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** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face. This will also prevent a nasty bug with fuses that causes them to rocket you across the bay. Likely into a wall that will break your helmet. In addition this will also help with coolant/fuel tanks. By making sure the piece they're attached to isn't moving at all, magnetizing yourself to it, and holding your brakes you can prevent the tanks from rocketing away, striking something, and violently exploding.

to:

** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face. This will also prevent a nasty bug with fuses that causes them to rocket you across the bay. Likely into a wall that will break your helmet. In addition this will also help with coolant/fuel tanks. By making sure the piece they're attached to isn't moving at all, magnetizing yourself to it, the tank, and holding your brakes you can prevent the tanks from rocketing away, striking something, and violently exploding.
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** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face. This will also prevent a nasty bug with fuses that causes them to rocket you across the bay. Likely into a wall that will break your helmet.

to:

** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face. This will also prevent a nasty bug with fuses that causes them to rocket you across the bay. Likely into a wall that will break your helmet. In addition this will also help with coolant/fuel tanks. By making sure the piece they're attached to isn't moving at all, magnetizing yourself to it, and holding your brakes you can prevent the tanks from rocketing away, striking something, and violently exploding.
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* TimedMission: Outside of the first couple of tutorial missions and Free Mode, every 'shift' is limited to 15 minutes or so in length, as well as your suit's fuel and oxygen supplies. You can buy O2 refills during a shift and find refill canisters on most ships though.

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* TimedMission: Outside of the first couple of tutorial missions missions, Open Shift, and Free Mode, every 'shift' is limited to 15 minutes or so in length, as well as your suit's fuel and oxygen supplies. You can buy O2 refills during a shift and find refill canisters on most ships though.

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* IndenturedServitude: Your status. Right off the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. It's also possible to use your LYNX tokens to purchase all your Cutter gear from the company and outright remove the associated rental fees which gets rid of ''an overwhelming majority'' of your day to day expenses once you own it all. By the time you own all your gear your daily static fees will total out to $75,000 a day before interest your ever decreasing debt kicks in.
* InterchangeableAntimatterKeys: Utility Keys are used to cut the flow of power from a ship's reactor to its thrusters. These keys have to be found in ships, but they can appear even if a ship has nothing to use it on. In this case you'll just put them in your pocket and hold onto them until you're working on a ship that does, at which point any of your keys will work in the terminal and you're unable to retrieve them once used.

to:

* IndenturedServitude: Your status. Right off the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly initially $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. It's also possible to use your LYNX tokens to purchase all your Cutter gear from the company and outright remove the associated rental fees which gets rid of ''an overwhelming majority'' of your day to day expenses once you own it all. By the time you own all your gear your daily static fees will total out to $75,000 a day before interest your ever decreasing debt kicks in.
* InterchangeableAntimatterKeys: Utility Keys are used to cut the flow of power from a ship's reactor to its thrusters. These keys have to be found in ships, ships or bought at a moderate fee at the Hab's terminal, but they can appear even if a ship has nothing to use it on. In this case you'll just put them in your pocket and hold onto them until you're working on a ship that does, at which point any of your keys will work in the terminal and you're unable to retrieve them once used.



* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, the player quickly receives the Splitsaw upgrade which allows it to slice neat chunks out of glass, aluminium, and some other materials. The Splitsaw can be further upgraded later on to let it cut through the tougher nanocarbon and titanium components as well.

to:

* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, the player quickly receives the Splitsaw upgrade which allows it to slice neat chunks out of glass, aluminium, aluminum, and some other materials. The Splitsaw can be further upgraded later on to let it cut through the tougher nanocarbon and titanium components as well.



* SandboxMode: If you just wanna cut ships apart for practice or fun (for example, seeing what happens when you overload a reactor or depressurize a larger ship), you can play in Free Mode instead; no limits, no restrictions.

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* SandboxMode: If you just wanna cut ships apart for practice or fun (for example, seeing what happens when you overload a reactor or depressurize a larger ship), you can play in Free Mode instead; no limits, no restrictions.restrictions, and everything's upgraded to its maximum levels (so be careful with that Splitsaw!).



* SpaceIsNoisy: Not here. To get any kind of sound feedback, you need to install a sound 'resynthesizer' which is more or less what it sounds like; it analyzes the environment to create sound cues for you. Upgrade it and you'll hear fuel flowing through pipes if you grab them with your grapple gun or your glove, and so on.

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* SpaceIsNoisy: Not here. To get any kind of sound feedback, feedback out in vacuum, you need to install a sound 'resynthesizer' which is more or less what it sounds like; it analyzes the environment to create sound cues for you. Upgrade it and you'll hear fuel flowing through pipes if you grab them with your grapple gun or your glove, and so on.
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A six-degrees-of-freedom first-person PuzzleGame from Blackbird interactive, known for ''VideoGame/HomeworldDesertsOfKharak'', ''Hardspace: Shipbreaker'' follows the player character as they seek to escape Earth and WorkOffTheDebt they owe to the [=LYNX=] Corporation - by scrapping and salvaging decommissioned starships in orbit above Earth.

