Compare Space Prison prices across 50+ stores and find the best deal. Developed by Wooden Alien. Published by Firesquid. Released on 7/18/2024. Available on PC. Genres: Adventure, RPG, Simulation, Strategy.

Juggling hunger, hope, and a hierarchy of alien criminals in a shifting space station is a harder sell than it sounds. Stick with it past the first three deaths and you'll find one of the most mechanically layered indie tactics releases of 2024.

I went in expecting a gimmick - 'prison but in space' - and came out two sessions later rebuilding my cell hub from scratch after a bad fight in the corridors, genuinely annoyed at myself for not rationing supplies better. Space Prison from debut studio Wooden Alien is a rogue-lite tactics game that wraps grid-based turn-based combat around a social climbing loop, a crafting system built entirely around contraband, and a survival layer that tracks hunger, health, and hope simultaneously. That triple-resource juggle, closer in spirit to Don't Starve than to XCOM, is the beating engine of the whole experience. The daily structure is where the strategy head in me started taking notes. Each prison day is a limited resource: travel between rooms costs time, a nightly curfew locks you to your cell block, and random daily modifiers - altered gravity, restricted movement, worse odds in certain rooms - force you to reprioritize on the fly. The station layout shifts every day too, narratively explained as a built-in anti-escape measure, which keeps exploration from going stale but also means quick-travel unlocks feel genuinely earned rather than cosmetic. You pick one of three races at character creation, each with a distinct starting move set and criminal background that functions as a class, then attach yourself to one of two gangs - Gravity Fist or Hypernova - with meaningfully different playstyles and their own hidden hideouts. Advancement is not XP-based. You earn Respect by completing personal quest lines for individual inmates, then challenge higher-ranked gang members directly to climb the hierarchy and unlock implant upgrades or expand your leadership capacity. It is a well-designed progression loop that keeps faction choice feeling consequential rather than cosmetic. Combat happens on a 6x3 grid - intentionally tight to sell the claustrophobia of prison corridors - with action points driving multistep attacks that combine movement and damage in a single spend. Weapon categories cover knuckles, shivs, whips, and blunts, all crafted at an illegal workbench and concealed through security checkpoints. Party composition matters: space rats can be tamed and equipped with tiny gear, named prisoners each carry unique strengths and weaknesses, and unaffiliated inmates can be paid to join your brawls. The early game, when your move set is thin and your allies are untrained rats, is attritional and punishing. Reviewers across the board flagged the same friction point - the reset feeling each time you transfer into a new body after death - and it is a legitimate criticism. Combat can feel repetitive at the shallow end. The payoff arrives when weapon upgrades, gang rank, implants, and a properly stocked cell hub all converge into something that reads like a build rather than a scramble. On the presentation side, the 2D art direction is distinctive enough to carry the setting - a dingy, alien aesthetic that earns its comic-book tag - though the world feels underdressed in its randomly reshuffled corridor rooms, and sound effects in combat underwhelm. The dialogue does not run deep, but the writing has a dry, dark humor to it, with 18 individual inmate stories to uncover, some riffing on recognizable pop-culture structures in ways that land without feeling forced. The UI needs quality-of-life work that the community has flagged since launch, and the game shipped with some bugs. The studio has been actively posting dev blogs and the active moddb and dev community suggest post-launch attention, though a full mod ecosystem is not in place. There is no multiplayer. This is a single-player loop from start to end, and its replayability rests entirely on how many of the 18 inmate stories you chase and whether the rogue-lite reset tension holds your interest through multiple runs. For the tactics-and-sim crowd: Space Prison is a harder ask than its low price tier implies, but it is also a more original one. Approach it like a resource management puzzle with a social layer on top, not a brawler, and the depth opens up. Give it three real sessions before judging it on the first-death frustration alone. Diego, Scout Team

Space Prison
AdventureRPGSimulationStrategy

Space Prison

Jul 18, 2024Wooden AlienFiresquid
GamerScout Says

Juggling hunger, hope, and a hierarchy of alien criminals in a shifting space station is a harder sell than it sounds. Stick with it past the first three deaths and you'll find one of the most mechanically layered indie tactics releases of 2024.

