
Screenshots

Watch trailer on Steam ↗Spaceship Down
Raguthra Studios, Lee Sargent · Published by Raguthra Studios · Official site ↗
Last updated 29 Sept 2026
In Spaceship Down, you’re Noah, a stranded tech patching up a crashed spaceship with whatever you can find. With only a sarcastic narrator and a perky AI for company, survival means thinking fast and jury-rigging your way out of a bad situation. Think you’re up for it?
Adventure, Indie, RPG · More free games
As Noah, navigate the perilous repairs of a wrecked ship with a sarcastic narrator and AI companion. Think fast to survive in Spaceship Down, an indie RPG from Lee Sargent.
About this game
In Spaceship Down, you play as Noah, an unlucky junior tech stranded on the derelict ship Clementine after a catastrophic crash. Severely injured, you must use every scrap, tool, and clever workaround to navigate the wreckage, rigging makeshift repairs in a desperate bid for survival. Guided by a witty narrator and a chipper AI, AURA, your journey is part escape room, part space mystery, with challenges that balance humour and tension. Solve puzzles, piece together the ship’s secrets, and try to stay alive—before the Clementine decides you’re just another bit of space junk.
Completely explorable ship
Multiple endings
Lots of easter eggs
Story driven gameplay
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Intel for i3-4340 or better
- Memory: 8 GB RAM
- Graphics: DX10, DX11, or DX12-capable GPU with 2 GB or more of VRAM
- Storage: 10 GB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Cryo-Bay Office Overhaul
This week I focused on giving the cryo-bay manager’s office a much-needed facelift — bringing it into much closer alignment with the retrofuturistic aesthetic I originally imagined for Spaceship Down. I’ve always wanted to evoke a particular slice of 1970s sci-fi: not the shiny, utopian 60s-style futurism, but something grittier and more grounded. Think NASA control rooms, Soviet modularity, Alien’s utilitarian corridors, or the crisp, sterile calm of 2001: A Space Odyssey. That tone’s finally coming through.Visually, I’ve committed to a more cohesive look: you’ll notice the filing cabinet and other furniture elements have been upgraded to better match the overall palette and tone. One of the biggest wins? The off-white wall colouring. It sounds minor, but it’s done a lot to tie the whole room together and really lock in the visual language I want across the ship.Functionally and narratively, the space now feels more “lived in.” It’s still sparse, still institutional, but you get more of a sense that someone actually used this room – that it wasn’t just placed here for the player to walk through. The original officeOn the dev side, the process is feeling smoother thanks to having these new visual standards in place. With the overall map layouts still being finalised, I’ve had the freedom to make sweeping visual changes without breaking anything — and that flexibility’s been a big boost.Next up: continuing this visual refinement across adjacent rooms so everything feels like it belongs to the same ship and the same story.Read full article on Community Announcements (Raguthra Studios)






