(Disclosure: The review­er was given a copy of the game by the devel­op­er for pur­pos­es of review. You can now buy RymdResa on Steam here.)

RymdResa is devel­oped by Morgondag; a Nordic games devel­op­er based out of Sweden. The music is by Tom Croke and Pat Jacobs.

RymdResa is an incred­i­bly lone­ly rogue-like space sim with RPG ele­ments. It has a rather excel­lent­ly done sound­track, retro inspired graph­ics, and is a tech­ni­cal mas­ter­piece from a cod­ing per­spec­tive. The main sto­ry can take rough­ly 3 – 6 hours to com­plete, with oth­er ele­ments such as col­lect­ing research pods in space (Which seems more of a mat­ter of luck than any­thing) and resource col­lect­ing for sur­vival pur­pos­es and base build­ing in the lat­er chap­ters. It is dif­fi­cult to pin down just where RymdResa belongs on the gen­re scale, but rogue-like ful­fills the pur­pose for the sake of Steam cat­e­go­riza­tion.

Star-Swept Stories in Sullen Space

Such a frag­ile thing

You play the lone­ly cloned pilot of a space­craft that you choose before each chap­ter; with three chap­ters con­tained in this rogue-like. In the first chap­ter — Hope — you learn that the pilot’s home plan­et has been destroyed by an aster­oid, and are tasked with find­ing a replace­ment home-world while drift­ing through the void. In the sec­ond chap­ter — A New Home — once you find a new plan­et, you are then tasked with procur­ing mate­ri­als to cre­ate new upgrades for the plan­et. You then make the ulti­mate upgrade in chap­ter two, which leads to the third chap­ter — Nether Space — a far more dan­ger­ous realm than the real space.

There’s like 80 of the­se in total. Space gets lone­ly.

This is mere­ly the over­ar­ch­ing sto­ry, as RymdResa has one lis­ten­ing to the pilot’s mus­ings as he drifts through space and becomes detached from the world of his birth, the love of his life, and even the ground beneath his feet. These lit­tle snip­pets play in the back­ground, and mark the pilot’s diary as your ship lazi­ly drifts through space. The melan­choly nature of the game sug­gests at first that the pilot is will­ing to accept death, or at least eter­nal lone­li­ness. Before becom­ing some­what hope­ful in the sec­ond and third chap­ters, the mus­ings reveal the pilot has lost every­thing. This evolves in the sec­ond chap­ter as they get hope and a pur­pose, and into the third chap­ter as that grows into a desire.

So many curi­ous things

Other sto­ries, hid­den in the descrip­tions for plan­ets and oth­er space objects, describe a galaxy that has died. Or at the least one that is anath­e­ma to life. Curious locales can be spot­ted where it seems the spir­its of the galax­ies them­selves wrote on the tapes­try of the void itself, leav­ing mes­sages both hope­ful and dire for both the pre­vi­ous inhab­i­tants and the present pilot.

If you’re not care­ful, they’re not wrong

Overall, it feels as if the sto­ries with­in are an alle­go­ry for some­thing more than what is pre­sent­ed — show­ing hope again­st ever­last­ing despair. Of some­one des­per­ate for anoth­er chance, some­where out there in space.


My God, It’s Full of Stars

The con­trols are fair­ly sim­ple. Using the mouse (or heav­en for­bid a con­troller for this), you engage thrust with the left mouse but­ton. You use Q to inter­act with things in the wild expans­es of the void and this dri­ves along the sto­ry. Maintaining the ship’s cohe­sion by col­lect­ing resources, either from stars (with the right lev­el upgrades) or plan­e­tary objects float­ing by is core to sur­viv­ing. One must drift from mis­sion objec­tive to mis­sion objec­tive with­out col­lid­ing with var­i­ous red-lined objects that des­per­ate­ly wish to see your ship destroyed. A boost sys­tem allows the ship to speed up at the cost of resources. And through­out this, one must also col­lect stars to have star­points to afford the var­i­ous ships one can choose between chap­ters or after death.


There are eight ships to choose from, each with their own strengths, weak­ness­es, and even sound­tracks to mark their trav­el through the void. Each ship does man­ages to avoid same­ness, and although half are locked before the sec­ond chap­ter, those avail­able offer a dif­fer­ent expe­ri­ence to each oth­er as one drifts through the void.


The play­er is able to level-up after col­lect­ing enough star­points; which act as cur­ren­cy for the ships. Experience points allow the play­er to take mile­stone upgrades that can make your ship tougher, and gath­er resources and gain more star­points to advance. Each level-up also gives the play­er points to put into skills that allow them to explore strange anom­alies in space, use tele­por­ta­tion tech­nolo­gies, and gath­er even more resources to ensure the ship’s sur­vival.

I had like three times this amount of stuff at the end of the game.

Equipment can be put onto the ship to improve the var­i­ous stats, improv­ing great­ly each key abil­i­ty or hedg­ing up weak­ness­es. The equip­ment can be gained from the boss­es, stars, plan­e­tary anom­alies, or just ran­dom­ly out in space.

