{"id":684188,"date":"2026-04-06T21:42:55","date_gmt":"2026-04-06T21:42:55","guid":{"rendered":"https:\/\/news.xbox.com\/en-us\/?p=186009"},"modified":"2026-04-06T21:42:55","modified_gmt":"2026-04-06T21:42:55","slug":"how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker\/","title":{"rendered":"How Blackbird Interactive Crafted an Immersive Future for Hardspace: Shipbreaker"},"content":{"rendered":"\n<p>Hi everyone! We are Elliot Hudson (Game Director), Chris Williams (Studio Art Director), and Vidhi Shah (Senior UX Designer) at Blackbird Interactive. Our zero-g spaceship-salvaging sandbox game <em><a href=\"https:\/\/www.xbox.com\/en-us\/games\/store\/hardspace-shipbreaker\/9nd8c4314zzg?cid=msft_web_chart\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Hardspace: Shipbreaker<\/strong><\/a><\/em> releases on consoles September 20, and we\u2019re here to share some insider details about how its futuristic world came to be!<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<h2><strong>A retro jump towards the 2300s<\/strong><\/h2>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<p>Our vision for <em>Hardspace: Shipbreaker<\/em> was retrofuturistic &#8211; and more specifically inspired by the \u201c<a href=\"https:\/\/tvtropes.org\/pmwiki\/pmwiki.php\/Main\/CassetteFuturism\" target=\"_blank\" rel=\"noreferrer noopener\">cassette futurism<\/a>\u201d aesthetic which draws from 70s and 80s technology. To build the lore and general context in which the game takes place, we heavily researched emerging technologies and theories about the future of human space travel and the industrialization of space, as well as the history of industry and human labor. To help shape the specific blue-collar shipbreaking setting and the plot related to it, we looked at many different things for inspiration, from <a href=\"https:\/\/www.smithsonianmag.com\/history\/what-the-luddites-really-fought-against-264412\/\" target=\"_blank\" rel=\"noreferrer noopener\">the Luddite rebellion<\/a>, to <a href=\"https:\/\/en.wikipedia.org\/wiki\/Gilded_Age\" target=\"_blank\" rel=\"noreferrer noopener\">America\u2019s Gilded Age<\/a>, the Ironworkers <a href=\"https:\/\/www.smithsonianmag.com\/history\/lunch-atop-a-skyscraper-photograph-the-story-behind-the-famous-shot-43931148\/\" target=\"_blank\" rel=\"noreferrer noopener\">who built the first skyscrapers in the 1920\u2019s<\/a>, all the way to the modern-day Shipbreakers, <a href=\"https:\/\/www.youtube.com\/watch?v=5jdEG_ACXLw\" target=\"_blank\" rel=\"noreferrer noopener\">particularly in places like Alang Beach in Gujarat<\/a>.<\/p>\n<p><em>Hardspace: Shipbreaker<\/em> is mostly played as a first-person zero-g workplace simulator as you explore the often dangerous inner workings of decommissioned spaceships waiting for salvage. This means establishing the design language of our spaceships was crucial to achieving a sense of immersion, and our extensive research on contemporary seafaring boats and ships was key to making the game\u2019s world feel lived-in and real. We pored over the blueprints for real-world ships, explored and photographed a derelict ferry, and even rented boats to ride alongside massive cargo ships to examine their construction.<\/p>\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker.jpg\" alt=\"Hardspace: Shipbreaker\" class=\"wp-image-186013\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-4.jpg 940w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-5.jpg 1776w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-6.jpg 1200w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-7.jpg 800w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-8.jpg 592w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-9.jpg 518w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-10.jpg 208w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker.jpg 1920w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" data-recalc-dims=\"1\" \/><\/figure>\n<p>As a team of space lovers, we find a lot of challenge and joy in designing striking, iconic designs for the ships in our games. Yet our approach is not just based on the <a href=\"https:\/\/tvtropes.org\/pmwiki\/pmwiki.php\/Main\/RuleOfCool\" target=\"_blank\" rel=\"noreferrer noopener\">rule of cool<\/a> (i.e. the idea that in a fictional work \u201cthe limit of the Willing Suspension of Disbelief for a given element is directly proportional to its awesomeness\u201d) as we stay immersed in the science of space travel so we can also engage with these designs in practical terms, working out how the game\u2019s ships, tools, and systems might look and function in real life. You can come up with a lot of interesting ideas just by thinking through what a day in the life of one of these workers would be like, and how technology might help or hinder their work.