Welcome    

This guide is roughly split into two parts. The first part briefly explains some fundamentals about the game. The second part is a tour guide to the Flatspace galaxy and contains lots of information for any budding space pilot. 

Flatspace is a huge game. This guide does not try to explain every game option in depth but permits the player to explore and discover things for themselves. The tour guide contains many subtle hints at the less obvious aspects of the game. 

Aims And Plot    

Flatspace is set in the distant future. Space has expanded to such an extent that stars and planets can no longer hold form. Humanity still lives and works in space stations and ships, islands of light and technology in an otherwise cold and flat void. 

Flatspace is a space trading and flight simulation. Your ultimate objective in the game is to locate and assemble a galactic hyperdrive, the crystal parts of which can appear on sale in space stations. There is a lot of freedom for the player however, and as a space captain you can decide what you want to do and how you want to play. 

Quick Controls    

The menu systems all use a similar control system. You can use the mouse and the left mouse button to select icons, or use the arrow keys. Return will select an icon and Esc will go back a page. Sometimes the left/right arrows can be used too. 

In the game, the default controls use the mouse to steer and fly your ship. Press Esc to enter/exit your ship and use the menu system, and Space for the galactic map. While in space, press F1 to display a screen showing all of the game controls. See controls.txt for a printable list of the default controls.

Professions    

When you start a game, your first command decision is a choice of profession. In the world of Flatspace, the profession you choose determines the ship and equipment you will begin with. Note however that you, as captain, are free to play the game in any way you want to. You are not tied to any particular path or job. As you experience life in Flatspace, you can upgrade your ship or equipment whenever you want to, and can afford to do so. 

Set the profession from the Character Selection screen. 

Below the profession, you can also choose between Death Means Death or Undead. If you select Death Means Death, any save games for that character will be deleted when the game is over so the game is more difficult. If you choose Undead, you can reload old games even after your character has died. Note that the game can only be completed if you select Death Means Death, the galactic hyperdrive components are not present in Undead mode. Also you can only enter the graveyard, the hall of remembrance for fallen heroes, if Death Means Death. 

A brief guide to the professions now follows. 

Trader

As a trader your primary task is to buy cargo from one space station and sell at another. A trading scanner is provided to every trader. Trading ships are generally large in capacity but weak in combat roles, however some initial stock and a reliable means of making a profit balances out any of the weaknesses. 

Mercenary

A mercenary is ideally suited to missions or detective work. Mercenaries start with enough money to start customising the ship right away, as well as a tracking scanner to allow mission targets or wanted criminals to be tracked on the map. Mercenaries make excellent taxi or delivery drivers. 

Bounty Hunter

The bounty hunter is a desirable but difficult profession. A bounty hunter can instantly make money by being able to scan and identify criminals, and then destroy them to claim any reward. Bounty hunters start with a ship large enough to trade with and agile enough for combat. No radar is provided however, making it difficult to locate other ships, and the process of seeking and attacking pirate ships is inherantly dangerous. 

Pirate

Pirates start in a well armed agile attack craft. The best hope for instant reward is to attack ships to try and locate criminals without the benefit of a scanner to tell the innocent from the guilty. This strategy is dangerous, and will probably incur the wrath of the police, but compared to the bounty hunter a pirate has superior weapons, a radar and better craft speed and agility. 

Police Officer

Like bounty hunters the police start with a scanner capable of identifying criminals, but this time much more equipment is provided. The police often start with a stun weapon and a passenger scoop, allowing live capture of the people inside the spinning yellow and black lifepods. The police can also request back up using the radio. In the game, buy a police vessel to join the force. 

Scavenger

Scavengers start with a spacious ship and a cargo scoop, and they can make an instant profit by scooping small asteroids and selling the mineral cargo. Scavengers can also scoop cargo from the pods released by trading ships, and the start vessel is ideal for starting an alternative career in trading.

