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UNIT 42: Adrift in SpaceNewsEarly Access starts tomorrow, April 1st at 16:00 CEST
Announcement

Early Access starts tomorrow, April 1st at 16:00 CEST

UNIT 42: Adrift in Space · published 31 Mar 2026, 14:00 UTC

All newsPlayers around this dateRead on Steam

After months of development, the Early Access launch is finally here... And this is just the beginning!

Launch

📅 April 1, 2026 (tomorrow)

🕑 16:00 CEST

💵 $4.99 (with regional pricing)

Let me summarize the current state of the game, how Early Access will work, and what content to expect.

Current State

The game is playable from start to finish, with room for improvement in material balancing, costs and trading, animations, and content in general. The story is simple and fairly straightforward.

  • Adventure with a beginning and an ending, though without extra content (lore, fun facts)

  • Tutorial integrated into the story

  • 8 biomes

  • 21 capsule types

  • 8 unique major events

  • 15 unique minor events

  • 12 recruitable characters with unique dialogues and personalities

  • 8 additional non-recruitable characters

  • 5 planets (late game spoiler)

The game lasts around ~4–5 hours (depending on your decisions and how directly you pursue the objectives).

Early Access

During Early Access, updates will be frequent, adding content while fixing any bugs that may appear. The goal is to release at least one update per week.

The main way to report bugs, give feedback, or make suggestions will be through the Steam community, as it's a good central place to gather all comments — though feel free to reach out via Twitter, Bluesky, or email as well.

I'd like Early Access to last no more than 6 months, but I could extending it if needed. The main goal is to add the content needed to feel complete, and to polish animations, balancing, dialogues, and quality of life.

What new content to expect

  • Biomes, to add variety and introduce simple but unique mechanics. One example already implemented is the electric storm region, which generates a large amount of electricity as you travel through it.

  • Characters. The idea is to have roughly 2 characters with unique perks for each capsule type. Not many new capsules will be added, so this is a straightforward goal.

  • Big events. Big events are those that can appear when choosing a route, such as traders, gifts, or other encounters. Adding variety here — including some characters with dialogue that can give you more lore about the universe — is one of the goals.

  • Material changes. Although the core concept is "few materials, but heavily used," at some point it may be necessary to add a new material type.

  • Capsules. While the base capsules you can craft already have everything needed, special capsules add variety and decoration to your ship. Each type has simple but unique mechanics, and new ones will be added during development.

  • Animations and dialogues. I'll be working on improving animations and dialogues, especially around the end credits. Some artwork also needs touch-ups and improvements.

That's all for now — I hope you enjoy the game and want to be part of the development from the very beginning.

Thank you for the 100 wishlists and for supporting indie developers. :)

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