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Space Dingus

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Space Dingus

Rocketcat Games · Published by Rocketcat Games

Last updated 6 Oct 2026

Space Dingus is a co-op horror road trip, in SPACE! Manage your ship, lead a crew full of jerks, and explore a dangerous galaxy in a last-ditch effort to save your home. Every run is randomized, with new stories, characters, and events each time you play. From the team behind Death Road to Canada!

Free to PlayComing SoonDJCTQ 14Co-op

Free

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Action, Indie, RPG · More free games

Lead your crew through unpredictable space adventures in Space Dingus. Manage your ship and uncover new stories each time you play, thanks to Rocketcat Games' unique co-op horror experience.

About this game

Your home planet is on the edge of a dangerous galaxy, and your people rely on an ancient planetary defense system to survive. One day, the system starts to break down. Top engineers work to repair it, but a critical piece is missing. It is an ancient part that no one knows how to manufacture: the SPACE DINGUS. The only hope is to find a replacement… in SPACE.

Many of your planet’s bravest and brightest heroes were sent to find it, but all failed. Now you and your crew of friends, family, frenemies, and the occasional random jerk are everyone’s last resort. You have significant budget restrictions. Good luck!

Space Dingus is built for extreme replay value with mechanics for all play styles. Everything in-game is randomized too: Locations, events, loot, enemies, and more. There are many rare and special events that may surprise you, even after a hundred hours of playtime. It’s a different story every time you play, set in a sci-fi horror universe that doesn't take itself too seriously.

  • Chart a path through a Star Map full of dangers and rewards.

  • Choose your next missions based on your crew's strength and weaknesses.

  • Scavenge from a wide variety of locations, surviving through avoidance, skills such as hacking, using the environment to your advantage, or brute force.

Select and customize a horrible spaceship that barely runs. Then remodel it until it’s a less-horrible spaceship that runs! Build new rooms, upgrade your ship functions, and customize your personal quarters with all sorts of space junk.

Use the character creator to bring your friends, family, or people you know into the game. Meet them and other random drifters on your journey, recruit them aboard, and assign them crew roles. You can also choose their equipment, lead them on missions, swap between them, and send your least favorite to do the most dangerous tasks.

Join your friends at any time for up to 4-player online co-op, via a seamless drop-in, drop-out multiplayer system. Then act belligerent for no reason and get into petty debates via in-game chat.

Make tough moral, diplomatic, and tactical choices, then deal with the consequences. Every decision’s outcome is also affected by the traits and personalities of your party members, and their assigned ship roles.

Deal with all the horrors of space, including marauding factions, space crabs that pinch, ultra-rare enemies with special abilities, and giant swarms of all kinds… sometimes up to the hundreds. 

• Put an astronaut helmet on a dog. Give it mechanical arms on its back. Give it a rocket launcher.

• Mod Support so you can replace all our hard work with your precious anime girls.

• Character creation system where you can make anyone you like, and assign their skills, perks, appearance, and personality! (Use it to make your vtubers)

• Throw chairs, in SPACE.

• Family friendly-ish. No swearing, but features cartoonish pixel gibs that spray everywhere as your family mows down hordes of Space Ants. This gore can be disabled in Options if your kids don't like SICK HEADSHOTS.

• Tell a primitive civilization that's never encountered space travelers to "Cool it."

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 7 or newer
  • Processor: Single Core 1.3 ghz
  • Memory: 256 MB RAM
  • Graphics: Intel HD Graphics
  • Storage: 300 MB available space

Recommended

Recommended:
  • OS: Windows 10 or newer
  • Processor: Dual Core 1.8 ghz
  • Memory: 1 GB RAM
  • Graphics: Dedicated GPU
  • Storage: 300 MB available space

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Space Dingus Developer Log #12

