SALVAGE. TRADE. ADAPT. EVOLVE…
Sci-fi gaming has always been Colin’s (the man behind Battle Systems) passion – so much so that he built a whole company just to make his perfect game! Since then Core Space has become a huge success, and while it’s always been Colin’s baby, it has taken a back seat to other projects in recent years. However, if you’ve been following us you’ll know we’ve had a secret project on the go for a while now, and we’re finally ready to reveal it!
Core Space is returning in the form of Core Space: Evolution. This new game will be launched in all its glory later this year – make sure you follow the Gamefound page for all the latest news.

In this article we’ll look at what’s coming up and why, and explore the impact this second edition of Core Space will have on existing players.
Why is Core Space Evolving?
Core Space was Battle Systems’ first game. It is a labour of love crafted over many years of gaming, but a lot has changed in the decade since it was written. We’ve learnt a huge amount about a huge amount in that time, not least through feedback from our customers, and we’ve already developed the underlying system of the game through the release of Maladum.
While our own skills have grown, the gaming landscape has also exploded around us. There are thousands of amazing games available these days, many of which have innovated with new ideas, mechanics, and components. We’re old-school wargamers at heart, and Core Space was born from that experience, but all the modern ideas on the market have inspired us to evolve.
Core Space has been on shelves for around seven years now, and in recent months we found ourselves facing yet another reprint. However, it didn’t feel right to do that when we had so many new ideas nearing completion. Reprinting Core Space again would have meant holding those ideas back. Instead, we decided to set them free.

Core Space: Evolution is the culmination of years of development. We took the heart of the game we loved, threw new concepts at it, and watched what stuck. We wanted to bring what we love about old-school miniatures gaming into the modern market. Once the core was established, we selected some of the best-loved elements of the original game and ran with them, particularly the Rogue Purge.
The Rogue Purge had their time in a fan-favourite expansion a few years back. That expansion already introduced the concept of the Purge overcoming their programming following the events of the original game, so it followed that years later they would become the dominant threat on the fringes of the galactic core.
The Rogue Purge have “evolved” in the same way as the game itself, and are a fitting adversary for this new edition of Core Space. Mechanically, they allow us to take advantage of how we’ve refined the game over the years to create a more nuanced enemy. They are not relentless death machines – they have their own agenda – and the game allows this to play out on the table. The narrative campaign will explore how their agenda clashes with yours, and the conflict that ensues.

Is Everything Changing?
In a reassuring word, no. The changes we’ve made streamline the gameplay while adding depth to the players’ choices, and still delivering the same experience that you know and love. We’ve simplified the fiddly bits and ensured that every decision is meaningful, with the mechanics and narrative hand in hand to ensure it still “feels” like Core Space.
Evolution will of course carry forward everything that makes Core Space what it is. It’s still a sci-fi dungeon-crawler with unparalleled immersive gameplay set in 3D terrain. It’s still got a detailed campaign system to level up your crew, and this time we’ve paired it with the branching narrative approach we took with Maladum, giving you more agency over your crew’s story. It’s still got a varied cast of playable characters and NPCs to populate the universe, especially when you realise that the 60+ characters we already have are sticking around! Read on for more on that…





Evolution will focus on solo and co-operative gameplay just like Maladum and many other TTRPGs and dungeon crawlers, and if you’re feeling more competitive we’ll include a separate game mode that provides a deeper crew vs. crew skirmish.
We’re not ready to show everything off just yet as the game is still in development. We’re regularly playtesting it in the office, fine-tuning everything before we reveal it to the world. Over the coming weeks and months we’ll go into more detail about the new mechanics, components, miniatures, terrain and more.
In the meantime, make sure you follow the project on Gamefound.

What Does This Mean for My Collection?
This is the big question. There are over 10,000 Core Space players out there, and we want to reassure you that your investment in our game was worthwhile!
