Aurora 5 mission log · launch 01 oct 2026 · unofficial fan resource
RetroSpace Guide

Stealth and security

Quick answer

Total avoidance is as valid as a trap or a fight; hack terminals and turrets before an encounter and let the station kill for you instead.

RetroSpace sells itself on not forcing a playstyle. Total avoidance is as legitimate as a diversion, a trap, a hidden route, or a full-on fight — and the station's own security can be turned against whoever is hunting you.

Hazard-striped corridors are where the station's own security does the work for you.

This page is about the quiet half of the game.

Your stealth toolkit

ToolHow it worksWhen to use it
Light and shadowDark areas are where you become hard to readCrossing a patrolled industrial room
Sound and diversionsNoise moves enemies; throwing something is cheaper than shooting somethingSplitting a group, or pulling a guard off a door
Traps and environmental hazardsThe station kills on your behalfAny room with machinery, fire, or a drop
HackingTerminals and security stations are interactive systemsBefore a fight, never during one
Hidden routesThe station is deliberately over-connectedWhen the direct path is watched
Enemy behaviourEvery enemy has its own abilities and weaknesses to learnEvery single time, instead of memorising damage numbers

Hacking is the strongest verb in the game

The official material is blunt about security: it is extremely deadly unless you find a way to turn it into an ally. That makes hacking a force multiplier rather than a flavour option.

  • Scout the terminal before you trigger anything. Terminals are part of the room's logic, not decoration.
  • Point turrets at the patrol route, not at the door you came through.
  • Turrets show damage — the demo's second major update made them emit smoke and sparks when hurt — so a partially broken turret is information, not just scenery.
  • If a room cannot be hacked, that is the game telling you this room is meant to be avoided.

How to decide: sneak or fight

  1. Count the exits. Two or more ways out, and you can afford to experiment. One, and you should not start anything.
  2. Check what the enemy reacts to. Some enemies track sound; others track light or line of sight. The reaction, not the health pool, decides whether stealth is even possible.
  3. Value the recovery trip. A lost fight in a distant sector costs you the walk back to your body — see Death, cloning and rebirth.
  4. Remember the indicator. The enemy state indicator can be toggled from the menu; keep it on while you are still learning a new enemy type.

Fight only when the room is on your side

If you do fight, do it in a room you have already prepared: a hazard you can bait an enemy into, a turret you control, or a corridor you can retreat down. The official feature list frames combat as one of several answers, and the demo's second major update (better guns, faster shotgun, an improved wrench with a charged attack) exists to make those deliberate fights feel good — not to make random fights survivable.

Still unconfirmed

  • Named enemy types and their specific weaknesses in the retail build.
  • Which security devices can be hacked versus destroyed outright.
  • Whether the launch build adds non-lethal options beyond avoidance.