It's simple, really; disassemble ships and throw the parts into the correct chute or the Barge below. Oh, did we mention most of these ships are still powered, pressurized, and often full of other potential hazards just waiting to be unleashed by a careless Cutter? Do try not to explode...

to:

A six-degrees-of-freedom first-person PuzzleGame from Blackbird interactive, Interactive, known for ''VideoGame/HomeworldDesertsOfKharak'', ''Hardspace: Shipbreaker'' follows the player character as they seek to escape Earth and WorkOffTheDebt they owe to the [=LYNX=] Corporation - by scrapping and salvaging decommissioned starships in orbit above Earth.

It's simple, really; disassemble ships and throw the parts into the correct chute or the Barge below. Oh, did we mention most of these ships are still powered, pressurized, and often full of other potential hazards just waiting to be unleashed by a careless Cutter? Do Just try not to explode...
explode.






** The tutorial missions give you an unlimited amount of health, fuel, and tethers so you can get used to the controls and early objectives in peace.

to:

** The tutorial missions give you an unlimited amount of health, fuel, and tethers so you players can get used to the controls and early objectives in peace.at their own pace.



* AppliedPhlebotinum: Technology like your tether gun runs on 'Van der Waals fields'.

to:

* AppliedPhlebotinum: Technology like your tether gun runs on 'Van der Waals fields'.fields.'



* BottomlessFuelTanks: Not here. You'll need to keep an eye on your jetpack's fuel gauge; if it runs dry, you'll be limited to using your grapple gun's retraction function and your magnetized gloves to move around. For the ships themselves you may also need to drain or burn off their fuel supply in order to safely detach some components.
* CloneDegeneration: Weaver used to be a Cutter, until there was an unspecified issue with cloning that prevented him from returning to the job. Now he helps teach new Cutters the ropes.

to:

* BottomlessFuelTanks: Not here. You'll need to keep an eye on your jetpack's fuel gauge; if it runs dry, you'll be limited to using your grapple gun's retraction function and your magnetized gloves to move around. For the ships themselves themselves, you may also need to drain or burn off their fuel supply in order to safely detach some components.
* CloneDegeneration: Weaver used to be a Cutter, until there was an unspecified issue with cloning that prevented him from returning to the job. Now he helps teach new Cutters around the ropes.



* GuideDangIt: Understandable for an early access game, but there are a few functionalities that would REALLY benefit the player to know early that the game doesn't explicitly tell you during the tutorial at this point such as...

to:

* GuideDangIt: Understandable for an early access game, but there are a few functionalities that would REALLY benefit the player to know early that the game doesn't explicitly tell you during the tutorial at this point such as...point.



** Combined with the hand binds listed above the Sound Resynth upgrade lets you hear things like the rush of fuel or coolant in a pipe, which is otherwise only indicated by lights on the pipes themselves. Or a sound cue for unplugging fuses before removing a power generator on a Gecko.

to:

** Combined with the hand binds listed above above, the Sound Resynth upgrade lets you hear things like the rush of fuel or coolant in a pipe, which is otherwise only indicated by lights on the pipes themselves. Or a sound cue for unplugging fuses before removing a power generator on a Gecko.



* SpaceWestern: The game has some vibes of it, especially with the soundtrack and Weaver's southern accent.

to:

* SpaceWestern: The game has some vibes of it, such, especially with the soundtrack and Weaver's southern accent.



* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''...

to:

* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''...''while''.
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A six-degrees-of-freedom first-person PuzzleGame from the minds behind ''VideoGame/HomeworldDesertsOfKharak'', '''Hardspace: Shipbreaker''' follows the player character as they seek to escape Earth and WorkOffTheDebt they owe to the [=LYNX=] Corporation - by scrapping and salvaging decommissioned starships in orbit above Earth.

to:

A six-degrees-of-freedom first-person PuzzleGame from the minds behind Blackbird interactive, known for ''VideoGame/HomeworldDesertsOfKharak'', '''Hardspace: Shipbreaker''' ''Hardspace: Shipbreaker'' follows the player character as they seek to escape Earth and WorkOffTheDebt they owe to the [=LYNX=] Corporation - by scrapping and salvaging decommissioned starships in orbit above Earth.



!!Examples:

to:

!!Examples:!!The game provides examples of:



* SpaceWestern: Definitely some vibes of this, particularly with the music.

to:

* SpaceWestern: Definitely The game has some vibes of this, particularly it, especially with the music.soundtrack and Weaver's southern accent.
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** Combined with the hand binds listed above the Sound Resynth upgrade lets you hear things like the rush of fuel or coolant in a pipe, which is otherwise only indicated by lights on the pipes themselves.

to:

** Combined with the hand binds listed above the Sound Resynth upgrade lets you hear things like the rush of fuel or coolant in a pipe, which is otherwise only indicated by lights on the pipes themselves. Or a sound cue for unplugging fuses before removing a power generator on a Gecko.
Is there an issue? Send a MessageReason:
None


** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face.

to:

** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face. This will also prevent a nasty bug with fuses that causes them to rocket you across the bay. Likely into a wall that will break your helmet.
Is there an issue? Send a MessageReason:
None


** You drain the coolant from the pipes in Geckos by removing the three small canisters from inside their Enviromental Control Unit's central compartment.

to:

** You drain the coolant from the pipes in Geckos by removing the three small canisters from inside their Enviromental Control Unit's central compartment. As of a recent patch this will however immediately set off a reactor meltdown and is ill-advised before getting the reactor out.
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* AppliedPhlebotinum: Technology like your tether gun runs on 'Van der Waals fields'.


