‘The Last Starship’ is 2026’s most slept-on space game — you need to check out this ‘FTL’-like shipbuilding strategy gem

I'm a pretty thrifty guy; no one will ever accuse me of being a hoarder or a bulk shopper. You won’t ever see me at a Costco lugging around 48-count packs of toilet paper, hernia-inducing apple bags, or ginormous 5-pound boxes of Goldfish Crackers.

But after tinkering around with "The Last Starship" for a while, I think I could be converted into a doomsday prepper; someone who loads up on necessary supplies and has a keen sense of the proper protocol for acquiring stockpiles of food, water, ammo, and —if I were stuck out in deep space — oxygen.

After being available in early access for nearly three years, "The Last Starship" 1.0 was finally released on Feb. 6, 2026, for PC from Introversion Software, the same inventive creators of "Prison Architect". It's hardly a new release at this point, but I've been absorbed by it for the last few months, and it's definitely one that space game fans should check out.

This engaging indie sci-fi video game teaches single-player gamers how to strategically operate an interstellar shipping and trading conglomerate. It does this by repeatedly driving home the importance of planning ahead while operating in the cold vacuum of outer space and fortifying your sturdy spaceship.

Oh, and watch out for space pirates!

Introversion's "The Last Starship" is officially classified as a 2D space construction and simulation game, where you design, build, and upgrade your very own working starship. Once it’s in operational order, you strike out into the starfields to investigate colorful solar systems, discover rare resources, and even stumble upon arcane secrets.

There's a dreamy, meditative element to "The Last Starship" that can’t be denied, even in this middle-aged gamer’s attitude of flying by the seat of my pants and holding an advanced degree in procrastination from Cambridge University.

You get a sense of genuine pride in accomplishing goals, fine-tuning your interstellar trading operations, and seeing them flourish before you.

Just as in real life, your specific choices will dictate your personal odyssey, whether you’re a brave soul itching to become a pirate hunter, a working joe looking to get into salvaging, mining, or transport delivery, or a visionary scientist like the Stargate engineer.

First, choose an appropriate spaceship hull, then boost its propulsion system with engines, add critical life support systems, external sensors, thrusters. Then, supply your crew with tasty chow, and some bristling lasers and autocannons to test your might on the battlefield against space buccaneers. Rescue crews and civilians in peril, or go into business for yourself organizing an asteroid mining camp for profit. The choice is yours.

a scene from a 2D space video game

It's all hands to battle stations in this scene from "The Last Starship" (Image credit: Introversion Software)

And for my fellow right-brained individuals who can barely fathom how a basic kitchen toaster works, this indie gem is a real eye-opener to the planning and engineering know-how that goes into such fantastic machines.

Once you’re up and running and your dutiful crew is bustling about carrying out various operational tasks, you're free to explore the galaxy in your new cosmic ride as its proud captain, picking up missions.

Gliding around the cosmos as the master of your own epic domain with your starship humming happily beneath you provides a supreme sense of satisfaction. Mostly you’ll be hopping around the open-world environment, building and customizing your vessel, and grabbing contracts for a variety of legitimate and illegitimate enterprises to fatten your alien-skin wallet.

a shot from a 2D sci-fi video game

(Image credit: Introversion Software)

Feeling ambitious? Become a hustler as a commercial spacebus driver or strike out excavating and smelting minerals for profit to sell and bolster your bank account to purchase even larger starships or equipment upgrades. Feeling lazy? Just play around and create cool ships while traversing the universe!

For intrepid commanders, the game’s procedurally generated map delivers missions and meteor storms featuring a multitude of characters inhabiting their own storylines waiting to be uncovered.

Managing your resources will be of the utmost importance, but organizational aptitude and drone deployment will exponentially increase your survivability in the final frontier. Intense space combat sessions do remind me of some of the cooler "close quarters battle" scenes in "The Expanse."

a shot from a 2D sci-fi video game

Cruising a massive spaceship build from Introversion's "The Last Starship" (Image credit: Introversion Software)

On the slight downside, "The Last Starship" might be a bit rudimentary for gamers seeking more challenging logistical endeavors, as I've found it's pretty easy to build up your spaceship. Obstacles are usually solved easily by slapping on another module or installing more reactors and managing your oxygen and CO2.

Despite that, it’s a thoroughly enjoyable initial iteration that’s constantly receiving attentive updates and patches, so hang with it, ye gallant captains.

"The Last Starship" is an excellent 2D open-world, spaceship-building game that offers tons of strategy fun in a nostalgic visual package. If you’re an "F.T.L." fanatic, you’ll absolutely dig it!

"The Last Starship" is available for purchase on Steam, Humble Store, and GOG for Windows and macOS. Oh, and there's a free demo you can check out if you're on the fence.

Feel the Force with these 10 out-of-this-world Lego Star Wars starships

Star Wars' starships are almost as memorable the saga's character and thanks to Lego's Star Wars range, you can build your own replicas of these iconic craft. We've rounded up the very best, from a palm-sized version of Darth Vader's Tie Fighter to a massive, table-hogging Star Wars Clone Wars-era Venator Star Destroyer.

