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Steam player data · App 5233090

Subroutine: Deep Space

View on Steam ↗Updated 31 Oct · 02:22 UTC
  • Single-player
  • Custom Volume Controls
  • Keyboard Only Option
  • Mouse Only Option
  • #category_playable_at_your_own_pace
  • Playable without Timed Input
  • Family Sharing
Steam

Store data

UK price
£4.46
US price
Awaiting regional check
Positive reviews
—
Total reviews
0
Release date
30 October 2026
Concurrent players0Most recent successful sample
Today's peak013/144 samples
Tracked peak0Highest retained daily peak
Steam rating—0 reviews
Steam metadata

Game information

Details supplied by the Steam store
App ID
5233090
App type
Game
Supported systems
Windows
Genres
Indie, Strategy, Early Access
Release date
30 October 2026
Last player update
31 Oct · 02:22 UTC
Steam store data

System requirements

Supplied by the developer on Steam

Windows

Minimum
OS
Windows 10
Processor
Dual-core 2.0 GHz
Memory
4 GB RAM
Graphics
DirectX 11 compatible
DirectX
Version 11
Storage
200 MB available space
Additional Notes
Microsoft Edge WebView2 Runtime (already on most Windows 10/11 PCs). Display at least 1280×800.
Recommended
OS
Windows 11 64-bit
Processor
Quad-core 2.5 GHz
Memory
8 GB RAM
Graphics
DirectX 11 compatible
DirectX
Version 11
Storage
200 MB available space
Additional Notes
WebView2 Runtime. 1920×1080 for the default layout.

Launch window

Released 30 October 2026 · Tracking from 31 October 2026

SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.

First observed dayIn progress
Player peak
0
Steam reviews
Not recordedRating not recorded
Twitch peak
Not recorded
Price observed
£4.46
Top Sellers
No appearanceNo ranked days

1 player-data day recorded in this window.

First observed weekIn progress
Player peak
0
Steam reviews
Not recordedRating not recorded
Twitch peak
Not recorded
Price observed
£4.46
Top Sellers
No appearanceNo ranked days

1 player-data day recorded in this window.

Explore charts ↓
Player history

Concurrent players

Peak 0Average 0Latest 0
0011131 Oct 2026, 00:00 UTC31 Oct 2026, 02:00 UTC

24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.

Twitch

Twitch stats

Awaiting the first Twitch sample.
Long-term history

Monthly players breakdown

Calculated from SteamWatch samples
MonthPeakGain% gainAverageAvg % gain
Last 30 days0——0—
October 20260——0—
Explore game activity ↓
About this game

Description

Supplied by the Steam store

In 3022, Andrew Mercer answered the first SOS from beyond Earth — undeniable proof of other life, asking for help. His wife, Evelyn, told him it was too convenient. A species that had never reached out before does not suddenly need saving. He went anyway.

The exploration ship Maximo never came home.

Their last transmission was another distress call. Then silence. Now a salvage operator is patched into the wreck: dead cores, fractured telemetry, and personal logs from a crew that started noticing the signal changing as they closed in. The pilot’s jokes stopped reaching her eyes. The comms officer saw a frequency no one else would admit was there. Forty-eight hours from history, it already felt like they were going the wrong way.

Recover what they left behind. Find out who called — and why anyone answered.

A visual programming puzzle game

Subroutine: Deep Space is a single-player sci-fi programming puzzle. You repair those dead cores by building executable node graphs. Every deck starts at a protected START node. From the toolbox you place and wire INBOX and OUTBOX for the packet stream, memory slots to hold values, arithmetic and branches for control flow, string ops for headers and tokens, logic gates for boolean work, and clock nodes when a deck cares about timing.

Then you run it. Open the validation panel and press Validate Core. Visible examples show the intended transform; hidden streams still have to pass. If the graph crashes, drops a packet, or exceeds the cycle cap, the core stays dark.

When a solution almost works, use playback like a debugger: step forward and back through ticks, watch the register and memory, and see which node fired. Each deck has a briefing, a repair guide, and a node budget. START, INBOX, and OUTBOX are free; everything else counts. Inefficient graphs fail even if the idea is right.

The goal of every deck is the same: emit the correct output stream. The challenge is how little hardware you spend doing it. Passing unlocks the next deck and can recover another personal log. Ratings (B, A, and S) score your best node count and cycle count against par, so you can return to a solved core and tighten the graph. New instruction types unlock as you move through the wreck, so later decks are not just harder puzzles — they are new kinds of programs.

Early Access

Early Access follows the first ten recovered decks of that expedition aboard the salvage site SV Asterion. A typical first playthrough is a few hours, longer if you chase S-rank solutions. More of the story is planned. Progress is saved locally on this PC. There are no extra game modes in this build — campaign, replay, and optimization are the whole loop.

Decks currently in the build:

Deck 1: Reverse Transmission — store packets and emit them last-in, first-out

Deck 2: Signal Boost — loop the stream and increment every reading

Deck 3: Calibration Offset — save the first packet, add it to the rest

Deck 4: Polarity Normalizer — branch on sign and zero

Deck 5: Parity Ping — reduce each value until you can report odd or even

Deck 6: Repeater Relay — echo every packet twice

Deck 7: Window Slice — cut a fixed routing window out of string headers

Deck 8: Parity Latch — compare boolean pairs

Deck 9: Clock Divider — align wait cycles with the execution clock

Deck 10: Authenticated Length — gate name lengths behind an OPEN token

What you get with this purchase

A 10-puzzle single-player campaign with sequential unlocks and level select for recovered decks

A visual graph editor with undo/redo, node limits, and full keyboard play (rebindable in Settings)

Playback debugger and validation against visible plus hidden test streams

S / A / B ratings for compact, fast solutions

Briefings, repair guides, and an in-game Node Index for every instruction

Recovered story logs from the Maximo expedition

Sci-fi salvage interface with procedural ship-ambient audio

Local saves on this PC (Steam Cloud is planned, not in this build)

Windows 10/11. English.

The exploration ship Maximo never came home.

Their last transmission was another distress call. Then silence. Now a salvage operator is patched into the wreck: dead cores, fractured telemetry, and personal logs from a crew that started noticing the signal changing as they closed in. The pilot’s jokes stopped reaching her eyes. The comms officer saw a frequency no one else would admit was there. Forty-eight hours from history, it already felt like they were going the wrong way.

Recover what they left behind. Find out who called — and why anyone answered.

Early Access follows the first ten recovered decks of that expedition. More of the story is planned. Progress is saved locally on this PC.

Steam gallery

Screenshots

5 available
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