As the name suggests, this is an evolution of Core Space, not a replacement. The new game is set in the same universe as Core Space, it continues the same story, and most importantly it uses the same size miniatures and terrain. You can take the crew you’ve grown to love straight into this new adventure.
It’s also worth mentioning that Core Space: Evolution won’t be on shelves until next year, and in the meantime (and afterwards of course!) you can continue to play the enormous amount of content available for Core Space. Maybe you haven’t played through the sequel, Core Space: First Born, yet? Or maybe you haven’t checked out the other expansions, or all the free content available online. On that note, we will continue to release downloadable missions for Core Space between now and the release of Evolution.

Now, let’s take a look at how the existing content will be carried forwards into the new edition:
Miniatures
- All miniatures from Core Space and First Born will be playable in Evolution.
- We will release an upgrade pack containing new character boards, event cards, and any other components required to bring the Traders and the wide cast of NPCs in line with the revised rules.
- Evolution will allow for Adversary factions to be swapped out in the same way as Maladum does, so the upgrade pack will also include all the rules and components to use the First Born and the original Purge as Adversaries.
- The upgrade pack will be included for FREE in the Core Space: Evolution pledge on Gamefound, and will be available to purchase at retail following the launch.
- Even if you miss out on any of the Core Space or First Born 1st Edition sets, all Core Space minis will remain available to purchase in digital form. Most are already available now.
Terrain
It almost goes without saying, but all terrain will remain compatible with Evolution. The Evolution starter set will of course include its own terrain (a new and improved cyberpunk streets setting), but we will ensure our entire terrain range (past and present) can be used, similar to what we’ve done with Maladum’s Beyond the Vaults rules.
Missions
Mechanics aside, the stories, maps and objectives of all our missions will remain valid, and with a few tweaks you can easily bring the missions up to date.
While we actively promote adapting our games, we’re well aware that not all players are confident tweaking rules themselves. Following the launch of Evolution we will update some of the best missions and campaigns from the original game for the new edition, and make them available for free online.
Other Components
Most other components – event cards, equipment tokens, counters, dice, dashboards, etc are tied to the original mechanics and will not be compatible with Evolution.
However, we know that many of you have iconic memories created by those components; of times in your games when you found a powerful weapon in the nick of time, or when an unexpected event dashed your plans. With that in mind we will make sure that all the best ideas from the original components are replicated in Evolution.
The incompatible components include some of the more specialised pieces such as ship and utility dashboards, although as we’ve said you can of course continue to use these in first edition games.

Can I Still Buy Core Space 1st Edition?
Yes. Some expansions have sold out already, but we still have stock remaining of most Core Space products, and they are well worth their cost just for the minis and terrain alone!
If you don’t want to miss out on physical versions of the minis ready for your games of Evolution, or if you want to carry on playing first edition, you can still pick up the game from our website or your chosen stockist.
While stocks last, there are discounts available across the range of up to 50% off. When they’re gone, they’re gone!

We’ll also throw in a free plastic First Player marker with every Core Space order from our website!
If you do miss out on any sets, including the ones already sold out, don’t forget you can pick up printable versions of all our minis here.
Any Questions?
That’s all for now. We hope you’re as excited for Core Space: Evolution as we are! If you have any further questions or comments, please add them below.
Until next time, happy gaming!
Mat Gui
May 8, 2026 at 9:58 am
You say that things like ship and utility dashboard will not be compatible, but will there be updated in the new edition, ditched completely or will be released way later like the original ship and utility being released during first born ? I just can’t wait to know more about the game ! Even if a little sad that I completed my collection not too long ago, I’m very happy about all the consumer firendly stuff you do : making stls available, print and play stuff for the rogue purge, replacing the components for the new game with our old characters, so far all that I’ve see seem to point in the right direction for this new edition, the first box really suffured from mostly having middle aged white male, which is kind of a shame in a space opera, but there seem to be a lot of alien and intresting characters, so props to y’all for doing this !
