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Management In Space

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Management In Space screenshot 1
M.I.S. - Alpha Demo Out Now trailerWatch trailer on Steam ↗

Management In Space

Silver Stitch Productions · Published by Silver Stitch Productions

Content notice: - Themes: The game contains themes and stories that may not be appropriate for all audiences, such as criminal activity, death, loss, war, cults, demons, and capitalism. All themes are fictional and set in a fantasy scenario. - Violence: The game contains stylised space combat. - Blood: The game contains insinuated acts involving blood through text and stylised art.

Last updated 28 Sept 2026

Management In Space is a gritty sci-fi strategy roguelite where you find yourself in debt. Build, mine, trade, date, and defend using stations across the galaxy, all while wars swells, aliens devastate sectors, and cults rip the galaxy apart & release demons upon the cosmos.

Free to PlayComing SoonDJCTQ 12

Free

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Strategy, Early Access · More free games

Navigate debt and cosmic threats in Management In Space's gritty sci-fi strategy roguelite. Build, mine, and defend across the galaxy while wars rage and cults unleash horrors upon the cosmos.

About this game

"You're in debt! Luckily for you you've just been forcefully volunteered for a 'Station Manager' job to pay it off! (Congratulations!) You'll be in control of various space stations across the galaxy; mining, trading, and expanding your way to buying back your freedom!"

'Management In Space' is a management rougelite set in a gritty retro sci-fi theme. Your job is to build, mine, trade, defend, and date your way across the galaxy by rapidly constructing space stations, all the while wars swell, aliens devastate sectors, and cults rip the galaxy apart and release demons upon the cosmos. It is a story of power, greed, and the collapse of the universe.

System Requirements

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Minimum

Minimum:
  • OS: 64-Bit Windows 10
  • Processor: 2.3 GHz
  • Memory: 8 MB RAM
  • Graphics: 4 GB of Video Memory
  • Storage: 1 GB available space
  • Sound Card: Yes

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Demo 0.3.01.02 ☆

    Hey everyone~!New small update for the alpha-demo! This one mostly addresses some small bugs, adjusts some of the rendering, tweaks some of the region generation, and adds a lot of backend prep for a future update.Nothing super fancy here, but the most notable change is the starting region; it's now a lot tighter which restricts building and visibility more, encouraging more unique builds! Don't forget you can also always harvest those regions away if you want space though~Still part way through a lot of updates, but I wanted to push this stable build for the Cyberpunk Festival~! :DAnyways, that's all from me today! Enjoy~! ^^TweaksReduced Start Region radius, but widened the buffer radius. Should make initial area tighter (in most cases), but with a slightly wider ease into the standard region map.Darkened the colour of all Inanimate Objects. I found these objects were too bright and consuming a lot of visual real estate. This is a small step towards making the screen feel less cluttered.Modified Civilian Spawning during Tutorial. Initial spawn is much closer to the Station.Modified Instability; decreased the 'Game Over' threshold (making it easier to lose), and sped-up the tick-rate.FixesFixed Station Connections not despawning. Station Connections have been overhauled to be handled by their own separate system which should not only be slightly more performant, but addresses all the bugs where connections would remain even after the Module was removed.Fixed the Tutorial Quick-Tip Windows not closing when the tasks were completed.Fixed an issue where Module Layouts could generate null layouts, resulting in very rare crashes.
    Read full article on Community Announcements (Silver Stitch Productions)
  • AnnouncementsOfficial

    Demo 0.3.01.01 ☆

    Hey everyone~!First update for the alpha-demo! Sorry it took so long, but glad it's finally out! ^^ This build is notably more stable, and fixes a bunch of the visual errors that were occurring randomly. Took a lot of digging, but turns out Godot wasn't processing the MultiMeshes properly, but I think I've circumvented that!Not too many exciting new things, however there is a new Module available for purchase from the traders; the Heavy Drill! The largest module by far, capable of grinding up those massive asteroids and wreckages for huge bounties of resources!I've got a good number more fixes and updates to tackle before I start with any major content updates and overhauls, but hopefully it'll be a bit more regular now.Anyways, enjoy~! ^^AdditionsNew Module: 'Heavy Drill': This drill is the only module capable of handling 'Cruiser'-sized objects. It is available for purchase from the Module-Traders.New UI: 'Outlines': Outlines can now drawn around objects. These outlines are designed to be incredibly versatile, and are currently used to indicate selected objects, and highlight available packages (which should hopefully make it more clear when they are dispatched from traders~!).TweaksIncreased Point Defence (Module Weapon) Power from 4 to 6.Modified the timing for most of the (temporary) spawn-cycles.FixesFixed the incorrect text-key for Resource-Traders. Name and Description now appear normally.Fixed issue with Pointers in-which they occasionally failed to reset.Fixed multiple issues with Region/Harvest Icons in-which they failed to reset.Fixed multiple issues with MultiMeshes. They are now safely updated directly to the RenderServer which should prevent the erroneous data from generating and causing a bunch of weird visual artefacts.Fixed rare instances with Canvas look-ups would fetch null references.Fixed Fast-Projectiles not re-entering the instance pool, which caused them to not despawn.Fixed a bunch of Hex-Grid maths, which probably fixes a bunch of random e...
    Read full article on Community Announcements (Silver Stitch Productions)

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