While several of these sets are display pieces, we've included some play-friendly models, such as this mid-sized Lego Star Wars Millennium Falcon that can be swooshed around your living room and this Lego Star Wars Imperial Star Destroyer which, with seven mini-figures and removable roof, will delight younger Star Wars fans.

Read on and build the largest fleet the galaxy has ever known.

This Lego Star Wars UCS AT-ST set is cheaper than ever — I’ll always love this chicken walker

You can keep your space camels, the AT-ST is Star Wars' coolest land vehicle, and now this Lego Star Wars Ultimate Collector Series AT-ST is $39 off at Amazon, the cheapest this set has ever been.

Save $39 on this Lego Star Wars UCS AT-ST at Amazon.

Like the rest of Lego's Star Wars Ultimate Collector Series, this Lego Star Wars AT-ST is a seriously detailed model. It has some interactive features, including rotating guns and an opening hatch, but at 14.5 inches tall, this is very much a display model. Want to expand your collection further? We've also rounded up the Best Lego Star Wars sets.

Star Wars AT-ST Walker: was $200 now $161
Save $39 on this Lego Star Wars UCS AT-ST set, sure to look absolutely stunning on any shelf or table. Launching just last year, this buildable model has never been cheaper.

NOTE: Make sure you tick the coupon box to get it at this price. View Deal

A close up of a Lego Star Wars AT-ST Walker 75417 set, with a hand moving the front guns.

This Lego Star Wars UCS AT-ST does have some interactive features but it's not intended for play. (Image credit: Lego)

What's not to love about Star Wars' AT-ST? First glimpsed in The Empire Strikes Back and heavily featured in Return of the Jedi are typical of the Empire; designed to instil fear, but laughably impractical. I can just imagine the Emperor laughing.. "Yes.. yes.... more like a chicken!" as his engineering team roll their eyes. And now, thanks to Lego, you can own this super-detailed Lego Star Wars Ultimate Collector Series AT-ST.

Made up of 1,513 pieces, it's for builders aged 18+ or over. It comes with an information plaque and a minifigure of an AT-ST driver. It is designed to be fun to build as well as looking striking as a display piece. It does include an AT-ST pilot minifigure but at 14.5 inches tall, it's much bigger than minifigure scale, which is why he'll stay perched next to the plaque.

It's posable to a degree; you can move the cockpit and peek inside it, but the legs are fixed; this is not a play-friendly set. If you're buying for children, consider instead this Lego Star Wars Smart Play Attack on Endor set. Yes, the AT-ST is a hilariously impractical vehicle, easily foiled by a gang of teddy bears, but that's half of its appeal.

Key features: 1,513 pieces, 14.5 × 8.5 × 8.5 in. / 37 × 22 × 22 cm, builders aged 18 or over.

Product launched: August 2025

Price history: Launched last year, this is the cheapest this set has ever been.

Price comparison: Amazon: $161 | Lego: $200 | Target: $172

Reviews consensus: The reviews from Lego and Amazon purchasers are almost universally positive, with people praising how fun it is to build and how fantastic it looks when finished.

✅ Buy it if: You want to build a stunning, detailed display model of Return of the Jedi's iconic vehicle.

❌ Don't buy it if: You want a playset. Despite the minifigure, this is purely a display model.

This Week In Space podcast: Episode 226 — Who Owns The Moon?

On Episode 226 of This Week In Space, Rod Pyle and Tariq Malik are joined by Dr. Rainer Zitelmann to discuss the history of capitalism and how it applies to our future in space.

Capitalism — and a strong profit motivation — has driven enterprise for centuries. Two notable examples are the East India Company and the US transcontinental railroad, and the various tycoons who built it. In neither case, by today's standards, were the operations fair or ethical on a number of fronts. Can we do better in space?

Zitelmann joins us to discuss capitalism and the importance of extraterrestrial land ownership as an enabler of human expansion off-Earth. He's got a lot to say, and not all of it is what you might expect. Join us for this fascinating and informative look at one business case for newspace.

Download or subscribe to this show at: https://twit.tv/shows/this-week-in-space.

Get episodes ad-free with Club TWiT at https://twit.tv/clubtwit

Space news of the week

Model Falcon 9!

TOP TELESCOPE PICK:

A Celestron telescope on a white background

(Image credit: Celestron)

Looking for a telescope to see planets and comets? We recommend the Celestron Astro Fi 102 as the top pick in our best beginner's telescope guide.

Finally, did you know you can launch your own SpaceX rocket? Model rocket maker Estes' stunning scale model of a Falcon 9 rocket that you can pick up now. The launchable model is a detailed recreation of the Falcon 9 and retails for $149.99. You can save 10% by using the code IN-COLLECTSPACE at checkout, courtesy of our partners collectSPACE.com.

About This Week In Space

This Week in Space covers the new space age. Every Friday we take a deep dive into a fascinating topic. What's happening with the new race to the moon and other planets? When will SpaceX really send people to Mars?

Join Rod Pyle and Tariq Malik from Space.com as they tackle those questions and more each week on Friday afternoons. You can subscribe today on your favorite podcatcher.

