Space Radar Games
Inside the hub: the training dummy floats in front of the EMERGENCY PURGE button, where the jaws of a giant red foam wrench rest against the button's frame; the Company Store till, a vending machine and the airlock's inner hatch are to the right

Space Station Mayhem

A zero-gravity workplace comedy about keeping a space station running. Barely.

Watch the trailer

Screenshots 13

  • The galley's device wall with the HUD on: meal trays, the air filter housing, the meal warmer, the hand vacuum and the rehydrator, under the objective line 'Dock a RATIONS pouch on the REHYDRATOR'
  • The fuse board in engineering with the HUD on: rated fuses for each room's circuit, the breaker panel and the probe, a board reading '3 circuits dead, probe before you pull', and the prompt 'Hold E: pull out hub fuse. Live holder, switch it off first'
  • The hygiene room with the HUD on: the head in its stall with a status screen reading SERVICE DUE, the filter and spare canister clips, and the waste disposal port on a tiled wall
  • Engineering seen from the hub door: the fuse board and breakers on the far wall under the alarm panel, the coolant loop on the left, the battery bank and the workbench on the right
  • The crew lock's control panel: a pressure gauge, five green stage lamps (inner, helmets, hold, leak check, vacuum), a display reading 'Vacuum. Next: open the outer hatch', and the OUTER, CYCLE and INNER buttons
  • The suit room: four suit bays labelled PIP, KEVIN, MAYBE and INTERN, each with a suit and an EVA helmet above it, and the tether rack on the right
  • Staff Shuttle 9 parked off the airlock's outer hatch, with the station's solar arrays above it and Earth below
  • The station from outside: the engineering module, the airlock and the solar arrays against the edge of Earth
  • Alarm lighting in the hub, a frame from the trailer: a crew member watches the training dummy tumble by the EMERGENCY PURGE button that the giant foam wrench has just hit, under the subtitle 'Nobody touched the button.'
  • Two crew in the hub, a frame from the trailer: one tumbles upside down by the airlock door after a kick while the other drifts away top left, under the subtitle 'Kicking Dave is not covered.'
  • The field tablet open over the hub: a task list with pay, a map of the station's rooms, the crew list, the incident log and the key bindings
  • The end-of-week card: five days of pay against quota, earned, deductions and week balance, one written warning, and the verdict RETAINED (RELUCTANTLY)
  • The main menu, an Orbital Facilities Dept. employee terminal: Start Work Week and Daily Week, hosting and joining a local network crew, the practice contracts, and the crewmate PIP standing on a planet

Select a screenshot to see it full size.

Trailer

In-engine capture with scripted input playback. The co-op shots were recorded with two game clients on a local network. The narration is a synthetic voice.

About the game

Space Station Mayhem is a first-person zero-gravity comedy about holding down a job in orbit. You are a contractor for the Orbital Facilities Dept., posted to a small station where everything floats, everything is physical, and one loose wrench can vent the room. Do what is on the work order, meet the quota, and be in the shuttle when it leaves. Play alone, or with a crew on your local network.

  • 5shifts in a work week
  • 15kinds of incident
  • 4crew, at most

A shift, start to finish#

Every shift opens at the bulletin board in the hub: today's jobs, today's quota, a memo from management.

  1. Briefing. Read the board, spend your wages at the Company Store, clock in.
  2. The jobs. One or two contracts, each a list of paid tasks: lunch for three, a toilet service, a dead fuse.
  3. Incidents. A breaker trips, a filter clogs, a battery overheats. Handling them can earn hazard pay.
  4. The shuttle. At T-2:00, or once the tasks are done, the staff shuttle parks off the outer hatch. Helmet on, cycle the airlock, cross the gap, sit down.
  5. The payslip. Every task, bonus and deduction, with a retrieval fee for anyone left behind.

All staff are reminded that the big red button is not a shelf. Do not press it, lean on it, or let a wrench drift into it.

Orbital Facilities Dept.

