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Signals of Outer Space

Signals of Outer Space Steam news

Rummy Games | To be announced | game

Coming Soon

GameSteam Store content

ActionAdventureIndieRPGStrategy

  • Steam app typegame
  • Steam App ID1054080
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperRummy Games

Signals of Outer Space news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID1054080
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperRummy Games
  • PublisherRummy Games
  • Parent gameNot available

Genres: Action, Adventure, Indie, RPG, Strategy

Company pages: Developer: Rummy GamesPublisher: Rummy Games

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Signals of Outer Space Steam news

Signals of Outer Space news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Happy Cosmonautics Day! - 12 April 2025

    Hello, crew! We warmly and cordially congratulate everyone on one of the most important holidays of mankind! Our work is necessary, important and interesting, we dream, create, seek and strive just like our great parents, their parents and our big country did, all those who made human spaceflight a reality! Yura, thank you. We share and support the fire of your dreams.šŸš€ New achievements to all and happy Cosmonautics Day!

  • Developer's Diary #32 - 27 January 2025

    Greetings to all fans of tactical strategies and exciting stories! We have important news: Rummy Games Studio has officially signed an agreement with Pulsart publishing house to create a game in the Metronomicon universe! What awaits us? It will be a turn-based strategy game with roguelike elements, inspired by such masterpieces as Into the Breach, XCOM: Chimera Squad and Tactical Breach Wizards. It was with great pleasure that we started working with the setting of the Metronomicon, which gained popularity due to its unique atmosphere of science fiction, mysticism and philosophical issues. And now, thanks to this collaboration, we can help expand the MNMC universe by making a great game based on it! What will the game be about? In an alternate reality, humanity is faced with the threat of global Infiltration, a phenomenon that has changed the laws of physics, created anomalies and mons…

  • Cosmonautics Day in S.O.S. - 13 April 2024

    Hi crew! And happy Cosmonautics Day to everyone!) Sorry for being a day late. We decided to cut a video from old pieces of gameplay and remind everyone that we are still working on the game. Not as fast and cheerful as before, but we will do it) Wait for new announcements by the summer, we will definitely share what is happening and what is happening) "Poekhaly" (c) ;)

  • Devlog #31 - 14 June 2023

    Hello everyone! The S.O.S. project team is on the line! The most steadfast, dedicated fighters, loyal to their crazy and courageous cause. It's been a while since we last shared news from our workshop on the edge of the galaxy, Hekata. However, there has been plenty of news, and it has been diverse. Let's take the last diary we released a year ago as a starting point. It was published for issue number 30. Since that day, we have: - Shrunk to six people and four to five permanent "orbit" helpers. - Built a new ship sub-level on which an entire space expedition disappeared. It was later captured by pirates and turned into a junkyard, a warehouse of plundered junk and a home for outcasts, all in the best traditions of space criminals, like those in The Stainless Steel Rat. - Rebuilt the battle system from tile-based to free. That is, our soldiers run around freely like in Gears Tactics. In…

  • Devlog #30 - 12 June 2022

    One of our core development principles is ā€œfrom small things to big onesā€! This is how we put Diary #30 together. First, we will analyze the local issues, for example, whom the S.O.S. team is actively looking for, and then we will move on to the more general problems in the gaming industry. This release should be not only interesting, but also informative, especially for the beginners. Off we go šŸ˜€ Let's move on to the actual issues of the development team: what kind of specialists are needed for S.O.S. today? Igor: Programmers and game designers in the first place. And after that the art lead, concept artists, level designers. It would be nice to have additional people for each direction. In some projects, it is normal practice for the lead game designer to assemble the first level of the game which goes through focus groups or is presented to an investor. Such people are of great valu…

  • Devlog #29 - 17 May 2022

    Hello everyone! Here we are again! šŸ˜€ Our last issue was about who and what started their journey with in the industry. Our colleagues shared their working experience, problems, and how they came to game development. In this issue, we will partially continue this topic, and our developers will also share some life hack on how to make your game 100% interesting for the audience of festivals and exhibitions. So, let's get it started! What are the successes and failures of the team in the process of creating a game? Dmitry: during the development process, we encountered a wide variety of misfaults in our industry. For example, attempts to do a large amount of work of a decent level in a short time. At the planning level, the roadmap looks feasible, but in reality it turns out that in addition to projects ā€œfor the soulā€, everyone has full-time work, which eats up a lot of time. And then the…

