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Watch trailer on Steam ↗The Endless Mission
E-Line Media · Published by E-Line Media, Endless · Official site ↗
Mostly Positive — 77% positive (13 reviews) · 1 achievements
Last updated 27 Sept 2026
The Endless Mission is a community-driven creation sandbox game where you can play, hack, and create within a world...within a world...within a world, eventually making and sharing your own games...with the world.
£11.39
Lowest price we've ever recorded
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Price history
Adventure, Indie, Early Access · 2019 · More £5 - £15 games
Embark on a journey of creation and exploration in The Endless Mission, where you can play, hack, and design new game experiences. Dive into an ever-expanding universe crafted by both the developer and the community.
About this game

Play through an ever expanding collection of video game genres as an unfolding adventure pulls back the curtain on a larger world than you can imagine and what goes on behind the scenes in your favorite games.

Build it better, faster, stronger - all with a simple slide or click. Modify game elements ranging from speed and health to enemy awareness in real-time just by making use of The Endless Mission’s integrated hacking mechanic, called Lenses. Answer the question of what happens when you take the avatar from a platformer and drop her into the middle of an RTS or what could possibly go wrong if you try and befriend an angry pack of weasels.

Super phenomenal nearly cosmic power! The toolset for The Endless Mission’s powerful Editor gives you the opportunity to manipulate levels and assets to create whatever it is you can imagine. Hacking, modifying, and creating games...while you play the games! Minds? Blown.

Make something awesome and upload it to our content portal so that your friends and people around the world have the chance to play what you’ve made! You could even be featured in our Hall of Celebration when you become a part of our community and play games the likes of which the world has never imagined.

