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RetroSpace Review

RetroSpace Review
RetroSpace Review

There is something wonderfully refreshing about a game that looks at the established rules of modern gaming and decides we may have been making things a little too complicated. RetroSpace feels like it has crawled out of a forgotten corner of gaming history, dusted itself down, put on a pair of enormous disco boots and decided to throw a few tentacles into the mix. Developed by The Wild Gentlemen, the studio behind Chicken Police, and published by Kwalee, this retro-futuristic space horror adventure is an immersive sim with a distinctly seventies personality, combining cosmic horror, dark humour, exploration and an almost gleeful commitment to letting players make their own decisions.

The premise alone tells you that RetroSpace is not interested in being ordinary. You play a humble janitor aboard the Aurora 5 research station, hardly the sort of character you would expect to become humanity’s last hope. Unfortunately, the station has been swallowed by a sentient black hole, strange animal and plant hybrids are wandering its corridors, the security systems have become decidedly unhelpful, and time itself has apparently decided that the usual rules no longer apply. What follows is an adventure in which survival is only part of the challenge, because the real question is how you choose to survive.

A Love Letter to Immersive Sims

The first thing that becomes apparent about RetroSpace is how committed it is to the immersive sim philosophy. Rather than giving players a clearly marked path and a list of objectives that tell them exactly what to do, the game presents problems and lets them devise their own solutions. You might sneak past an enemy, hack a system, lure something into a trap, manipulate the environment, or simply reach for a weapon and start blasting. There is no single correct answer, and that freedom is arguably the game’s greatest strength.

This approach recalls the design philosophy of classics such as System Shock and Prey, where environments are not merely decorative backdrops but collections of interconnected systems waiting to be exploited. A security turret, for example, is not simply an obstacle to destroy, because it might become an asset if you can turn it against the creatures roaming the station. Environmental hazards can similarly become weapons, while seemingly insignificant details can provide clues about how an enemy behaves or how a particular area might be navigated. The satisfaction comes from that moment of realisation when a problem that initially seemed impossible suddenly has a solution you discovered yourself.

It is an increasingly rare quality in modern games, where convenience can sometimes take priority over discovery. RetroSpace is willing to let players get lost, make mistakes, and occasionally wonder whether they have completely misunderstood what they are supposed to be doing. That can be frustrating, particularly when backtracking becomes necessary, but it also makes Aurora 5 feel like a genuine place rather than a series of carefully constructed levels. The station has its own logic, and learning that logic is part of the adventure.

Disco, Darkness and Cosmic Horror

Visually, RetroSpace has an identity that is almost impossible to ignore. Its seventies-inspired disco-punk aesthetic sits alongside grotesque mutations, decaying technology and the incomprehensible presence of a sentient black hole, creating a strange mix that should not work as well as it does. Yet somehow, the clash between funky retro-futurism and cosmic horror gives the game a personality all of its own. One moment you feel as though you have stepped into a psychedelic science-fiction film, and the next you are staring at something that looks like it should never have existed outside a particularly unpleasant nightmare.

The atmosphere benefits enormously from that contrast. The colourful retro design prevents the experience from becoming visually monotonous, while the horror elements ensure the world never becomes too comfortable. Even apparently safe areas can carry an underlying sense of unease because the player knows that something considerably less friendly could be waiting around the next corner. The central hub provides an important breathing space from the madness, giving players somewhere to regroup before returning to the increasingly bizarre corridors of Aurora 5.

Sound plays an equally important role in establishing the game’s personality. The funky soundtrack complements the disco-punk presentation while providing an unusual counterpoint to the horror surrounding it. Instead of relying solely on oppressive music to create tension, RetroSpace uses its musical identity to reinforce the feeling that this is a strange, unpredictable world where the rules have been thoroughly scrambled. It is another example of the game being confident enough in its own identity to take risks.

A Station That Feels Alive

Aurora 5 is arguably the game’s most impressive creation. Rather than functioning as a collection of disconnected stages, the station is designed as a vast, interconnected environment with shortcuts, secret routes, previously inaccessible areas and alternative paths. As players gain new abilities and discover different routes through the station, familiar locations can take on a completely different significance. That interconnected structure creates the satisfying feeling that progress is changing the world around you rather than simply unlocking the next level.

Exploration is therefore more than an optional distraction. It is fundamental to understanding how Aurora 5 works and how its various systems connect. Finding a new route can save considerable time later, while uncovering a hidden area might reveal useful resources or another piece of the station’s story. The lack of constant objective markers means players need to pay attention, remember locations and think spatially, which can be both refreshing and demanding.

That freedom does come with a price. Without a detailed map or extensive hand-holding, it is entirely possible to become disoriented, particularly once the station begins to open up and several routes start connecting. Backtracking can become frustrating when you remember that something was somewhere but cannot quite remember how to reach it. Yet even this frustration feels like a consequence of the game’s design philosophy rather than a complete failure of it. RetroSpace wants Aurora 5 to be a place you learn rather than a maze that constantly explains itself.

The Art of Not Getting Killed

The enemies on Aurora 5 are another important part of the experience because they are not simply different shapes with different health bars. Their behaviours, abilities and weaknesses encourage players to observe before acting. Learning how a particular creature responds to movement, noise or environmental changes can be just as valuable as upgrading your weapons. This makes encounters feel more like puzzles than straightforward firefights, particularly when players begin combining the station’s systems with their understanding of enemy behaviour.