Trekkies honor ‘Star Trek’s’ 60th birthday with fan events, special screenings, and a world record Vulcan salute

Creator Gene Roddenberry's "Wagon Train To The Stars," has certainly lived long and prospered since "Star Trek" first launched on the NBC Television Network on Sept. 8, 1966 with the hour-long debut episode titled "The Man Trap."

Since then, this hopeful space fantasy franchise flourished and grew to encompass a total of 9 live-action series, 3 animated series, and 14 feature films across six decades, inspiring multiple generations with its adventurous spirit, enduring optimism, and thoughtful humanism.

Now, as its 60th anniversary approaches, Paramount and its crew of worldwide partners are celebrating the milestone occasion with global fan events, theatrical screenings, special TV programming, and even a voyage into orbit.

Here’s a short list of some of the more notable "Star Trek" festivities planned for Earth:

Firstly, limited-release restored 4K screenings of the initial four "Star Trek" feature films will blaze across the big screen at 750 AMC, Cinemark Alamo Drafthouse, and Regal Cinemas across the country from Sept. 4-8, perfectly paired with the "Star Trek: The Original Series" episodes they were inspired by.

Each of these monumental showings will offer limited-edition "Star Trek" Enterprise popcorn buckets and cool multi-colored anniversary drink cups at most participating theaters... until they're all gobbled up!

a promo banner for sci-fi movie screenings

Special 4K "Star Trek" feature films will be matched with "The Original Series" TV episodes for the very first time (Image credit: Paramount)

On Sept. 7, "Entertainment Tonight" is broadcasting an "ET Vault Unlocked" episode showcasing archival interviews with Gene Roddenberry and cast luminaries from the franchise.

If you’re into game shows, both "The Price Is Right" and "Let’s Make a Deal" will air special "Star Trek" themed episodes Sept. 8 on CBS and Paramount+, including guest appearances by "Strange New Worlds"' Rebecca Romijn and Ethan Peck.

Not to be left out of the party, Nick at Nite delivers a marathon of "The Big Bang Theory's" most geeky “Star Trek” episodes that same day.

For fans across the pond, Trekkies can participate in a free live world record attempt on Sept. 8 at the Science Museum in London when loyal fans try to break the Guinness World Record for the most humans flashing the "Star Trek" Vulcan Salute at once!

In Tinsel Town, Gene Roddenberry’s Hollywood Walk of Fame star will receive a polished-up restored plaque on Hollywood Boulevard for the "Star Trek" creator courtesy of the Roddenberry family, the Hollywood Historic Trust and the Hollywood Chamber of Commerce.

an ad for special cinema merchandise

Please beam us up a pricey Enterprise popcorn bucket! (Image credit: Regal)

Finally, and most appropriately, the European Space Agency will bring "Star Trek" up into the final frontier with ESA astronaut Sophie Adenot adorning her uniform with the Captain’s Delta badge from "Star Trek: Strange New Worlds" while aboard the International Space Station on Sept. 8, accompanied by commemorative content.

You know you want one of those $80 USS Enterprise popcorn vessels! Resistance is futile! However you celebrate "Star Trek's" anniversary, here's to another 60 years of "Star Trek"... or perhaps we should say, may it live long and prosper!

Watch Star Trek on Paramount+:
Essential (ads): $8.99/mo or $89.99/yr
Premium (no ads): $13.99/mo or $139.99/yr

We played ‘Exodus’, a sci-fi RPG that should please ‘Mass Effect’ fans, even if you can’t romance the talking octopus

Exodus' journey so far has been quite transparent, with publisher Wizards of the Coast and developer Archetype Entertainment giving us a surprising number of updates and looks at the sci-fi action RPG over the years. Now, at Gamescom 2026, they've finally given us the release date and a striking hands-on demo.

I was able to play a 50-minute demo that takes protagonist Jun Aslan (who you can customize Commander Shepard-style) and their companions to Khonsu, a huge orbital space platform above the world of Lidon, where a population of Awakened frogs – genetically modified animals that are natural to this universe – are keeping more than a few critical systems in working order. I won't get into story spoilers here, but their connection to Lidon's people makes them valuable allies who must be protected from certain evildoers...

For the most part, Exodus plays exactly like you think it does after looking at the gameplay videos, and I mean that as a compliment. In many ways, it feels like an evolution of Mass Effect – one that's fiercer and more dynamic. The gunplay is punchy and satisfying; Jun and their NPC companions are more agile; and the arsenal of both sci-fi weapons and ancient powers (magic in a sci-fi trench coat) gives players a richer selection of tools to neutralize enemies with.

On top of my hands-on time with the game, I was able to sit down and chat with three members of the development team: Chad Robertson (producer), Chris King (director), and Drew Karpyshyn (writer). If those names sound familiar, it's because they all come from a BioWare background*, so they know their way around sprawling space operas.

*Archetype houses more triple-A talent from other iconic studios like Naughty Dog

The following interview has been edited for better flow.

"One of the tenets was that we wanted to be developing an IP that could stand the test of time, and we needed something in the science fiction space for the benefit of Hasbro and Wizards of the Coast. They're very interested in developing an IP that could be owned and be science fiction," Robertson said of the project's beginnings years ago.