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* MadeOfExplodium: Power cells, reactors, and fuel lines will explode with little provocation. Careful where you cut.


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* NoOSHACompliance: LYNX Corporation cuts every corner they can when it comes to employee safety. Your suit is a 50-year-old design, your tools are constantly breaking down and in need of repair, your suit only holds a few minutes of air, and that's not even mentioning all the hazards you'll encounter when disassembling the ships.

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* MegaCorp: LYNX Corporation, your employer and Solar System's biggest business entity.



* SpaceStation: Salvage Station ''Morrigan'', a giant hexagon-shaped ring on which the game takes place.



->''"I pray to the stars and heaven above,'' \\

to:

->''"I ->''"Each day he steps into the yard,''\\
''to earn his wages working hard.''\\
''I
pray to the stars and heaven above,'' \\



''If there comes a time where where he and death meet,'' \\

to:

''If there comes a time where where he and death meet,'' \\
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* NowYouTellMe: Can happen to you during the reactor tutorial if you follow Weaver's guide on how to remove the reactor just before he tells you that you should clear a path since the reactor's going into meltdown once it's nudged out of its position. Cue the player panicking and trying to get the reactor to salvage area before it melts down completely.

to:

* NowYouTellMe: Can happen to you during the reactor tutorial if you follow Weaver's guide on how to remove the reactor just before he tells you that you should clear a path since the reactor's going into meltdown once it's nudged out of its position. Cue the player panicking and trying scrambling to get the reactor to salvage deposit area before it melts down completely.
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None

Added DiffLines:

* NowYouTellMe: Can happen to you during the reactor tutorial if you follow Weaver's guide on how to remove the reactor just before he tells you that you should clear a path since the reactor's going into meltdown once it's nudged out of its position. Cue the player panicking and trying to get the reactor to salvage area before it melts down completely.
Is there an issue? Send a MessageReason:
None


* IndenturedServitude: Your status. Right off the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. It's also possible to use your LYNX tokens to purchase all your Cutter gear from the company and outright remove the associated rental fees which gets rid of an immense sum of your day to day expenses once you own it all.

to:

* IndenturedServitude: Your status. Right off the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. It's also possible to use your LYNX tokens to purchase all your Cutter gear from the company and outright remove the associated rental fees which gets rid of an immense sum ''an overwhelming majority'' of your day to day expenses once you own it all.all. By the time you own all your gear your daily static fees will total out to $75,000 a day before interest your ever decreasing debt kicks in.

Added: 229

Changed: 403

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** To combat how easy it is to get lost and disorient yourself, the HUD will automatically light up with relevant directional markers as needed. For instance, it will point to the correct chute when you've grappled an object in need of deposit, and will helpfully direct you to the Master Jack when you're low on Oxygen or other supplies.
* BigDumbObject: It wouldn't be a game from the Homeworld 'crew' without some of these. If you actually bother to look 'up' (relative to Earth) you can see orbit is filled with ''dozens'' of stations. The biggest, directly 'behind' the Master Jack, is the local railgate. To a lesser degree, the bay, Master Jack, and the Jax are Big Dumb Objects that you get to work with; the Master Jack is where you start and end shifts (and resupply during them) whilst the Jax can be used for grapple/tether maneuvers.

to:

** To combat how easy it is to get lost and disorient yourself, the HUD will automatically light up with relevant directional markers as needed. For instance, it will point to the correct chute when you've grappled an object in need of deposit, and will helpfully direct you to the direction of the Master Jack when you're low on Oxygen or other supplies.
is always indicated by a "house" icon.
* BigDumbObject: It wouldn't be a game from the Homeworld ''Homeworld'' 'crew' without some of these. If you actually bother to look 'up' (relative to Earth) you can see orbit is filled with ''dozens'' of stations. The biggest, directly 'behind' the Master Jack, is the local railgate. To a lesser degree, the bay, Master Jack, and the Jax are Big Dumb Objects that you get to work with; the Master Jack is where you start and end shifts (and resupply during them) whilst the Jax can be used for grapple/tether maneuvers.



* EarthThatUsedToBeBetter: It's still inhabited, but it's resource-poor and suffering from overpopulation issues; Humanity has spread out across the solar system via the 'rail gate' network, literally catapulting people and supplies to their destination with giant mass drivers.

to:

* EarthThatUsedToBeBetter: It's still inhabited, but it's resource-poor and resource-poor, suffering from overpopulation issues; issues, and civil unrest/rioting are common; Humanity has spread out across the solar system via the 'rail gate' network, literally catapulting people and supplies to their destination with giant mass drivers.drivers. It doesn't sound like they've managed to leave the solar system as a whole though.