<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<h2><strong>A relatable future<\/strong><\/h2>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<p>Striking a balance between futuristic elements and details from our current reality was tough, but we set some ground-rules to make the game\u2019s world internally logical. There is no faster-than-light travel, nor is there teleportation or advanced AI. The industrial challenges of salvaging these ships are mostly solved through brute force.&nbsp;<\/p>\n<p>Although <em>Hardspace: Shipbreaker<\/em> takes place in the future, our goal was always to show that the tools of labor often look similar, no matter the time period. We looked at existing welding and grinding equipment, and tried to bring that tactile, rough-and-ready look to everything we created for the game, staying away from science fiction technology that looked too sleek or unblemished.<a href=\"file:\/\/Srvfiles\/focus\/MARKETING\/MARKET\/Games\/2020_JEUX\/HARDSPACE_SHIPBREAKER\/01_Consumer\/Brand_Management\/Console-Release\/XBOX\/Wire\"><\/a><\/p>\n<p>While intentionally heightened and sometimes satirical, the dynamics between the working class and corporations in <em>Hardspace: Shipbreaker<strong> <\/strong><\/em>are broadly the same as those throughout the history of labor and industry, and it\u2019s easy to see those dynamics at play even today.<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<h2><strong>Finding the right tone<\/strong><\/h2>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<p>Mixing references and inspiration is a great way to explore and design your fictional world as you build it, and we often looked toward 80s and 90s Anime for our industrial design to visual effects.<\/p>\n<p>We also had regular movie nights to explore the balance between satire and dystopia. Movies like \u201cAlien\u201d, \u201cMoon\u201d, \u201cOutland\u201d, and even documentaries and dramas like \u201cBrazil\u201d, \u201cBlood on the Mountain\u201d, \u201cDeepwater Horizon\u201d, and the seminal blue-collar, construction site thriller \u201cSteel\u201d from 1979 all helped point us toward different ideas for the game\u2019s setting and tone.<\/p>\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-1.jpg\" alt=\"Hardspace: Shipbreaker\" class=\"wp-image-186014\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-11.jpg 940w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-12.jpg 1776w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-13.jpg 1200w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-14.jpg 800w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-15.jpg 592w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-16.jpg 518w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-17.jpg 208w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-18.jpg 1920w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" data-recalc-dims=\"1\" \/><\/figure>\n<p>We didn\u2019t stop with movies and television, however. We read the works of John Steinbeck, Ursula K. Le Guin, Joseph Heller, Cory Doctorow, Kurt Vonnegut, and Ray Bradbury throughout the game\u2019s development. We\u2019re far from the first people to explore these themes, and we knew the work that came before us would both help us see what had been done before and what we might be able to offer today\u2019s audiences thinking about the future of work.<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<h2><strong>The challenges of a zero-gravity physics simulation<\/strong><\/h2>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<p>Simulating a zero-g environment and providing players with full movement within it is incredibly challenging, but equally fun, to tackle. Our biggest design challenges involved making sure the player understood where things were located in the salvaging environment, as well as keeping inputs minimal and intuitive. We worked on assisting players with spatial cues, such as giving each ship an easily identifiable floor and ceiling.<\/p>\n<p>Technically and artistically, the requirement for all parts of a ship to be destructible and modeled with complex physics meant that each part needed to be a simple, convex shape. The art team did a tremendous job with texture work to overcome this problem of simplified geometry, and our technical team added some sneaky graphical features to \u201ccheat\u201d even more detail on objects.