Congratulations    

Congratulations on the acquisition of your new space craft. This guide is compiled by the Rentex Hull And Astrogation Corporation and will introduce you to the delights, wonders, excitement, passion and joy of commanding a space vessel of your own. 

The Flatspace Galaxy    

The Flatspace galaxy is a grid, and each square is called a sector. Standard numbered co-ordinates are used to indicate the locations of sectors in the grid and these often appear in square brackets. 

A sector can contain many things, but in the starless Flatspace universe the most important things are space stations. Space stations are islands of warmth and life in an otherwise dead and lonely void. There are many types of space stations from large industrial bases to cosy trading posts. Police stations try keep order within a galaxy where crime is often high. Small independent bases can often be the home of illegal activity. 

Sectors are isolated bubbles of space and life in each galaxy. Ships cannot fly from one sector to another directly but instead use a device called a hyperdrive to jump instantly from one sector to another. Hyperdrives are sophisticated pieces of equipment that use (among other things) division by zero to exit the universe, fly along a tunnel of fractional dimensions and then re-enter space at any specified point. 

Life In Space    

Flying a spaceship is no simple task. In the cold vacuum of space, only technology stops you and your crew from freezing or dying of radiation exposure. Modern space vessels come with inherent heat and light provision, and enough shielding to protect you from the hazards of space. Recycled food (yes, it's brown) and oxygen systems render your vessel capable of enduring a journey of many months. All powered vessels have artificial gravity and inertia dampening systems to stop the listless drifting associated with early space flight. 

The heads up display (H.U.D.) gives the modern pilot enough information to do his or her job with prowess and professionalism. 

If the captain is the brain, the generator is the heart of any space vessel. Many activities on board a modern space ship require energy including using the thrusters and deploying weapons. Every ship has a generator and it contains a battery that is in constant recharge. A generator will recharge more slowly when the power is low, so it is a good idea not to drain your batteries dry. 

When the generator is recharging, a flashing electricity bolt will appear on the H.U.D. This appears red when energy levels are low and yellow when energy levels are high.
 
If the generator is damaged, sparks will flitter over the skin of your ship. If you or any of your crew are skilled in maintenance, the generator will get repaired eventually. If your generator is damaged during combat, immediate death is probable. In such situations, abandoning ship is recommended.

Basic Flight Controls    

On the H.U.D. a gyro cursor hovers around your ship, it looks kind of like two capital T's head to head. This is your desired facing direction. Use the mouse or Rotate Left/Rotate Right controls on your console (default Left/Right Arrows) to rotate this. The ship will turn to face the cursor. Large ships will turn more slowly than small fighter craft, and very large ships can be very slow to turn. 

The Thrust control (default Right Mouse Button) will activate the thrusters and push your ship forwards. Double click the thrust control to engage cruise control and lock the thrusters as active until the control is pressed again. 

Thrusters will usually drain a little bit of energy. If your batteries are very low, you should ideally stop moving to recharge faster. Rotating does not use any energy. 

Navigation

Sooner or later, you will want to explore the galaxy. A Starstandard galactic map computer is built into the console of every ship and shows space stations, and other points of interest like asteroid fields. The novice pilot will see large areas of unexplored sectors. If your ship is fitted with a tracking scanner, targets will be visible providing they are in explored areas. 

Press the Activate Map control (default Space) to toggle the map. You can use this control in the space station or ship status screens too. 

Press the Map Legend control (default L) to toggle labels. 

Use the arrow keys or the mouse to move the hyperspace destination, represented by the red circle. Information including your current and destination sectors is shown in the top right hand corner of the screen. A message will appear there if your destination is out of range so be on the lookout for it if you move too far. Close the map and it will remember your destination. 

When the map is closed, press the Activate Hyperdrive control on your console (default H) to activate the hyperdrive. A green dance of fractions will form and after a short delay you will starstream forwards at a speed of -1. An instant later your vessel will appear in the destination sector. 

