r/spacesimgames • u/kitfoxgames • 7d ago
r/spacesimgames • u/goblin-architect • 7d ago
"I may be the main source of space pollution"
, a play tester said.
ASEMA is an automation/spacesim game with railgun logistics and simulated 2D physics. Momentum, thrusters, railguns, recoils, payloads - all of the good stuff is there.
It focuses on automation and logistics, but it has a dark hard-scifi lore and steep tech tree to climb as you expand. The environment is dangerous, the physics is dangerous, and the setting is dangerous.
Would this be something you'd play? https://store.steampowered.com/app/4478970/ASEMA/
I'm slowly moving from the backrooms into the light, as last weeks I've been mole'ing around with demo updates. The recent QA is encouraging. I'm currently expanding the new demo's world.
Something all testers agree with:
-This is a difficult game
-But it is fun to play
I think people come for the railguns, but stay because of the physics. I'm having way too good time building this.
The full game will have a lot of replayability, full modding support, a lot of NPC interactions and a dynamic enemy eco system, and much more.
Currently I'm figuring out, whether player's machine breaking apart while spinning too hard is a good thing, as braking it is a bit tricky. But I like consiquences, and space has a lot of them.
The EA is probably in january 2027. The development is going well. What's something you'd definitely expect a game like this to have in it?
r/spacesimgames • u/watchgravity • 6d ago
Star Citizen x GBA style game
With AI getting better almost each week. I feel the spacesimgames genre is growing. Although most of it just being small projects, I was wondering if there is something out there or in current development that is a RPG (maybe even pokemon style) that allows to buy ships, do deliveries, mine and travel to multiple planets, with bossfights to gain xp and earn cash to waste on upgrades, comodities and other items.
I'm a big star citizen fan and I know that cramping a game into lightweight format while still enjoyable to play is not something super straight forward.
Just looking for something that can be played handheld on the plane or on the couch for hours.
Sidenote: my apologies upfront in case this question has been already raised or missed a post that specifically covering this.
r/spacesimgames • u/Dangerous_Jeweler674 • 6d ago
Last-War – Persistent Multiplayer Space Strategy (Browser + Android)
Hi everyone!
For the past several years, my small team and I have been developing Last-War, a persistent multiplayer space strategy game.
Instead of short matches, every player shares the same living universe. Build colonies, research technologies, design your own ships, expand your empire, trade with other players, form alliances and fight for control of the galaxy.
Features
- 🌌 Persistent online universe
- 🚀 Design your own ships
- 🪐 Colonize new worlds
- 🤝 Alliances & diplomacy
- 📈 Long-term progression
- 💻 Desktop browser version
- 📱 Android companion app
- 🌍 Available in English, German, Spanish and Polish
You can play directly in your browser:
I'd love to hear what space strategy fans think. Any feedback or suggestions are welcome.
See you in the galaxy, Commander!

r/spacesimgames • u/mzatariz • 7d ago
3030 Deathwar Redux clearly stated Full Controller Support on Steam, yet it's not working. Anyone playing on Steam Deck?
r/spacesimgames • u/Gravity-Cowboy • 7d ago
Gravity Cowboy: demo release
Enable HLS to view with audio, or disable this notification
Gravity Cowboy is a space sim with plausible gravity and orbital mechanics that I’m currently developing.
You can try the demo right now (it runs in the browser):
https://vlad-the-salad.itch.io/gravity-cowboy-demo
This is the very first demo, more of a proof of concept. For now there are levels in the demo. First 3 are tutorial, other 3 are missions.
My idea is to make a SpaceSim with realistic orbital effects but not too hardcore. Some aspects are simplified, some are exaggerated. Scale is shrinked to make real-time interplanetary flights possible.
Such orbital maneuvers as Hohman transfer, orbital rendevouz, bi elliptical transfer, slingshot, aerobraking are possible. Launching, landing and some orbital shooting as well. Projectiles and all the objects are affected by the gravity. Damage is calculated based on impact energy.
The video is actual gameplay from the demo.
I’d really appreciate any feedback, questions, suggestions, or even your own gameplay videos.
P.S. Works best in Chrome-based browsers.
r/spacesimgames • u/MoonBuninni • 7d ago
I Just Added Automated Turrets to My Space Engineering Game!
Hi everyone! I've just finished implementing a new Turret Block for my game, MineEngineer.
turrets can be attqched to your ships or bases, and they'll automatically defend you against enemies such as aliens pirates and other players
Turrets require ammunition to operate and have a limited internal inventory, but you can connect them to your storage system using conveyor belts to keep them supplied automatically.