The Endless Mission will be receiving continual updates and tweaks as it continues to evolve over the course of Early Access. The roadmap below is intended to highlight some of the key milestones.
In the beginning...
- May 30, 2017 - Proof of concept is completed and it works! Onward!
- March - April 2018 - The Endless Mission is officially announced with a roadtrip to PAX East and EGX Rezzed!
- April 2018 - August 2019 - So much development, so many conventions!
- October 2019 - Closed Beta launched.
- November 14, 2019 - The Endless Mission launches with an adventure mode, Editor, hacking, UGC content portal, Hall of Celebration, platformer and RTS genres.
Early Access Phase 1
- Late 2019 - Kart racer genre and assets added
- Early 2020 - MULTIPLAYER! Hacking and creating together, playing challenges with, and against, each other, making your own multiplayer games.
Early Access Phase 2
- April 2020 - After continual tweaks and updates the Editor begins to enter it’s, drum roll, final form. Continual development of narrative, genres, and other core features.
- June 2020 - Launch of integrated learning pathway and program utilizing in game challenges via the Editor
- January 2021 - Out of Early Access and into a full launch! Ta-da!
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 x64 or newer
- Processor: Intel Core i5-2550, 3.4 GHz / AMD FX-6300, 3.5 GHz or equivalent
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 660, 2 GB / AMD R9 280, 3 GB
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 15 GB available space
- Additional Notes: *Performance may vary while playing User Created Games*
Recommended
- Requires a 64-bit processor and operating system
- OS *: Windows 7 x64 or newer
- Processor: Intel Core i7-4770K, 3.4 GHz / AMD Ryzen 5 1600, 3.2 GHz or equivalant
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 1060, 6 GB / Radeon RX 480, 4 GB
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 15 GB available space
- Additional Notes: *Performance may vary while playing User Created Games*
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Patch Notes 6/16/21
Hi everyone! It's been a little while. We're happy you're here and we hope this update finds you well! We have some exciting things coming in The Endless Mission - starting with a brand new update today featuring a fully revamped Editor! Complete details are below. Account Login Changes The first thing you may notice when you go to log in is that the login process has changed (no, you're not imagining things). We’ve moved away from a Steam login into an independent account system that's platform-agnostic. Super-duper important note: you will no longer be able to log in with your Steam account. Going forward, you have a couple of options -- you can either create a new account or email us to recover your existing account. Send an email to support@theendlessmission.com from the email address you associated with your initial signup and we will send you a temporary password that will allow you to sign in and choose a new password. Editor Revamp We’ve also massively overhauled the visual components of the Editor. From a brand new "Simple Hierarchy View" that allows you to specify different groups of objects to edit at once, to improving the resizing and collapsing functionality for columns -- every little nook and cranny of the Editor saw some love as part of this update. We've also removed the Lens system in the Editor since it wasn't accomplishing what we wanted it to. That said, it may return in a future update, so stay tuned! This is just scratching the surface for the update, so be sure to dive in and see for yourself! As always, if you have any questions, come find us on our official Discord (discord.theendlessmission.com) or drop us an email. See you in the Terminal! ~The Endless Mission TeamRead full article on Community Announcements (Eric_Eline)AnnouncementsOfficial
Behind the Design: Weasel Raceway (Part 2)
Welcome back, designers! When we last left off, I had just finished laying down the groundwork for Weasel Raceway, both metaphorically (giving the weasels racing AI) and literally (the track). Of course, I still had a lot to do, so the only question now was… what’s next? Make or Break Time The track may have been done, and the player could run laps on it well enough, but it was still missing a few key components before it could be considered fully functional. These included: A.) Some sort of “checkpoint” system to make sure the player is actually making full laps and not taking unintended shortcuts. B.) A way for the AI racers to successfully navigate the course. C.) Something that puts the racers back on the racetrack if they happen to fall off in any way. The good news? All of these features are already part of the racer template game! The checkpoints are trigger volumes that span entire portions of track and are stored in a list - you have to drive through all the trigger volumes in order before crossing the finish line in order for it to register as a full lap. Meanwhile, AI racers navigate using a list of waypoints, already programmed to try and get as close to one waypoint as they can (with random variance built in so they don’t all follow the same exact line every time) before moving towards the next one in the list. Finally, more trigger volumes can be set up alongside the track or inside pits that, when entered, automatically teleport the player or AI back to a specific point, making sure no one gets too far off-road. All that said, while the systems were all already in place, it was still my job to customize them specifically for my racetrack. How did I make sure all my adjustments worked? By doing the single most important thing one can do when creating games… Testing. Lots and lots of testing. {STEAM_CLAN_IMAGE}/32524713/def4ac9eb91465089604b6bd151635a2d02155dc.png Sorry kids, you’ll still be doing a lot of tests even after you leave school. Once I had f...Read full article on Community Announcements (TheEndlessMission)AnnouncementsOfficial
Behind the Design: Weasel Raceway (Part 1)