Archetype was founded in 2019, so Exodus has been brewing and evolving for quite some time. The backing of Hasbro and Wizards could be felt throughout the whole demo; Exodus is an expensive game with a stunning visual look.

Screenshot from the 2027 sci-fi game

(Image credit: Archetype Entertainment)

"We've been able to stick with that without having to worry about money and financing and being able to execute on that vision," Robertson added. This also extends to how all the exploration and combat feel even at this stage. While the demo wasn't ready for the public yet, it was a compelling vertical slice with most of the systems and assets in pretty good shape.

The more you dig into Exodus' universe-building, the bolder it becomes, throwing concepts like the Awakened or time dilation into the mix. Still, it's very much a game ideated by BioWare veterans.

"It's sort of natural that we ended up with an RPG set in an epic sci-fi universe with strong player agency and heavy companion content... Yeah, I could've guessed that's where we would end up," said Karpyshyn. While the KOTOR and Mass Effect veteran led on the narrative front, sci-fi author Peter F. Hamilton added to the "core" of the universe and wrote two big sequel novels that also serve as our first proper step into Exodus' universe.

Screenshot from the 2027 sci-fi game

(Image credit: Archetype Entertainment)

"He was very collaborative, but we also wanted to give him a free hand to tell the story he wanted to tell. So he took the elements that he was most interested in and expanded on them, and that allowed us to take some of the ideas and bring them into the game," Karpyshyn explained. Plenty of time (roughly 40,000 years) and space (it's set in the Omega Centauri cluster) separate Exodus from being a look at humanity's immediate future, so Archetype is looking at the universe as a place "that will tell many different stories" over time.

Well ahead of the game's launch, Wizards of the Coast is betting big on the IP, with tabletop adventures, novels, and a Secret Level short introducing RPG fanatics to its universe. How do you rein all that ambition in when working on a huge video game? According to Robertson, setting reasonable limits happened naturally: "We wanted to build a player experience that was cohesive and complete enough. Over the course of the first couple of years, I think we kinda naturally figured it out." He admitted there's "plenty of other stories" they want to tell, though.

Screenshot from the 2027 sci-fi game

(Image credit: Archetype Entertainment)

A highlight of the demo was how fluid the tone in Exodus seems. It's playful — and often comedic — but never too much, and even as a separate, isolated chunk of the game, it presents high stakes and dilemmas I personally cared about. Again, it reminded me of Mass Effect at its best – especially the second one. I was impressed by how grounded it all felt despite heavily featuring a bunch of talking frogs and an armored bear who was also insulting me during a boss fight.

King mentioned the Awakened are "a really interesting example", as it's a concept that pushed them to explore "different ways to present them and what the tone would be". In fact, he revealed they made them "a bit too serious" early on (some of that can even be felt in the earlier lore videos on them). Eventually, the team found a balance between Jun's progression, which "has a lot of heavy, even dark themes", and other elements and characters that you run into. "They're meant to provide a counterbalance to that. You do have lighthearted moments."

Screenshot from the 2027 sci-fi game

(Image credit: Archetype Entertainment)

Inevitably, I had to ask about the matter of romances, and that human emotion we call love. Many players show up for these RPGs looking for hilarious, dramatic, and spicy romantic relationships.

The first thing Karpyshyn did was shoot down the possibility of a Salt (the combat mech-piloting octopus) romance: "Salt isn't really into humans. She thinks they're kind of gross. But there are many other romances. You can play as male or female Jun, and we don't lock any of the romances out based on gender choice. But you do have to pursue and work for them. They're not gonna happen by accident."

His reply then led to some brief talk about the tension between Jun and the members of the crew: "All your companions have their own goals, wants, and needs. They don't get along with each other always. We're constantly putting you into these conflict situations where you have to decide how to navigate... As a player, you have to decide, 'Do I want to risk annoying the romance character?' and maybe the romance ends... Life is messy, and we wanted the game to be messy and complicated."

Indeed, the hands-on preview mission ended with a heavy choice that no doubt would have major consequences down the line. Even if my save game meant nothing at this stage, I was still conflicted, and the developers mentioned it was interesting to finally get this game in front of people outside the studio and see their reactions to certain story beats.

Screenshot from the 2027 sci-fi game

(Image credit: Archetype Entertainment)

On that front, I also had to ask the trio about the voice acting (some voices were really familiar) and the music in the game, which are totally top-notch. "I'm tempted to ask which ones you recognize," Robertson said before stating they're not ready to elaborate on those yet. "The marketing team would shoot us in the head."

During our chat, the team wanted to get some quick feedback on a specific zero-gravity section — shooting and platforming are involved — which they described as "revelatory" after getting the sound FX right. I agree with them. Whereas many space walks in video games feel too fantasy-like or realistic to be truly exciting, Exodus appears to find a fine balance between the space opera spectacle we're showing up for and the harsh coldness of the void out there. There are certain sound FX still giving you feedback, but muffled shootouts are refreshingly scary.

When asked about customization options and character build – as in abilities and skills – possibilities, King answered that "philosophically, what we want to do is give players interesting choices and figure out what they like playing the most".