    Our focus this month has been on further balancing and polishing the zombie infested locations. This includes enemy amounts, zombie combat and behavior, and more work on Time Pressure Systems. This is in addition to continued work on other features, which I'll talk about in the September Highlights section. At the end of this developer log, I'm going to talk about our ideas on how we will continue to balance the game given that you can now split up in four directions, due to four player co-op. We currently don't force the players to remain close, everyone can explore the whole map independently.But before that, I wanted to reiterate our current and future Playtesting plans, as some people have been asking why they're not in the playtest yet. I've talked about these plans before, but it may have been awhile and they are scattered around.Playtest Plans Our playtesting right now is tiny. We're adding people, but slowly, and not all at once. As we get feedback and add more features, we will add more and more people in bigger waves.The reason for this is that it's the best way to iterate. If there's a problem, we can work on it and then add some new people to confirm that the issue is solved. If there's no problems, then we can add more people to test further content. Also, if we invited a huge amount of people now, they might not necessarily come back to test it when the game is closer to launch.Eventually as the game gets more and more content, we'll make our invite waves bigger and bigger. Steam lets developers do this randomly based on a lottery system, which will be our main way of getting a lot of people. I wanted to clear things up that we just didn't invite everyone in the Playtest signup all at once, so you didn't miss it if you signed up. We plan on getting everyone in before the game launches. If you end up having to wait, the upside is that you're getting in when the game is closer to being fully complete, instead of having to put up with early balancing and ...
    Read full article on Community Announcements (Rocketcat Games)
  • AnnouncementsOfficial

    Space Dingus Developer Log #11

    Since last month, we've been doing a lot of polish and bugfixing. We've been taking early Playtest feedback and focusing on that. This includes things like UI additions, animation improvements, zombie networking and lag fixes, enemy tweaks, and a list of things we notice in our own testing. Lots down, lots more to go.Gameplay Footage: Colony Location RevampMost of the polish this month has been programmer heavy, so this gives us extra bandwidth to do things like improve on and add new locations. A big one is taking the Colony location type and revamping it. This was one of our earliest tests, and now we're getting to go back and add things like randomization, new rooms, and updated mechanics. Here's a video of a few of us running around the current version of the Colony Planet location: Some notes on the above footage:This would be a pretty easy/early game version of the location. Not too big, and enemies aren't too numerous/aggressive yetYou can now pick up and throw cans and coffee cups, like you can furniture, to do damage to enemies or knock them down. Currently they slow you down a bit too much when carrying them, you can really see me struggle to sprint while carrying a crushed canFlashlights are a bit buggy right now, visually. Especially when swinging melee weapons, they can get stuck in a weird position. This has cropped up before, tooShuttles will eventually fly up when you exit and enter, I think. Right now it's just a quick fade-to-black back to your spaceshipThe fences can be broken! You can barely see this get done, I was moving away too fastThrown furniture seems too weak to me right now. Needs to pierce through enemies better, and then probably break faster when thrownThere's a funny visual-only warping bug you can see really clearly at 2:21. The person doing the weird warp doesn't see it happen to them. Still trying to track this one down, though it's harmless, at leastWe're going to mostly leave this location as it is for now, and get more feedback...
    Read full article on Community Announcements (Rocketcat Games)
  • AnnouncementsOfficial

    Space Dingus Developer Log #10

    Trying out a slightly new format for how I do these developer logs. I'm going to have a steady format of one top news item, then a summary of highlights from the past month, then what we're currently or soon working on. This might be nicer than the previous big lists of what we did last month. Plus, things like that will get covered anyway once we start posting public change notes for build updates on Steam. Death Road 10 Year Anniversary About a week ago, I made a news post for the Death Road to Canada 10 year anniversary. Along with news that we're opening up the Playtest more soon, I posted a video of some recent Space Dingus footage. You can see that video below: This is actually a mix of newer footage, with some older in the middle. People seemed to like the footage a lot, though common feedback was that it's pretty odd without music. More news on music later! Other notes off the top of my head:I swear the explosions were bigger before. Maybe they just look really small in the dark. In any case, they really need to be biggerWe're going for a HUD for health this time. You can see it often in the bottom right hand corner. Ammo HUD is currently a big placeholderTo-do: HUD elements for seeing where your friends are in multiplayerJuly HighlightsOn the programming side, this month was a frenzy of doing a bunch of little things for more full Steam integration, to make wider scale playtesting easier and more finished. An example of this is things like joining other players. Before, you joined someone by console commands. Now, you can do it straight from the Steam Friends interface.We added some new weapons, including the Ant Spray for the Pest Control Profession you can see at the top of the developer log.We did a redesign of the (currently placeholder) mission lobby. We had a themed "take missions from the Space Government" thing before, but we decided to do something closer to the real game.The mission lobby currently still has a room that lets you easily change your...
    Read full article on Community Announcements (Rocketcat Games)
  • AnnouncementsOfficial

