. If you grew up feeding coins into a cabinet in a mall that no longer exists, this will feel immediately familiar. The structure is simple: 26 levels, each asking you to clear waves of enemies moving in preset patterns before the next stage unlocks. Bosses appear at intervals and take some punishment before they fold. You have more tools than the screen tells you about - a triple-shot secondary fire on the right mouse button, a shield ability that one Steam community member noted they completed the whole game without ever discovering because the game never prompts you to try it. That absence of onboarding is not charming minimalism, it is a genuine friction point. The homing missiles that start appearing in later stages add a small tension spike, but the difficulty overall stays low throughout. You can absorb ten hits and respawn in place, which keeps the experience firmly in the casual column. Where the game earns genuine goodwill is in its honesty of scope. Community sentiment across Steam reviews lands at 82% positive from nearly 500 players, and the reason is not that the game is technically impressive but that it does not overpromise. Players picking it up report finishing all 26 levels in 20 to 30 minutes, which sounds thin until you reckon with what the game actually costs and what it is asking of you. The controls are mouse-driven - move to aim your position, left click to shoot - which feels a little unusual at first but settles in. Controller support is also present for those who want the proper arcade posture. The weaknesses are real and worth naming. Level design offers almost no visual variety - the minimalist aesthetic works as an aesthetic choice but also means the screen can get hard to read when sprites cluster together. The soundtrack, while thematically appropriate, is a single looping track with little variance, and by the midpoint it becomes ambient wallpaper rather than a pulse you feel. Critics who find the Galaga-era formula hollow without modernisation will find nothing here to change their minds. This is not a game with build variety, progression systems, or anything that compounds across a session. For a particular kind of player - someone who wants five minutes of uncomplicated shooting at the end of the day, who respects a small game that knows its own edges - Distant Space lands with quiet adequacy. It is a lunchbox game, not a dinner. The fact that it spawned a sequel suggests PixelMouse found an audience that agreed. Kai, Scout Team

Distant Space
ActionAdventureCasualIndie

Distant Space

Dec 20, 2016PixelMouse
GamerScout Says

A 20-minute Space Invaders throwback with minimalist vector-ish visuals and an 80s pulse - honest about what it is, but that honesty cuts both ways.

PC
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Screenshots & Media

Screenshot

About Distant Space

My first impression of Distant Space was a quiet kind of recognition: the monochrome ship at the bottom of the screen, enemies drifting down in fixed formation patterns, that thin retro synth humming underneath. PixelMouse was not trying to reinvent anything here, and there is something almost meditative about how unambiguously it commits to the Space Invaders-and-Galaxian lineage. The graphics are completely stripped back - close to vector art, stark and dark - and the soundtrack sits right in that narrow frequency where 8-bit nostalgia lives. If you grew up feeding coins into a cabinet in a mall that no longer exists, this will feel immediately familiar. The structure is simple: 26 levels, each asking you to clear waves of enemies moving in preset patterns before the next stage unlocks. Bosses appear at intervals and take some punishment before they fold. You have more tools than the screen tells you about - a triple-shot secondary fire on the right mouse button, a shield ability that one Steam community member noted they completed the whole game without ever discovering because the game never prompts you to try it. That absence of onboarding is not charming minimalism, it is a genuine friction point. The homing missiles that start appearing in later stages add a small tension spike, but the difficulty overall stays low throughout. You can absorb ten hits and respawn in place, which keeps the experience firmly in the casual column. Where the game earns genuine goodwill is in its honesty of scope. Community sentiment across Steam reviews lands at 82% positive from nearly 500 players, and the reason is not that the game is technically impressive but that it does not overpromise. Players picking it up report finishing all 26 levels in 20 to 30 minutes, which sounds thin until you reckon with what the game actually costs and what it is asking of you. The controls are mouse-driven - move to aim your position, left click to shoot - which feels a little unusual at first but settles in. Controller support is also present for those who want the proper arcade posture. The weaknesses are real and worth naming. Level design offers almost no visual variety - the minimalist aesthetic works as an aesthetic choice but also means the screen can get hard to read when sprites cluster together. The soundtrack, while thematically appropriate, is a single looping track with little variance, and by the midpoint it becomes ambient wallpaper rather than a pulse you feel. Critics who find the Galaga-era formula hollow without modernisation will find nothing here to change their minds. This is not a game with build variety, progression systems, or anything that compounds across a session. For a particular kind of player - someone who wants five minutes of uncomplicated shooting at the end of the day, who respects a small game that knows its own edges - Distant Space lands with quiet adequacy. It is a lunchbox game, not a dinner. The fact that it spawned a sequel suggests PixelMouse found an audience that agreed. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Fixed-Pattern EnemiesMouse-Driven ControlsVector-Style GraphicsBoss EncountersSub-30-Minute RunAchievement HuntingSingle-Loop SoundtrackLow System Requirements

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 7 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
Processor
1 GHz Processor

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Game Info

Developer
PixelMouse
Publisher
PixelMouse
Release Date
Dec 20, 2016

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Frequently asked questions about Distant Space

Where can I buy Distant Space cheapest?

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What platforms is Distant Space available on?

Distant Space is available on PC.

When was Distant Space released?

Distant Space was released on 20 December 2016.

Who developed Distant Space?

Distant Space was developed by PixelMouse.