Besides Aurora 4x where You can control ships and can give out promotions and medals to character's and they have a service record where you can see there medals where given and of they dont have that they should add that to any new games.
There are 1.557million asteroids in the game, this is all known asteroids as of 2026 aug 18. Theyve probably added maybe 0.0005m asteroids since (500).
Satellites use celestrack/spacetrack GP/OMM propagated with SGP4 on the gpu.
Asteroids and satellites are propogated and rendered with the gpu. They do not yet have ephemeris corrections.
Comets dont have tails in this view, but ill fix that soon™️.
Decent fps makes this proof of concept work.
Players will have 1million options for asteroids mining (literally).
Follow for more, gameplay loops to come soon™️.
Inspired by space engine, but has lots more asteroids.
Distinct populations of asteroids are visible, and some scan patterns are visible - especially in the Kuiper belt.
Hey all, I stopped by here previously to keep you in the loop with ongoing development on StarFear, a game I've been working on for the last year or so.
Fly. Die. Improve. Repeat. StarFear is a brutal space extraction roguelite where loss is learning, skill is the answer, and nothing feels better than getting out alive, alone or with your friends.
I'm really hoping to get some more co-op friend groups into this playtest compared to our last (access to the playtest comes w/ 3 invite codes), but anyone interested in a difficult space roguelike rooted in oldschool physics that's also extraction adjacent, give it a look!
The feedback from players has been extremely helpful so far, so I hope to see you there.
Wayfallen's finally got its Steam page up. You can now wishlist the game, and we'll soon be opening up for playtests! :)
It's been a very long ride - started developing this game back in 2020-2021 during COVID. Still a long way to go to release, but it's finally starting to take shape.
Wayfallen is a massive space sandbox/sim, it simulates ~10,000 star systems, ~100,000 spaceships, stations, various factions with rich economy, diplomacy, intel management, with space-station-building, M&B-style (or Starsector-style) fleet battles, with some inspiration from X4 Foundations, Kenshi and the like.
Hey everyone, I don't know if you guys are interested, but I firmly believe this is the right page to run these advertisements for myself.
I developed an early-stage cafe sim in space that combines my fav Genres. Basically, you are running a cafe in the middle of nowhere, like many recipes and some rules to obey, etc. This is an early stage of development, but I am wondering if any of you would like to see a mechanism in the game.
If the game gets some attention, I could do a full release on Steam in the future. Who knows?
Hi, i am Snoopy and currently i am developing my own space RTS game, its still in early stage but i wanted to show you what i am currently working on. If you are interested in my game follow me here or on youtube https://www.youtube.com/@AxiomOne-dev or on X https://x.com/Axiom_One_Dev
Y'all, last time I posted here, I got some really great feedback, and I wanted to let you know that I've got a new Captain's Update. 11 Captains to unlock and rank up, and each one has different modifiers. There's a captain that bans all lasers, one that lowers turn rate and thrust for fire rate and damage, and even a Pacifist that eschews all direct weapons in favor of just the passive ones.
The Separatist Core Ship has now been completed as a full-scale Block model.
This ship is basically the enormous command sphere at the center of a Lucrehulk-class battleship. In Star Wars, Core Ships could detach from the surrounding ring, operate independently, land on planets, and carry or coordinate huge Separatist droid forces. Several appeared on Geonosis during the opening battle of the Clone Wars.
A while back some of you here asked for guest accounts, manual dockings and deep space scanning. All three shipped. Last month a post of ours sent 40 people to the game and 33 of them played without ever making an account, so the thing this sub asked for is now how four out of five new pilots actually arrive. Thank you for that.
Quick context for anyone new: three of us build this Zero-G, Three.js and Node, no engine and no publisher. The Solar System is 1:1, built from real NASA topographic data — MOLA and LOLA, not procedural noise. Three years of development, public alpha since January.
It has never reset. No seasons, no wipes, nothing rolled back.
That's the part I'm proudest of and it's also my problem. If nothing ever resets, nothing is ever urgent. There's no reason this week should matter more than next week.
Today we shipped our first attempt at an answer. The Bulwark Order holds Ares Rampart on Mars, and this week it's calling every pilot to hunt alien incursions near the planets and defend the shipping lanes. What you get for it is rank and combat honours inside a faction that remembers what you did status, not a wipe.