Moving and handling#

There is no floor. You thrust in six directions, brake to a stop, and hold a handrail when the room starts moving without you.

Grab what floats past, carry it, throw it: heavy things lag behind you, and every throw pushes you the other way. Kick a colleague. Clip a tether to an orange rail before you open anything that leads outside.

The station, room by room#

The hub is where shifts start: the bulletin board, the airlock door, the Company Store, and the EMERGENCY PURGE button, which is large, red and where a drifting object would find it.

The galley runs Lunch Rush. Dock a rations pouch on the rehydrator and stop the fill in the green, heat it in the meal warmer, clip it to a tray with a side and a drink, and serve three crew places. Overfill a pouch and it bursts. The paste goes where the air goes, and the clogged filter is then serviced bolt by bolt.

The galley's dining side: a table with three clip-on place settings, a hot drinks machine, a board reading 'Days since last incident: 0' and the hatch to the hub
The galley, dining side. The board counts the days since the last incident.

Hygiene holds the head, due for its service: fan to standby, canister emptied, hose reseated, fresh filter, fan on, one test flush. Flush with the canister out, move the hose under pressure or let the fan start backwards, and the result leaves through the ventilation and arrives in the galley.

Engineering is diagnosis. Read the lamps on the fuse board, find the dead circuit with the probe, switch it off, and seat a fuse of the rating on the plate. Swap the CO2 scrubber cartridge in the right latch order. Bleed the coolant loop without redecorating. The battery bank lives here too, and occasionally catches fire.

The airlock is two rooms. The suit room keeps the helmets and the tethers. The crew lock runs a staged cycle: pump down, hold, a three-second leak check, then vacuum, with a gauge and five stage lamps. A propped hatch or an unseated seal fails the check. The purge button skips the procedure and takes the hub's air with it.

Docking and the shuttle. The cargo pod comes in by hand at the docking console: brake it, line it up, touch the ring at under half a metre per second. The staff shuttle has a cabin for four and a DEPART lever. You board it by being inside it.

Looking out of the open outer hatch at Staff Shuttle 9: its sliding door stands open, marked MIND THE GAP, with the cabin bench inside
The outer hatch, the gap, and Staff Shuttle 9.

The work week#

Shifts add up to a week, Monday to Friday, with a quota that rises every day. Each week is built from a seed, so the jobs, memos, incidents and the store's shelf change, and the Daily Week gives everyone the same five days.

Memos bend the rules for a day: Low Power Monday, Audit Day, Filter Shortage. Wages go into a week balance, and the Company Store sells a spare filter, a fuse, a tether extension, breakage insurance.

Miss a quota and you receive a written warning and steeper quotas. Miss two and a performance review is scheduled. No shift ends early: Friday's payslip is followed by the verdict card, somewhere between Employee of the Week and Reassigned to Lunar Waste.

Overtime is unpaid. Being left behind is billed.

Incidents and chain reactions#

Fifteen kinds of incident are on the roster, from a power flicker to a pass of orbital junk and one visitor nobody can explain. Rooms share power and air, so trouble travels: paste from the galley lights a fan alarm in engineering, and a breaker reset in the wrong order reverses the fan in the head.

Co-op#

The station is built for a crew of up to four. A crew plays over a local network with one player hosting, and shares one contract, one shuttle clock and one payslip. The host decides how hard colleagues may shove each other. Online co-op through Steam is in development. Solo, the quota and the incidents scale down to a crew of one.

Tablet, HUD and controls#

The screen stays quiet: one objective line with the shuttle clock, a suit ring, one prompt. The rest is on the field tablet: tasks with their pay, a map, the crew, the incident log, the week.

Play with keyboard and mouse or a gamepad. Prompts show the glyphs of the device you touched last, and every action can be rebound.

Comfort and accessibility#

  • Comfort, Standard and Chaos presets for camera shake, lean and flight assist
  • Field of view, reduced motion, and hold or press-once for timed actions
  • Subtitles, a text scale and a colour-blind mode that adds shapes and words to colour
  • Three quality levels, five volume sliders

Sound#

Each room has its ambience, the music moves between calm, tension and the payslip, and a PA voice comments on your work in the tone of a form letter. The music and sound effects are original; the PA voice is synthetic.