The main source of power for any hyperdrive is internal, and not linked to the main generator on your ship. This is because hyperdrives require a unique type of energy called gate energy. A hyperdrive will require time to recharge before you can use it again, and when recharging a flashing arrow will appear on the H.U.D. 

Targeting

It is hard to get lost in the small sectors of the flat galaxy, but accidents do happen. Targeting is an important skill for any pilot. A ship can have many targets, but as pilot only the primary one is visible (any other targets are strictly for any turret gunners or fighter pilots at your command). 

When a target is set, a diamond will appear on your H.U.D. floating around your ship like the gryo cursor. This indicates the direction to the target. The name of the target will appear in the top left corner of the H.U.D. for your convenience. 

Most (if not all) space stations emit a special homing signal that makes it easy for ships to find them, no matter how distant. Ships or other objects need to be in radar range (or at least visible on the screen) before you can target them. 

Press the Target Base control (default B) and your H.U.D. will target a base. Bases always appear on an outer rim of a sector. It is possible, in fact quite likely, that several bases will be in a sector at once. Press the Target Base control more than once to switch between any bases present. 

Press the Target Nearest Ship control (default T) to target the nearest object, which could be a space vessel or something else like a Staytite cargo pod or even a lump of space rock. 

Press the Target Nearest Enemy control (default Y) to target the nearest vessel that is attacking you. 

When a target is selected, press the Previous Target or Next Target controls (default , and .) to cycle through the targets that are in range.

Press the Clear Targets control (default C) to clear all targets. 

If a scanner is fitted to your ship, you can press the Scan control (default S) to probe your current target for information. Probing others is relatively harmless, but being probed is not very pleasant. 

Tractor Beams

Cargo pods, small rocks, life pods and many other things can be pulled, tractored and taken aboard your ship if you have the correct equipment. Scoops, tractors or assimilators are beams fitted to the front of your ship that will suck in the object you target. 

Different tractor beams do different things. Some will extract cargo from the target, some will refine what you scoop which is useful if you want to make a bit of money by asteroid grabbing. Police forces use a scoop to grab live people by sucking up the yellow and black lifepods that are jettisonned from ships. Some tractor beams don't scoop, they just pull. 

Hold the Tractor Beam control (default Middle Mouse, or Right Shift if your mouse has two buttons) to activate the beam. This will drag the primary target towards the beam. Point towards the target to get the maximum pull. Keep holding the beam and you will eventually suck up the object. 

Different scoops have different size limits. You cannot hope to scoop up that space station, but scooping a small space ship might just be possible. A standard cargo pod is 5t and life pods are 10t.

Weapons Systems    

Intercosmic weapons have come a long way since the stargun plob-cannons of decades past. Modern commanders can choose from a wide array of weaponry made by a cornucopia of manufacturers. Most weapons can be divided into 'guns' and 'missiles'. 

Guns

Most vessels have room for one main gun, and this generally faces forwards. Energy weapons, particle beams, burners and recoil resistant rockets are all possible upgrades for the budding entrepreneur. Some weapons will drain more of your energy than others. Keep in mind that when your energy is exhausted your thrusters, shields and weapons are useless. 

The Fire control (default Left Mouse Button) will fire your main weapon. You may hold down fire for a continual burst. 

Stun Weapons

Stun weapons are used by security forces to disable vessels. Stun weapons damage armour in the conventional way but when the hull is penerated an electrical shockwave overloads the generator. Once their ship is disabled, most commanders become receptive to demands. Stun weapons will destroy targets without a generator so asteroid miners sometimes use them for safety reasons. 

Missiles

Many vessels also have missile pylons. Missiles is a general term for 'one shot' weapons. Tools such as the Adams mine might be more bomb than missile and unguided rockets or torpedoes are also available, but most missiles are intelligent homing weapons. Missile pylons can face in any direction, not just forwards (the Starmaster by Fokker has a good example of a tailpipe missile launcher). 

The Arm Missile control (default M) will activate a missile. When a missile is armed, it's name will appear on the H.U.D. and the green targeting cursors will change to red. Press the Arm Missile control again to cycle through different pylons and associated arms. 

