Space Station 13's codebases all share a simple premise: there's a massive environment you share with a bunch of other people with really complex systems that anyone can fuck up in at least twelve different ways. However, unlike real life, Space Station 13 is built around cyclical resets, where everything is temporary and therefore so are your mistakes. There are some obstensible 'progression mechanics' like unlocking a new job after X hours of playtime, but that is more of a moderation mechanic meant to keep inexperienced players out of roles that can be very unfun for others to interact with if you don't know how to use them properly. Space Station 13 is the greatest video game of all time - not any specific codebase, the concept of Space Station 13, the manifestation of it through the community, drama, discourse, and of course, the actual gameplay.

Video games have always been cursed with the problem of ephemerality. Retro game preservation requires active effort and some games take thousands of hours to be restored to a playable state due to releasing on hardware that no longer exists or is impractical for the vast majority of players to obtain. Multiplayer games have double this problem, since the experience of playing the game is also directly tied to the other people playing it, and the community that surrounds said game - every multiplayer game has a hidden death clock ticking down to its irrelevance, at which point the player count to make the game 'worth playing' will have dropped below critical mass.

Space Station 13 is an extreme example of ephermality, in which every round can have millions of possible outcomes at any given moment due to emergent mechanics, and if you miss that round you can never recreate them. Sure, you can listen to other people talking about the stories from particularly notable rounds - but you can never viraciously experience it, being in the space where you realize that your decisions will actively feed into the outcomes of what happens next. I can not name a single other game that immerses you in such an active, unpredictable world that still feels unique during every new cycle. The most magical moments are when you become an antagonist, and the tension of every action you take skyrockets. Nothing is more viscerally fun then getting to plan out and then enact diabolical plans to mess with the crew, and getting a 'greentext' (in this context - a message saying that your antagonist objectives were successful) is a massive rush of relief and accomplishment. The stories that you can create with this game are simply unmatched.

You can find these stories everywhere - the subreddit even has a weekly thread to post them - but I might as well share one that happened to me early in my experience with this game:

In my first round as a changeling (a very transparent take on John Carpenter's The Thing), I was promoted to being the head of the station, which gave me far more resources to work with, such as a firearm readily available. My goals were to assasinate two specific people and absorb another changeling. I started by giving the other changelings all-access IDs - we had a hivemind chat, so coordinating was easy. I then turned into a monkey and crawled through the vents, in search of my first target. No luck, but I did see the clown. I told him that he could come to the HOP line to get all-access. Once he got there, I him by injecting him with a substance that made him grow an armblade - a usually tell-tale sign of being a 'ling. I then shot him to death before he could say anything, with the justification of 'he was about to kill me'. I also get away with cremating his body, since lings can self-revive if their body is intact.

At that point, security was starting to get suspicious of my actions. Two other lings had already been busted, and my justification for murder was dubious at best. I'm unexpectedly tased by the detective and taken into the interrogation room where I try to calmly defend myself for my actions. At some point, I get fed up with the conversation and purchase a power that supposedly dissolves restraints - in this case my handcuffs. I activated it and then immediately activated my own armblade. Now, the armblade is one of the deadliest melee weapons in the game - three hits can put someone in critical condition, five can outright kill them. However, I was still buckled to the chair! The detective responded by opening fire with his revolver, but the chamber was empty. He hastily starts reloaded, while I unbuckle myself from the chair. With the element of surprise lost, I can't win against a high-powered revolver. But I can still escape through the du-

It was just then that my game decided to crash. By the time I reconnected, I got to see my dead body in the incinerator, joining the clown in what might be called the circle of life. I then spent the rest of the round as a research scientist on a far-removed station, drinking (in-game) alcohol in solitude and pondering my own mistakes. Fun times!

Of course, since we can't have nice things, it's time for me to talk about the 'bad'. The truth is, I don't know if someone reading this review would get a similar experience to what I did. This comes back to the inherent ephermality of the experience - I can make absolutely no guarentees as to how the game will play out for you. Though my brain tends to look at this game through a rose-tinted lenses, I can still remember the many boring rounds where nothing of particular interest happened. Many times, there will be something interesting happening, but you just won't be in the right place or the right time. At that point, it's often more fun to just observe the round as a ghost and monitor what shenanigans people get up to. Even then, a lot of players, especially in low-RP servers, play the game exclusively as amoral powergamers who focus exclusively on 'winning' the game over creating interesting scenarios with other players.

But if you can find that one, magical round - you will never stop playing this game unless you force yourself to quit. That's what I had to do several years ago because, as much as I hate to admit it, this game consumed my life. The ephemeral nature of this game can also be an addictive quality - feeding into the worry of 'missing out' and chasing the 'hit' of another interesting round. If you are incredibly autistic about massive lists of information or just endless wiki rabbit-holes in general, this game was specifically engineered to continually nerd-snipe you for hundreds, even thousands of hours. If you have anything remotely productive that needs finishing in the near future, do not play any version of this game.

I haven't even touched on the community, a messy subject to say the least. The drama can be fascinating at times - like when a popular server admin created 14 alternative reddit accounts to promote himself and disappeared from the face of the earth when called out. It's all the worst human tendencies made manifest, especially in the ranks of administrators and server owners. The playerbase can sometimes be even worse, thanks to the community being occasionally overwhelmed by capital-G Gamers reviewing le hidden gem, thus sparking a very predictable influx of chuds who think the epitome of human thought lies in /pol/ screenshots and usually only play the game to fulfill some twisted power fantasy. The good news is that these idiots get filtered pretty quickly through the esoteric gameplay systems and violating multiple server rules against bigotry, powergaming, and just generally being an asshole. But since the origins of this game do come from edgy message boards, some of that is going to be inherent, even baked in. For a community that actively pushes away those awful people, I highly recommend Goonstation or Baystation12 - not that they can be free from drama themselves.

At the same time, I can't deny that Space Station 13 shaped me as a person, when I look back on my experiences with it. It played a role in helping me to figure out my gender, unironically taught me some useful collaborative skills and internet etiquette, brought me back into developing games, and gave me countless laughs along the way. Most importantly, some of my greatest friendships have been made through this game. I will always be grateful for that.

One more word of advice for those who choose to walk down this path: don't play as assistant for your first game. Everyone will think you're actually a veteran player trying to avoid the consequences of their own actions. Play as a cargo technican instead. You get to lug packages around, deliver mail, and bond with your department coworkers. Start a union, do some day trading, or just go talk to people in the bar for 30 minutes. Space is the limit!

Reviewed on Feb 10, 2023


2 Comments


1 year ago

Great review!

1 year ago

Thanks ^^