PC
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About Space Prison

I went in expecting a gimmick - 'prison but in space' - and came out two sessions later rebuilding my cell hub from scratch after a bad fight in the corridors, genuinely annoyed at myself for not rationing supplies better. Space Prison from debut studio Wooden Alien is a rogue-lite tactics game that wraps grid-based turn-based combat around a social climbing loop, a crafting system built entirely around contraband, and a survival layer that tracks hunger, health, and hope simultaneously. That triple-resource juggle, closer in spirit to Don't Starve than to XCOM, is the beating engine of the whole experience. The daily structure is where the strategy head in me started taking notes. Each prison day is a limited resource: travel between rooms costs time, a nightly curfew locks you to your cell block, and random daily modifiers - altered gravity, restricted movement, worse odds in certain rooms - force you to reprioritize on the fly. The station layout shifts every day too, narratively explained as a built-in anti-escape measure, which keeps exploration from going stale but also means quick-travel unlocks feel genuinely earned rather than cosmetic. You pick one of three races at character creation, each with a distinct starting move set and criminal background that functions as a class, then attach yourself to one of two gangs - Gravity Fist or Hypernova - with meaningfully different playstyles and their own hidden hideouts. Advancement is not XP-based. You earn Respect by completing personal quest lines for individual inmates, then challenge higher-ranked gang members directly to climb the hierarchy and unlock implant upgrades or expand your leadership capacity. It is a well-designed progression loop that keeps faction choice feeling consequential rather than cosmetic. Combat happens on a 6x3 grid - intentionally tight to sell the claustrophobia of prison corridors - with action points driving multistep attacks that combine movement and damage in a single spend. Weapon categories cover knuckles, shivs, whips, and blunts, all crafted at an illegal workbench and concealed through security checkpoints. Party composition matters: space rats can be tamed and equipped with tiny gear, named prisoners each carry unique strengths and weaknesses, and unaffiliated inmates can be paid to join your brawls. The early game, when your move set is thin and your allies are untrained rats, is attritional and punishing. Reviewers across the board flagged the same friction point - the reset feeling each time you transfer into a new body after death - and it is a legitimate criticism. Combat can feel repetitive at the shallow end. The payoff arrives when weapon upgrades, gang rank, implants, and a properly stocked cell hub all converge into something that reads like a build rather than a scramble. On the presentation side, the 2D art direction is distinctive enough to carry the setting - a dingy, alien aesthetic that earns its comic-book tag - though the world feels underdressed in its randomly reshuffled corridor rooms, and sound effects in combat underwhelm. The dialogue does not run deep, but the writing has a dry, dark humor to it, with 18 individual inmate stories to uncover, some riffing on recognizable pop-culture structures in ways that land without feeling forced. The UI needs quality-of-life work that the community has flagged since launch, and the game shipped with some bugs. The studio has been actively posting dev blogs and the active moddb and dev community suggest post-launch attention, though a full mod ecosystem is not in place. There is no multiplayer. This is a single-player loop from start to end, and its replayability rests entirely on how many of the 18 inmate stories you chase and whether the rogue-lite reset tension holds your interest through multiple runs. For the tactics-and-sim crowd: Space Prison is a harder ask than its low price tier implies, but it is also a more original one. Approach it like a resource management puzzle with a social layer on top, not a brawler, and the depth opens up. Give it three real sessions before judging it on the first-death frustration alone. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Rogue-lite ProgressionSocial Hierarchy SystemTriple-Resource SurvivalContraband CraftingGang Faction ChoiceAction-Point CombatDaily Modifier SystemBody-Transfer Death LoopInmate Relationship Building

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 10 64-bit
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
GeForce GTX 650 / Radeon HD 7750
Processor
AMD FX 4300 x 4 / Intel Core i3 - 4130

Recommended

OS
Windows 10 64-bit
Memory
8 GB RAM
DirectX
Version 12
Storage
4 GB available space
Graphics
Radeon RX 560/ Nvidia GeForce GTX 950
Processor
Ryzen 3 1200 / Intel Core i3 - 8300

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Game Info

Developer
Wooden Alien
Publisher
Firesquid
Release Date
Jul 18, 2024

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Space Prison is available on PC.

When was Space Prison released?

Space Prison was released on 18 July 2024.

Who developed Space Prison?

Space Prison was developed by Wooden Alien and published by Firesquid.