- Jitter Monthly Devlog #6: Things That Go Boom - 4 September 2026
August was about consequences. Ships blow up the way they should, your own ship got a proper info screen, and the crew started telling you when things go wrong. All of this is coming this year. Ships blow up properly A ship that takes too much damage no longer just disappears. Its devices detonate one by one - weapons, generators, tanks, batteries - then a shockwave rolls out from the hull, and only then the hull itself falls apart. Crew in spacesuits get blown out into space in their bubbles. Crew without suits don't. Hit the bridge and the fight ends right there: wreck an enemy control panel and the ship detonates immediately. Your ship plays by the same rules. Ship info screen Your ship got an info screen - every device and every crew member in one place, click any of them for details. We also put ship identity in order. Ships now have a class, a model and an AI model - and the AI ca…
- Jitter Monthly Devlog #5: Out of the Airlock - 30 July 2026
July's headline writes itself: crew members learned to leave the ship. Open the airlock, step out, and float. Here's everything that happened this month. We wish we could let you try all of this right now - but it's coming, and it's coming this year. Spacewalks The big one. We built EVA this month - right-click an airlock and a crew member steps out, sealed in a personal bubble with a thruster pack. Out in the void, they fly where you tell them, dodge around hulls on their own, and - this is the fun part - can enter any free airlock, not just yours. That means boarding a station or a derelict without docking the ship at all. Park at a safe distance, send someone over, let them open the way from the inside. A few things to keep in mind before you push someone out the door: Oxygen is a timer. The bubble carries what it grabbed from the room air on the way out - leave from a depressurized…
- Jitter Monthly Devlog #4: Signals in the Dark - 1 July 2026
June 2026 June was all about making open space feel alive. Fly far enough and you'll start picking up signals - some of them worth investigating, some of them best left alone. Here's the breakdown. Random space encountersThe big one. Open space is no longer just the road between missions - it now generates optional, always-new encounters while you travel. Here's how it works. As you fly, you'll occasionally pick up a faint signal - a small marker appears with a short heads-up telling you roughly what kind of thing it is: a distress call, an anomaly, a drifting capsule. You choose whether to go check it out. Ignore it and it fades away on its own. Only when you actually get close does the encounter build itself in front of you, so no two runs feel the same. What you'll run into: Distress calls & rescue pods - a drifting escape capsule with someone aboard, slowly losing oxygen. Dock, pull…
- Jitter Monthly Devlog #3: Speed, Shadows & the Citadel - 30 May 2026
May was a deep-engine month. A lot happened under the hood, and a lot happened in the world. Here is the breakdown. We made the game significantly faster The game is faster and noticeably smoother. This month is the reason because the game now does a lot more work in the background instead of making you wait. Heavy calculations moved off the main thread. Three systems that used to run every frame on the main thread, specifically fog of war scanning, oxygen simulation, and crew health decay, now run in background threads. The result is fewer micro-stutters, especially when you are moving through large connected areas or when a lot of crew members are active. Filters replaced across the board. Heaps visual filters are expensive. We removed them from almost everywhere including device animations for oxygen pumps, generators, repair bots, and weapons, as well as UI buttons, unit hit flashes…
- Jitter Monthly Devlog #2: Physics, Missions & Mama Kato - 30 April 2026
April was busy. Physics, optimization, new content, dialogues - all at the same time. Here's what happened. Objects can now be connected to each other We added a full physics constraint system for space objects. You can attach module to module, container to ship, structure to structure — with pivot joints, rigid welds, or distance links. Every connection has a breaking force. A hard enough hit or an explosion will snap the weld. That opens up a lot of gameplay options: towing, assembling structures in open space, traps, physics puzzles. You can also lock the movement axis of an object now — so something only slides left-right, or only up-down. Useful for doors, rails, mechanical traps, anything that moves on a track. Mission scripting got a lot more flexible A big chunk of the month went into expanding the mission-building toolset. Short version — scenarios can now react to a much wider…
- Jitter Monthly Devlog #1: Current Progress - 25 March 2026
We’ve been quieter than usual in public updates, but the team has been actively working on the game. Winter was a difficult period for us, but development never stopped and we kept moving forward. During this time, we made strong progress on core systems: combat became more dynamic, enemy behavior became more expressive, ship docking became more stable, and overall combat/space readability became clearer. In parallel, we continued expanding content: new sections, locations, visual elements, UI improvements, and localization updates.One especially important area right now is the story campaign. It is the most labor-intensive part of development, and also the hardest one to show publicly without spoilers. Still, this is where a large share of our day-to-day production effort is currently focused.Our plan is to finish the story first and then deliver a full release. This is a core principl…