  • Devlog #28 - 3 April 2022

    Rummy Games is back in touch! In the new Dev Diary #28, let us remember how it all began. This was long before Saturated Outer Space. Still think that development, even in game development sphere, is not about creativity? The stories of our three colleagues can not only convince you of the opposite, but motivate you to do new stuff! How did it start? Spontaneously. How did you gain experience? It was a relatively long, getting a lot of ā€œbumpsā€ process, and, moreover, far from being only in the one ā€œouter spaceā€. We will talk about the pitfalls, working on other gamedev projects, and our first steps at the beginning of this journey. Dmitry (Lead Screenwriter and Game Designer): I started programming solely because I wanted to create games. I wrote my first game when I was in the 8th grade thanks to school courses. I was very inspired by the process of working out the design of the game,…

  • Devlog #27 - 7 March 2022

    Greetings, ladies and gentlemen. This is Rummy Games team, and today we will dive into life stories in the new Dev Diary #27. This time, part of the team and me decided to look into the experience of previous work, which was useful for development. Today Igor Konyaev, Ilya Ninomiya and Dmitry Kondrakov are participating in the interview. Fasten your seat belts, check your helmet for leaks - we're getting started. Guys, tell us about your experience. Igor (Game Designer, Lead Developer): If we talk about the experience that led me to game dev, then it’s worth starting from afar. The university provided me with a basic technical education, I studied as an automation engineer. Specialists in this field are engaged in programming and adjustment of automated systems. This includes any systems that have at least some kind of automation: machine assembly plants, hydroelectric power plants, spa…

  • Devlog #26 - 21 December 2021

    Hey, hello everyone. This is Dev Diary # 26. Rummy Games is again here with you, and this time it will be something extraordinary: the marketing department has got their voices. Before that, we, as the quiet fighters of the invisible space front, were communicating with you in order to impartially and objectively convey the difficulties and successes in the game development. But not this time: the marketing department will start talking today! The first one to get in touch is our SMM specialist Tatiana. Tanya, you have the floor. Disclaimer: as an SMM specialist I experience professional deformation, namely, I almost always use in my speech and text a minimum of "officialdom", a maximum of humor, and maybe even provocation. However, I will try to avoid the last point, for obvious reasons :) About myself Hi, my name is Tanya, and there are too many cities that I can call my home, so just…

  • Devlog #25 - 9 November 2021

    1. About myself Hey! My name is Yana Voronkova, I am from Minsk, Belarus. Starting from elementary school I loved to play games, in middle school I got acquainted with technology, and in high school I decided to become a psychologist. Having crossed all this, I came to my current specialty, that is an engineering psychologist, if say it literally in Russian. (Games) User Experience Researcher - if in English. This is me studying the influence of music on human productivity at the Labor Psychology and Ergonomics class :) I research the user or player experience within something that engineers and designers have created, usually within the interfaces. I evaluate how clear it is for a person what s/he sees and how comfortable it is to solve the arising issues. In the games I also necessarily investigate the "fun" they bring. I also often research the target audience of products: what the p…

  • Devlog #24 - 17 October 2021

    Good day to everyone! Welcome to Rummy Games and the new Dev Diary! Today we want to share with you our impressions of visiting DevGAMM 2021 September. Preparation. This is not our first participation in such an event, have a look at Diary ā„–4, this time we managed to prepare better, because got to know about participation in advance :) Our project was represented by Nikita Proskurin (Project Manager), Dmitry Kondrakov (Lead Game Designer), Ilya Ninomiya (UX/UI Designer) On the first day we took part in a showcase, demonstrating the game at the booth. We brought the laptop so that players could test our game and give feedback, as well as the monitor to demonstrate the gameplay to the entire audience who could be interested in the project (during the breaks between the game sessions, a trailer was played for the visitors). This time we did not prepare a special build, because it would tak…

