
Space Tales
A StarCraft-flavoured RTS with retro-futuristic charm and a boss-capture twist that no genre veteran has seen in a while - still Early Access, but the core loop already pulls you in.
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About Space Tales
I have spent more time than I care to admit rebuilding collapsed HUB networks after a Nexera rush wiped my power grid, and that says something real about Space Tales: it has enough mechanical teeth to keep a strategy player genuinely on the back foot. Saigon Dragon Studios is a Ho Chi Minh City art-outsourcing house making its debut game, and that pedigree shows in every frame - the retro-futuristic aesthetic draws on Buck Rogers pulp sci-fi, and the units are colourful, distinct, and immediately readable on the battlefield. The visual clarity alone puts a lot of mid-tier RTS releases to shame. The strategic core is classic but thoughtful. You build a modular HUB network outward from your starting position, and the key tension is that destroying any HUB cuts power to dependent structures and halts unit production, so expansion is always a risk calculation rather than a foregone conclusion. Resources split into three types: concrete for construction, metal for units, and gems for research upgrades. Collectors can be toggled between resource types on the fly, which gives you a low-friction way to correct a shortage without rebuilding your whole economy. It is not a complicated system, but it is a clean one, and clean systems are easier to master. The two enemy factions in Early Access - the organic Nexera, who overwhelm with sheer numbers and dangerous creatures, and the mechanized Kill Bots, who apply relentless structured pressure - genuinely require different defensive philosophies. A wall-and-turret layout that stops the Nexera cold will get torn apart by Kill Bot timing pushes, which means your build order actually has to adapt per mission rather than per personal preference. The scout drone that extends your construction range outside the power grid is the piece of kit I found myself micro-managing most, and using it well genuinely changes what is possible. The boss-capture mechanic is the design choice most worth watching. Massive alien titans roam certain missions, and if you can bring one down rather than just kill it, you absorb it into your roster as a battlefield unit. It adds a risk-reward layer to engagements that pure base-builders rarely offer: do you commit the resources and units to a capture attempt mid-wave, or secure your perimeter first? That decision space is where Space Tales is most interesting. Story context comes through commander Xander Falcon and his crew, and the eight campaign missions in Early Access do enough character work to give the tactical fights some narrative weight. The warts are real, though. Early community feedback flagged that camera controls defaulted to arrow keys rather than WASD, which feels genuinely regressive for a 2026 release. Patch 0.1.5 has addressed input handling and cursor reliability, and the studio appears to be iterating on feedback quickly, but you will still notice rough edges: control schemes, resolution options, and tutorial depth are all areas where more polish is needed. The absence of a third enemy faction - planned but not yet in - means late-game variety is thin in the current build. A full 1.0 release is targeted for end of 2026, with five additional campaign missions and a third faction on the roadmap. Player progress carries over from Early Access to the full release, which is the right call. For the genre veteran crowd: the complexity ceiling here is lower than They Are Billions or StarCraft 2. Space Tales is not chasing that hardcore RTS audience. What it is chasing - and mostly catching - is the player who remembers loving Warcraft 2 as a kid and wants a campaign-driven singleplayer experience that does not require 200 hours of ladder practice to enjoy. The skill tree lets you commit to upgrade branches before each mission, which adds light build customisation without overwhelming newcomers. If you approach it as a story-first RTS with solid foundational mechanics and room to grow, the Early Access state is genuinely worth tolerating. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Unsupported.
System Requirements
Minimum
- OS
- Windows 10 (32 and 64 bits)
- Memory
- 4 GB RAM
- DirectX
- Version 9.0c
- Storage
- 15 GB available space
- Graphics
- Intel HD3000, Radeon, Nvidia card with shader model 3, 1GB video ram
- Processor
- INTEL, AMD 2 cores CPU at 2Ghz
Recommended
- OS
- Windows 10 (64 bits)
- Memory
- 8 GB RAM
- DirectX
- Version 9.0c
- Storage
- 15 GB available space
- Graphics
- Radeon 7950 or above, Nvidia GTX 670 or above. 4GB video ram.
- Processor
- INTEL. AMD 4 cores CPU at 3Ghz
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Game Info
- Developer
- Saigon Dragon Studios
- Publisher
- Saigon Dragon Studios
- Release Date
- Mar 13, 2026