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An otter in a white spacesuit flies away from a small, dim raft, its helmet lamp throwing a warm cone of light into the dark.

Keep your light low.

Fly out from a tiny raft into an endless, broken dark. Mine it, haul it home, build something worth coming back to, alone or with two friends. Just remember: out here, every light gets noticed.

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PC 1–3 players · co-op Private testing Under construction
Incoming signal · 3.0 km east Fly out ↓
01 · Explore

An endless dark.

No minimap. A receiver, a bearing and whatever your lamp can show. Wrecks, groves and things nobody has a name for drift out there, and the further east you go, the darker it gets.

In-game: a picnic blanket and a teapot float among the rocks near home.
In-game · The Quiet Drift

A drifting picnic

Tea for two, still in the pot.

In-game: a small otter floats beside the Wreck of the Leviathan, a huge cream and navy ship broken in the middle.
In-game · The Shallows

The Wreck of the Leviathan

The biggest ship anyone ever built, in three pieces.

In-game: little islands of rock and kelp tied together with rope, drifting in the dark.
In-game · The Wild Drift

Kelp islands

Tied together so they never drift apart.

In-game: a cathedral of blue ice spires in a cold, empty stretch of space.
In-game · The Shivering Void

An ice cathedral

It rings when the cold changes.

In-game: an old lighthouse on a rock, its lamp long cold.
In-game · The Ghostlight

A ghost lighthouse

A lighthouse for ships that never came.

In-game: a huge green bloom of glowing growth spreading over the rocks.
In-game · The Emerald Sickness

The mother bloom

Every bloom out here came from this one.

In-game: ion strikes crack between huge broken rocks.
In-game · The Fractured Expanse

Ion storms

Stone and lightning, tied in a knot.

Signal lost

Past here, the receiver mostly hears static. Mostly.

Keep scrolling to fly east
The one rule

They don't hunt the light. They hunt the dark around it.

A lamp shows you the rock, the salvage and the way home. It also tells everything out there that an otter is alone. Move your light through the dark. Then try putting it out.

Suit lampOn
Something is listening15%

Quiet. For now.

Move to look · L to douse
02 · Craft

Crack it. Haul it. Make it.

Everything you'll ever build starts as a rock in the dark. Your air tank decides how long you can stay out, and your tow line decides how much comes home with you.

In-game: an otter mining an asteroid, chips of rock and ore breaking away.
In-game · Mining near home
In-game: an otter tethered to a cluster of round green rocks, a grappling claw out to another rock, salvage hanging on its tow line.
In-game · Tether, claw and tow line
In-game: inside the Workshop, its Make tab open with copper wire and jetpack upgrades to craft.
In-game · Making things in the Workshop

Mine

Crack asteroids of any shape for ice, ore and stranger things. Every rock has veins in it, and the ones further out are richer.

Haul

Fill your pouch, hook the big pieces onto your tow line and fly it all home. Heavy loads fly slowly, and slow otters get noticed.

Make

Grind rock into plate, wire and glass. Craft the gear you carry, cook what you catch, and slot it all onto your suit before the next trip out.

03 · Build

A home that grows.

Set buildings on the rocks of the Broken Belt and join them with glass tubes. Every building grows where it stands, tier by tier, and every tier gives you something new to do. Pick one and grow it.

IHome Core

Lights out

A big home is a bright home.

Every room you add burns a little more light, and light carries. Run the raft bright and work fast, or turn it down and keep your head low.

In-game: the same home with its lights doused, nearly invisible in the dark. In-game: a home of otter-built buildings joined by glass tubes, every window lit.
In-game · Lights running
In-game: three otters in their suits fly together through the dark.
04 · Co-op

Bring friends into the dark.

Up to three otters on one trip. Fly out together, haul home together, build one home between you, and face whatever's waiting out there as a crew.

  • 1–3players

    Play alone, or bring up to two friends along.

  • 1room code

    Share it and your friends fly in beside you.

  • 1shared chest

    Everyone hauls home to the same Cargo Dock.

  • 16boss fights

    Every one fights the whole party. Decide who holds the light.

05 · Bosses

16boss fights

Some lights have been circled for generations. Out in the Drift, sixteen things are waiting for yours.

The Iron OrcaSo old that the wrecks it rammed have rusted into its hide.
In-game · Rising out of the dark

Lairs seal behind you.

Go in through the hatch and there's no way out but through. Every lair is an arena with rules of its own.

Every hit has a tell.

Names, cast bars and marks on the floor. You can see everything that's about to hurt you. It's still hard.

Use the room.

A bell to ring, a lens to aim, a lamp to stand by. Bring the right kit, break the right piece, and bring friends.

Key art: a huge armoured orca in a brass helmet lunges, jaws open, as otters scatter with their lamps.
Roamer

The Dread Orca

Follows a burning lamp anywhere.

Key art: a giant spiny green urchin with many glowing eyes fills a cavern of roots.
Lair

The Bramble Mother

Spines that fly and thorns that grow back.

Key art: a vast octopus in a glass helmet coils through an observatory vault lit by a lens beam.
Lair

The Curator

Inks out your light, one lamp at a time.

Key art: an ancient shark frozen in ice rests in a vault of cryo pods.
Lair

The Old Sleeper

Starts asleep. Try to keep it that way.

In-game: the Bramble Mother in the centre of a ring-shaped arena of rocks, spines volleying out.
In-game · The Bramble Mother
In-game: three otters fight the Curator in its vault while a lens throws a beam across the arena.
In-game · The Curator, against a party of three
In-game: the Gull Admiral and its flock in a sealed arena.
In-game · The Gull Admiral
06 · Progress

From one breath of air to the edge of the map.

You start with a patched suit and one tank of air. Every trip out leaves you a little stronger, and every bit of strength takes you a little further east.

In-game: the same home many trips later, every building grown to its full height, joined by glass tubes. In-game: the home on day one, a few small buildings on the rocks. Day oneMany trips later
The suit

Gear up

A headpiece, a bigger tank and sockets for modules you make or find. Swap them at home before you head out.

Relics

Things from before

Old pieces of the world, found in the dark. Bring them home, work out what they do, and wear them.

Home

Eight tiers each

Every building grows where it stands, and every tier opens something new to make, cook, find or fly.

Skills

A sky of your own

Earn light out there and spend it on your own constellation of skills, one star at a time.

Media

From the current build.

Every screenshot and clip here was captured in the game this week. The paintings are our key art.

FAQ

Questions from the dock.

What kind of game is Otter Space?

A space exploration and base-building game with survival at its heart. You fly out from a tiny raft, mine and haul what you find, craft your gear, fight what lives out there, and grow your raft into a home worth coming back to.

Can I play it yet?

Not yet. Otter Space is under construction and in private testing with a small group of friends. Sign up below and we'll tell you when there's more to see.

What will it run on?

PC first, on Windows.

Can I play with friends?

Yes. One to three otters can share a trip: one raft, one chest, and somebody to hold onto when the dark gets close.

Is it scary?

It's tense rather than gory. The dark is dangerous and the story is played straight, but nothing grisly happens on screen. Expect dread, and the occasional need to hold very still.

Longwave receiver · channel 03

Somebody's out there.

Otter Space is in private testing with a few friends. Leave your address and we'll call when there's more to see: news, a first trailer, and wider tests when they open.