<\/p>\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-2.jpg\" alt=\"Hardspace: Shipbreaker\" class=\"wp-image-186015\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-19.jpg 940w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-20.jpg 1776w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-21.jpg 1200w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-22.jpg 800w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-23.jpg 592w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-24.jpg 518w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-25.jpg 208w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-26.jpg 1920w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" data-recalc-dims=\"1\" \/><\/figure>\n<p>These are details and design decisions that most players may not notice, but they all work together to give you the information you need to make the best decisions possible as you salvage each ship.<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<h2><strong>A stimulating move towards first-person experiences<\/strong><\/h2>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<p>The first-person perspective is a powerful way to help the game\u2019s world feel real and immediate to the player, and many of us on the team are long-time FPS fans. This was a great game in which to make the jump to a first-person perspective and stretch our skills as designers and artists.&nbsp;<\/p>\n<p>To enhance this sense of immersion, we opted for a mostly diegetic UI style and HUD. We wanted to mimic the technology of the <em>Hardspace<\/em> world; slightly rundown, but also simple and utilitarian. Many of the UI interfaces in the game are modeled after very early monochromatic computers such as the Apple II, and the Player\u2019s HUD in their helmet is modeled primarily after what you\u2019d find in certain fighter jets.<\/p>\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-3.jpg\" alt=\"Hardspace: Shipbreaker\" class=\"wp-image-186016\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-27.jpg 940w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-28.jpg 1776w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-29.jpg 1200w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-30.jpg 800w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-31.jpg 592w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-32.jpg 518w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-33.jpg 208w, https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker-34.jpg 1920w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" data-recalc-dims=\"1\" \/><\/figure>\n<p>We intentionally went<em> just a bit<\/em> overboard in conveying large amounts of information to the player in their HUD, and decisions about the limited color palette, visual effects and distortion you see when a player runs into hazards are all there to reinforce the dangers of the job, and the sense that the player is just a small part of a big world that may not have your best interests at heart.<\/p>\n<p>We learned so much working on this project. The first-person perspective shift from our original roots and the physics simulations in <em>Hardspace: Shipbreake<\/em>r were a crucial part of the experience and sometimes proved trickier than we had anticipated. But it\u2019s also those projects that tend to be the most satisfying: developing a game that not only fits with our core strengths in world building and ship design, but also allows us to stretch out and try new things and grow our expertise as developers. We\u2019re so excited about using everything we learned moving forward as we explore even more varied games and experiences.<\/p>\n<p><strong><em><a href=\"https:\/\/www.xbox.com\/en-us\/games\/store\/hardspace-shipbreaker\/9nd8c4314zzg?cid=msft_web_chart\" target=\"_blank\" rel=\"noreferrer noopener\">Hardspace: Shipbreaker<\/a><\/em> releases September 20 on Xbox Series X|S and is coming Day One to Xbox Game Pass. The game is already available on PC and is included with PC Game Pass.