Subroutine: Deep Space cover

Subroutine: Deep Space

30 Oct 2026 · (16 days ago) · Full Release

The Bearded Dev

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0 IVGDB Score

A sci-fi programming puzzle game. Repair corrupted ship cores by wiring executable node graphs — memory, logic, and I/O — then step through playback like a debugger until every validation stream passes.

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Developer & Publisher: The Bearded Dev

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About this game

In 3022, Andrew Mercer answered the first SOS from beyond Earth — undeniable proof of other life, asking for help. His wife, Evelyn, told him it was too convenient. A species that had never reached out before does not suddenly need saving. He went anyway.

The exploration ship Maximo never came home.

Their last transmission was another distress call. Then silence. Now a salvage operator is patched into the wreck: dead cores, fractured telemetry, and personal logs from a crew that started noticing the signal changing as they closed in. The pilot’s jokes stopped reaching her eyes. The comms officer saw a frequency no one else would admit was there. Forty-eight hours from history, it already felt like they were going the wrong way.

Recover what they left behind. Find out who called — and why anyone answered.

A visual programming puzzle gameSubroutine: Deep Space is a single-player sci-fi programming puzzle. You repair those dead cores by building executable node graphs. Every deck starts at a protected START node. From the toolbox you place and wire INBOX and OUTBOX for the packet stream, memory slots to hold values, arithmetic and branches for control flow, string ops for headers and tokens, logic gates for boolean work, and clock nodes when a deck cares about timing.

Then you run it. Open the validation panel and press Validate Core. Visible examples show the intended transform; hidden streams still have to pass. If the graph crashes, drops a packet, or exceeds the cycle cap, the core stays dark.

When a solution almost works, use playback like a debugger: step forward and back through ticks, watch the register and memory, and see which node fired. Each deck has a briefing, a repair guide, and a node budget. START, INBOX, and OUTBOX are free; everything else counts. Inefficient graphs fail even if the idea is right.

The goal of every deck is the same: emit the correct output stream. The challenge is how little hardware you spend doing it. Passing unlocks the next deck and can recover another personal log. Ratings (B, A, and S) score your best node count and cycle count against par, so you can return to a solved core and tighten the graph. New instruction types unlock as you move through the wreck, so later decks are not just harder puzzles — they are new kinds of programs.

Early AccessEarly Access follows the first ten recovered decks of that expedition aboard the salvage site SV Asterion. A typical first playthrough is a few hours, longer if you chase S-rank solutions. More of the story is planned. Progress is saved locally on this PC. There are no extra game modes in this build — campaign, replay, and optimization are the whole loop.

Decks currently in the build:

Deck 1: Reverse Transmission — store packets and emit them last-in, first-out

Deck 2: Signal Boost — loop the stream and increment every reading

Deck 3: Calibration Offset — save the first packet, add it to the rest

Deck 4: Polarity Normalizer — branch on sign and zero

Deck 5: Parity Ping — reduce each value until you can report odd or even

Deck 6: Repeater Relay — echo every packet twice

Deck 7: Window Slice — cut a fixed routing window out of string headers

Deck 8: Parity Latch — compare boolean pairs

Deck 9: Clock Divider — align wait cycles with the execution clock

Deck 10: Authenticated Length — gate name lengths behind an OPEN token

What you get with this purchase

A 10-puzzle single-player campaign with sequential unlocks and level select for recovered decks

A visual graph editor with undo/redo, node limits, and full keyboard play (rebindable in Settings)

Playback debugger and validation against visible plus hidden test streams

S / A / B ratings for compact, fast solutions

Briefings, repair guides, and an in-game Node Index for every instruction

Recovered story logs from the Maximo expedition

Sci-fi salvage interface with procedural ship-ambient audio

Local saves on this PC (Steam Cloud is planned, not in this build)

Windows 10/11. English.

The exploration ship Maximo never came home.

Their last transmission was another distress call. Then silence. Now a salvage operator is patched into the wreck: dead cores, fractured telemetry, and personal logs from a crew that started noticing the signal changing as they closed in. The pilot’s jokes stopped reaching her eyes. The comms officer saw a frequency no one else would admit was there. Forty-eight hours from history, it already felt like they were going the wrong way.

Recover what they left behind. Find out who called — and why anyone answered.

Early Access follows the first ten recovered decks of that expedition. More of the story is planned. Progress is saved locally on this PC.

Trailers

▶ Watch trailer↗

System requirements

Minimum: OS: Windows 10 Processor: Dual-core 2.0 GHz Memory: 4 GB RAM Graphics: DirectX 11 compatible DirectX: Version 11 Storage: 200 MB available space Additional Notes: Microsoft Edge WebView2 Runtime (already on most Windows 10/11 PCs). Display at least 1280×800.

Features & accessibility

Languages
PC system requirements

Minimum: OS: Windows 10 Processor: Dual-core 2.0 GHz Memory: 4 GB RAM Graphics: DirectX 11 compatible DirectX: Version 11 Storage: 200 MB available space Additional Notes: Microsoft Edge WebView2 Runtime (already on most Windows 10/11 PCs). Display at least 1280×800.

Where to buy

official stores
SteamView store →

Reviews

Screenshots

Subroutine: Deep Space screenshotSubroutine: Deep Space screenshotSubroutine: Deep Space screenshotSubroutine: Deep Space screenshotSubroutine: Deep Space screenshot

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Aggregated from: steam