  • Devlog #23 - 11 September 2021

    Hello everyone! Rummy Games team here with a new Devlog. We keep sharing stories from our developers with you. Our topic once again is the so-called 'creative block', or a 'blank sheet anxiety'. Previously, our head artist Alexey Avduevsky shared his thoughts on overcoming creative anxiety. We hope these tips might be useful both for those who make games, and those who don't. I. A Difficult Case Mr Feng’s method can be extremely effective when you are dealing with a task that is more or less straightforward. It works very well when you have a clear goal and don’t really have to invent everything from scratch. But what if you actually have to invent? What if there are no reference images or ideas to build your asset upon? Many artists come across such cases, for example, when an asset is being worked on and during the work its concept changes dramatically. Or, for some reason, there was…

  • Devlog #22 - 11 August 2021

    Hello everyone! Rummy Games team here with a new Devlog. We keep sharing stories from our developers with you. Our topic this time is the so-called 'creative block', or a 'blank sheet anxiety'. Our head artist Alexey Avduevsky is sharing some thoughts on overcoming it for maximizing creative powers. We hope these tips might be useful both for those who make games, and those who don't. I. A Bit Of Philosophy We’ve all been there. You run your text or graphics editor and here it is. A blank page laughing in your face. A page with nothing at all on it. No, not just ā€œnothingā€. Rather, there is absolute nothingness, or nihil God is told to have created everything from. You wish you could do the same, come up with an idea, get things moving. But you just can’t, that damn nothingness is totally overwhelming. Nothing is the opposite of everything. And what is everything? Well, let’s imagine a b…

  • DreamHack Beyond Stream - 25 July 2021

    Greetings, Commanders! New developer's stream is going to happen. Come and join us at 7:00 p.m. PT. Also, there is a playtest available for gamers. So you might want to check it out. Enjoy the DreamHack Beyond event and don't forget to add the game to your wishlist!

  • Devlog #21 - 18 July 2021

    Passion and Folly Normally, it takes a lot of money to create a video game. But what if you are an indie team? In this case, two things are absolutely essential. One is passion, the other one is folly. Passion is something you feel when you have a story to be told. One that would eventually become your game. One that Folly is something that keeps you going against all odds. Even when your child comes up to you and asks if we are ever going to have something other than a plain oatmeal for dinner. Because you can’t earn money with your project… at least, not yet. Well, we were brimming with both and we still are. But at some point we realized that there is something else needed to make it to the end. Great Expectations Rummy Games is a rather unusual indie team. Unlike many indie dev teams, we are quite numerous. We started as four, but at present, there are more than 30 people working on…

  • New Playtest Is Live - 14 July 2021

    Greetings, Captains! We launched our second playtest! Get on board and set up the course towards the outer space! Remember: those of you who fill out the form for feedback and leave their names (or Steam nickname) will appear in credits in the ā€˜Special thanks’ section. Link is in Discussions. Note: Playtest period will end up July 31.

  • Steam Next Fest is close to an end! But our streams not! - 18 June 2021

    Greetings, Commanders! Steam Next Fest is about to end. Have you tried out our demo? If not then don't waste your time and download the game. Also, leave your feedback in Discussion section so you will get a chance to appear in credits of the game when released. Cool upcoming games are waiting for you to be added to wishlists! Don't dissapoint their developers! See you on the stream!

  • Steam Next Fest Dev Stream! - 18 June 2021

    Greetings, Commanders! Come and join our Live Stream with the developer team. We continue to show new features and hold the QA session. Hope, you enjoy the Fest! Don't forget to expand your wishlist with outstanding projects!

  • Steam Next Fest is Live! - 16 June 2021

    Greetings, Commanders! Come and join our Opening Live Stream with Rummy Games developer team. We will demonstrate new features and talk about future plans. Questions are welcome as well! Enjoy your stay in Steam Festival and don't forget to expand your wishlist with decent games!

  • Devlog #20 - 5 June 2021

    Good day to everyone! The Rummy Games team here again and this is the anniversary edition of our Dev Diary. To mark the occasion, we will leave the development issues for a while and have a heartwarming talk with the team to find the answer to the following question: what place do games occupy in our lives? Dmitry Kondrakov, Lead Game Designer How did you first get in touch with the games and what were your impressions? It was the 98th, I came to visit Moscow. And I was allowed to play the new Pentium 166MMX (the oldies will understand). It was two games at once: Age of Empires I and Allods: Sealed Mystery. And that was a delight! I had Dandy, like many children of that time. But it was the games on the computer that impressed me a lot: the moment I saw Allods splash screen, and when I built the first house in AoE. That moment determined everything for me. How did you first explain to y…

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