Abstract death screens give me fun­ny feel­ings

Once your ship is destroyed by the uncar­ing void (and it will hap­pen even­tu­al­ly), the play­er keeps all expe­ri­ence, star­points, equip­ment and mile­stone choic­es that have been found.



There’s weird­er things out there, but I liked how this looked

The pix­e­lat­ed nature of the game reminds one of an Amiga com­put­er, with the art super retro but thank­ful­ly not over­done. With the hun­dreds of ran­dom objects to find through­out the galaxy, rang­ing from plan­ets, aban­doned space shut­tles — and I swear I saw a bar­be­cue at one point — it is easy on the eye. It gets the point across quite well, and lends to the over­all melan­choly atmos­phere that the game is going for.

Music & Audio

I have no idea how to show you music so enjoy this in-game abstract death relat­ed art­work


As men­tioned in the game­play sec­tion, each ship has their own sound­track, rough­ly five to six min­utes long. Each track avail­able has their own instru­ments com­prised of a vari­ety of elec­tron­ic instru­ments. Synth strings, drums, keys, and even a therem­in for the UFO ship cre­ate an inter­est­ing sound­track with songs that feel utter­ly inde­pen­dent of each oth­er. Overall, it is excel­lent­ly done.

The sounds with­in RymdResa are well craft­ed, but the voice over nar­ra­tion for the sto­ry bits can get a bit repet­i­tive. This review­er found the fil­ters used on the actor’s voice grat­ing over time, rather than atmos­pher­ic. His per­for­mance, how­ev­er, was extreme­ly appro­pri­ate; show­ing just how detached the pilot has become over his time spent in space. Loneliness leaks through, as does stress, and the occa­sion­al hap­py moment as appro­pri­ate.

Technical & Settings


Aw Yiss – Settings Menus

The set­tings with­in RymdResa are extreme­ly thor­ough, with a focus on game­play ele­ments; audio and sound each hav­ing their own por­tions of the set­tings menu. Of the hours played through­out start to fin­ish, there has only been one bug as a result of an update and it was fixed with­in a week.

Final Thoughts

Ooo Shiny

RymdResa reminds me of a free­ware game by the name of Transcendence. Both are rogue­likes set in space, where every­thing is out to kill you out­side of the safe areas. But where Transcendence was about going on the offen­sive, it feels as if RymdResa was attempt­ing to go the oth­er way. The player’s craft is vul­ner­a­ble, and until the third chap­ter doesn’t even get the pos­si­bil­i­ty of a shield. Equipment is kept between deaths, less­en­ing the tra­di­tion­al costs of death in a rogue-like.

But with such an abstract sto­ry told in bits and pieces with­in a decent space game, this works to its advan­tage. For those look­ing for some­thing dif­fer­ent in the space adven­ture gen­re, I sug­gest giv­ing RymdResa a try.

Purchase RymdResa at full price if: You like quirky, abstract sto­ries told in an unex­pect­ed medi­um. If you like the occa­sion­al rogue-like, and are eas­i­ly frus­trat­ed by death.

Purchase at a dis­count if: You are more of a tra­di­tion­al­ist with rogue­likes, or are more inter­est­ed in a com­bat focused space sim.

Do not pur­chase at all if: You are a hard­lin­er with rogue­likes, don’t much care for space sims or can get annoyed with being inter­rupt­ed by voice-overs every five min­utes or so.

https://supernerdland.com/wp-content/uploads/2015/08/RymdResa-1024x573-1024x573.pnghttps://supernerdland.com/wp-content/uploads/2015/08/RymdResa-1024x573-150x150.pngMichael CampbellPCPC ReviewsPC,Reviews,RymdResa(Disclosure: The review­er was given a copy of the game by the devel­op­er for pur­pos­es of review. You can now buy RymdResa on Steam here.) RymdResa is devel­oped by Morgondag; a Nordic games devel­op­er based out of Sweden. The music is by Tom Croke and Pat Jacobs. RymdResa is an incred­i­bly lone­ly rogue-like space sim with RPG
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Michael Campbell
My name is Michael Campbell. I am a bud­ding writer, pro­duc­er, and the content-manager for off-site opin­ion pieces. I focus on Early Access Game Reviews, Traditional Games Media (Primarily Pen & Paper Role-playing Games), Steam Games, Origin, and Indie Titles. My inter­ests include draw­ing real­ly ter­ri­bly, run­ning far too many RPG games a week and hor­ri­fy­ing my co-workers and friends. I also get real­ly angry on Twitter at injus­tice. I am also like­ly going to become a fix­ture in the edi­to­ri­al sec­tion of this site, due to the above anger. You can reach me at M.Campbell@supernerdland.com if you have ques­tions or com­ments; As well, you can reach me @EvilBobDALMYT on Twitter to see some of that anger in motion.
Michael Campbell

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