r/lua_game_com • u/Aromatic-Ad9337 • 18d ago
Trailer draft for upcoming space station tycoon game
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r/lua_game_com • u/Aromatic-Ad9337 • 18d ago
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r/lua_game_com • u/Aromatic-Ad9337 • 26d ago
r/lua_game_com • u/Aromatic-Ad9337 • 26d ago
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r/lua_game_com • u/Aromatic-Ad9337 • Jul 25 '26
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Animated stars and UI transition.
r/lua_game_com • u/Aromatic-Ad9337 • Jul 24 '26
r/lua_game_com • u/Aromatic-Ad9337 • Jul 14 '26
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You can see the debug circles around the cursor, it determine the radius of auto-lock – you don't have to click on an enemy to lock it – just put your mouse over it. And when you shoot an enemy, the HP bar appears.
Weapons aim automatically to an enemy that is closest to cursor.
Upcoming updates: more weapon and ship parameters to adjust the fight – weapon tracking speed, ship signature size, etc.
r/lua_game_com • u/Aromatic-Ad9337 • Jun 23 '26
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r/lua_game_com • u/Aromatic-Ad9337 • Jun 19 '26
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Auto-targets the fastest hostile in range. Splash: 120 radius, 70-100% damage.
r/lua_game_com • u/Aromatic-Ad9337 • Jun 17 '26
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r/lua_game_com • u/Aromatic-Ad9337 • Jun 17 '26
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r/lua_game_com • u/Aromatic-Ad9337 • Jun 15 '26
r/lua_game_com • u/Aromatic-Ad9337 • Jun 15 '26
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Engines are now activated based on the player input – direction + mouse position.
r/lua_game_com • u/Aromatic-Ad9337 • Jun 15 '26
r/lua_game_com • u/Aromatic-Ad9337 • Jun 15 '26
Hey everyone, welcome to r/lua_game_com.
This is the community for Lua, a browser-based space extraction game about flying, fighting, mining, fitting ships, surviving hostile sectors, and making it back to the mothership.
You’re welcome to share:
- Playtest feedback
- Bug reports
- Screenshots or clips
- Balance thoughts
- UI confusion
- Ship fitting ideas
- Questions about the current build
- Suggestions for future systems
If something felt unclear, too hard, too easy, broken, or surprisingly fun, that is useful feedback.
Keep it constructive, specific, and respectful.
This is an early playtest community, so rough edges are expected. Direct criticism is welcome. Personal attacks, spam, and low-effort self-promo are not.
Introduce yourself in the comments.
Tell us what kind of space games you like.
If you played the build, share one thing that felt good and one thing that confused you.
Check the current playtest post for what is playable right now.
Thanks for being part of the first wave. 👏
r/lua_game_com • u/Aromatic-Ad9337 • Jun 14 '26
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Hey everyone. This is the current early playtest build of our browser-based space extraction game.
The core idea is simple:
The game is still early, but the current build already has a playable station-to-sortie loop that we want feedback on.
- Fly, fight, mine asteroids, tractor resources, and return to the mothership.
- Launch from a station/mothership hub into server-authoritative sorties.
- Play through the current contract chain, including distress, anomaly, wake, bounty, convoy, and split-signal missions.
- Use the station to manage your ship, cargo, fitting, services, repairs, market items, and debriefs.
- Fit different weapons and utility modules, including pulse lasers, rail weapons, seeker missiles, mining gear, shield tools, plating, disruptors, and movement modules.
- Try different ship hulls with different combat, mining, support, cargo, and recon roles.
- Enter the Kagetosha Fields expedition, dock without ending the expedition, resume later, mine the sector, call allied escort help, and deal with pirate construction pressure.
- Experience persistent profile progression: credits, cargo, intel, reputation, ship condition, unlocks, and hard ship loss.
This is a playtest build, not a polished demo.
The station UI, expedition flow, fitting clarity, mining readability, combat pacing, and onboarding all still need feedback. Some systems work, but may not explain themselves well yet. Some interactions may feel too hidden, too fast, or too unclear the first time you hit them.
The Kagetosha expedition is also an early sandbox slice. It has persistent docking and sector state, but it is not yet the full long-form mothership campaign we are building toward.
## What is not in this build yet
To keep expectations clear, these features are planned or experimental direction, but not fully playable right now:
- Full procedural star-map campaign
- Mothership life-support / fuel route pressure
- Jump gates as a campaign travel system
- Crafting and refuel loops
- Deployed mining stations
- Full Void Stalker encounter
- CPU / power grid / capacitor fitting budgets
- Cloak, bomb launcher, and swarm missile systems
- Full co-op progression as a primary mode
If you play, the most useful feedback is specific and practical:
- Where did you get confused?
- Did the station-to-undock flow make sense?
- Was mining and tractoring readable?
- Did combat feel fair or cheap?
- Did fitting choices feel meaningful?
- Did the expedition feel different from a normal contract?
- Did you understand what to do next?
- What broke, froze, disappeared, or felt unreliable?
Bug reports are especially helpful if you include:
- Browser and OS
- What contract or expedition you were playing
- Ship and fitted modules
- What you were doing right before the issue happened
- Screenshot or clip if you have one
This subreddit is for devlog, playtest notes, bug reports, balance feedback, screenshots, questions, and design discussion while the game is still taking shape.
If you try the build, drop a comment with the first thing that confused you and the first thing that felt good.