** Your grappling hook has a reeling function that works to draw small things to the player or the player to large things. Especially useful for plucking long things like long storage bins through doorways.

to:

** Your grappling hook has a reeling function that works to draw small things to the player or the player to large things. Especially useful for plucking long things like long storage bins through doorways.doorways, or coaxing thrusters out through the exhaust port.



** Combined with the hand binds listed above the Sound Resynth upgrade lets you hear things like the rush of fuel in a pipe.

to:

** Combined with the hand binds listed above the Sound Resynth upgrade lets you hear things like the rush of fuel or coolant in a pipe.pipe, which is otherwise only indicated by lights on the pipes themselves.



** You drain the coolant from the pipes in Geckos by removing the three small canisters from inside their Enviromental Control Unit's central compartment.



* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, the player quickly receives the Splitsaw upgrade which allows it to slice through glass, aluminium, and some other materials. The Splitsaw can be further upgraded later on to let it cut through the tougher nanocarbon and titanium components as well.
* LeftTheBackgroundMusicOn: The VariableMix western/country background music is just music for the player, right? Nope! If you take damage, your helmet's radio will malfunction and the music will change - typically to something completely different, and often rather more comedic or dramatic. This lasts for a couple of minutes, after which [[PercussiveMaintenance the player character smacks their helmet]]. One of the data logs notes that LYNX psych-profiles their workers to determine what type of music they'd like best and forcibly pipes it into their helmets at all times.

to:

* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, the player quickly receives the Splitsaw upgrade which allows it to slice through neat chunks out of glass, aluminium, and some other materials. The Splitsaw can be further upgraded later on to let it cut through the tougher nanocarbon and titanium components as well.
* LeftTheBackgroundMusicOn: The VariableMix western/country background music is just music for the player, right? Nope! If you take damage, your helmet's radio will malfunction and the music will change - typically to something completely different, and often rather more comedic or dramatic. This lasts for a couple of minutes, after which [[PercussiveMaintenance the player character smacks their helmet]].helmet]] and it returns to normal. One of the data logs notes that LYNX psych-profiles their workers to determine what type of music they'd like best and forcibly pipes it into their helmets at all times.



* SpaceWestern: Definitely some vibes of this, particularly with the music.



->''"I pray to the stars and heaven above,''
->''to return my daddy to those he loves.''
->''If there comes a time where where he and death meet,''
->''bless the next Cutter that takes his seat."''

to:

->''"I pray to the stars and heaven above,''
->''to
above,'' \\
''to
return my daddy to those he loves.''
->''If
'' \\
''If
there comes a time where where he and death meet,''
->''bless
meet,'' \\
''bless
the next Cutter that takes his seat."''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*InterchangeableAntimatterKeys: Utility Keys are used to cut the flow of power from a ship's reactor to its thrusters. These keys have to be found in ships, but they can appear even if a ship has nothing to use it on. In this case you'll just put them in your pocket and hold onto them until you're working on a ship that does, at which point any of your keys will work in the terminal and you're unable to retrieve them once used.
Is there an issue? Send a MessageReason:
None


** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes.

to:

** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around or brace yourself for impact/charged pushes. They're so strong that they'll hold you firmly in place even with the full force of a room decompressing in your face.



* IndenturedServitude: Your status. Right off the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site.

to:

* IndenturedServitude: Your status. Right off the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site. It's also possible to use your LYNX tokens to purchase all your Cutter gear from the company and outright remove the associated rental fees which gets rid of an immense sum of your day to day expenses once you own it all.
Is there an issue? Send a MessageReason:
None


->''Humankind has industrialised much of the Solar System''
->''Earth has deteriorated into a place of squalor and decay''
->''In orbit, a new breed of worker has emerged''
->'''THE SHIPBREAKER'''
->''The labor is extremely dangerous''
->''But for a select few''
->''The hazard pay is worth the risk''
-->-- '''Opening Cinematic'''



* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''...

to:

* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''...''while''...
----
->''"I pray to the stars and heaven above,''
->''to return my daddy to those he loves.''
->''If there comes a time where where he and death meet,''
->''bless the next Cutter that takes his seat."''
----

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Changed: 632

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None


* AntiFrustrationFeatures: See the red and yellow markings around the Refinery and Processor intakes? Anything past those marks will automatically be pulled into the chute, saving you the effort (and danger) of herding them that last little distance. That ''does'' include '''you''', though.

to:

* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
See the red and yellow markings around the Refinery and Processor intakes? Anything past those marks will automatically be pulled into the chute, saving you the effort (and danger) of herding them that last little distance. That ''does'' include '''you''', though.though.
** The tutorial missions give you an unlimited amount of health, fuel, and tethers so you can get used to the controls and early objectives in peace.
** To combat how easy it is to get lost and disorient yourself, the HUD will automatically light up with relevant directional markers as needed. For instance, it will point to the correct chute when you've grappled an object in need of deposit, and will helpfully direct you to the Master Jack when you're low on Oxygen or other supplies.