It's not a hard class system like in the original Mass Effect games. "We let you sort of express and figure out what you like in the skill tree... Layered on top of that, there are mastery levels on classes, and then depending on your choices, it unlocks hybrid trees," explains King.

Screenshot from the 2027 sci-fi game

(Image credit: Archetype Entertainment)

Combined with the many types of guns and suits available — each with different firing modes and upgrades — it all creates a familiar yet deeper progression structure.

Speaking about the game as a whole and what he's particularly proud of, King circled back to "player agency" and what he calls "water cooler moments", as you can discuss with friends at work or online what your and their choices were and what happened. At least, that's what the team hopes will happen with some of the story beats.

Robertson added to his answer: "The first time we had enough pieces together... and you could feel the music and cinematics coming together, and the emotional weight behind it, that's what these games are about. Where you have that angst over a decision and feel the anxiety of what just happened. 'I should have chosen something different.' I think we're super proud of those. There's a bunch of moments in the game like that." At this point, I can already see what the team means, which is why I sincerely believe there might be something special to Exodus.

Exodus is releasing on PC (Steam & Epic Games Store), PS5, and Xbox Series X|S on April 7, 2027.

‘Alien: Isolation 2’: Facing a ruthless and evolved Xenomorph in our Gamescom hands-on preview

It's hard to downplay excitement for Alien: Isolation 2 after a first menacing teaser and promising early previews. Alien video games are in a good spot right now thanks to bangers like Aliens Dark Descent and Fireteam Elite 2, but nothing has hit quite like Creative Assembly's 2014 survival horror classic.

Now, after a thrilling Gamescom hands-on demo, it looks like the studio has nailed it once again, bringing Xenomorph-shaped scares to the next generation. At least that's what its breezy prologue section I played at Gamescom suggests.

As the earliest possible section of the game, no new mechanics were present, and the larger ideas and structure are still a big mystery. Instead, Sega and Creative Assembly have bet on pure atmosphere, dread that runs deeper thanks to more detailed graphics and audio, and of course, letting everyone know the Xenomorph's dynamic AI has evolved too.

Though it'd been mentioned before, the biggest shocker comes with the immediate reveal that Amanda Ripley is no longer the protagonist. Even if I wouldn't close the door on her showing up one way or another in Alien: Isolation 2, her story was continued elsewhere after all hope for a sequel was lost a few years ago. (Look at us now).

Instead, we play as Blake, a gal from Earth who seems eager to please her employers, even if that bothers Cole and Otto, two rugged workers under her command.

Pre-alpha screenshot from sci-fi horror game Alien Isolation 2

(Image credit: The Creative Assembly)

Still, the game smartly kicks off with a quick rundown of what went down in the first Isolation, narrated by Ripley, who was responsible for the destruction of the infested Sevastopol station. The nightmare was over... until it wasn't. The bad news is that part of Sevastopol was ejected as an emergency measure, probably to preserve the lab inside and the horrors within it. It's a similar setup to Alien: Romulus' "the Company went and recovered a chunk of the Nostromo", but it gets the job done.

Our interview with Creative Director Al Hope revealed that "Alien: Isolation 2 picks up a few months after the first game". The nature of the colony-planet we're on remains a mystery, but it seems the terraforming process is going well, with plenty of vegetation and trees scattered about. Shame about the remarkably bad weather though.

During the prologue, the ground vehicle is forced to stop during the beginning of a terrible storm, and that makes visibility once Blake steps out of the vehicle an issue. Hope also confirmed that these inclement weather conditions will play an actual role in how the survival gameplay evolves over the course of the game, but for now the prologue keeps things mostly on-rails.

In any case, the rainy and windy weather is a fantastic showcase of the game's visuals and sound FX work. It's fairly stressful even without a Xenomorph haunting the place (yet), so I can only imagine how intense Alien: Isolation 2 will get once things ramp up. After wandering around the area and spotting a crashed structure, Blake decides to play the hero and goes into the trashed remnants of the Sevastopol despite Cole's persistent warnings about the rising water level of the river. Who knows, that guy might make it out alive thanks to his "I'm not getting paid enough for this" mentality.

Pre-alpha screenshot from sci-fi horror game Alien Isolation 2

(Image credit: The Creative Assembly)

Inside the messy lab, malfunctioning doors are the first obstacle. It seems I was meant to use my only two flares to roam around the dark corridors and look for pieces of scrap that Blake can use to fix some circuits. Instead, I used them outside and went "oooh" at the lighting, wasting them. This made the first step into this haunted house trickier than it needed to be, but I eventually made it into its inner sections, restoring some of the power and also awakening the beast.

Creative Assembly thought it made no sense to keep the Xenomorph in the shadows for long. It's a trick the studio pulled off once, but 12 years later, it'd have been silly to tease us with limited glimpses of a creature everyone already knows and fears. Instead, the Xenomorph drops down right in front of Blake, who's lucky enough to be able to duck under a table the moment it shows up, offering us a glimpse at its glorious new model.