That flexibility extends to combat itself. If you are the sort of player who sees a grotesque mutant and immediately thinks, “I wonder how many bullets this thing can take?”, RetroSpace will happily accommodate you. If you would rather remain hidden in the shadows and find another route, that is equally valid. Alternatively, you might lure an enemy into a security system, manipulate a hazard, or use one of its own body parts against it. There is something wonderfully satisfying about a game that encourages this sort of experimentation.

The best encounters are those in which several of these possibilities are available at once. You can look at a dangerous situation and start mentally assembling the tools around you, considering which approach might offer the greatest advantage. That feeling of improvisation is exactly what a strong immersive sim should deliver. It transforms combat from a sequence of mechanical challenges into a series of situations where the player feels genuinely responsible for the outcome.

Mutamods and the Price of Power

Then there are Mutamods, the game’s wonderfully grotesque upgrade system. These abilities can enhance combat, stealth, exploration and mobility, giving players opportunities to shape their character around their preferred approach. Fancy becoming a tentacle-armed, mind-controlling, shadow-lurking mutant? RetroSpace is more than happy to indulge you. The idea fits perfectly with the game’s bizarre tone while also providing meaningful progression.

The catch is that these mutations can have unexpected and irreversible side effects. This is an excellent piece of design because it prevents upgrades from becoming simple improvements with no consequences. Gaining a powerful new ability can come at a price, forcing players to consider whether the benefits are worth whatever strange consequences might follow. It adds another layer of decision-making to a game already filled with choices.

The Mutamods also reinforce one of the game’s central themes: survival is about adaptation. The station has changed, the creatures have changed, and the player can change too. Rather than simply handing the protagonist a bigger weapon every few hours, RetroSpace allows progression to alter what the player is capable of doing. It makes the journey feel more personal and gives experimentation a tangible reward.

Death Is Only the Beginning

Death is handled in an appropriately strange fashion. Aurora 5 can produce an apparently endless supply of clones, so dying does not simply send you back to a conventional checkpoint and erase the experience. Instead, your death becomes part of the game’s world, complete with consequences that can make subsequent attempts more interesting. Recovering your equipment from your former self adds a slightly macabre twist to the familiar idea of retrieving lost gear.

The concept of cloning also introduces the possibility of degeneration, ensuring that resurrection is not treated as a consequence-free reset button. There is something fitting about the idea that repeatedly dying and returning could gradually make the situation stranger, rather than simply allowing the player to try again with no repercussions. It fits the game’s fascination with mutation, identity and the consequences of meddling with things that perhaps should remain untouched.

More importantly, death becomes another system to understand rather than a simple punishment. Players can learn from a failed attempt, reconsider their strategy and return to the same problem with a different approach. That fits neatly with the game’s broader philosophy of experimentation, making failure another part of the process rather than something that should simply be avoided at all costs.

Freedom Has Its Price

For all its creativity, RetroSpace is not without its rough edges. The unguided exploration can occasionally cross the line from encouraging discovery to simply leaving players wondering where they are supposed to go next. A detailed map would have made navigating Aurora 5 considerably more manageable without necessarily undermining the game’s commitment to player freedom. Instead, the current approach sometimes means spending more time retracing your steps than solving the problem in front of you.

Controller menu navigation can also feel cumbersome, particularly when compared with the game’s fluid environmental interactions. Minor performance issues and bugs can occasionally appear during hectic encounters, which is unfortunate because these are precisely the moments when responsiveness matters most. None of these problems fundamentally undermine the experience, but they do remind you that this is an ambitious indie immersive sim rather than a completely polished blockbuster production.

Even so, the rough edges are easier to forgive because the underlying ambition is so clear. RetroSpace is attempting to create a world where systems interact unpredictably, where players can approach problems from multiple directions, and where death, mutation and exploration all have meaningful consequences. That is a difficult thing to achieve, and the game gets remarkably close to making it work. When everything clicks, Aurora 5 becomes the sort of place where players stop thinking about the intended solution and start wondering what ridiculous solution they can invent instead.

Final Verdict

RetroSpace is a wonderfully strange immersive sim that understands why this genre remains so appealing. Its blend of disco-punk aesthetics, cosmic horror, environmental storytelling, open-ended exploration and reactive systems gives Aurora 5 a personality that is difficult to replicate. The freedom to sneak, hack, manipulate hazards, set traps or simply cause absolute carnage makes the journey feel genuinely shaped by the player, while Mutamods and the cloning system add further layers of experimentation. There are moments when the lack of guidance becomes frustrating, and some technical and control issues take the shine off an otherwise impressively imaginative experience, but the game’s ambition is impossible to miss.

What makes RetroSpace particularly enjoyable is that it feels like a game made by people who genuinely love the immersive sims that came before it. It borrows ideas from the genre’s past without simply reproducing them, then throws in mutations, cloning, disco, black holes and a healthy dose of dark humour to create something distinctly its own. Aurora 5 rewards curiosity, experimentation and a willingness to accept that things might go spectacularly wrong. For players who miss the days when games trusted them to explore, experiment and occasionally make a complete mess of things, this is a fascinating trip into the unknown.