* DeathIsASlapOnTheWrist: Assuming you're playing in standard mode, it's $150,000 per clone and that's it. There's also Limited mode (where you only have 30 revives before game over) and No Coverage (where even a single death ends your effort), but both modes require reaching a certain Certification Level in a standard/unlimited run first.

to:

* DeathIsASlapOnTheWrist: Assuming you're playing in standard mode, it's $150,000 per clone and that's it. This might SOUND like a lot, but the daily fees for your rentals alone total about $500,000 ''per day,'' and you can expect to make that much back just by salvaging a single low-class Reactor part. There's also Limited mode (where you only have 30 revives before game over) and No Coverage (where even a single death ends your effort), but both modes require reaching a certain Certification Level in a standard/unlimited run first.



* LeftTheBackgroundMusicOn: The VariableMix western/country background music is just music for the player, right? Nope! If you take damage, your helmet's radio will malfunction and the music will change - typically to something completely different, and often rather more comedic or dramatic. This lasts for a couple of minutes, after which [[PercussiveMaintenance the player character smacks their helmet]].

to:

* LeftTheBackgroundMusicOn: The VariableMix western/country background music is just music for the player, right? Nope! If you take damage, your helmet's radio will malfunction and the music will change - typically to something completely different, and often rather more comedic or dramatic. This lasts for a couple of minutes, after which [[PercussiveMaintenance the player character smacks their helmet]]. One of the data logs notes that LYNX psych-profiles their workers to determine what type of music they'd like best and forcibly pipes it into their helmets at all times.


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* OneNationUnderCopyright: Supplementary material suggests that ''all of Earth'' either is this to LYNX, or is well on its way to getting there. [[ReadTheFinePrint One of the terms you must agree to when signing on]] even includes an obligation to vote for their candidate of choice.


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* PuzzleGame: A fairly open ended sandbox, but a large part of the challenge is figuring out the right way to disassemble the ship, without destroying valuable components or tripping something that will blow yourself up. As you progress through more advanced ships, you'll find more intricate, increasingly inter-connected systems that can spell doom for your salvage operation if not tackled in the correct order.


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* TooFastToStop: Movement is based on momentum, and it's pretty easy to accidentally pull something so hard it smacks into you and cracks your helmet. Or worse, launch ''yourself'' so hard that you fall right into a furnace before your brakes can kick in.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hardspaceshipbreaker.jpg]]
[[caption-width-right:350:''Current Debt: $999,999,999'']]

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* BlackComedy: Much of the game's humour is built on parodying corporate dystopia. [=LYNX=] issues their Cutters with a space suit that's almost 50 years old, charges them a daily rental fee for all of their equipment, and claim that the suits generate lots of "passionate feedback" from their staff, for instance. Doesn't take a genius to figure out what they really mean by ''that''. Then there's your suit;

to:

* BlackComedy: Much of the game's humour is built on parodying corporate dystopia. [=LYNX=] issues their Cutters with a space suit design that's almost 50 years old, charges them a daily rental fee for all of their equipment, and claim that the suits generate lots of "passionate feedback" from their staff, for instance. Doesn't take a genius to figure out what they really mean by ''that''. Then there's your suit;suit itself;



* ExtendableArms: The Cutter has surprisingly long reach with their arms, and can even cross them over in very unsettling ways.



** Combined with the hand binds listed above the Sound Resynth upgrade let's you hear things like the rush of fuel in a pipe.

to:

** Combined with the hand binds listed above the Sound Resynth upgrade let's lets you hear things like the rush of fuel in a pipe.



* HollywoodMagnetism: Your gloves are stated to have powerful magnets in them so that you can use them to move around and hold onto things. Whilst aluminium and titanium ''are'' magnetic, 'nanocarbon' probably isn't. Why these magnets don't mess with things you touch or hold isn't explained either.

to:

* HollywoodMagnetism: Your gloves are stated to have powerful magnets in them so that you can use them to move around and hold onto things. Whilst aluminium and titanium ''are'' magnetic, (para)magnetic, 'nanocarbon' probably isn't. Why these magnets don't mess with things you touch or hold isn't explained either.



* SpaceIsNoisy: Not here. To get any kind of sound feedback, you need to install a sound 'resynthesizer' which is more or less what it sounds like; it analyzes the environment to create sound cues for you. Upgrade it and you'll hear fuel flowing through pipes if you grab them with your grapple gun, and so on.

to:

* SpaceIsNoisy: Not here. To get any kind of sound feedback, you need to install a sound 'resynthesizer' which is more or less what it sounds like; it analyzes the environment to create sound cues for you. Upgrade it and you'll hear fuel flowing through pipes if you grab them with your grapple gun, gun or your glove, and so on.