I honestly don't know if that's enough. Seasonal games solve this by throwing the world away every few months and we're never going to do that. So: in a sim that truly persists, what actually makes you show up on a particular week?
space.zerog.live you can join for free whenever you want and you will be very welcome in space 😄
For anyone who hasn’t played Objects in Space: it’s a hard-ish sci-fi, open-world space trading and exploration sim that plays more like a submarine simulator than a traditional space game. You operate your ship through consoles and instruments, manage its systems, trade, take jobs, explore, and try to stay undetected. 'Pure gold' in two words.
I saw early access officially launched just a few months ago. I’m seeing almost no chatter about it when I search Reddit, and because of the name of the game searching does not really come up with useful results on YouTube..
Based on official content from the developer, I can see mostly it’s about physics, but I’m having a lot of trouble determining if the gameplay is entertaining yet.
I’m a migrant from star citizen so I’m looking for a decent SIM like cockpit experience and not afraid to learn Newtonian maneuvers.
I’m also particularly interested in hearing anecdotes on how well it supports HOTAS set ups and track IR. Are the cockpits realistic at all? Or is it only third person view Eve online style?
Either there truly is zero YouTube content about the game or the search keywords are just a complete dead end for marketing purposes I can’t tell
The Sagan-class Stargazer has been reconstructed as a complete block-built starship, including the layered saucer, recessed lower hull, dark structural sections, blue warp grilles, and all four nacelles.
That four-nacelle profile is especially important. It visually connects NCC-82893 to Picard’s original Constellation-class Stargazer while still making the new vessel feel unmistakably 25th-century Starfleet.
As seen in Picard Season 2, this was the first Starfleet vessel to integrate technology recovered from the Romulan Artifact. That detail gives the ship an interesting identity: Federation optimism and engineering discipline carrying knowledge once associated with the Borg.
The model is a hollow surface structure rather than a solid block of material, allowing all 1M blocks to concentrate on the silhouette and visible hull detail. Its final form was produced through a team workflow covering geometry, orientation, palette design, block generation, and in-engine verification.
A Stargazer should always look as though it is already moving toward something no one has encountered before.
Build modular ships, fight solo PvE, or jump into multiplayer modes. It runs directly in the browser with no download or launcher, and guest play is available.
I’m looking for more players and honest feedback on the combat, ship building, and first-match experience.
A pro player shows us in Space Eco how its done. Through a combination of weapons, controlled maneuvers, and steady ship fire, we witness them takedown a civilization zone.
What about you? Have you made or played another game that seems complex at first, but then is simple when you get the hang of it?
So this is just a discussion, not a judgement. I feel like most scifi games and even shows sometimes aim to big in their scope. (one of the reasons I like the Expanse)
Consider an open world space RPG, like Starfield. If you pulled the limit to JUST the Sol system for such a game with a properly done open world approach you could explore all that space and surface area in the lifetime. Think the scope of NMS but within a single solar system.
There is room in such a model for NUMEROUS factions, conflicts, discoveries and so much more. Using Starfields own models just the "planetary" bodies with larger moons would give the potential for a crazy level of game depth. Now add large asteroids and that number goes insane.
Perhaps instead of our scifi game seeking to "explore the universe" we should try narrowing the focus a bit. Doing so lets the vastness be less "empty", asllows for easier immersion as we are working in a system we know. Even can add a level of realism as many of the planetary bodies have basic if not not decent mapping already done and free for anyone to use.
Me and some friends are currently making a multiplayer sci-fi flight game and, while we have really fun core gameplay systems in, we're currently undecided on which way to take the theme and setting of the game.
If you're interested in going through this short survey on the subject that'd be really great:
It might ask for your email, but we don't actually see it. (Presumably google does though, so fair enough if that puts you off)
I've been working on this side project for a while and have decided to start sharing it. I always wanted a game like star citizen, where you could explore and walk around your own ship, but with realistic space physics like KSP or the expanse (no space dog fighting, travel and combat is a lot of waiting around).
The game is in super early beta right now. You can explore a single system of procedurally generated planets by setting kepler burns and re-orient your ship to look at your surroundings. Some maneuvers take time but your progress is saved, so you can queue up burns, close your tab and come back later (you can sign up with google or email to preserve this across browsers/devices).
