
Glitchhikers: The Spaces Between
Four liminal spaces, a retrowave low-poly aesthetic, and philosophy from strangers who may or may not be real. Worth it if you know what quiet feels like.
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About Glitchhikers: The Spaces Between
I keep a small list of games I think about while staring out of a bus window at 2am. Glitchhikers: The Spaces Between is on that list, and it earned its place quickly. Silverstring Media built this as a full expansion of a 2014 cult freeware experiment, and the ambition upgrade is real: four distinct late-night journeys replace the original single highway drive, each with its own soundscape, geometry, and cast of wandering strangers. You start at a hub convenience store that feels like a waypoint between dreams, then choose your transit: a night drive where hitchhikers let themselves into your moving car unbidden, a train where you drift between carriages and pick conversations like you pick seats, a moonlit park walk rendered in deep purples and geometric greens, or a zero-gravity float through a deserted airport terminal. An endless drive mode sits on top for anyone who just wants the ambient wash to run indefinitely. Interaction is minimal by design. You change lanes on the highway without any danger, wander the train without any destination, and choose dialogue responses from a short branching menu. The conversations themselves carry all the weight: a passenger grieves his brother and wants to talk about what comes next, a hiker unpacks the absurdity of individual action against the scale of the cosmos, a radio DJ monologues into the dark between songs. Topics range from mythology to socialism to grief to the origin of the Viking horned helmet. The writing varies - some exchanges land with real emotional specificity and others drift into the kind of self-conscious philosophizing that critics fairly flagged, feeling more like a lecture than a dialogue. The branching options steer tone rather than outcome, which limits replayability for players who want mechanical consequence from their choices. What the game does with presentation is harder to fault. The retrowave low-poly aesthetic shifts and pulses in ways that feel deliberately imperfect, built-in glitches tearing at the edges of environments to signal the liminality of the whole thing rather than technical failure. The soundtrack is layered and mode-sensitive: the highway has a late-night radio host threading between ambient synth, the train carriages each carry their own audio character, and the park layers in something close to silence with just enough chill beat underneath to keep you present. Play it with headphones after dark and it becomes a different object entirely. Silverstring has credits on Celeste and Wandersong, and that pedigree shows in the care given to feel over function. The ceiling for this one is genuinely high for the right player, and the floor drops fast for the wrong one. If you measure games by systems, challenge, or forward momentum, nothing here will hold you. Sessions can be as short as thirty minutes or as long as you want, with no stakes and no score. Steam users land at roughly 77% positive, which is about right for something this niche-facing. The honest pitch is simpler: if you have ever sat in an empty airport at midnight and felt the specific texture of that kind of alone, this game was made for you specifically, and it knows it. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Verified.
System Requirements
Minimum
- OS
- Windows 7+
- Memory
- 4 GB RAM
- Storage
- 2 GB available space
- Graphics
- DirectX 11 compatible GPU
- Processor
- 2GHz Dual Core
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Game Info
- Developer
- Silverstring Media Inc.
- Publisher
- Fellow Traveller
- Release Date
- Mar 31, 2022