





Space Haven is a spaceship colony simulator that gives you a top-down view of a ship's hull, a rag-tag crew, and a whole galaxy of trouble to fly into.
RimWorld fans managing meltdowns in space
- Fans of RimWorld or Prison Architect who want to take their management obsession to the stars
- Players who enjoy laying out floor plans — you place every hull section, wall, door, and device
- Anyone who likes stories that emerge from systems: temperature, electricity, mood, and noise all interact
- Folks who want a different galaxy each run, with planets, asteroids, stations, and rival ships randomized
Stress pushes crew past breaking point
- Crew members have needs and traits that can lead to stress-related breakdowns if you push them too hard
- The universe includes slavers, religious fanatics, and pirates — not everyone you meet is friendly
- Little details matter: a noisy device placed next to a bunk can keep your crew awake and grumpy
You manage a crew with individual skills, make sure they use the toilet, and try to keep the lights on while negotiating with traders, fighting off boarders, or deciding what to do with the androids you find. It's a sandbox that doesn't hold your hand.
Cramped bunks and noisy life support
Almost every new captain makes the same handful of errors in the first few hours. Here are the ones that send a run sideways fast.
- Cramped sleeping quarters. Bunks stuffed into a tiny room with a noisy life support unit guarantee exhausted, irritable crew. Give them some breathing room and a bulkhead between the beds and the machinery.
- Neglecting comfort early. An arcade machine or a decent meal setup isn't a luxury — it's a buffer against stress. A crew running on zero comfort is one bad jump away from a breakdown.
- Expanding too fast. A big ship with empty corridors looks impressive, but the power draw and oxygen load will outpace your resources. Grow in small, powered-up chunks.
- Forgetting the ISP pills. The hyperspace jump warning now spells it out clearly, yet people still click through and watch a crew member collapse mid-transit. Check your medical supplies before plotting a course.
Pause, then survey a fresh scatter of stars
You launch the game and pick a starting scenario — let's say a small mining crew on a rusty barge. The galaxy spawns around you, a fresh scatter of stars and unknown signals.
First, you pause. Always pause. You scroll over the ship, checking oxygen levels, power routing, and where your two crew members are standing. One is already tired because her bunk is four tiles from the engine hum.
You unpause and queue up a wall to separate that bunk. While the welder gets to work, you zoom out to the system map and spot a derelict freighter two jumps away. You set a course, then tab back to the ship to assign the botanist to plant some biomass — you're low on food and the treated wastewater tank is full enough to feed the grow beds.
The jump finishes. A squad of three shuttles over to the derelict. One crew member has a rifle, the other two carry tools. Inside, you find a dark corridor, a stunned alien, and a cargo container with spare energy rods. You decide to capture the alien for study, load the rods, and get back to the ship before the life support alarms start screaming.
Half an hour passed. You didn't notice. That's how a session goes — a slow slide from one small problem to the next, and suddenly it's late and your crew is happier than when you started.
The stable 1.0.4 release tidied up a few rough edges. Nothing flashy, just the kind of fixes that make a long play session smoother.
- A warning now appears in the hyperspace jump window if a crew member is in danger because they're out of ISP pills.
- Picking up stunned enemies for healing should feel more reliable now.
- Docking with derelicts and claimable ships got a position-detection tweak, so your airlock lines up better.
- DRM-free download
- Tested on macOS Tahoe with a Mac mini 2024 M4
Notes from the tables 0
Sign in or pull up a chair to leave a note.
No notes on this one yet. They go up after I read them.