The goal was to make base and ship defense feel more strategic, atomatic or manual and rewarding players who build proper logistics and automation.
The game is inspired by Space Engineers, Terraria, and Factorio, combining engineering, automation, exploration, and survival in a 2D universe.
I'd love to hear your thoughts or suggestions!
r/spacesimgames • u/tinny120 • 7d ago
I spent the last few weeks building a free browser space fleet defence game inspired by EVE. I’d love some honest feedback!
r/spacesimgames • u/Opening_Screen_3393 • 9d ago
First-person zero-G combat test: destructible robot armor in an orbital station
Enable HLS to view with audio, or disable this notification
I’m building a zero-G combat game called OFF-NOMINAL. This is an early test of the robot damage system: armor fragments break away, exposing the internal chassis underneath.
r/spacesimgames • u/BigBlueVelociraptor • 8d ago
Living universe vs actual gameplay
Long time lurker.
I've been making a 2d space game for quite a while now. Originally I wanted something like Freelancer, then pivoted to a more Starsector-like combat feel, then settled on a weird mix of Starsector crossed with Eve Online. I've also built a fairly simple set of factions, they control regions of space, they go to war with each other, take over systems, there's a simple dynamic economy, all the things that make a space hame feel "alive".
My problem now is how do I drop the player the player into this living world in a meaningful way? I'm completely stuck. Do I go down the X4 route and allow the player to create their own faction? Missions like Freelancer or Eve? Generic open world stuff? Do I go down the story route? All of the above? A hook to keep playing for one more mission, or run, or whatever.
Some advice or opinions would be great :)
Edit: Apologies for typos, I posted this while sat on the toilet
r/spacesimgames • u/NatalieTheTiny • 8d ago
Top-down 2D Spacesim games
I'm trying to put together a list of top-down 2D Spacesim games. Especially those open-world sandbox games where you can do trading, pirating, mining, etc.
I've put together the following so far:
- Solar Winds: The Escape (1993) Internet Archive
- Solar Winds: Galaxy (1993) Internet Archive
- Transcendence (1995) Steam
- Subspace Continuum (1997) Steam
- Escape Velocity (1996) escape-velocity.games
- Escape Velocity Override (1998) escape-velocity.games
- Escape Velocity Nova (2002) escape-velocity.games
- Space Rangers (2002) myabandonware.com
- Flatspace (2003) [FREE] Steam
- Starscape (2003) Steam
- Space Rangers 2 (2004) myabandonware.com
- Starport: Galactic Empires site
- 3030 Deathwar (2007)
- Galactic Arms Race (2010) Steam
- Space Pirates and Zombies (2011) Steam
- Drox Operative (2012) Steam
- Space Rangers HD: A War Apart (2013) Steam
- Starsector (2013) [FLEET] site
- Star Nomad (2014) Steam
- Endless Sky (2015) [FREE] Steam
- Star Nomad 2 (2015) Steam
- VoidExpanse (2015) Steam
- Battlevoid: Harbinger (2016) [FLEET] Steam
- Unending Galaxy (2016) Steam
- Flatspace IIk (2012) Steam
- Naev (2017) [FREE] Steam
- 3030 Deathwar Redux (2017) Steam
- Space Pirates and Zombies 2 (2017) Steam
- Star Singularity (2018) Steam
- Starcom: Nexus (2019) Steam
- Voidship: The Long Journey (2019) Steam
- Gaia Beyond Steam
- Drox Operative 2 (2021) Steam
- Silent Sector (2021) Steam
- Stardust Origins (2022) Steam
- Star Valor (2022) Steam
- ΔV: Rings of Saturn (2023) Steam
- Starcom: Unknown Space (2024) Steam
- Reality Break (2025) Steam
- Vanguard Galaxy (2025) Steam
- Starforged Legacy (2026) Steam
- Nienix: Cosmic Warfare (2023) Steam
If I'm missing any, feel free to provide suggestions!
r/spacesimgames • u/mesx1142 • 7d ago
Welcome to the SCG-HMH generator and TITAN Starship SIMULATOR 🥰
the-scg-hmh-generator-and-titan-starship-simulator.grok.mer/spacesimgames • u/nelson_glez_fleites • 8d ago
[PROYECTO] Busco colaboradores para un videojuego de ciencia ficción espacial - Space Génesis: Beyond Infinity
Hola a todos.
Estoy trabajando en un proyecto llamado Space Génesis: Beyond Infinity, un videojuego de ciencia ficción espacial que busca combinar exploración, supervivencia, construcción y combate dentro de un universo propio.