Press the Fire Missile control (default Left Mouse, the same as the Fire control) to launch a missile. If a target is selected, a guided missile will seek out that target. For a successful missile lock, the target should be close to your ship when you fire the missile.

Firing a missile at someone is not very friendly and is detected by the target. If a missile is fired at your vessel a red alert is automatically triggered. 

Gun Turrets

Larger vessels have gun turrets. These should be manned and equipped with an appropriate turret weapon. Turret gunners will often pick a spread of targets related to your primary target. In an asteroid field for example, each gunner will pick a different chunk of rock to shoot at, and if you are under attack from a swarm of lightlaser fighters, it is every gunner for him (or her) self. 

The Order Turrets To Fire control (default O) will order all turret gunners to fire. 

The Turrets To Primary control (default X) will instruct all turret gunners to target the primary target to focus all of your firepower on one spot. 

Turret gunners are not as gung ho as pilots and will go off duty if injured. 

Fighters

Some ships can carry smaller fighter craft. Fighters add a valuable defensive capability to what are often large and unwieldy transport vessels. Fighters are mass compressed and stored on shelves in 10 centimetre cubes called litres so the physical size of the launch bay is much more of a factor than storage space for fighters. Fighters are low maintenance, armour is automatically repaired when they dock with a parent ship. It is not possible to customise the equipment aboard a fighter. 

Fighter pilots are often rough and ready, never say die, bold derring-do hero types of people who often relish dangerous situations. They also get paid danger money, an extra $50 on top of their normal docking wage. You can transfer people from the main ship to fighters and vice-versa at any time, but all fighters must have at least a pilot. 

Press the Launch Fighters control (default L) to launch all fighters on a seek and destroy mission. You must have a target to issue this order, fighters cannot merely patrol or perform astrobatics; these people are trained hunter killers. Selecting new targets while fighters are busy fighting is quite possible. The pilots will understand that you mean 'kill this too'. 

Use the radio to recall fighters if you need to. Fighters will automatically return to base when they lack targets to destroy. 

Compared to battle ships, fighters are small and flimsy but nimble little things. Using fighters in cramped spaces or dense asteroid fields can be foolish. A stationary base or slow moving hulk is little match for a fighter swarm.

Defensive Systems    

Being attacked is at best, very annoying. If your vessel is scanned, you can normally expect imminent attack and a yellow alert is triggered. If a missile launch is detected, a red alert is triggered. A yellow alert will also occur if armour has been penetrated. The alerts do nothing in themselves but act as a warning. 

Press the Red Alert/Cancel Alert control (default A) to turn off an alert, or to turn on the red alert if no alert is currently active. 

There are many ways to evade an attack. 

Armour

Sometimes a thin sheet on metal is all that lies between you and a radiation filled vacuum. Armour surrounds your vessel and is eaten away by weapon attacks. Different hull designs have different armour levels and proportions but generally, the rear armour is the thinnest. You can choose to buy additional armour plating for your ship and there are many easy to use plate-it-yourself kits available. Most of these fit on the inside of your ship so you can avoid expensive and dangerous extra vehicular activity. Armour is automatically repaired when you dock at a price of $1 per unit damaged, but not if you have decided to fit additional armour. 
A cluster of wedges in the lower right corner of the H.U.D. indicates your armour status. Each wedge corresponds to a side of your vessel. Wedges are transparent grey if armour is good, yellow if armour is depleted by more than fifty percent, and red if armour is totally destroyed. 
Shields

Thermomagnonic chromanantic shields are interdimensional bubbles that absorb damage from weapons and impacts. Shields are depleted by damage and will recharge over time, draining energy from the ship as necessary. Strong shields will glow brightly when hit. Shields are available in various sizes and price ranges from many retail outlets. 
A glowing sphere appears over the armour display in the lower right corner of the H.U.D. to indicate sheild strength. The indicator is bright if shields are high and fades to transparent as shields are depleted.