CB
May 7, 2026 at 7:49 pm
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CB
May 7, 2026 at 7:51 pm
Oh! and can you add enemy scaling, so we can play all 200ish missions with our favorite crew 😀
Quentin
May 7, 2026 at 1:52 pm
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Aram
May 7, 2026 at 1:02 pm
Hello guys, awesome news. I have some questions though:
– will be ships of disrepute compatible with evolution?
– from what Im seeing in the prictures it looks like the combat ranges are gone, are they?
– should I still buy some exp like purge outbreak and combat patrol or should I wait?
– will it ship to Brazil?
Stewart Gibbs
May 7, 2026 at 1:37 pm
We haven’t worked out exactly what form ships will take yet, but we definitely want to incorporate some of the ideas from Ships of Disrepute into the new edition.
I’m not sure what you mean by combat ranges?
If you want to buy any expansions, it’s better to do it sooner rather than later as they may sell out.
We don’t currently have a reliable shipping method for Brazil, but hopefully we’ll have something sorted by the time the campaign starts. Many of our other Brazilian customers purchase via stores in the US instead, so that would be an option, as stores will be able to back the campaign.
Aram
May 7, 2026 at 2:30 pm
Thanks for the reply, and awesome news!
Sorry, I meant the diferent dice rolls we make in CS and FB when dealing with short or medium range. I can see that the weapon tokens now have only a die icon instead of the targets
Ben
May 6, 2026 at 11:49 pm
Had some emotions around this, but they’ve settled down to… this is awesome news!
Couldn’t justify the investment into Maladum given my all-in on Core Space, but did lament it seemed to say some better “sandbox” bones to it’s design. Plus as much as I’ve tried to get that Core Space competitive fun going, I think for a campaign, a co-operative experience like First Born offers just has better buy-in.
But First Born really only suits solo play for me; splitting up a crew between players isn’t quite as satisfying as running your own crew, and the challenge of Core Space doesn’t quite scale up to match a co-operative group. So pinning some strong hopes and dreams on v2 really bringing that style of play as the main focus, offering better support in the design systems and events for it, giving less work to us to get the experience we want.
And as a free upgrade kit with the new content? Hard to say no at that price!
Stewart Gibbs
May 7, 2026 at 8:12 am
Thanks Ben, we appreciate the comments. We went through all the emotions ourselves – that’s why this announcement has taken a while to become public!
We’ll absolutely make sure that Evolution scratches the co-op and competitive itches :-).
Jeremiah Underwood
May 6, 2026 at 9:49 pm
Stew can we get some lore snippets such as who and what that new Ogre looking fellow is and why he is 7 feet tall??
Stewart Gibbs
May 6, 2026 at 10:02 pm
Erm.. that’s Dave, and he’s that big because he’s a good boy who ate all his vegetables. He loves them so much, he sees them wherever he goes. He thinks that green thing in front of him is some sort of runner bean and is always trying to eat him. The problem with all the vegetables of course was that he lacked protein and was too weak, so he had to get his arms mechanically reinforced…
Or not. Maybe I should leave the lore to Wayne… We’ll rope him in to write some posts on the ACTUAL lore in the coming weeks :-).
Jeremiah Underwood
May 6, 2026 at 10:56 pm
That is fabulous man! I can’t wait to hear more about Dave and is his grand quest for veggies.
David Hebart-Coleman
May 6, 2026 at 8:27 pm
Thanks for the update. I am looking forward to what Evolution brings and appreciate Battle Systems efforts to not invalidate by proving update options – although I am very sad that the NPC dice for actions are disappearing. This was one of the features that brought me to Core Space to begin with. But I also understand that they can be fiddly- especially with civilians, workers, Galactic Corps and security all being on the board at the same time. I do hope that the Bounty Hunter tokens or similar make the cut though – I like the ‘fog of war’ aspect they brought/bring.
