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Steam announcementView the game on SifterSeptember 29, 2026

Subspace: Redux — The MMORPG Update

This is the one we have been circling for a while: the open world finally flies like an MMO, and Blitz finally flies like Subspace. Two games, two cameras, and each one now gets the right one.

It is the control scheme that does it. Your pilot has a class, talents and a rank; the galaxy has factions, houses and a war — but from directly overhead it all still read like an arcade shooter. Put the camera over your shoulder and let you zoom into the seat, and the open world reads like what it has actually been for months: an RPG you happen to fly.

🎥 The camera, at last

Normal and Hardcore put you over the shoulder of your ship.

  • Mouse orbits the camera, A and D fly the ship, Q and E strafe. In WoW the right button turns your character with the camera — that one part does not survive Newtonian flight. A hull with momentum that snapped its nose to a mouse drag would fling you sideways at whatever speed you were already carrying. So the mouse moves the camera and the keys fly the ship.
  • Zoom all the way in. Keep rolling the wheel past the hull and it stops being drawn — you are flying from the seat. Every one of the seventeen hulls has a cockpit anchor placed by hand, so the view is where the pilot would actually sit.
  • The view eases back behind the nose whenever you are under way.
  • F9 toggles top-down live, any time. It is still the better camera for reading a crowded fight and it is not going anywhere.

Blitz stays top-down. It is the arcade game this project started as, and it reads that way by design — Subspace Classic, unchanged. The chase rig arrived with the open world and had been following Blitz into the arena only because both share a bootstrap. It does not any more.

That split is asked of the zone you are actually in, not a saved preference, so it is right every time however you got there.

🏟️ Battlegrounds are live — and one of them is Hockey

Blitz now runs four battlegrounds, all 7v7, all playable.

  • Hockey — one puck, two nets, most goals when the clock runs out. The Subspace Hockey Zone has been running since 1998; this is that, with a referee that actually calls it. Offside at the blue line, a crease the attacking side may not sit in, and a two-minute penalty box for charging — ram someone at speed and you will serve it. No icing, no periods: one clock, one game.
  • Capture the Flag — a flag in each base. Take theirs, carry it to yours. First to three. Bring it home while your own flag is away and nothing scores, so somebody has to go and get it back.
  • Resources — five flags on the map, and they are carried, not stood on. Every flag your side is holding earns resources every few seconds, so the question is how many you can keep hold of at once. First to 2,500 takes it.
  • Skirmish — no objective, no excuses. Most kills takes it.

Or queue Random and let the server pick the one with the most people already waiting.

The bots know which game they are in. They chase flags in CTF, carry them home, hold nodes in Resources and shoot for the net in Hockey — and each side rolls a play style at the first whistle, so one team may sit back and defend the base while the other throws everyone at yours. The split adjusts to however many of them there are, so a short side still fields a sensible shape.

Every match ends on a full scoreboard: kills, deaths, resources, captures and returns per pilot, a computed score, the top three on each side and the match MVP.

🪐 Faction homeworlds

Fly home and there is something to fly home to. Each faction's capital now sits under a world of its own, turning slowly, with moons crossing it.

Where there was a flat disc painted on the floor, there is now a planet.

  • Iron Reach — a cold blue glacier world, hard and defensible, for the Vanguard Concordat.
  • The Shattered Crown — still burning. Lava lights it from its own surface, so the Void's home glows on its night side.
  • The Ledger Expanse — terraced green-grey highlands for the Path.
  • The Quiet Gaps — a dim violet dust world. The Shroud's home is the one you have to squint at.

Each has two moons in orbit, and the system keeps its own patch of sky: stray nebulae and drifting rocks are cleared out, so nothing sits on top of your capital.

🖥️ A main menu that fits your screen

The menu was built for 16:9 and merely survived everything else. On an ultrawide it collapsed into a thin ribbon of buttons stranded in black — measured at 10% of the screen width against 19% at 16:9.

  • A command column, anchored left, with the galaxy breathing across the rest of the screen. The margin is now identical at every aspect, and the space a wide monitor adds becomes room for the art instead of dead space.
  • PLAY leads. It is the biggest thing in the column, and the rest sit under it.
  • The menu arrives instead of simply existing: title, tagline, then the buttons.

🎮 Keyboard and gamepad

Navigating any themed screen without a mouse showed no highlight at all — there was no focus state to see. Now there is.

  • Press a direction and focus lands on the main action.
  • Move the mouse and the focus ring gets out of the way.

⚙️ Under the hood

  • Homeworld moons render at a seventh of the triangles, and an off-screen homeworld stops animating.
  • The four homeworlds together cost less geometry than the moons alone did before the pass.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.