Greetings, designers! Recently we saw the release of a new game to the Endless Mission Content Portal: Weasel Raceway. This game takes the gameplay seen in the Racer, but swaps out the cars for weasels racing on foot and sets the action on a whole new track themed around a tropical temple. {STEAM_CLAN_IMAGE}/32524713/cf068ae6de18b723994e7dabc649fc38691b3fa1.jpg Oh, and did I mention it’s a foot race? Those little buggers can run fast. Now, what if I told you that I was the one who created this game? Totally awesome, right (don’t answer that)? With the game out now, I decided it’d be cool to write up a little postmortem about this project. Where did the idea come from? What is my design process like? What challenges did I face while making this game, and how did I overcome them? How much of my blood was replaced with caffeine by the time I was done with this project? All these questions and more will be answered in this article! {STEAM_CLAN_IMAGE}/32524713/50a6519e7736715aca2c7b79fbea8707f56c205c.gif It’s fine, I can stop at any time. Honest. Humble Beginnings Every game begins with an idea. They can be a specific game mechanic you want to work around or a thematic element or message you want to express or even just “hey, wouldn’t it look really goofy if we did this?” The main thing to remember with ideas, though, is that they can come from anywhere. Legendary game designer Shigeru Miyamoto has spoken at great length about this, citing how even the most random parts of everyday life have served as inspiration when creating games. Forging through the woods in his backyard as a kid? The kind of open-world exploration he wanted to capture when creating the original Legend of Zelda. A nasty encounter with an angry dog that was tied to a post? The inspiration for the behavior and attack patterns of the Chain Chomp enemies in the Mario games. Watching ants work together to move stuff around while gardening? The origin of Pikmin. Miyamoto has always had a knack for finding ...Read full article on Community Announcements (TheEndlessMission)Patch NotesOfficial
Patch Notes 5/13/20
{STEAM_CLAN_IMAGE}/32524713/ad35dc497860ddd22af55bafa59785749667bd47.png We're back with a brand new update featuring some quality of life improvements throughout the game. Let us know in the comments or on Discord if you have any questions! ~ The Endlesss Mission Team NEW! User experience: Redid the main menu to transition directly into the Global menu after login. We now have a First Time Editor Scene (only for new users) that covers the basics of editor camera navigation the first time you open the editor. We have swapped over to using asset bundles, which results in a smaller build size! Editor: Clicking on an entity or component reference will now highlight the referenced entity in the hierarchy! Added tool for object snapping. Added tool to customize the editor camera speed. This is especially useful when working on larger levels! Introducing the tag system! This is a massively improved way of browsing the library, designed to help you find the content you are looking for! Tags are searchable and combinable. Code tabs! You can now open and edit multiple tabs at once! Added SimpleHealthEventHelper to set up damage and healing via events without scripting. 3D text support! You can now quickly and easily drag in the "3D Text" object to your scene to add custom 3D text to your game. Choose font size, spacing options, etc! IMPROVED! Editor: Cleaned up the inspector for Hackable Transform to take up less space depending on which options you are using. Exposed several functions on Health controller for more accessibility to the event system. Endless events now show the parameter name of the function you are calling, rather than a generic type name. Endless event listeners can now be reordered properly and the remove button will always remove the last entry in the list. Huge particle effect overhaul. Particle effects can now be previewed in the editor properly, including start, stop, and looping behaviors. As a result, we redid all the particles in the game, which may...Read full article on Community Announcements (TheEndlessMission)Patch NotesOfficial
Patch Notes 3/3/20
{STEAM_CLAN_IMAGE}/32524713/05c401c77f1d31eb86e4d597e48ecb8d91b9e6b1.jpg We've got an exciting update for The Endless Mission heading your way right now! In addition to adding a HUGE amount of new props for you to use in your own games as well as adding a few games made by our development team, we also fixed a number of little things throughout the game. Major Changes Added 100 new RTS props to the editor Unified the start menu and global menu into a single consistent experience by making all menu options consistent, accessible, and intuitive so that it's easier to navigate throughout the game. Added support for World Space UI via the “SmartCanvasUi” script. Note: This reset existing font sizes in user games. If you have any custom UI in your games, you may need to set your font size again. Reach out to us if you have any questions! New Games From the Development Team Coin Pusher Parkour Playground Other Improvements Fixed: Event Callbacks sometimes being deleted incorrectly when deleting a referenced object Fixed: “Explosion with Damage” was not properly shutting off the damage after the explosion finished Fixed: An issue with changing manipulation modes while dragging a gizmo Fixed: An issue with instantiating Hierarchy references with a null parent Updated: Editor now respects right control, right shift, and right alt Updated: Timer Smart Condition to show proper value when not started yet Fixed: Objects in the hierarchy will now properly grey out if a parent is disabled Fixed: Alpha value now updates properly in the color picker. Fixed: Lenses were mistakenly manipulating objects in local, instead of world position. Fixed: Improper tooltip with on translation button Fixed: Fixed objects being unable to be selected via the scene view after changing their transform in the hierarchy view Improved: Controls for zooming, orbiting, and panning in the editor. Also added new cursors to indicate these states. Fixed: Racer stats now properly set the health value on the ra...Read full article on Community Announcements (Beyond Blue)






