In The Black’s Persistent Next Fest Demo Aims to Revive True Newtonian Space Combat

In The Black’s Persistent Next Fest Demo Aims to Revive True Newtonian Space Combat

Game intel

In The Black

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An epic western tale about a man and his dog travelling through a postapocalyptic world in a claymation style. Open world third person shooter.

Genre: Shooter, Adventure, Indie

Why This Caught My Eye

Space combat games love to promise “real physics,” then quietly sand it down so everyone can pull perfect Top Gun turns. In The Black, from Impeller Studios, isn’t winking about it. The team-stacked with veterans from X-Wing, Far Cry, and Crysis-says it’s building a hardcore, zero‑G, physics-driven sim with deep ship customization, single-player, co-op PvE, and 5v5 PvP. A persistent demo goes live during Steam Next Fest (Oct 13-20, 2025) and stays up afterward, with Early Access planned later this year. That persistent part matters: it signals confidence and gives players time to push the flight model, not just speedrun a curated marketing slice.

Key Takeaways

  • Physics-first dogfighting with proper inertia and zero‑G is the headline promise-and the risk.
  • Persistent demo during and after Steam Next Fest means real iteration based on player feedback.
  • Modes cover solo, co-op PvE, and tight 5v5 PvP—smart scope for a skill-based sim.
  • HOTAS support is in from day one, but mouse and keyboard parity will make or break adoption.

Breaking Down the Announcement

Impeller Studios is positioning In The Black as a PC-focused, no-nonsense space combat simulator. Think deliberate vectors, power and heat juggling, and ships that fly like mass with thrusters, not magic carpets. Alongside the physics pitch, the feature list ticks the boxes sim fans want: single-player for training and vibes, co-op PvE for squad nights, 5v5 PvP for competitive loops, deep ship fitting, and full HOTAS support. The studio plans to use demo feedback to shape its Early Access launch later in 2025—an approach that helped games like House of the Dying Sun and Nebulous build loyal niches.

What I like here is the scope discipline. 5v5 PvP is a sweet spot: large enough for roles to matter, small enough for readable engagements and stable netcode. Co-op PvE gives the community a gentler on-ramp than being vaporized by veterans. If the customization lets players define roles—interceptor, gunship, EW support—without devolving into stat-stacking grind, it could scratch the X-Wing itch many of us have had since Squadrons faded.

Cover art for Black Pellet
Cover art for Black Pellet

The Real Story: Can “Hardcore Physics” Be Fun?

Anyone who’s flown Elite Dangerous with flight assist off knows the dance: nose pointing one way, velocity vector sliding another, and your brain doing calculus while your thumb hunts thruster inputs. It’s thrilling when mastered and instantly alienating if onboarding is bad. That’s the tightrope In The Black has to walk. Hardcore doesn’t have to mean hostile. The demo needs a killer tutorial, readable HUD for vectors and relative velocity, and practical assists you can dial up or down without feeling like you’re “cheating.”

Mouse-versus-HOTAS balance will be another flashpoint. Squadrons showed you can build competitive parity between inputs; Star Citizen continues to wrestle with it. If Impeller nails responsive mouse flight while rewarding stick precision, you widen the tent without betraying sim roots. It’s also where the team’s background matters: veterans with X-Wing cockpit chops and the Far Cry/Crysis pedigree for tight feel and robust networking is an encouraging mix.

Why This Matters Now

We haven’t had many grounded, match-sized space dogfighters lately. Everspace 2 is a great looter-shooter; Elite’s best days of interdictions and wings are largely behind it; Star Citizen’s dogfighting is ambitious but still an alpha moving target. In The Black is aiming for the sweet middle: the immediacy of an arena shooter, the depth of a sim, and enough PvE to keep squads busy when queues dip. If it hits, it becomes that “one more sortie” game in our Discord rotation.

This isn’t chasing nostalgia, either. True Newtonian-ish flight creates emergent tactics modern shooters can’t touch: slingshotting around debris, vector braking into firing windows, heat management to break locks, coordinated pincer boosts with your wingman. The physics are the content—provided the UI communicates them cleanly and the maps support them with sightlines and cover that reward positioning, not just raw aim.

What I’ll Be Stress-Testing During Next Fest

  • Flight feel: Does inertia sell mass without turning every fight into a floaty spiral? How readable are vectors and drift?
  • Input parity: Can mouse pilots compete with HOTAS without aim crutches? Are bindings and deadzones easy to configure?
  • Netcode and hit reg: In 5v5, do missiles track consistently? Any desync when players boost, strafe, and reverse thrust?
  • Onboarding: Are there scenario-based tutorials and time trials to teach advanced maneuvers and power/heat juggling?
  • Customization depth: Do ship builds create clear roles and trade-offs, or is there an obvious meta loadout on day two?
  • PvE competence: Are AI behaviors credible in zero‑G (leading shots, using cover, disengaging), or just target drones?
  • Performance: Stable frame times during heavy missile spam and particle effects, especially on midrange PCs.

Cautious Optimism, With an Early Access Watchlist

I’m bullish on the pedigree and the pitch. A persistent demo suggests the team wants sustained feedback, not a weekend spike. But Early Access lives and dies on clarity: What’s the roadmap? How often are balance patches? Will monetization stay cosmetic, and will progression respect your time or force grind for modules? If Impeller answers those cleanly and shows rapid iteration on the flight model based on player data, In The Black could become the go-to session-based space sim.

TL;DR

In The Black is taking a real swing at physics-first space combat, with a persistent Steam Next Fest demo to prove it. If the team nails onboarding, input parity, and readable HUDs while keeping the depth, we might finally have a modern successor to classic cockpit dogfights—minus the rose-tinted goggles.

G
GAIA
Published 12/14/2025Updated 1/2/2026
5 min read
Gaming
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