- Release Year: 2016
- Platforms: Linux, Macintosh, Windows
- Publisher: Just1337, KupiKey d.o.o.
- Developer: Just1337
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Average Score: 71/100
Description
Neon Space is a side-scrolling action game set in a vibrant neon-lit universe where players pilot a small spaceship through 50 challenging levels. The core objective is to navigate from one end of a level to the other, dodging numerous obstacles, solving environmental puzzles, and utilizing checkpoints to open new passages. Players can employ two unique abilities—’Slow’ to decelerate time around them and ‘Blink’ for a short teleportation dash—to overcome particularly difficult sections and earn gold medals. The game continuously introduces new mechanics to keep the gameplay fresh and engaging throughout.
Gameplay Videos
Where to Buy Neon Space
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Guides & Walkthroughs
Reviews & Reception
steambase.io (71/100): Neon Space has earned a Player Score of 71 / 100. This score is calculated from 581 total reviews which give it a rating of Mostly Positive.
store.steampowered.com (73/100): Neon Space is a fun and simple but at the same time highly addictive game.
indiegamereviewer.com (70/100): Neon Space may not be wholly original, but its modest aspirations and tight-knit adherence to its own style make this game feel like a late night snack or the perfect appetizer.
Neon Space: A Study in Modest Ambition and Digital Obscurity
In the vast cosmos of the Steam marketplace, where thousands of titles flicker into existence each year, most fade into the void without a trace. Neon Space, a 2016 indie release from the enigmatic Just1337 Studio, is one such celestial body—a faint, unassuming star that burned briefly and left behind a curious, contradictory legacy. It is a game that embodies the very essence of the indie paradox: ambitious in its simplicity, yet frustratingly rudimentary; charmingly earnest, yet mechanically confounding.
Introduction: The Curious Case of a Discount Gem
To review Neon Space is not to analyze a landmark title that reshaped its genre, but to perform an archaeological dig on a peculiar artifact of the digital distribution era. It is a game that exists primarily in the deep discounts of Steam sales, a title purchased for the price of a candy bar, played for an hour, and then shelved amidst a library of more illustrious peers. Its legacy is not one of critical acclaim or commercial triumph, but of a specific, almost philosophical question: what constitutes a “game” in the modern era? Is it enough to provide a simple, focused challenge with a minimalist aesthetic? Neon Space tests these boundaries, offering a “fun and simple but at the same time highly addictive” experience that serves as a perfect case study of the indie scene’s strengths and overwhelming challenges. This review posits that Neon Space is a flawed but oddly endearing experiment in pure gameplay, a title whose greatest achievement is its unapologetic modesty, yet whose failures highlight the critical importance of intuitive design and visual clarity.
Development History & Context: The Just1337 Enigma
The story of Neon Space is shrouded in the typical obscurity of micro-indie development. The studio, operating under the name “Just1337” (and occasionally “Just 1337 Studio” or “EGAMER” across various sources), is a digital ghost. Public credits are scant, with MobyGames listing only a single contributor, “Rik Hideto,” for the initial entry. The publisher, KupiKey d.o.o., appears to be a digital key distributor rather than a traditional publisher, a common arrangement for titles seeking a foothold on storefronts like Steam.
The game was built using the Unity engine, a tool that democratized game development but also flooded the market with a plethora of low-effort projects. Released on May 12, 2016, for Windows, Mac, and Linux, Neon Space entered a crowded field. This was the era of the “indiepocalypse” discourse, where discoverability was becoming the greatest challenge for small developers. The game’s technological constraints were self-imposed; its requirements are meager even for 2016 (a dual-core 2.0 GHz CPU, 256 MB of RAM, and 200 MB of storage), positioning it as accessible to anyone with even a decade-old machine.
The vision, as gleaned from the official description, was clear: create a focused, obstacle-dodging puzzle game. There were no grand promises of narrative depth or graphical revolution. The goal was simple gameplay, a medal system for replayability, and a slow trickle of new mechanics across its 50 levels. In a landscape increasingly dominated by open-world epics and narrative-driven adventures, Neon Space was a deliberate throwback to the core tenets of arcade design: easy to learn, difficult to master.
Narrative & Thematic Deep Dive: The Void of Story
To analyze the narrative of Neon Space is to stare into an abyss. The game possesses no narrative, no characters, no dialogue, and no plot. The “Official Description” on Steam and MobyGames makes no mention of any story elements. The player controls a “little space ship” with no name, no backstory, and no mission beyond moving from point A to point B.
However, a thematic analysis can be extracted from its context and aesthetic. The title itself—Neon Space—presents a fusion of two potent sci-fi concepts: the cold, infinite blackness of space and the artificial, vibrant glow of neon. This creates a theme of synthetic isolation. You are alone in a man-made cosmos, a labyrinth of electrified obstacles with only the soothing, synthetic music for company. The theme is not one of epic space opera but of intimate, claustrophobic challenge. It evokes the feeling of being a single node in a vast, uncaring network, where success is measured purely by precision and efficiency. The “story” is the player’s own journey of frustration and eventual mastery, a tale told not through text but through repeated failure and hard-won triumph.
Gameplay Mechanics & Systems: Precision and Peril
At its core, Neon Space is a physics-based puzzle-platformer from a top-down perspective. The central gameplay loop is brutally simple: navigate a small, circular ship through a gauntlet of static and moving neon obstacles to reach the end of a level. The goal is not just to finish, but to finish quickly enough to earn a gold medal, adding a layer of score-attack replayability.