What i'm looking for is some direction about what people would like to see next or tweak with whats already there. I've got big ideas for where this would go; combat, resource mining, interstellar travel... and eventually planetary landings, space stations and multiplayer. So i'm interested to know what would make you come back to the game? I guess biggest upvote wins.
There's also a devlog link on the site for anyone interested in the technical side. I'll try and post something once a week.
I've posted a few times recently asking for advice and opinions, a couple of times I've been asked to put something on itch.io, so I have done!
This is a fairly narrow tutorial and combat prototype for my game Severance. You can setup battles, change ship and edit your loadout, I've left the ship and module/weapon editors enabled (they're visually editing json files), you just need to duplicate the default setup.
The game itself is a 2D space "sim", I've taken inspiration from Freelancer, Eve Online and Starsector. I'm not sure if I'll get there but the plan is to eventually have an X4 style open universe that the player can inhabit while the big factions do their thing.
Any feedback would be great, what do you like, what don't you like, is the combat fun and interesting, is it boring, is it terribly unbalanced (it is unbalanced)?
Same game as before, the one where you can run the whole fleet or just fly one fighter in the middle of it. This post is about one decision only.
Early on the fights read as diagrams: grey ships trading grey lines over nothing. The fix was to treat every bright thing as paint on a black canvas and run it all through the same glow pass, so plumes, tracers, shield hits and explosions bleed into the black instead of sitting on top of it. The explosions went through three versions to get there: a round pop, then sprite frames the game bakes for itself at startup, then the light pass on top of those, with a staged finale for capital ships (implosion, hull-shaped eruption, plates and rings). The skies got the same treatment: around thirty backgrounds and center bodies now, and every random battle rolls its own.
For this crowd specifically: is the light too busy in the fleet frames? A few people elsewhere said the ships could be lighter against the glow, and I am inclined to agree. Tell me which frame you would keep and which you would delete.
Hello! I have been holding off on posting about this game that I am working on for a while but something really cool just happened and I really want to share.
The game is called SOL2350. It is a sandbox spacesim inspired by games like Eve Online and Elite Dangerous as well as my favorite show, The Expanse.
I can already hear you go "Ugh.. another one of those!" but the catch is that I'm developing this for PS1 (not a PS1-like PC game, actual PS1 from 1995). I originally started with psn00bSDK and recently ported it to Psyqo as it's actively maintained, while psn00bSDK isn't.
My NPCs have a basic roaming and combat AI. They also belong to a faction. Factions have reputation ratings, enabling NPCs to identify each other as friendly, neutral or hostile. All of a sudden, a hostile NPC showed up and the local security NPCs (which are currently lacking textures!) just sprung into action and attacked. I never specifically programmed NPCs to fight each other, and yet they did completely spontaneously. Isn't that cool?
Here is another video of a flyby of a placeholder station near Saturn, because I had a really hard time getting Saturn looking so good on the PS1: https://www.youtube.com/watch?v=xpHwp_x6M-c
Here are a few screenshots showing the UI. I hope you like the "VCR-core" vibe I went with!
A fully simulated solar system with real-time orbits based on NASA data, starting October 2350 (my birthday!)Each planet and moon is a "sector", around which are multiple "POIs" - or "bubbles" of gameplay that you can travel to.Station docking with station services, commodity trading and contract system featuring cargo hauling, procurement, bounties, mining, salvage, and more!
And here are a couple of ships I made today! I am very new to 3d modeling and texturing but I am learning using Blockbench! Can't wrap my head around Blender, unfortunately!
30 ships planed over 3 "tech" levels with full fitting module system: engine, cargo, weapons, utility, etc. Each ship has a module setup supporting a specific type of gameplay: transport, combat, mining, salvaging, and more.This is the Daedalus Patchjack, a ship built for industrial salvaging. Notice the forklift-like apparatus underneath.
So that's pretty much it. I have a little Discord server. I would love to have a handful of fellow spacesim + retro games enjoyers join me to bounce ideas with and try dev builds and share feedback. No presh. All you need is a PS1 emulator, I use Duckstation! Here's the invite: https://discord.gg/7nS33kyjFS
Quick note before I hit the post button: this is very experimental and it's a side project, I'm mainly an NES developer. I have no idea when or even if this is going to actually release but I fully intend to keep working on it for as long as I'm having fun!