HEATH SMITH
May 7, 2026 at 4:57 am
The NPC dice were story gold
David Hebart-Coleman
May 7, 2026 at 7:50 am
I agree. I suspect that they will use a similar approach to Maladum in that event cards bring unusual NPCs into the field of play. It works, and works well, but I find that I miss the emergent stories that those NPC dice bring. So more streamlined and less clunky but somehow missing something. I play quite a few boardgames, and I am reminded of Navajo Wars and Comancheria. Navajo Wars came first, and Comancheria came after and streamlined many things. Comancheria is absolutely the better game design-wise, but Navajo Wars remained my preferred game of the two as it told more story.
José Óscar Roldán Montiel
May 6, 2026 at 8:14 pm
Qué maravilla de descripción del proyecto! Me ha encantado lo que anuncian. Quería preguntar dos cosas: 1° habrá versión en español como Maladum o completa? 2° cuándo empieza la campaña de esta joya de juego?😉.
Muchas gracias por la información y por la ilusión que me ha generado 👍🙏👏
Stewart Gibbs
May 6, 2026 at 9:33 pm
Thanks for the comments. Yes, the game will be available in Spanish. We don’t have a start date just yet – we’re still working on the project.
ReaperDemon
May 7, 2026 at 6:48 pm
Wooohoooo let’s go. Got core space all in and I can’t take it out to many times because of the language. Amazing if you release it in Spanish. All in here
Witt
May 6, 2026 at 6:01 pm
Will the plastic first player token be available in the campaign? A metal upgrade would be cool as a stretch goal. 🙂
Stewart Gibbs
May 6, 2026 at 6:07 pm
We haven’t designed exactly which form the token will take at the moment, but we’d love to include a premium version. We’ll see what we can do!
Daniel Jackson
May 6, 2026 at 6:00 pm
Having recently got into Core Space after being so impressed with Maladum I’m really glad to hear this news! I understand the refined elements in Maladum that you want to bring to Core Space, and the way you’re doing it (at least how you describe it – trying to retain as much legacy material as possible) is top notch and absolutely the opposite philosophy of many bigger gaming companies (we all know who that elephant is)! With this evolution it’s clear that some material will have to be retired and after 10 years I think that’s absolutely in order. Looking forward to more updates!!
Stewart Gibbs
May 6, 2026 at 6:07 pm
Thanks Daniel!
ZeusEQ
May 6, 2026 at 6:15 pm
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ZeusEQ
May 6, 2026 at 6:16 pm
“Retain as much legacy material as possible” – LMAO! Did you read the article?
Dan
May 6, 2026 at 7:19 pm
Yup, I did. Retain as much material as possible *while updating the core system*. An update every 10 years is ok by me. I also understand the need to modernise the core mechanics (I’ve experienced Maladum and can see the benefit of this).
I can appreciate some (many?) Battle Systems fans will be upset by this aspect of the announcement, and I’m not out to argue against them – it’s a valid point; progress = change which in this hobby is not necessarily good. I’m just excited for an evolution of the system, and I think this first step is positive and transparent. Hell, if I don’t like the look of the new material I can stay with the old school stuff. It’s not like I’m forced to update everything to play in local tournaments (unless I’m missing something).
ZeusEQ
May 6, 2026 at 5:57 pm
Wow, that is a LOT of components that are invalidated – basically only the figures and terrain carries over! That means a lot more stuff (in weight and in value) gets ditched than is reused. You cannot say that our investments were sound when we have to chuck out hundreds of EU/USD/GBP of stuff. Even the dashboards, shipboards, utility boards and all the other stuff we specifically bought extra of… Very sad at this implementation.
Stewart Gibbs
May 6, 2026 at 6:27 pm
Thanks so much for your feedback. This is possibly a matter of perspective. You say “only” the figures and terrain, where many players would consider the miniatures and terrain to be everything. Nobody buys a game because of its cards and counters, they’re just the tools that allow you to interact with the game, and we’re going to replace those components for FREE in the new pledge.
I totally appreciate that players will have spent money on additional dashboards, but nobody is telling you to throw them away. Nobody is telling you that you can’t continue to enjoy using them in the game that you bought them for. Core Space has been around for many years, and nobody will stop you playing it long after the second edition is released.