    Space Dingus Developer Log #9

    Still crushed with work! We ended up devoting a lot of work time this month to a new location type. It was one that has a lot of new technology involving multiple entrances/exits and multiple floors. We did this because it will make future location types easy. Particularly things like multiple building cities and colonies, with multiple story buildings being possible. We're still hoping to hit a deadline for the 10th anniversary of Death Road to Canada, but still not sure if we'll make it. Too close to say. If not, we'll still have some extra Space Dingus news prepared for that.Development News Since last month:Mostly finished a new location type: Barren Planet with BunkersNew support for upstairs/downstairs and inside/outside transitions between floorsFull support for different randomization parameters for multiple floor locationsNew support for tunnels! This could be used for all sorts of thingsBetter support for modular special rooms and prize areas. Missions can better mix and match a location with a big goal roomBug hunting, including squashing a memory crashMissions clear properly when entering a new mission. There were extra things being stored, so going through many missions could eventually hurt FPSMore lighting system work, with ways to hijack lighting setups to change them for special areasBetter aggro handling for multiple players, enemies will switch to a closer player more reliably nowBetter UI for health (still working on ammo UI, though the placeholder is pretty good so may delay that one for later)Floor indicators for going up and down stairs or changing locations. We default to floor numbers, but these can be changed to say whatever we want depending on locationSound limits for occasions where a ton would have played at once (there's a lot of enemies, so this could happen a lot)MORE EVENT/SCRIPTING WORKLimits on sounds for when there's a lot of things playing the same sound. EXAMPLE: 20 zombies yelling at once when they first see youTweaks on weapo...
    Read full article on Community Announcements (Rocketcat Games)
  • AnnouncementsOfficial

    Space Dingus Developer Log #8

    We're still really busy. We're shooting for something big for Space Dingus in late July, to coincide with Death Road to Canada. I can't say what it is yet, but it's keeping us crushed with work.This developer log will cover our work last month, which covered a large amount of ground. There are also bonus sections for the Loadout Lockers and some new Character Customization options!Development News Since last month:Lots of work on object, player, and monster physicsExploding barrel fun, with better effects and faster physics calculationsBetter pushing of objects in the map, such as barrels, crates, space junkLess jitterMuch less network traffic for pushing things, so less lag and better syncingBetter collision interactions for players vs enemiesMass tweaks for everythingMore work on Mission SelectHitstop added! Feels weighty. This is configurable by weapon. We're currently thinking that edged weapons will have less hitstop than blunt onesMore work on throwable objects. They feel really good now!Lots of fixes for bugs related to mashing buttons while throwing thingsSounds implemented for a lot of new thingsFurther tweaks to design numbers for things like enemy and player health, enemy damage, weapon damage, and moreWork on a new location typeThings we're doing currently:Better UI for health/ammoMore weapon statsLimits on sounds for when there's a lot of things playing the same sound. EXAMPLE: 20 zombies yelling at once when they first see youYet more work on events and event scripting. Big ongoing thingWork on settings screenMore work on enemy spawningMore work on the main menu, we didn't quite get to that last timeSome further work on zombie aggro switching between players Loadout LockersFor playtesting, we have a quick way for players to pick their Profession, starter stats, and equipment. We will get rid of these once we have character creation fully in, but I wanted to show them off for now.Most professions will have a "default outfit", but you can easily turn thi...
    Read full article on Community Announcements (Rocketcat Games)

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