Core Controls and The Fundamental Flaw: The ship is controlled with thrusters—likely one button for forward thrust and others for rotation. This immediately creates a learning curve reminiscent of classic games like Asteroids or Oids, demanding constant adjustment and momentum management. However, this is where the game’s most significant flaw emerges, as pinpointed by IndieGameReviewer: “it can be incredibly difficult to determine which part of your circular ship is the front and which is the back.” This lack of visual clarity on the ship’s orientation transforms a challenging mechanic into a frequently frustrating one. The recommendation to use a controller over a keyboard is apt, as analog sticks provide a finer degree of rotational control, but it does not solve the fundamental issue of visual feedback.
Abilities: To aid the player, two cooldown-based abilities are introduced:
* Slow: Slows down all environmental objects and obstacles while the player’s ship retains its normal speed. This is a classic “bullet time” ability, crucial for threading tight gaps and timing movements.
* Blink: Teleports the ship a short distance forward. At higher skill levels, this can be used to phase through certain obstacles entirely.
These abilities are well-chosen for the genre, offering strategic depth. Do you use Slow now for a tricky section, or save it for a more complex part later? Can you Blink through that wall, or is it solid? This experimentation is a core part of the discovery process.
Level and Progression Design: The game features 50 levels, ostensibly introducing new mechanics and tricks to maintain variety. The design philosophy is one of incremental difficulty spikes. Early levels teach the basics of movement and obstacle avoidance, while later levels demand perfect synergy between standard controls and the special abilities. The medal system is a effective motivator for perfectionists, encouraging repeated attempts to shave seconds off a time. However, the criticism that the levels can feel “simplistic” and that the challenge often stems more from control ambiguity than clever design is a valid one. This is a game of execution, not conception.
World-Building, Art & Sound: Minimalist Ambiance
Neon Space’s aesthetic is the purest expression of its title. The visuals are stark and minimalist: a pitch-black background evokes the depth of space, while the levels themselves are constructed from solid, brightly colored neon lines—pinks, blues, greens, and yellows. There is no texture work, no detailed scenery, and no visual clutter. It is the digital equivalent of a laser tag arena.
This minimalism is a double-edged sword. On one hand, it creates a clean, uncluttered visual field that allows the player to focus entirely on the navigational puzzles. It successfully generates a specific, synthwave-inspired atmosphere of retro-futurism. On the other hand, it contributes to the game’s “cheap” or “asset-flip” appearance, a common criticism levied against many Unity-powered indie games of this vintage. It lacks the artistic polish of a title like Hotline Miami (a comparison made by IndieGameReviewer), which uses a similar neon palette but with infinitely more style, purpose, and visual cohesion.
The sound design is arguably the game’s strongest aspect. The soundtrack consists of “calm, sci-fi inspired tracks” and “soothing music” that loop in the background. This is a brilliant counterpoint to the often frantic and frustrating gameplay. The calm, ambient electronic music prevents the experience from becoming overly stressful, instead casting it as a methodical, almost zen-like test of patience and skill. The sound effects are likely minimal—perhaps a soft hum for the thrusters and a subtle cue for the abilities—ensuring they never intrude on the hypnotic soundtrack.
Reception & Legacy: A Flicker in the Steam Charts
The reception of Neon Space is a tale of two datasets. On Steam, the game enjoys a “Mostly Positive” rating (73% of 331 user reviews) according to the most recent data. This suggests that a majority of players who purchased it for its frequent deep discount (often as low as $1.49, a 95% reduction from its nominal $29.99 price) found it to be a worthwhile diversion. The user tags “Casual,” “Great Soundtrack,” and “Indie” dominate its Steam page.
Conversely, critical attention was virtually non-existent. It holds a single, unrated player review on MobyGames and a scant handful of reviews on aggregator sites. The review from IndieGameReviewer.com, rating it a 3.5/5, stands as one of the only critical appraisals. The reviewer captures the game’s essence perfectly: “I truly mean this in the nicest way possible: Neon Space is like the knock-off game that your grandma buys for you because she doesn’t know any better.”
Its legacy is not one of direct influence but of symbolism. Neon Space represents the sheer volume of the 2010s indie market. It is a perfectly average game—not broken, not brilliant—that was nonetheless able to find a small audience through aggressive pricing and the sheer scale of digital distribution. Its sequel, Neon Space 2, released just two months later in July 2016, promised “mayor [sic] improvement” in visuals but appears to have vanished without a ripple. The studio, Just1337, faded back into the obscurity from which it came. Neon Space remains as a fossil; a reminder that for every Shovel Knight or Hades, there are thousands of humble, simple games that are played, briefly enjoyed, and forgotten.
Conclusion: The Verdict on a Modest Experiment
Neon Space is not a great game. Its control scheme is ambiguous, its visual design is barebones, and its level design often prioritizes difficulty over cleverness. It is a title that feels every bit its low budget and short development cycle.
Yet, it is not without merit. In its focused goal, its calming soundtrack, and its straightforward challenge, there is a kernel of pure game design. It is a title completely devoid of pretension; it knows exactly what it is and makes no grand claims otherwise. For a certain type of player—one seeking a cheap, time-wasting puzzle game to play with a podcast in the background—it can provide a few hours of genuine, if simple, enjoyment.
Its place in video game history is not on a podium, but in the archives. It is a quintessential example of the bottom tier of the Steam ecosystem: functional, forgettable, but ultimately harmless. It is the video game equivalent of a B-movie—flawed, often awkward, but possessing a strange charm that more polished products often lack. Neon Space is a curious relic, a testament to the fact that in the digital age, even the most modest of creations can find a home, if only for a moment, in the light of a computer screen.