After that point, the goal in the demo is simple: Get the hell out of there. With obstacles like fire coming out of pipes and blocked doors, survival comes down to chucking small items like bottles across the room to keep the Xenomorph off Blake's back while trying to find a way forward. No motion tracker, no flamethrower, no anything. Just crawling on one's knees and making the right move at the right moment. Needless to say, poor Blake was impaled and "kissed" by the alien drone more than a few times before my time was up.

Pre-alpha screenshot from sci-fi horror game Alien Isolation 2

(Image credit: The Creative Assembly)

At this stage, it's impossible to discern how Alien: Isolation 2 differs from the original beyond the more advanced tech powering it, the new cast of characters, and the desolate planetary setting. What this demo achieved, however, was making the main Xenomorph threat even livelier. Its patrols were more unpredictable, and the reaction times shocked me more than once.

Muscle memory and knowledge of the previous aliens' behaviors in the 2014 original won't save you here. Even staying inside the vents for too long made it search every nook and cranny before eventually finding and grabbing me. There's no easy way out even when you're silent, and I suspect Creative Assembly wants to push players to be on the move always.

There's a clear opportunity here to create a bolder sequel that borrows more from the recent Resident Evil entries — which were themselves partially shaped by Alien: Isolation's first-person horror — to keep players on their toes, always readjusting to environments and non-Xeno threats. It's a full circle moment for the dev team, and the final confirmation that the first game is now a bona fide classic.

Creative Assembly's Survival Team has gotten back in the saddle like nothing happened, and now I'm just excited to see the twists and turns that elevate its basic tried and tested formula.

Alien: Isolation 2 is releasing on PC (Steam), PS5, Xbox Series X|S, and Nintendo Switch 2 in the near future. A release window hasn't been locked yet.

‘Strange New Worlds” latest episode is a soap opera spoof, but hasn’t ‘Star Trek’ always been a soap opera in space?

"Strange New Worlds"' fourth season has doubled down on the show's long-established penchant for seeking out new genres beyond "Trek"'s traditional frontiers.

So far the Enterprise has encountered Martians, hangovers and Muppets, and now its latest mission, "Like Chronitons Through the Hourglass", has made a detour into full-on soap opera territory.

Thanks to the meddling of Q junior Trelane (Rhys Darby), the ship's lighting is slightly off, day-to-day operations are punctuated by ad breaks, and the crew has developed a tendency to stare wistfully into the middle distance. Reminders that Starfleet's finest are living out their very own "Days of Our Lives"-style TV show are everywhere, but — for all the deliberate overacting and pauses. In. All the. Wrong. Places — is it really that different from regular life on a starship? Isn't "Star Trek" essentially a soap opera anyway?

Dictionary definitions of soap operas vary, but the general gist is that they follow the daily lives of a bunch of characters over an extended period of time. They're a broad church — the more glamorous US soaps are very different to their gritty, slice-of-life UK counterparts — but they're usually characterized by interpersonal dramas and a long-running nature.

So, aside from the fact that episodes of "Star Trek" are bunched into seasons, and there's usually a story of the week, the franchise effectively fits the bill.

(L-R): Rebecca Romijn as Una and Anson Mount as Captain Pike in Star Trek: Strange New Worlds, episode 7, season 4

(Image credit: Paramount)

That wasn't so much the case in the Original Series days, where episodes were resolutely standalone and most of the regulars on the bridge — even Sulu, Uhura and Chekov — were given minimal character development. Even Uhura's famous kiss with Captain Kirk was a one-off affair.

But by the time "The Next Generation" left Spacedock, interpersonal relationships were very much on the agenda — so much so that the Enterprise-D needed a counselor on the ship's manifest.

(L-R): Jess Bush as Christine Chapel and Babs Olusanmokun as Dr. M’Benga in Star Trek: Strange New Worlds, episode 7, season 4.

(Image credit: Paramount)

From day one, the show was getting busy establishing the backstories of the characters, with Commander Riker's previous relationship with Counselor Troi a matter of record, and Captain Picard's complicated past with Dr Beverly Crusher (her late husband, Jack, was Jean-Luc's best friend) adding an extra frisson to their working relationship.

Even as the show adhered, more or less, to its adventure-of-the-week format, these will they/won't they romances sizzled in the background (albeit on a very low heat), until belatedly coming to fruition in "Star Trek: Insurrection" and "Star Trek: Picard", respectively. We also met various members of Picard, Troi, and Worf's families, while Troi and Worf found the time for a brief fling — much to Riker's annoyance.

The more serialized nature of "Deep Space Nine" was even more suited to space opera-meets-soap opera storytelling. As the Dominion War rumbled on in the background, Worf and Jadzia Dax found love (and later married) against a backdrop of the Bajoran Wormhole, before widower Captain Sisko and new flame Kasidy Yates said "I do" for themselves, and became parents.

(L-R): Rebecca Romijn as Una and Melissa Navia as Lt. Erica Ortegas in Star Trek: Strange New Worlds, episode 7, season 4.

(Image credit: Paramount)

Romantic sparks also flew between Colonel Kira Nerys and shapeshifting security chief Odo, and Dr Julian Bashir and Ezri Dax. (The latter took on the Dax symbiont after Jadzia Dax's death, a complication that not even the craziest US soaps have dared to explore.) And then there was Chief O'Brien, the first "Trek" regular to juggle his Starfleet duties with a settled home life.