Missile Counter Measures

There are many types of missile, and many types of anti-missile system too. Missiles have a galactic standard technology level number which acts as a rough guide with regards to the sophistication of the missile and it's vulnerability to jamming. A missile can usually avoid jamming if the rating is higher than the counter measure. 

Press the E.C.M. control (default E) to activate any counter measures installed. 

Flares are an ancient form of anti-missile system. A flare launcher is mounted over the thruster port of a spacecraft so ideally the missile to jam should be behind your vessel when flares are deployed. If the missile is fooled, it will stop heading for your ship and head for the flare. Note though that a missile will be destroyed when it hits a flare even if it was not fooled. Some very skilled pilots use flares in this way to shoot down high level missiles but that kind of behaviour is very dangerous. Flares are sold in packs and can run out so use them sparingly. 

Electromagnetic pulse devices (E.M.P. devices) send out a powerful pulse of energy that destroys all missiles within a certain radius. These devices are heavy and powerful and cause a large energy drain as well as potential damage to ship systems, however there is no limit to their power. Larger units are needed to penetrate the thick shielding on high level missiles but ultimately, if a large enough E.M.P. unit is used, any missile can be destroyed. 

Remote reprogrammers are sophisticated black (and silver) boxes made exclusively by one manufacturer, Xox. A reprogrammer will hack into the electronic brain of a missile in pursuit and convince it to kill something else, usually your primary target. There is something deeply satisfying in destroying a ship with it's own missile. If both ships have reprogrammers, you may care to engage in rocket tennis but this extreme sport is not endorsed by Xox. 

There are many other ways to avoid missiles, including simple evasive action. 

Communications    

A radio is fitted as standard to all vessels and sometimes it can mean the difference between life and death. Intercosmic communications allow you to (theoretically) contact any ship in the galaxy and this technology, coupled with a scanner with tracking capability, is how your mapping computer can track ships. 

Press the Radio control (default R) to use the radio. A menu allows you to choose what message to send. If a primary target is selected, you may send a message to that target. 

A distress call can often help, and sometimes save your ship, if you are stuck in a deadly struggle with an aggressor. If you fail to get a friendly response from a ship in your sector, a ship in another sector might respond and head your way. If this happens it is wise to keep checking the radio every so often to let them know where you are if they should enter your sector. 

Police units can ask for back up when under attack, or even prior to an attack. Officers who come across a particularly tough criminal might like to target them and request back up before deciding to engage. Police stations in the sector will launch missiles and scramble fighters in response to such a request so be aware of the cost and danger of a call in those circumstances. 

Finally, bear in mind that radio messages are quite easy for bandits and robbers to intercept and trace (in fact last years annual galactic and wireless federation meeting resulted in so many arrests that the police now permanently stake out their headquarters). 

Your radio is a tool you always have. If you seem to be in a dead end, without any visible means of escape, there is probably a way out and it's probably radio shaped. 

People Management    

People management is important for a space captain and the chances are you will have a lot of weird people on board your ship at sometime or another. 

If you like good old fashioned discipline, you can jettison anyone into space at any time. This is a rather harsh punishment, but the ability to shove someone into a cramped, spinning, yellow and black striped tetrahedron is sometimes desirable. Do not expect jettisonned crew members to want to work for you again. This practice is illegal, so be careful where and how you do it. 

Crew

It's nice being the boss. In the harsh world of the Flatspace galaxy, it is also a good way to survive because your crew can form a sort of meat shield around you when your armour is holed. Crew work on the ship and keep it maintained and running. Crew members are paid a wage each time you dock. Crew are very loyal and if you keep them in pay they will not stab you in the back, panic, quit or ignore orders. 

Each ship has an ideal number of crew to keep it running but you can fly any ship with no crew if you desire. You cannot assign more crew to duty than the ideal number but you can carry extra off duty crew if you have the cabin space on board. Reserve crew still get paid but do no work on the ship. 