ZeusEQ
May 6, 2026 at 7:55 pm
Well, either the new edition is better or it isn’t. if it is, there would be no more use for most of the stuff we bought. If it isn’t, we won’t replace a good product with a lesser one, but we still know nothing new will come out for the version we prefer.
And of course, the Rogue Purge that fans have been clamoring for are finally coming back – but we old version players won’t be able to use them.
Maybe a conversion pack (free or very cheap) that allows using new stuff (figures, equipment etc) in the old version would actually make more sense than the other way around to apease a large portion of your backers.
Mike
May 7, 2026 at 1:14 am
Damn. I just started this game last month. Bought both box sets, lots of expansions. I have the utility boards in the mail right now. I spent a lot of time this weekend printing off expansions cards I just bought, gluing them to cardboard etc…. and now they will all be replaced…. dang.
Stewart Gibbs
May 7, 2026 at 8:10 am
Core Space Evolution won’t arrive for over a year, so you’ll get plenty of play out of the games you’ve bought. Set yourself a challenge to play through all the campaigns before it arrives :-).
Tom Janssens
May 6, 2026 at 5:55 pm
I don’t understand: “event cards, equipment tokens, counters, dice, dashboards, etc are tied to the original mechanics and will not be compatible with Evolution” you say; does that mean that all equipment will be replaced, as well as all cards and dashboards?
You also say “The incompatible components include some of the more specialised pieces such as ship and utility dashboards”. Does that mean that there won’t be any way to include the pc’s ship in the game and “ships of disrepute” are being canned?
How can you say then ” that your investment in our game was worthwhile”? I’m all for improving a game or releasing an expansion, but I surely hope you aren’t going to join the list of first-edition-buyers-screw-overs like “Battlestations”, “Runebound” and others…
I’m not trying to be bitter or offensive, but I am hoping that you’ll also include a pledge where existing core space owners who have absolutely everything (I for one have everything except the OOP Rogue Purge) won’t end up with the choice between ending up with an obsolete collection or jump on this new, expensive ‘evolution’…
Stewart Gibbs
May 6, 2026 at 6:20 pm
Yes, these components will be replaced in the new edition. Like all the other companies you mention, there is no intention to “screw over” anyone. What is happening is that in the decade since this game was written, we’ve found ways to improve it, and if we forced ourselves to use every component we’ve ever made, we would limit the potential of those improvements. Instead, we’ve chosen not to compromise, and to make the best possible game.
There is nothing stopping you continuing to play first edition for as long as you like, and equally, buying a game doesn’t mean the publisher isn’t allowed to make a different one in the future.
We’ve made every effort to make your collection compatible, and all the most important parts (the minis and terrain) will be useable in full, with no compromises.
Thanks for your comments.
Jerry T
May 7, 2026 at 8:36 pm
I would like to see what the improvements are, have virtually everything forvCore Space(no First Born) and I never got into Maladum as League of Dungeoneers became my goto for Fantasy Skirmish.
Ironic as I had posted for years pushing for a system to use the dashboards for a fantasy settings sadly it came out too late. I have a massive D&D minis collection so certainly did not need anymore. I already use your Terrain for Lasting Tales and 5 Leagues but the biggest turn off for Maladum was it was more battles in underground cities/settlements rather than a dungeon style corridors and rooms.but
I will need to see what has changed it sounds like totally different mechanics, is it just dumbed down? It wasn’t that complex. Own Dangerous Days, Stat Cards, Ships of Disrepute and Dashboard add-ons, are you dropping the all these systems?
Hopefully there will be documents on changes.
You have explained your reasoning behind the changes and what’s being dropped but not what the benefits of the changes to the game are.
The game is the sum of it’s parts not just terrain and minis but mechanics and items that facilitate them, I felt that was spinning your reasoning to make the dropping of components unimportant, an opinion we may not share.