Meanwhile, "Voyager"'s journey through the Delta Quadrant was punctuated by various births, deaths, and marriages, alongside the various unlikely friendships that developed among the marooned crew. On "Enterprise", Trip Tucker managed to find his way past T'Pol's logical exterior to share a romance with the ship's resident Vulcan — though only after his captain had experienced some rather awkward feelings towards his First Officer in "A Night in Sickbay".

Crews in more recent "Trek" series have tended to be more in touch with their feelings than their predecessors. "Discovery" may be packed with 31st-century tech so advanced it resembles magic, but the crew hasn't evolved past old-school interpersonal drama (and hugging). And at "Starfleet Academy", dealing with hormones tends to be as important to the curriculum as learning to handle the Borg or Nus Braka.

(L-R): Jess Bush as Christine Chapel and Celia Rose Gooding as Uhura in Star Trek: Strange New Worlds, episode 7, season 4.

(Image credit: Paramount)

The difference with "Like Chronitons Through the Hourglass" is simply that it's more blatant in its references to soap operas, which — based on Pike's reaction to Trelane's shipwide experiment — are apparently still a thing in the 23rd century. Which raises the awkward question of why no one on the Enterprise has noticed that ship's counselor, Dr Chivers, looks a lot like Marlena Evans from "Days of Our Lives"? Both characters are played by actor Deidre Hall.

Overblown medical conditions like "cosmic amnesia" and "space madness" — or Pike learning he's Uhura's long-lost father — intentionally push the episode into the realms of ridiculousness.

Tone down the silliness, however, and these twists wouldn't look out of place as "Trek" B-plots. Indeed, while La'an's meeting with Spock's "evil twin" Sybok is right out of the American soap opera handbook — remember Hans Ramoray, Dr Drake Ramoray's morally dubious sibling in the "Friends" version of "Days of Our Lives"? — a similar storyline has also played out in "Star Trek", courtesy of Data and his dodgy big brother Lore.

L-R): Ethan Peck as Spock and Christina Chong as La’an Noonien-Singh in Star Trek: Strange New Worlds, episode 7, season 4

(Image credit: Paramount)

Ultimately, this episode exists as an excuse for Pike to confront long-buried feelings about the loss of partner Marie Batel, and Juliet, the daughter he had in an imaginary existence.

That the captain can actually hear the episode's incidental music is kinda weird (that stuff's supposed to be non-diegetic), but "Like Chronitons through the Hourglass"'s soap opera stylings should otherwise be all in a day's work for the captain of the Enterprise.

New episodes of "Star Trek: Strange New Worlds" debut on Paramount+ on Thursdays.

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This was always the way: ‘The Mandalorian and Grogu’ is finally on Disney+

Famed author Thomas Wolfe coined the phrase "You Can’t Go Home Again" with the title of his classic 1940 novel, and while that actually might be true in some cases, "The Mandalorian and Grogu" gets its homecoming as it arrives on Disney+ for fans today, Sept. 2, 2026.

Honestly, this is probably where the $166 million "The Mandalorian" spinoff movie should have premiered in the first place, but Disney decided to test the big screen waters with its charismatic clansman and Baby Yoda. Sadly, it came up a bit short when all the tickets were tallied, but everyone loves second chances, and we're pretty psyched to see the space fantasy back where it belongs: in the vast streaming universe.

"The Mandalorian and Grogu" was directed by Jon Favreau from a script co-written by Lucasfilm President and CCO Dave Filoni and Noah Floor ("The Book of Boba Fett"). It stars Pedro Pascal as bounty hunter Din Djarin, Sigourney Weaver as Colonel Ward, Jeremy Allen White voicing Jabba the Hutt's beefy son, Rotta, and Grogu as… Grogu.

The intergalactic duo hits Disney+ starting Sept. 2, 2026. (Image credit: Disney+)

"The evil Empire has fallen, and Imperial warlords remain scattered throughout the galaxy," states the official synopsis. "As the fledgling New Republic works to protect everything the Rebellion fought for, they have enlisted the help of legendary Mandalorian bounty hunter Din Djarin and his young apprentice Grogu.”

The adventurous sci-fi spinoff also launched on Home Video on Aug. 25 in 4K Ultra HD and Blu-ray, packed with exclusive bonus content, featurettes, and audio commentary. A Beskar Collector's Edition SteelBook release includes special deluxe packaging and collectible metal posters.

As Labor Day Weekend approaches and with current theatrical offerings this time of year pretty slim, there’s a certain sense of optimism in the galaxy far, far away that "The Mandalorian and Grogu" will perform well and attract fresh audiences that might have been sitting on the sidelines until now.

"The Mandalorian and Grogu" lands on Disney+ starting Sept. 2, 2026 (AKA right now).

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‘Alien Isolation 2’ creative director talks upping the scare factor for the sequel (interview)

Released in 2014, "Alien: Isolation" was a sci-fi horror gaming masterpiece that combined stealth, survival horror mechanics, and cinema's greatest monster to create an underpants-ruiningly terrifying experience. After earning phenomenal reviews, winning awards, and selling millions of copies globally, players were left clamouring for a sequel. Now, 12 years later, it's finally happening.