- Update 0.8.2: Better Balance, German Language & More Challenges! - 18 December 2025
Hey everyone!We’ve been heads down, working hard to polish the experience and make the game feel smoother for everyone. This update is all about making the world feel more stable and rewarding - whether you're hunting for that next achievement or just cruising through deep space.Here’s what’s new in this version:New FeaturesAchievements: New Steam Achievements added for space exploration enthusiasts.Audio & Visuals: New explosion sound effects, updated icons, and refreshed Main Menu.Localization: Full German language support added.ImprovementsGameplay & Balance: Refined open-world unit balance, smoother camera behavior, and more stable mouse controls.Systems: Overhauled Faction Relations and Docking logic for more reliable ship interactions.Technical: Improved localization fallback logic and optimized ship component recycling.FixesProgression: Fixed issues with Tutorial saving, Demo pro…
- Patch 0.8.1.0. Sandbox, instant docking & a ton of fixes! - 20 November 2025
This update introduces a new Sandbox level, a critical alarm system, and refined state messages. Visual assets have been updated. Gameplay mechanics and controls have been rebalanced and improved. Issues related to movement, energy, saves, and localization have been resolved.Patch 0.8.1.0Added: Sandbox levelCritical alarm and flashing indicatorsClear error/state messagesNew space backgrounds, flicker animations, asteroid and thruster spritesInstant docking (Ctrl) Improved: Docking: better alignment, collisions, smoother impulses; added Instant Docking optionControls: more stable input; braking disabled during pauseEnergy: rebalanced transfer and consumptionGameplay: updated critical triggers and fail conditionsRockets/projectiles: more predictable behaviorSaves: more stable parsing and structureUX/performance: various small QoL tweaks Fixed: Energy loss during battery transferAccurate m…
- Zero Day Patch 0.8.0.2: Critical Fixes & Progress Blockers - 7 November 2025
Hello everyone! Thank you all for jumping into Jitter, reporting bugs, and sharing your feedback on Discord and the Steam forums. We’ve been reading everything and fixing the most annoying issues right away.Here’s what’s included in this first hotfix:Patch Notes:Fixed an issue where recycling a fuse could softlock the game.Fixed Ankora doors not opening after loading from a save.Fixed EP1 map not fully loading after resuming a save in the Prologue.Fixed the “Bring back Engineers” task not completing properly.Fixed spare parts being reduced when (un)docking with a gun docked.Fixed incorrect “The gate is open + locked” and “No power” dialogues after restoring power.We know there are still bugs out there (we’re hunting them down as you read this) — thank you for your patience and understanding!If you find any new or recurring issues, please report them on Discord (for the fastest response)…
- Jitter — Early Access Now Live - 6 November 2025
SYSTEM LOG — 11.06.2525The simulation kernel is now active.Core systems are operational, and the colony is ready to resume its work.This marks the beginning of Jitter’s Early Access — the story is only starting to unfold.
- Jitter will launch in early access on November 6! - 8 October 2025
Mark your calendars, watch the new trailer, and prepare for the first chapter of a grand adventure in Jitter's open world!
- Build your own spaceship body as you fly in Jitter, an asteroid-heavy physics-based survival sim - 2 September 2025
I guess the simplest way to describe Jitter is that it's Heat Signature , the hectic spaceship hijacking game from Suspicious Developments, but you are the spaceship, not the hijacker, and also, you can glue pieces of other ships onto yourself, like in Captain Forever , and also, this looks a bit like Lemmings on the Game Boy. Boil that down, and we have a brand new subgenre, the Hot Lemming Boy Foreverlike, which... let's maybe forget I wrote the words "Hot Lemming Boy Foreverlike". Let's proceed without further reflection to this video showcasing the combat. Read more
- Demo Update: What's New? - 14 August 2025
Hello to all space enthusiasts!If you look at the night sky right now, you might see a lot of meteors—these are the Perseids, dust clusters our planet is moving through. I tried to see some yesterday and I think I saw one! While that’s more than nothing, it's not the main topic today.This is the final demo update before we enter Early Access, and that’s because we've added all the main features we planned! We're still polishing the mechanics and balancing the game, but I hope with your help we can get it all done.So, let’s get to the list of new features.Ship Weapons & PvE CombatYou can now find a variety of weapons in the game: railgun, industrial laser, mortar, rocket launcher, EMI cannon, graviton, and plasma cannon.To help you get familiar with the new combat mechanics, we've created a separate tutorial level. You won't miss it! You can also find different weapon types in the demo a…
- Dev Update #3 - 23 June 2025