<\/strong><\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n<div id=\"msp1661289088669\" class=\"\">\n<div class=\"ms-product-badge mspb-large\" data-product-id=\"9nd8c4314zzg\">\n<div class=\"mspb-primary-image\"> <a href=\"https:\/\/www.microsoft.com\/en-us\/store\/apps\/9nd8c4314zzg\" target=\"_blank\" rel=\"noopener\"> <img decoding=\"async\" src=\"https:\/\/store-images.s-microsoft.com\/image\/apps.47588.13552902647075103.9e24872e-3f43-4078-8279-1ddf37a77ab1.4e3fc858-5129-4c8b-b326-a738178cc237?w=400&#038;h=600\" alt=\"Hardspace: Shipbreaker\" class=\"skip-lazy\" \/> <\/a> <\/div>\n<div class=\"mspb-details\">\n<div class=\"mspb-feature-badges\">\n<div class=\"mspb-feature-badge xbox-live\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/08\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker.png\" alt=\"Xbox Live\" class=\"skip-lazy\" data-recalc-dims=\"1\" \/> <\/div>\n<\/p><\/div>\n<h2>Hardspace: Shipbreaker<\/h2>\n<div class=\"mspb-secondary-details\">\n<div class=\"mspb-left-container\">\n<p>Focus Entertainment<\/p>\n<div class=\"mspb-rating\">\n<div> <span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span> <\/div>\n<div class=\"mspb-full-stars\" style=\"width: 0px\"> <span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span> <\/div>\n<\/p><\/div>\n<div class=\"mspb-price\"> <span class=\"mspb-msrp\"> <span>$39.99<\/span> <\/span> <span>$35.99<\/span> <\/div>\n<div class=\"mspb-buttons\"> <a class=\"mspb-link\" href=\"https:\/\/www.microsoft.com\/en-us\/store\/apps\/9nd8c4314zzg\" target=\"_blank\" rel=\"noopener\">Pre-order<\/a>\n<\/div>\n<div class=\"mspb-bottom-badges\"> <\/div>\n<\/p><\/div>\n<div class=\"mspb-right-container\">\n<div class=\"mspb-description\"> Welcome to LYNX, the solar system\u2019s leader in spaceship salvaging! We offer you the privilege of helping turn humanity\u2019s past into its future by salvaging ships in zero-g. Each one is a puzzle, and how you solve it is up to you! Carve your way in, salvage everything, and maximize your profit. Our cutting-edge LYNX tech helps you do the job. Slice metal with the laser cutter and use the grapple tool to move salvage with ease. Earn upgrades, such as demo charges, sensors, and safety gear. Careful where you point those tools! Hazards include explosive decompression, fuel, electricity, and radiation. Your life is protected by our EverWork\u2122 technology, but our profits aren\u2019t. Your LYNX adventure starts now! Account balance owing is:<br \/>\n1,252,594,441.92 Credits<br \/>\nStart paying that debt! Good luck, shipbreaker! \u2022\tExperience daily life as a blue-collar spaceship salvager \u2022\tCut and destroy at will in a next-gen physics sim<br \/>\n\u2022\tSalvage through a compelling campaign, relax in freeplay, or compete in timed challenges<br \/>\n\u2022\tExplore a variety of ship types with unlimited variations<br \/>\n\u2022\tUpgrade tools and gear to take on bigger and harder ships\t<\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/div>\n<p>Related:<br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2022\/08\/23\/grid-legends-brings-action-packed-racing-to-ea-play-this-september\/\">Grid Legends Brings Action Packed Racing to EA Play This September<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2022\/08\/19\/naraka-bladepoint-rolls-out-huge-updates-including-a-new-map-and-hero\/\">Naraka: Bladepoint Rolls Out Huge Updates Including a New Map and Hero<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2022\/08\/18\/available-today-with-pc-game-pass-quake-4-wolfenstein-3d-and-more\/\">Available Today with PC Game Pass: Quake 4, Wolfenstein 3D, and More<\/a><br \/> <a href=\"https:\/\/news.xbox.com\/en-us\/2022\/08\/23\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hi everyone! We are Elliot Hudson (Game Director), Chris Williams (Studio Art Director), and Vidhi Shah (Senior UX Designer) at Blackbird Interactive. Our zero-g spaceship-salvaging sandbox game Hardspace: Shipbreaker releases on consoles September 20, and we\u2019re here to share some insider details about how its futuristic world came to be! A retro jump towards the 2300s Our vision for Hardspace: Shipbreaker was retrofuturistic &#8211; and more specifically inspired by the \u201ccassette futurism\u201d aesthetic which draws from 70s and 80s technology. To build the lore and general context in which the game takes place, we heavily researched emerging technologies and theories about the future of human space travel and the industrialization of space, as well as the history of industry and human labor. To help shape&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-blackbird-interactive-crafted-an-immersive-future-for-hardspace-shipbreaker\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":684189,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-684188","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-xbox-wire"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How Blackbird Interactive Crafted an Immersive Future for Hardspace: Shipbreaker | Arcader News<\/title>\n<meta name=\"description\" content=\"Hi everyone! 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