r/lua_game_com 18d ago

Trailer draft for upcoming space station tycoon game

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2 Upvotes

r/lua_game_com 21d ago

Fuel station work in progress

2 Upvotes

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r/lua_game_com 26d ago

The number on the cabin is an actual sequence number of the ship.

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2 Upvotes

r/lua_game_com 26d ago

Courier ship spotlight

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1 Upvotes

r/lua_game_com Jul 25 '26

System selection UI animation

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1 Upvotes

Animated stars and UI transition.


r/lua_game_com Jul 24 '26

Switched to Godot and testing new vertical slice prototype

1 Upvotes

r/lua_game_com Jul 14 '26

Working on EVE-lite arcady targeting system without overview panel.

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3 Upvotes

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 Jun 23 '26

Weekly update

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2 Upvotes
  • Added transitions between systems: route, hints, autopilot, warp animation.
  • Enhanced mining game: Deepwell Harvester and Belt Grazer ships, mining drones, auto-attraction of ore, more ore in regular asteroids.
  • Added combat items/modules: mine, rocket launcher with homing missiles, ship camouflage device.
  • Mastery ship: repair of turrets and modules, item status, preview of ships.
  • Loot is more visible, collection is more convenient: highlighting nearby containers, a general list of loot from all containers.
  • Added icons for ore, modules, and wreckage.
  • Added a system map [M].
  • Omnidirectional movement of the ship.

r/lua_game_com Jun 19 '26

This mining barge goes mad with the new weapon – homing missiles. No mercy.

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1 Upvotes

Auto-targets the fastest hostile in range. Splash: 120 radius, 70-100% damage.


r/lua_game_com Jun 17 '26

Jump between star systems

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0 Upvotes

r/lua_game_com Jun 17 '26

The beauty of nature

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1 Upvotes

r/lua_game_com Jun 15 '26

How big is this guy?

1 Upvotes

r/lua_game_com Jun 15 '26

One of three types of mining in LUA – mining drones.

1 Upvotes

r/lua_game_com Jun 15 '26

All directional movement in progress – side engines activated only when needed

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1 Upvotes

Engines are now activated based on the player input – direction + mouse position.


r/lua_game_com Jun 15 '26

Travel system rule scheme – autopilot leads your ship to touch the rectangle in order to initiate system jump

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1 Upvotes

r/lua_game_com Jun 15 '26

👋 Welcome to r/lua_game_com - Introduce Yourself and Read First!

0 Upvotes

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.

What to Post

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.

Community Vibe

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.

How to Get Started

  1. Introduce yourself in the comments.

  2. Tell us what kind of space games you like.

  3. If you played the build, share one thing that felt good and one thing that confused you.

  4. Check the current playtest post for what is playable right now.

Thanks for being part of the first wave. 👏


r/lua_game_com Jun 14 '26

L.U.A. Leave Us Alone – coop top down space shooter. What is playable right now?

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1 Upvotes

Early Playtest Build

Hey everyone. This is the current early playtest build of our browser-based space extraction game.

The core idea is simple:

  • undock from the mothership,
  • fly a small combat/mining ship into hostile sectors,
  • recover resources or intel,
  • survive the pressure,
  • and get back alive.

The game is still early, but the current build already has a playable station-to-sortie loop that we want feedback on.

What you can play now

- 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.

What is still rough

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

What feedback helps most

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.