Tone and content#

This is cartoon slapstick. Injury effects are cosmetic and off by default. Gross-out effects are off by default too: the toilet produces blue foam.

Availability#

Space Station Mayhem is coming to Steam for Windows. The release date and the price are to be announced, and there is no public build to download yet. Follow the game by email on this page to hear when the store page opens and when it ships.

Features

  • Zero-g movement

    Thrust in six directions, brake, and hold a handrail. Flight assist damps your drift, or switch it off and coast the way Newton intended.

  • Hands that push back

    Grab, carry, throw, shove and kick. Heavy things lag behind you, and every throw sends you the other way.

  • Real chores, step by step

    Jobs are sequences of physical steps on real controls: switches, latches, valves, bolts, and parts you have to go and fetch. The order matters.

  • A station of working rooms

    The hub, the galley, hygiene, engineering and a two-part airlock with a suit room. Each has its own devices, its own job and its own way of going wrong.

  • The work week

    Five shifts, Monday to Friday: a rising quota, a daily memo, written warnings and a verdict card at the end. Seeded, with a Daily Week that is the same for everyone.

  • Incidents and chain reactions

    Fifteen kinds of incident, and rooms that share power and ventilation, so a mistake in one room becomes an alarm in another.

  • The emergency purge

    One big red button. Hold it, or let a giant floating foam wrench find it. The physics decides, and the payslip remembers.

  • Local network co-op

    Share the station with a crew over a local network, one player hosting: same contract, same incidents, same payslip. Online co-op through Steam is in development.

Languages

LanguageInterfaceAudioSubtitles
English✓✓✓

Questions people ask

What kind of game is Space Station Mayhem?

A first-person zero-gravity physics comedy. You work shifts on a small space station for the Orbital Facilities Dept.: cook, plumb, repair, meet the quota and catch the shuttle, while everything you let go of keeps moving.

Can I play it now?

Not yet. There is no public build to download. Follow the game by email on this page to hear when that changes.

Is it on Steam?

It is coming to Steam. The store page is not open yet, so this page carries no Steam link. The email sign-up here sends a message when it opens.

When does it come out, and what will it cost?

Both are to be announced.

Which platforms?

Windows, through Steam. System requirements will be published with the store page.

Can I play alone?

Yes. The quota, the number of jobs per shift and the pace of incidents scale with the size of the crew, down to a crew of one.

How does co-op work?

Over a local network: one player hosts and the others join by address. The station is built for a crew of up to four, and the crew shares one contract, one shuttle clock and one payslip. Online co-op through Steam is in development.

What is the work week?

Five shifts, Monday to Friday, drawn from one seed: one or two jobs a day, a rising quota, a daily memo, and a store between shifts. Friday ends with a verdict card. The Daily Week uses the same seed for everyone that day. Single contracts and a free sandbox are on the menu for practice.

What happens if I miss the quota?

A written warning on the payslip, and later quotas rise by a tenth. A second miss schedules a performance review. The week still runs to Friday's shuttle: no shift ends early.

Does it support a controller?

Yes. Play on a gamepad, with prompts that show the glyphs of the device you touched last, and rebind every action on keyboard and gamepad alike.

Is there gore or anything gross?

It is cartoon slapstick. Injury effects are an optional cosmetic setting and are off by default. Gross-out effects are off by default as well: with them off, the toilet produces blue foam.

Are the screenshots and the trailer real?

Yes. Every screenshot on this page is a frame from the running game. The trailer is in-engine capture with scripted input playback, and its co-op shots were recorded with two game clients on a local network. The narration is a synthetic voice; the music and sound effects are original, generated by the project's own scripts.

Updates about Space Station Mayhem

One email when Space Station Mayhem opens a playtest, gets a store page or ships, and the devlogs in between. Nothing else.

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