In June 2026, fans got what they’ve been waiting for: their first real glimpse into what Alien: Isolation 2 has in store. From the trailer, we learned that players will play as a survey team member at a small Weyland-Yutani outpost called Kurosaki Station. When a ship crashes in the nearby forest, you head out to search for survivors, but the search-and-rescue mission quickly becomes a fight for survival when you start being hunted by a xenomorph.

While Alien: Isolation 2 doesn’t have an official release date yet, more info is expected later this year, including our hands-on preview at Gamescom 2026 (which is coming later this week). In the meantime, Space caught up with Al Hope, the Creative Director for Alien: Isolation 2, to chat about what it’s like to create horror in video games and what fans can expect from the sequel.

Space.com: Alien: Isolation is considered one of the scariest games ever made. In fact, many people see it as the scariest game ever. Do you think you’ve discovered the secret to great video game horror?

Hope: "What can I say, we had the best source material in the world to work with. We spent so long deconstructing Ridley Scott’s 1979 movie when making Alien: Isolation to really understand the building blocks, and how it evokes such a unique and striking sense of horror to this day.

"That’s what we build into our games. That sense of powerlessness against an unknowable, unkillable foe. The ‘perfect organism’ as Ash dubs it. And you’re its prey in a deadly game of cat-and-mouse. We’re taking that brand of horror even further in Alien: Isolation 2."

Pre-alpha screenshot from sci-fi horror game Alien Isolation 2

(Image credit: The Creative Assembly)

Space.com: We have new sets in Alien: Isolation 2, from woodlands to an outpost settlement. What was it like taking the claustrophobic, outer space terror of the first game and transporting it into new environments and settings? Were there any challenges in keeping the horror alive in these areas, or did the new settings help create terror of their own?

Hope: "In many ways, the sequel is a blend of the old and the new. You’ll experience that familiar claustrophobia you felt on Sevastopol Station in the first game while exploring the facilities on Kurosaki in the sequel. You’ll be hunted mercilessly, and you’ll need to improvise in order to change the odds and survive. These are the cornerstones of what we term the ‘Isolation Experience.’

"But as you’ve guessed, the exterior environments in Alien: Isolation 2 have a kind of horror all their own. You might feel some initial sense of relief when escaping the claustrophobic confines of the colony, but the exterior areas are storm-ravaged and wildly inhospitable. The violent weather can rob you of your senses, and yes, the Alien will hunt you outdoors as well, in ways you haven’t experienced before. You’re going to feel exposed, vulnerable, and very isolated."

Pre-alpha screenshot from sci-fi horror game Alien Isolation 2

(Image credit: The Creative Assembly)

Space.com: Over the last few decades, the Alien franchise feels like it’s drifted more and more into the action genre. What encouraged you to take Alien back to its horror roots with Isolation?

Hope: "Back then, we wanted to provide, for the very first time, the experience of encountering and trying to survive against cinema's greatest killer. In a way, it was the game we always wanted to play."

Space.com: In Predator: Badlands, we got our biggest Alien-Predator crossover yet outside of the AVP franchise. With the debate settled and it now firmly canon that the universes are shared, can players expect any Predator easter eggs in Alien: Isolation 2?

Hope: "Our focus in the sequel is very much on placing you in the shoes of a character who has no prior knowledge of the Alien, and who encounters it for the first time.

"How she reacts to that, and how you deal with it through your choices and actions, is where the drama lies. While we will have other NPCs and threats which contribute to that drama, the Predator isn’t a character or concept we’re factoring into the game."

Pre-alpha screenshot from sci-fi horror game Alien Isolation 2

(Image credit: The Creative Assembly)

Space.com: It's been over 10 years since the first game, and many fans started wondering if we were ever going to get a sequel. What took so long to make a sequel happen, and do you think waiting so long helped (or hindered) you at all when making the game?

Hope: "We’d always intended to make a sequel. Even during the development of the original, we had a number of ideas regarding the direction the next game could take.

"But we also had some great opportunities to work on other titles and try some new stuff out, like Halo Wars 2. But again, the hope was always to return with another Isolation game, and now that we’re back in full flow, it feels like coming home."

Pre-alpha screenshot from sci-fi horror game Alien Isolation 2

(Image credit: The Creative Assembly)

Space.com: Timeline-wise, Alien: Isolation takes place between the first two movies, and the sequel apparently takes place just months after the first game. So in the larger Alien timeline, gamers are still playing a story that happens between the first two movies. Does the game’s place in the larger timeline impact how you told the story?

Hope: That’s right, so the original game takes place around 15 years after the events of Alien, and Alien: Isolation 2 picks up a few months after the first game. Its place in the timeline means we’re continuing to draw inspiration from that lo-fi, sci-fi world of tactile, analogue equipment, and environmental features you can touch and feel. Now that we’re expressing those aesthetics in the context of a Weyland-Yutani colony, we have a whole new canvas to explore artistically.

Alien: Isolation 2 is releasing on PC (Steam), PS5, Xbox Series X|S, and Nintendo Switch 2, though there is no fixed release date at this time.