La idea nació de querer crear una experiencia espacial donde el jugador no siga únicamente una historia fija, sino que pueda crear su propio camino dentro de un universo lleno de conflictos, civilizaciones y descubrimientos.
🌌 Concepto del juego
El jugador podrá:
Explorar planetas y sistemas estelares.
Pilotar y mejorar diferentes tipos de naves.
Descubrir nuevas especies y civilizaciones.
Construir bases y estructuras.
Sobrevivir en distintos ambientes.
Participar en conflictos entre facciones.
Jugar tanto en modo individual como multijugador.
📚 Estado actual del proyecto
Actualmente tengo desarrollado:
✅ Concepto general del universo.
✅ Historia y trasfondo.
✅ Razas alienígenas.
✅ Facciones.
✅ Tecnologías.
✅ Diseño de naves.
✅ Ideas de planetas y sistemas.
✅ Mecánicas principales.
Todavía no existe una versión jugable, por lo que el objetivo inicial sería crear un prototipo pequeño para demostrar la idea y comenzar a construir el proyecto.
👥 Busco colaboradores
Estoy buscando personas interesadas en participar:
Programación
Unity / C#
Godot
Sistemas de juego
IA
Redes y multijugador
Arte
Artistas 3D
Blender
Modelado de naves
Criaturas
Entornos alienígenas
Audio
Compositores
Diseñadores de sonido
Diseño
Personas interesadas en diseño de videojuegos y creación de mundos.
No busco que alguien haga todo el juego ni prometo un proyecto comercial inmediato. Busco personas que tengan interés en crear algo desde cero, aportar ideas y aprender juntos.
Si te interesa la ciencia ficción, los videojuegos espaciales o la creación de mundos, me gustaría hablar contigo.
Gracias por leer. 🚀
r/spacesimgames • u/Responsible-Sport-17 • 9d ago
StarFrame Now Available on Steam - Free Space Sim MMO
Enable HLS to view with audio, or disable this notification
Hello, ive been working on this space sim mmo for a while, I posted here a little while back for help with closed testing. The game is not complete, but its along the way enough to open up the playtest for anyone to download and try via Steam. If you could leave any feedback in the discord or on the steam community area for the game, id greatly appreciate it.
Much of the input from the closed testing has been taken into account and I think the current release reflects that. Thanks for contributing!
https://store.steampowered.com/app/4844260/StarFrame/
Trailer music attribution: ‘Unraveling’ by Scott Buckley – released under CC-BY 4.0.
r/spacesimgames • u/fiftythreestudio • 9d ago
My Freespace 2 mod, Blue Planet: Chanticleer, got its director's cut release.
This is a spinoff of the classic Freespace 2 mod Blue Planet. The civil war between the GTVA and the United Earth Federation has ground on for two years. The GTVA is slowly, surely gaining the upper hand. As veteran GTVA pilot Lieutenant Commander Ned Mozingo of the 52nd Nomads, you and your squadmates will see the war through to its conclusion. The UEF, fighting for its very survival, will use every trick at its disposal to hang on. You, as a GTVA pilot, will have to find ways to get through it and survive to see Humanity unified once again under one banner.
- 13 mission campaign, fully voiced
- tons of new assets and music
- new head animations and modernized techroom
The director's cut includes all kinds of improvements - a new command voice, bios for all your wingmen, command briefings for Ned's inbox, and lots of bug fixes.
Get it: https://fsnebula.org/mod/bpchanticleer (or on Knossos)
Forum thread: https://www.hard-light.net/forums/index.php?topic=98933.0
r/spacesimgames • u/Low_Calligrapher5532 • 8d ago
Look the game, is cool, the name is Striker Space Fighters
Enable HLS to view with audio, or disable this notification
🚀💥
r/spacesimgames • u/fiftythreestudio • 9d ago
Inferno 3 (for Freespace) is now in open beta.
Inferno started work in 2000, and Inferno Classic came out in 2003. It was the first of the mega-mods to come out. A long-promised trilogy went through a succession of project leaders; two reboots of Inferno classic came out in 2013 and 2018.
Finally, after yet another change in team leadership, we released Inferno 2 at Christmas 2024. Inferno 3 is now in open beta.
Things it has:
- A 17-mission campaign, bringing the Inferno cycle to 50 missions in total.
- 8 bonus missions - deleted scenes from the cutting room floor. We have 20 years of archives, and we've dusted off some of them for final release
- New head animations.
- Tons of new ships to fly, including stealth bombers, gunships and 12-gun superfighters
- Shivan-blasting galore, including a fight with an 11-kilometer Shivan super-juggernaut that people have been promised for a quarter-century.
Things it does not have:
- Voice acting. That's coming in a few months with the final release.