You can assign or relieve crew members at any time. Crew are always assigned to duty in strict order, first the pilot or captain, then turret gunners for ships with gun turrets. After that crew are assigned depending on their training, the first crew member becomes the head of department. Fighter pilots and ship captains usually keep on going until they die in ultimate glory, but ordinary crew members stop work if they get injured. 

Training

All crew can be trained in one of three main roles, Medical, Maintenance and Security. 

Medical crew heal any other injured people on board. All medically trained crew members will automatically start healing injured people. Note that even turret gunners and the pilot will heal people if they have the skill. 

In exactly the same way, maintenance crew repair damaged ship components although armour can only be repaired while in dock and never by your engineers (in case you were wondering, it's something to do with union regulations). If any part of your ship is damaged and you have a healthy maintenance crew member on board, they will eventually repair the component. Note that like healing, repair work can take quite a long time. 

Security staff can be used to confine passengers to quarters, effectively turning them into prisoners. 

Crew In Combat

When your armour is pierced, crew start getting injured and killed. This can happen to any crew member on duty but not reserve crew or passengers because they cower in their cabins in the very heart of the ship. If the captain gets killed it's all over, so if you have a lot of crew then you are less likely to be killed yourself. 

Passengers

Passengers are free to wonder around the ship and can often be found snooping, lurking, creeping, tripping, bumping and generally roaming. Prisoners are passengers who are confined to quarters by a security guard who is supposed to stand somewhere near the door. As captain, you are free at any time to release or confine a passenger. Passengers with criminal records should be considered dangerous, although in practise criminals rarely make themselves known. Any criminals should be surrendered to the police at the nearest police station. If you have any passengers on board that you want to get rid of in a polite way (in other words, not by dumping them in a spinning metal box in deep space) the police are there to help. 

It is also worth mentioning that a few ship captains engage in slavery and actively trade in living humans via various floating outposts. The Rentex Hull And Astrogation Corporation does not endorse this activity and should remind the reader that slavery is a crime under galactic law. 

Cargo And Trading    

Trading is a stalwart of every space pilot. Buy cargo from one space station and sell it for a higher price at another, the principle is simple and large profits can be made this way but like any form of trading there is some financial risk involved. 

The Q-DEK commodities index is the economic brain of the Flatspace nerve cluster. Many stocks are listed on the index and almost all space stations permit trading. In the free market economy of Flatspace, no goods are illegal to trade. 

Space stations in the Flatspace galaxy are living towns and factories. Most stations have some form of industry and often require certain types of goods to produce other types of goods. Cargo is divided into approximate groups to make it easy to determine what types of cargo a station needs and what types of cargo it supplies. The categories are mineral, agricultural, light industrial, heavy industrial and technological. 

If a trading scanner is fitted to your ship, scan a base to view the imports and exports. Pilots without trading scanners may use judgement or luck to trade. High quantity, low price cargo is generally an export and low quantity, high price cargo is generally an import. 

The Q-DEK is a fluid system and prices can fluctuate. Some stocks are more volatile than others. A good trader can make a profit even when bucking the trend of buying exports and selling imports. Pricing information is generally provided by the trading manager including the current price, current growth and the past average price. Note that just because something was historically expensive, it doesn't mean it will be expensive again in future. 

Cargo is loaded aboard your vessel in Staytite cargo pods, small shiny tetrahedrons containing at most 5t of goods. The goal of any space pirate is to get those pods and sell the contents. 

Stock prices can go down as well as up. Your ship is at risk if you do not keep up repayments on a mortgage or other loan secured against it. The Q-DEK is part of the galactic financial services authority. 

The Police    

Crime is a serious business. It's serious, and it's a business. 

Police patrol craft and reputable space stations detect and judge any crimes that occur in their sector using a complex array of cameras and intelligent systems. Assaulting ships, destroying or ejecting lifepods, murder, demanding money with menaces and other crimes are automatically logged to a public database called the central criminal computer. The system can detect crime but not enforce it and it is the job of the police, or an independent crime fighter, to locate or track down all offenders. 