* UsedFuture: The game ''runs'' on this. You're issued an almost fifty-year-old suit design, and the first 'real' ship class you get to work on (after the basic drone) was decommissioned entirely when the railgate network took off.

to:

* UsedFuture: The game ''runs'' on this. You're issued an almost fifty-year-old suit design, and the Mackerel, the first 'real' ship class you get to work on (after the basic drone) was decommissioned entirely when the railgate network took off.
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** The black/yellow hazard stripes and the red warning lines around the Processor and Furnace are indicative of a gravitational field to ease things into them once in range.
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** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around, brace your self for impact/charged pushes.

to:

** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around, around or brace your self yourself for impact/charged pushes.
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* GuideDangIt: Understandable for an early access game, but there are a few functionalities that would REALLY benefit the player to know early that the game doesn't explicitly tell you during the tutorial at this point such as...
** Your grappling hook has a reeling function that works to draw small things to the player or the player to large things. Especially useful for plucking long things like long storage bins through doorways.
** There's a bind for each of the player's hands to cling to surfaces with their magnetic gloves that can be used to move around, brace your self for impact/charged pushes.
** Combined with the hand binds listed above the Sound Resynth upgrade let's you hear things like the rush of fuel in a pipe.

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* AntiFrustrationFeatures: See the red and yellow markings around the Refinery and Processor intakes? Anything past those marks will automatically be pulled into the chute, saving you the effort of herding them that last little distance. That ''does'' include '''you''', though.
* BlackComedy: Much of the game's humour is built on parodying corporate dystopia. [=LYNX=] issues their Cutters with almost 50-year-old space suits and charges them a daily rental fee, and claim that the suits generate lots of "passionate feedback" from their staff, for instance. Doesn't take a genius to figure out what they really mean by ''that''. Then there's your suit;

to:

* AntiFrustrationFeatures: See the red and yellow markings around the Refinery and Processor intakes? Anything past those marks will automatically be pulled into the chute, saving you the effort (and danger) of herding them that last little distance. That ''does'' include '''you''', though.
* BigDumbObject: It wouldn't be a game from the Homeworld 'crew' without some of these. If you actually bother to look 'up' (relative to Earth) you can see orbit is filled with ''dozens'' of stations. The biggest, directly 'behind' the Master Jack, is the local railgate. To a lesser degree, the bay, Master Jack, and the Jax are Big Dumb Objects that you get to work with; the Master Jack is where you start and end shifts (and resupply during them) whilst the Jax can be used for grapple/tether maneuvers.
* BlackComedy: Much of the game's humour is built on parodying corporate dystopia. [=LYNX=] issues their Cutters with a space suit that's almost 50-year-old space suits and 50 years old, charges them a daily rental fee, fee for all of their equipment, and claim that the suits generate lots of "passionate feedback" from their staff, for instance. Doesn't take a genius to figure out what they really mean by ''that''. Then there's your suit;



* BottomlessFuelTanks: Not here. You'll need to keep an eye on your jetpack's fuel gauge; if it runs dry, you'll be limited to using your grapple gun's retraction function and your magnetized gloves to move around. For the ships themselves you may also need to drain or burn off their fuel supply in order to safely detach some components.



* CoolStarship: You're being paid to take them apart.

to:

* CoolStarship: You're being paid to take them apart.apart, or more accurately taking them apart to pay off your debt. Admittedly some of them aren't really very cool or glamorous, nor do they possess particularly impressive class names; the two ship classes so far are the Mackerel and Gecko, both civilian cargo/passenger transport ships.



* FinalDeathMode: Once you reach a high enough certification level, you can start a new run with no cloning policy; no revives. Don't fuck up.

to:

* FinalDeathMode: Once you reach a high enough certification level, you can start a new run with no cloning policy; that means no revives. Don't fuck up.



* GogglesDoSomethingUnusual: Your helmet comes with a snazzy mix of XRayVision and AugmentedReality. Using it is almost essential to figuring out how to safely disassemble ships. By default it can only cover major structural elements, but upgrading it unlocks alternate modes that highlight component types and hazards, and can tell you useful information (such as how to safely remove fuses) when you look at things with the visor active.

to:

* GogglesDoSomethingUnusual: Your helmet comes with a snazzy mix of XRayVision and AugmentedReality. Using it is almost essential to figuring out how to safely disassemble ships. By default it can only cover major structural elements, but upgrading it unlocks alternate modes that highlight component types and hazards, and can tell you useful information (such as how to safely remove fuses) when you look at things with the visor active. You can't use any of your tools whilst scanning though.



* InterfaceScrew: All the time. Your visor can crack (or even breach), your HUD elements can glitch out, and when your scanner unit is worn down it'll frequently glitch out whilst in use.



* LeftTheBackgroundMusicOn: The VariableMix western/country background music is just music for the player, right? Nope! If you take damage, your helmet's radio will malfunction and the music will change - typically to something completely different, and often rather more comedic or dramatic.

to:

* LeftTheBackgroundMusicOn: The VariableMix western/country background music is just music for the player, right? Nope! If you take damage, your helmet's radio will malfunction and the music will change - typically to something completely different, and often rather more comedic or dramatic. This lasts for a couple of minutes, after which [[PercussiveMaintenance the player character smacks their helmet]].