Stewart Gibbs
May 8, 2026 at 9:02 am
Thanks Jerry, we will absolutely post some articles about what we’ve done with the rules. “Dumbed down” is most definitely the wrong term. We haven’t made the game easier, we’ve made it smoother to play.
There have been two main aims with the changes. Firstly we wanted to streamline the mechanics, so that resolving game effects was less fiddly and tedious. We’ve cut down areas that involved lots of unnecessary dice rolling, or having to remember lots of numbers, or place lots of counters everywhere, or complicated sequences of events that had simple outcomes. We’ve tried to find solutions that give the same mathematical results but with less effort. We want the players’ time to be spent making tactical decisions, not resolving the effects of them.
Secondly we wanted a bigger focus on decision making, and to ensure that every decision had a meaningful outcome – this is really what gaming is all about after all. There are thousands of decisions you can make in a game of Core Space, but in first edition there were too many of those decisions that required no thought, because some options were objectively better than others. We want it to be a challenge to decide which of your multiple objectives you prioritise, or which of the many weapons you use, so we’ve rebalanced the game and changed some mechanics to add more nuance to those decisions. If you’re the kind of gamer who gets AP, you could even think of this as making the game harder, not easier!
Southy
May 6, 2026 at 5:19 pm
Removing the event cards, equipment, specialized dice and dashboard is a slap in the face to your biggest fans. I’m really disappointed.
Those aren’t generic components that will find use anywhere else. I’m glad for your success but you’re pulling from GW’s playbook with this.
Stewart Gibbs
May 6, 2026 at 5:46 pm
I’m really sorry to have disappointed you, but there is no other way. Those components are deeply tied to the mechanics of the game, so continuing to use them would make it impossible to change those mechanics, and we’d have to make compromises with the design. We would absolutely love to carry everything forward, but it’s just not practical. We haven’t intentionally removed them, but over the decade since the original design we’ve found what we believe is a better way.
We have always made sure that the prices of our games are less than the cost than the miniatures and terrain alone, so the peripheral components are essentially free.
As for finding another use for the components, you don’t need one. Whether we make a second edition or not, the original Core Space is an awesome game, and you can continue to play first edition if you wish. It’s not a game that has a competitive scene where you have to keep up with the meta – it’s a casual narrative adventure that can be enjoyed regardless of what other products exist and how much time has passed in the real world.
Thanks for your feedback.
Daniel Taylor
May 6, 2026 at 7:49 pm
This does not seem to me to be a reasonable complaint. If they were trying to obsolete old terrain and miniatures you’d be right, but they aren’t. To say “never change or replace the dashboards or cards” is the same as saying “mechanics must never change” – in which case, how are games to improve?
Twilight Imperium 4th ed – my favourite board game – has changed almost every single card since 3rd ed, which changed the entire main phase since 2nd, which was changed many things to improve on 1st. If I insisted on never replacing old components, I’d still be playing a vastly inferior 90s design that didn’t keep up with 40 years worth of things we’ve learned about how to _make games better_. I’d be missing most of the fun, because TI4 is so much better than the original – or than 3, for that matter.
We live in the Renaissance age of gaming; we’re learning new things about game design every year and improvements are fast. Sometimes design has hit its limit and needs to change a mechanic to improve any further. At that point the designers can, should, and MUST stop using the old parts.
Nobody’s stealing your copy, you’re welcome to play 1st ed forever, but that doesn’t mean that Colin should never ever try to alter or improve the design. I, for one, look forward to it.
Stewart Gibbs
May 6, 2026 at 8:07 pm
Well said Daniel, apart from the part where you said the 90s were nearly 40 years ago. I refuse to believe that. The 90s were 10 years ago and always will be! I am not old!
Jonathan Moore
May 6, 2026 at 5:12 pm
Fantastic news! I can’t wait to see what the evolution brings – and bravo for making sure there’s a high level of component backward compatibility.
Stewart Gibbs
May 6, 2026 at 5:46 pm
Thanks Jonathan!