Guides

Getting Started with Sublight

From install to your first real build — a practical Early Access onboarding path.

Last updated:

Getting Started

Sublight dropped into Steam Early Access on September 15, 2026 as a single-player space bullet heaven from solo studio CODEBREW SOFTWARE LTD (Nottingham). You buy the EA build for $11.99 on Windows and Linux, or you can still try the free demo (Steam app 4468530) before committing. This page is the day-one checklist: what you get at launch, how demo and full EA differ, which unlocks to chase first, and how to spend your first hour without wasting challenge progress.

If you want a visual sense of the fantasy before you dig into systems, the mid-page overview video shows captain-and-warship combat, turret coverage, and the pace of a sector clear. After that, jump into How to Play and Controls for movement, boost, firing arcs, and salvage routing, then Best Builds once you understand why arcs matter.

Demo versus Early Access

The demo is still listed alongside the full game. Use it to test whether the turret-arc fantasy clicks for you. Expect a shorter content slice, fewer ships and weapons, and no full access to the launch roster or weekly modifier rotation. The paid Early Access launch is the real product slice: six levels, two enemy factions (rebel fleets and alien swarms), nine playable ships with alternative loadouts, sixteen-plus weapon types spanning autocannons, railguns, chainguns, and barrage systems, dozens of passive upgrades, weekly rotating level modifiers, and multiple bosses.

Buy Early Access when you want meta progression (credits and challenges unlocking ships, weapons, and captains), longer runs that can reach the Hunter flagship window, and the roadmap cadence. Roadmap beats to remember: Q4 2026 new faction plus ships and weapons; Q1 2027 boss-drop weapons, flagship hunts, and new missions; Q2 2027 refreshed campaign threat map; Q3 2027 community-voted content, mods, and achievements. Early Access means numbers and unlock order can change — treat specific drop rates as temporary.

First launch checklist

  1. Confirm Windows or Linux requirements on the Steam page, install, and set a comfortable resolution before your first run.
  2. Learn movement with WASD or arrow keys and boost with Shift. Sublight rewards repositioning more than standing still in a XP vacuum.
  3. Complete any tutorial or first-mission flow, then open the ship and loadout screens so you know how alternative loadouts are presented for your starter hull.
  4. Play one full short run focused on survival and reading firing arcs — do not restart-spam for perfect RNG on hour one.
  5. After the run, spend credits or claim challenge unlocks toward a second ship or a weapon family you actually understood, not the flashiest icon.
  6. Bookmark this wiki’s Guides Hub and tier list so patch notes have somewhere to land.

What you are actually doing in a run

You captain a warship through map nodes, place and manage turrets inside firing arcs, clear rebel or alien packs, salvage experience from wreckage, and level into weapons and passives mid-run. Positioning decides which guns can track a flank. Status effects matter early: Ignite stacks up to five for burn plans; Cold stacks up to twenty and can freeze packs when you commit. After roughly thirty minutes of a deep run, a Hunter flagship can spawn and escalate — see Hunter Flagship and Boss Tips before you treat long runs as “just more XP.”

Early Access ships include role diversity rather than one correct hull. Expect a sturdy starter battleship-style platform for learning arcs, missile-oriented frigates (the developer has referenced Shortsword in that niche), and other gun platforms among the nine launch ships. Alternative loadouts let the same hull lean different weapon identities. Do not invent a fixed “best starter” from hearsay — unlock a second hull when you want a different arc layout or weapon hardpoint feel, then validate with the tier list after you have hours in.

Day-one unlock priorities

Meta progression unlocks ships, weapons, and captains through credits and challenges. On day one:

  • Prioritize unlocks that expand your understanding of arcs (a second hull with a different turret layout beats a third cosmetic captain).
  • Unlock one weapon family you enjoyed in the first run so you can practice synergies instead of randomizing every level-up.
  • Skim weekly level modifiers before a session so you know whether the rotation favors aggressive close clears or safer kiting.
  • Leave speculative “maybe later” unlocks until you have cleared a few bosses or reached Hunter pressure once.

Support for purchase or account issues goes to support@codebrewsoftware.com. Positive early Steam reviews (~100% of the first wave) are a good sign for combat feel, but Early Access balance will move — recheck builds after patches.

First hour goals (concrete)

Hour one is successful if you can: move and boost without thinking, place at least one turret set with intentional arc coverage, explain whether your damage plan was Ignite, Cold, or raw projectile DPS, salvage without dying to greed twice in a row, and finish a run knowing which unlock you will buy next. If any of those fail, stay on How to Play before farming challenges.

When hour one is clean, graduate to Best Builds for chaingun pierce, autocannon explosive packages, barrage leading, and passive multipliers. Use sibling guides under Guides as a loop: learn systems here, refine controls next, lock a build, then practice late-run bosses and Hunter fights.

Common day-one mistakes

  • Treating Sublight like a pure AFK bullet heaven and ignoring facing.
  • Spreading level-ups across unrelated passives instead of doubling down on one status identity.
  • Spending all meta currency on captains before you own a second combat-capable ship loadout.
  • Ignoring weekly modifiers and blaming RNG when the rotation punished your preferred range.
  • Pushing past thirty minutes without a plan for Hunter escalation.

Avoid those, and your second hour will feel like a different game — the one the firing-arc fantasy was built for.

FAQ

Frequently Asked Questions

Quick answers to the most common Sublight questions.

Should I play the Sublight demo before buying Early Access?

Yes if you are unsure about turret-arc combat. The demo is free (app 4468530). Buy the $11.99 EA build when you want the six-level launch slice, full unlock meta, weekly modifiers, and longer Hunter-capable runs.

What does Early Access include at launch?

Six levels, two enemy factions (rebel fleets and alien swarms), nine playable ships with alternative loadouts, sixteen-plus weapon types, dozens of passives, weekly rotating modifiers, and multiple bosses, with roadmap content planned through 2027.

Is Sublight multiplayer?

No. It is single-player on Steam for Windows and Linux. Plan builds and practice arcs for solo runs.

What should I unlock first with credits or challenges?

A second ship or loadout that teaches a new arc layout, plus one weapon family you already enjoyed. Delay niche captains until your combat toolkit feels broad.

Where do I go after this guide?

Read How to Play and Controls, then Best Builds. Use Hunter Flagship tips before farming very long runs, and cross-check rankings on the tier list.