Hello, Community!This post is a bit of an impromptu update, driven by a strong desire to share what we’re currently working on.Development is ongoing, and it’s worth noting — these are the final major updates before our Early Access release. So stay with us — it’s all coming together! It's not easy working under drone and missile strikes, but your attention and support should remain focused on the game itself. The circumstances — that’s our personal matter.So, the first thing we want to show is path planning. Now bots, drones, and other ships can move around obstacles and find paths. It wasn’t easy — we’ve posted about it on Twitter — but we made it work. Enemy ships will chase you, combat drones will guard areas, and shuttles will fly between asteroids, avoiding them in a dynamically changing physical environment.And of course — ship weapons. Missiles, plasma cannons, railguns, gravity…
- Demo update! - 14 February 2025
Key bindings First and foremost, check out the control settings. You can customize your key bindings, and we’re eager to hear your feedback. It’s important for us to know what feels most comfortable for you, as it will help us define the best default configuration. Gamepad support You can also fly using a gamepad. Currently, not all mechanics are fully compatible, but flying, docking, and undocking work smoothly. By default, the gamepad is used in dialogues, although not consistently across all menus. You may still need to use the mouse occasionally. Seamless world support We’ve worked on creating seamless transitions between different sectors, allowing for potentially endless worlds without loading screens. There’s still some fine-tuning to do, but overall, it’s functioning well. We’ve also redesigned the Playground, transforming it into an open world with seamless transitions. Minimap…
- Jitter was the best in two categories at the Games Gathering! - 9 December 2024
Recently we have been working on several features and also added a minimap. We wanted to take part in the conference to test the work of new mechanics on players. This year there were many interesting projects and you can learn about them on our twitter We received a lot of useful feedback and comments and were pleasantly surprised by winning in two nominations: the best game presented at the conference and also the best gameplay! This really lifted our spirits and now we have a charge to work. In the near future we will do the work on the bugs and publish an update for the demo with new features. Also now we will definitely have an open world. Big as space.
- Some development news #2 - 31 October 2024
Hello everyone! We’re thrilled by the interest in our game and grateful for the amazing community that's growing around it. Your feedback and suggestions have been invaluable—thanks to everyone sharing ideas on Discord! We've built up quite a list, and we're excited to bring as many of your suggestions to life as possible. We know the demo still has its share of bugs and rough spots, but we’re steadily working on improvements. Here’s a quick look at what’s in development: Key Binding and Gamepad Support We're focusing on key binding and gamepad compatibility, which means Steam Deck support is also in the works! This won’t happen overnight, but we’re making progress, and these features will definitely be included in early access. Recycler Mechanic Another big feature under development is the recycler, a tool with a wide range of uses. It’s a complex addition, but we’re committed to makin…
- Demo Alpha patch 0.5.1.1 - 2 September 2024
New Rebuild of tunnels to the mining area. Redesign of the part with the communication base. Disable damage for specific sections. Changed Updated playground configuration Updated key hints on levels. Updated the O2 tutorial level. Updated F hints in the demo. Reduced the probability of ignition from destruction events. Reduced intensity of units' breathing. Config updates for gameplay tuning and performance. Updated demo level. Fixed Typographical errors across the project. Small localization fixes. Performance improvements in Haxe, including GPU fixes. Stability improvements to ongoing Haxe performance work. F1 help-menu bug. Bug with sounds.
- Jitter Demo is Released! - 22 August 2024
The demo contains a full titorial and introduces players to life aboard the Ankora mining station in the Main Asteroid Belt, presenting a self-contained story from the Jitter universe. The second level is a sandbox environment that allows players to experiment with Jitter’s diverse gameplay systems, including spacecraft navigation, physics-based puzzles, air and energy subsystems management, module docking and repairs, as well as a strategic crew command layer. Please, feel free to share your thoughts on demo on Steam forums or our Discord.
- Some development news - 29 June 2024
Hello everybody! I would like to address the followers and tell about our news. But first I want to thank you for your support! We will definitely not disappoint you - there is a lot of interesting stuff ahead. As a team, we really want to release a great game and exactly the way we intended it to be. And now some development news. We are currently preparing a demo version for publication here on Steam. It should be a good demo version and most importantly - understandable from the player's point of view. The game has a lot of mechanics and we are currently making a tutorial with hints. Also added such mechanics as power shields, fire and its interaction with air. We are also making many improvements to the interface. After the play tests, we have comments from the players and gradually implement their wishes. Thanks again for your support and see you soon!