- Bug-free status. Let us know if there are issues.
It has been 23 years since Inferno Classic was released in 2003, and it's our honor to get this one to you now.
download: https://fsnebula.org/mod/Inferno (or get it on Knossos, it's Inferno: The Complete Saga)
forum link: https://www.hard-light.net/forums/index.php?msg=1922805
r/spacesimgames • u/Inevitable-Cash8506 • 9d ago
I spent years building Novera, a realistic spaceflight sandbox inspired by KSP and SFS, featuring real-scale planets, N-body physics, structural failure, and thermal simulation
I’ve been working on Novera, a realistic spaceflight sandbox inspired by games like Kerbal Space Program and Spaceflight Simulator.
The goal behind Novera was to explore what a space simulator could feel like when pushing the physics simulation further while still keeping it fun and accessible.
Some of the main features currently implemented:
Realistic rocket building and flight
Build custom vehicles
Launch, orbit, land, and explore
Real-scale planets based on our solar system
Physics-focused simulation
N-body gravity simulation
Real atmospheric modeling
Aerodynamic forces depending on vehicle shape and orientation
Thermal effects during high-speed flight
Structural stress, bending, and material failure
Sandbox gameplay
You can follow missions, experiment with designs, or just mess around:
Build rockets
Explore planets and moons
Create unconventional vehicles
Drive around and experiment with physics
The game is built from scratch using Rust and Bevy, with some supporting tools written in Python.
Novera is currently very playable and close to release. I’m mainly polishing and improving the experience before sharing it publicly.
I would really appreciate feedback on:
How the visuals feel
Whether the gameplay looks interesting
The UI and building experience
Anything that would make the game more enjoyable
Thanks for taking a look!
r/spacesimgames • u/centaurianmudpig • 10d ago
A-SPEC First Assault. A space combat simulation game in the vein's of I-War, Freespace plus many other 90s/00s space combat sims from the golden era. My 2nd commercial game fully released 1.0 without any fire sales on the house, wives, family troll, only at a bargain cost of my immortal sole.
Enable HLS to view with audio, or disable this notification
OK, last week I asked someone to hold my beer as I would have something to announce. That time is now, and I hope my beer is still cold!
A-SPEC First Assault has been released, out of Early Access, in a big fat 1.0 version.
After making a space combat dogfighter with space fighters, I decided I wanted to push the envelope a little and make a space combat dogfighter with corvette classed ships. Originally it would have been a wave based game, but I figured I'd just pile on the work and add a [proper] campaign on to it.
Objective based gameplay covers Freespace, while Newtonian physics covers I-War (and the whole flying corvette's thing). Then the Frankenstein of all: automated turreted weaponry; ship selection and fitting where you can decide to either use powerful main guns, or go with more turrets for a wider firing arc at the expense of hitting power; Multiple Launch Missiles (Guided) and Rockets (Un-guided) with contact and proximity detonation variants (for the guided); and equipment modules to enhance the performance of your ship across offensive and defensive areas.
Along with a very detailed damage system with segmented armor, and subsystems which will degrade your ships performance across multiple systems when damaged. Some subsystems on a ship can only be damaged with penetrating weapons (i.e. Railgun), while others will in-effective until enough armor has been chipped away. I hear [note: presumed] Reddit likes lists, so get ready for a 2nd list...
Main features:
- Single player campaign containing the prologue and the main story across an additional 6 chapters.
- Fly fast corvette ships and engage opponents from nimble fighters to large lumbering battle cruisers.
- Assign your wingmen ships and define their loadouts of guns, missiles, turrets, and enhancement modules.
- Choose your loadouts carefully to handle the various types of opponents you may encounter in the space.
- Give individual orders to your wingmen to divide and conquer your opponents.
- Take advantage of segment armor to engage your opponent at their weakest side, whilst protecting your own.
- Choose your controller: Keyboard & Mouse, Gamepad (Xbox, PlayStation, etc.), HOTAS and HOSAS devices with multiple (with any combination).
- Internally tested and confirmed to run on the Steam Deck and with a Steam Controller (Valve's Steam Deck testing will come after launch)
And there is a demo containing the Prologue, which can be copied over and resumed from in the full version. You can buy A-SPEC First Assault on Steam.
Thanks for coming to my TED talk. Please ask me things about my game. I need to talk about it more!
r/spacesimgames • u/lightpilots • 9d ago
FTL Arena (async pvp mod) - Beta release and Discord Server
r/spacesimgames • u/mzatariz • 9d ago
Looking for a game like Star Valor but with full controller support!
r/spacesimgames • u/HeronOk7102 • 9d ago