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* IndenturedServitude: Your status. Right off the gate you're saddled with a $999,999,999 debt due to the costs of getting you to outer space and it's just the tip of the iceberg: Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site.



* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''...
** What's worse is that billion is actually just the tip of the iceberg. Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site.

to:

* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''...
** What's worse is that billion is actually just the tip of the iceberg. Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site.
''while''...
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* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''...

to:

* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''...''while''...
** What's worse is that billion is actually just the tip of the iceberg. Equipment rental fees, habitation rental fees, interest, and other miscellaneous fees end up charging roughly $500k ''a day''. You also have to buy your own oxygen, tether charges, suit repairs, equipment repair kits, and thruster fuel on site.

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* ContinuousDecompression: Small rooms will take a surprisingly long time to depressurize sometimes.



* DeathIsASlapOnTheWrist: Assuming you're playing in standard mode, it's $150,000 per clone and that's it. There's also Limited mode (where you only have 10 revives before game over) and No Coverage (where even a single death ends your effort), but both modes require reaching a certain Certification Level in a standard/unlimited run first.

to:

* DeathIsASlapOnTheWrist: Assuming you're playing in standard mode, it's $150,000 per clone and that's it. There's also Limited mode (where you only have 10 30 revives before game over) and No Coverage (where even a single death ends your effort), but both modes require reaching a certain Certification Level in a standard/unlimited run first.



* GogglesDoSomethingUnusual: Your helmet comes with a snazzy mix of XRayVision and AugmentedReality. Using it is almost essential to figuring out how to safely disassemble ships.
* GrapplingHookPistol: Aside from your Laser Cutter, you have the Grapple/Tether gun. It's mostly used to move things around, but you can also use it to launch yourself around - either by accident (trying to push something much heavier than you will push ''you'' instead) or on purpose (''a la'' BuildingSwing, just in zero G). You can also use it to shoot tethers that link things together or pull them towards a certain point; super useful for moving things that are a bit too heavy to push around normally.

to:

* GogglesDoSomethingUnusual: Your helmet comes with a snazzy mix of XRayVision and AugmentedReality. Using it is almost essential to figuring out how to safely disassemble ships.
ships. By default it can only cover major structural elements, but upgrading it unlocks alternate modes that highlight component types and hazards, and can tell you useful information (such as how to safely remove fuses) when you look at things with the visor active.
* GrapplingHookPistol: Aside from your Laser Cutter, you have the Grapple/Tether gun. It's mostly used to move things around, but you can also use it to launch yourself around - either by accident (trying to push something much heavier than you than the gun can handle will push ''you'' instead) or on purpose (''a la'' BuildingSwing, just in zero G). You can also use it to shoot tethers that link things together or pull them towards a certain point; super useful for moving things that are a bit too heavy to push around normally.normally.
* HollywoodMagnetism: Your gloves are stated to have powerful magnets in them so that you can use them to move around and hold onto things. Whilst aluminium and titanium ''are'' magnetic, 'nanocarbon' probably isn't. Why these magnets don't mess with things you touch or hold isn't explained either.



* SpaceFriction: There's a modest amount of it in the bay; this is presumably a function of the Jax or other equipment in the area, to keep unlucky (or careless) Cutters from ruining the whole place with shrapnel flying everywhere. It can veer a little into AnnoyingVideoGameHelper territory though, if objects you want to drift into a chute keep stopping instead.

to:

* SpaceFriction: There's a modest amount of it in the bay; this is presumably a function of the Jax or other equipment in the area, to keep unlucky (or careless) Cutters from ruining the whole place with shrapnel flying everywhere. everywhere, or from smearing themselves across the wall by zooming around too fast (the slowest it'll drop you to is 1m/s). It can veer a little into AnnoyingVideoGameHelper territory though, if objects you want to drift into a chute keep stopping instead.instead.
* SpaceIsNoisy: Not here. To get any kind of sound feedback, you need to install a sound 'resynthesizer' which is more or less what it sounds like; it analyzes the environment to create sound cues for you. Upgrade it and you'll hear fuel flowing through pipes if you grab them with your grapple gun, and so on.


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* UsedFuture: The game ''runs'' on this. You're issued an almost fifty-year-old suit design, and the first 'real' ship class you get to work on (after the basic drone) was decommissioned entirely when the railgate network took off.
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* GogglesDoSomethingUnusual: Your helmet comes with a snazzy mix of XRayVision and AugmentedReality. Using it is almost essential to figuring out how to safely disassemble ships.
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A six-degrees-of-freedom first-person PuzzleGame from the minds behind ''VideoGame/HomeworldDesertsOfKharak'', '''Hardspace: Shipbreaker''' follows the player character as they seek to escape Earth and WorkOffTheDebt they owe to the [=LYNX=] Corporation - by scrapping and salvaging decommissioned starships in orbit above Earth.

