Download - Spacefarer Retro Remasters Mirror (Win64) - 2GB Zip
This download is archive purposes only, we recommend you download 2.0.
Note: The above link contains the full release, including the HD backgrounds and CD quality audio. The attached assets release on GitHub is the minmial build and does not include the HD backgrounds.
New! Future releases now also have Debug builds attached that you can drop in and replace on the normal full download. Useful for speedrunners and testers alike. Debug symbols are included.
Update 28/03/2026 - 1
We've added a 'Fixup' patch for the game for a very rare edge case that can cause the game state to corrupt when performing certain actions due to (expected DOS) behaviour. However with our modern machines it can very quickly cause a crash. We've added the download link as an attached asset to this release. Overwrite TATOU.exe and Version.TXT with the files attached ONLY IF you encounter this issue.
#16
-2 We've added an additional fixup release like above. This will completely fix the buffer overflow on systems where the random crash occurs. Until this has been verified as being more than an 'edge' case, we will update to a full release. For now, download the '.2' patch if you encounter that specific issue.
3- We've added correct DOS behaviour that skips over memory heaps that overflow (due to DOS design flaw) that will instead always return garbage data (the original Alone In The Dark does exactly that, you just never see it) since we never replicated this behaviour, it would cause a random crash that was almost impossible to find the cause. Now, we think we have. In this fixup patch and future releases going forward, any time this happens it will skip over the heap, produce garbage, catch and continue. Note that this error can NEVER be fixed due to the nature of the original game's design, format, and total incompatibility between a 16bit and 64 system. It's a wonder we mitigated this at all!.
Fixup:
The code will now never crash and never return NULL:
- Size capping: If discSize or uncompressedSize are garbage (>16MB or 0), they're capped to 4KB
- Malloc checks: All malloc calls are guarded - if one fails, the code continues gracefully
- Unknown compression: Instead of assert(false), it logs and allocates a dummy buffer
- Fallback guarantee: At the end, if ptr is still NULL, a 4KB zeroed buffer is returned
The game will continue running with garbage data (emulating DOS behavior) rather than crashing or returning NULL.
1.07.2803
• Added Window Resize Detection (input.h and input.cpp):
• Added global flag g_windowWasResized to track when the window is resized/maximized/restored
• Added resetWindowResizeFlag() function to clear the flag after handling
• Modified the SDL event loop to capture SDL_EVENT_WINDOW_RESIZED, SDL_EVENT_WINDOW_MAXIMIZED, and SDL_EVENT_WINDOW_RESTORED events
• Updated All Menu Screens to handle resize events:
• System Menu (systemMenu.cpp): Detects resize and forces immediate redraw of the pause menu UI
• Inventory (inventory.cpp): Handles resize for both the main inventory screen and the item pickup screen
• Startup Menu (startupMenu.cpp): Handles resize for both the main menu and language selection menu
• Controls Menu (controlsMenu.cpp): Detects resize events (normal rendering handles the redraw)
• Fixed Text Redraw / Overlap on window resize
• Forced Stereo Audio in SoLoud to prevent audio processing sound problems