The Flatspace police are always on the look out for recruits. Purchase a police vessel to join the police force. Your local police station has lots more information for the budding detective. A list of the most wanted criminals is normally displayed for the general public to browse. A pilot may also view his or her criminal record and is offered the chance to repay any debt to society in cash. 

Flatspace law makes attacking and killing any criminal legal. The system ensures that bounties are paid directly to anyone who captures or kills a criminal. The police and bounty hunters often use stun weapons to persuade criminals to surrender before transporting them to the nearest police station to claim a reward. Needless to say, attacking any innocent ship is a serious crime and it is important to be sure who is innocent and who is guilty. 

Pirates

Some individuals profit from violence and will attack anyone in the hope of scoring a lucky bounty kill, or in order to plunder any cargo expelled from their victim. A few pirate captains adhere to the unwritten pirates code. This ancient creed states that a pirate will not attack another pirate, and that a pirate will come to the aid of another in distress. Not all pirates are so noble, many are brutes or maniacs with no honour or respect for any code or law. 

Outlaws can expect little mercy from the police. The brutal nature of justice in the Flatspace galaxy means that criminals are wary of starting trouble near police stations. Conversely, unregulated sectors are often dangerous places to visit. 

Missions    

Various types of mission are available to the galactic entrepreneur. Dock with a space station and the local mission list is full of people who will pay cash for all sorts of services. Assignments often involve taking something or someone somewhere, or capturing someone and returning to the place where the mission was accepted. Sometimes even assassinations are on offer. 

Select Missions In Progress from the ship display to see the list of missions you have accepted. When you have accomplished the mission, click the Complete icon to finish it and get paid. 

The galaxy is big, and home to lots and lots of space ships. For some missions, the ability to track one individual target ship is really important. A scanner with tracking ability enables the long range detection of any vessel. The vessel will appear on your Starstandard galactic map when an appropriate mission is accepted. Note that targets in unexplored sectors will not be visible, and also be aware that bases or other targets that are normally visible on the map will have no special highlighting when tracked. 

The Flatspace galaxy is dangerous, and it is quite possible that the man you were going to rescue will get blown to mincemeat before you even get there. If a contract is out on a life, an assassin will have to compete with others to get to the kill first. 

Credits    

Flatspace was developed by Cornutopia Software. Game design, graphics, sound and programming by Mark Sheeky. Game design ideas, playtesting, proofreading and moral support by Andrew Williams. Flatspace took nine months to develop. 

The German translation introduced in version 1.02 was completed by Tony Klüver. 

The install system used was NSIS by nullsoft. Audio compression by OGG Vorbis. All music and sound was created entirely using software called Noise Station 2.06, a sound generation system and sequencer developed by Mark Sheeky. Thanks to Russell Carroll of gametunnel.com for the interview and all of his encouragement, and thanks to Andrew Cashmore for the cruise control suggestion. 

The program was written in C++ using Microsoft Visual Studio version 6.0, professional edition. The total source code including uncompressed sound effects is 150,112,379 bytes. It takes approximately 6 minutes and 36 seconds to compile with optimisations with an Athlon 1800XP processor.

Cornutopia Software
www.cornutopia.net 

The Official Flatspace Website
www.lostinflatspace.com 

How To Buy Flatspace    

How To Buy Flatspace    

Purchase Flatspace by visiting www.lostinflatspace.com

When we receive your order we will send you a key file by email attachment to unlock the full version of the game. Flatspace with then be registered to you personally and your name will appear on the credits screen.

Flatspace costs $21.00 US, 21.00 Euro or £14.00 UK pounds. Payment can be by credit card, debit card or check to ShareIt.com, our payment provider.

Your personal CD-ROM version will be pre-registered and comes in a DVD case with laser printed artwork and 4 Flatspace Stargrids.