It's simple, really; disassemble ships and throw the parts into the correct chute or the Barge below. Oh, did we mention most of these ships are still powered, pressurized, and often full of other potential hazards just waiting to be unleashed by a careless Cutter? Do try not to explode...

It entered Steam Early Access on June 16, 2020.

----
!!Examples:
* AntiFrustrationFeatures: See the red and yellow markings around the Refinery and Processor intakes? Anything past those marks will automatically be pulled into the chute, saving you the effort of herding them that last little distance. That ''does'' include '''you''', though.
* BlackComedy: Much of the game's humour is built on parodying corporate dystopia. [=LYNX=] issues their Cutters with almost 50-year-old space suits and charges them a daily rental fee, and claim that the suits generate lots of "passionate feedback" from their staff, for instance. Doesn't take a genius to figure out what they really mean by ''that''. Then there's your suit;
-->''Warning: your oxygen reserves are dropping below statistically profitable levels.''
* CloneDegeneration: Weaver used to be a Cutter, until there was an unspecified issue with cloning that prevented him from returning to the job. Now he helps teach new Cutters the ropes.
* CoolStarship: You're being paid to take them apart.
* DeathIsASlapOnTheWrist: Assuming you're playing in standard mode, it's $150,000 per clone and that's it. There's also Limited mode (where you only have 10 revives before game over) and No Coverage (where even a single death ends your effort), but both modes require reaching a certain Certification Level in a standard/unlimited run first.
* EarthThatUsedToBeBetter: It's still inhabited, but it's resource-poor and suffering from overpopulation issues; Humanity has spread out across the solar system via the 'rail gate' network, literally catapulting people and supplies to their destination with giant mass drivers.
* ExplosiveDecompression: Very, very explosive, if you're not careful, given the potential to rupture explosive fuel lines and so on. Failing to properly decompress a ship can turn it from several million $ in parts to a rapidly expanding cloud of near-worthless scrap.
* FinalDeathMode: Once you reach a high enough certification level, you can start a new run with no cloning policy; no revives. Don't fuck up.
* FireIceLightning: The core threats to you, aside from radiation and blunt trauma; fuel lines and canisters are Fire, coolant lines and canisters are Ice, and pretty much any electrical equipment is Lightning.
* GrapplingHookPistol: Aside from your Laser Cutter, you have the Grapple/Tether gun. It's mostly used to move things around, but you can also use it to launch yourself around - either by accident (trying to push something much heavier than you will push ''you'' instead) or on purpose (''a la'' BuildingSwing, just in zero G). You can also use it to shoot tethers that link things together or pull them towards a certain point; super useful for moving things that are a bit too heavy to push around normally.
* JetPack: It'd be a little hard to maneuver in space without one, after all. Not ''impossible'' (you can still maneuver around with your magnetized gloves and your grapple gun), but certainly a lot harder.
* LaserCutter: One of your primary tools is the Stinger laser cutter. Whilst it's only good for small things at first, the player quickly receives the Splitsaw upgrade which allows it to slice through glass, aluminium, and some other materials. The Splitsaw can be further upgraded later on to let it cut through the tougher nanocarbon and titanium components as well.
* LeftTheBackgroundMusicOn: The VariableMix western/country background music is just music for the player, right? Nope! If you take damage, your helmet's radio will malfunction and the music will change - typically to something completely different, and often rather more comedic or dramatic.
* MissionControl: You have two or three; "Weaver", an ex-Cutter who guides you through the tutorial and provides time-based reminders, and Control, who calls out (un)successful material deposits. Your spacesuit will also call out some hazards like decompression or low oxygen.
* OxygenMeter: Aside from the hard time limit on shifts, you also need to watch your O2 supply. Worse, if you take enough physical damage to lose the first 'red' point of suit integrity, your helmet breaches and you start ''rapidly'' losing oxygen.
* ReadTheFinePrint: Signing on with [=LYNX=] gives them the rights to your DNA and to pass your debt on to your next of kin, amongst other things.
* SandboxMode: If you just wanna cut ships apart for practice or fun (for example, seeing what happens when you overload a reactor or depressurize a larger ship), you can play in Free Mode instead; no limits, no restrictions.
* ShockinglyExpensiveBill: Each day, you can expect to be paying somewhere to the tune of $500,000 to [=LYNX=] in rental fees and interest.
* SpaceFriction: There's a modest amount of it in the bay; this is presumably a function of the Jax or other equipment in the area, to keep unlucky (or careless) Cutters from ruining the whole place with shrapnel flying everywhere. It can veer a little into AnnoyingVideoGameHelper territory though, if objects you want to drift into a chute keep stopping instead.
* StuffBlowingUp: Go on, try 'accidentally' causing a decompression event or reactor meltdown, even on a smaller ship. You're going to want to stand (well, float) ''well'' back.
* TimedMission: Outside of the first couple of tutorial missions and Free Mode, every 'shift' is limited to 15 minutes or so in length, as well as your suit's fuel and oxygen supplies. You can buy O2 refills during a shift and find refill canisters on most ships though.
* WorkOffTheDebt: To the tune of $999,999,999. It's going to take a ''while''...

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