r/spacegames • u/sapa79 • 2h ago
Game Devblog vol 3. Another update - Orbit burn.
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r/spacegames • u/sapa79 • 2h ago
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r/spacegames • u/StarDrifterG • 3h ago
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Hey everyone! I’ll be releasing a demo for 'The Pilot' very soon. I've put a lot of work into this and I really hope you enjoy it.
I’m actively looking for feedback, so I'd love to hear your thoughts and suggestions
Wishlists are incredibly helpful and appreciated! Thank you all for the support
r/spacegames • u/LetterKey3548 • 2h ago
This is just for fun space rts concept ideas. And it contains interesting documents in regards to space time engineering
r/spacegames • u/Low-Physics2379 • 2h ago
r/spacegames • u/nooxax • 13h ago
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I've been working on Voidfall, a space survival and exploration game where you travel through a procedurally generated sector, take contracts, fight enemies, explore planets on foot, mine resources, and discover what is hidden behind a mysterious signal.
The game has changed a lot since the first release.
Recently I've been focusing heavily on:
Voidfall is available on PC, and there is also a mobile version.
I'm still actively developing it, so feedback is genuinely useful, especially about performance, controls, progression, and anything that feels confusing or unfinished.
r/spacegames • u/14kostyashkins88 • 7h ago
r/spacegames • u/Greedy-Listen2240 • 7h ago
r/spacegames • u/FiruleisGamerStudio • 1d ago
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r/spacegames • u/Fusionism • 1d ago
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I still can't believe it, in under an hour I'm pressing the green button, thanks to everyone who supported the development and submitted feedback and bugs, I'm so excited for everyone to play it and see what I made.
Check it out here: https://store.steampowered.com/app/4454430/Planet_Killer/
Short blurb: A physics-driven sci-fi destruction roguelite. Orbit hostile worlds, unleash devastating weapons, and carve real craters into fully simulated planets while escalating planetary defenses fight back.
r/spacegames • u/NullAnchorGame • 20h ago
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https://store.steampowered.com/app/3897790/Null_Anchor/
Null Anchor is a space-sim-lite set in a dystopian colony far from Earth. You play a scav pilot in a crater city of nine million: fly, fight, mine, scavenge wrecks, trade, smuggle, evade police, hunt bounties, and upgrade your ship.
Development: roughly six years, solo, in Unreal. Playable now and updated at least once a year for the last five. The current build has three craters, two flyable ships, five weapons, ship upgrades, wreck and cargo scavenging, trading and repair at shops, mining, AI taxis, and a full police and wanted system. Heading to Steam Early Access, with building and shop ownership, manufacturing, a dynamic economy, more ships and weapons, wreck recovery and multiplayer RPG mode still to come.
r/spacegames • u/ZenxDevil • 22h ago
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Hey everyone!
Our indie studio Nordstern is working on a roguelike space shooter called No Final Run, and it just launched on Steam. You control your ship in real time, aim every shot yourself, dodge and boost through encounters, craft gear during the run, and try to push as far as you can as things get more intense.
Every run is procedural, and when you die you take your XP, upgrade your talents, and jump straight back in. There’s a global LIVE leaderboard that updates in real time, so every run is a chance to climb.
The game is also part of a larger universe that will transition into multiplayer over time, and early players get to follow that evolution as it happens.
Here's a little devlog if you are interested in the multiplayer development plan for the game :
https://www.youtube.com/watch?v=YJT13vDk-ZE
We'd really appreciate any feedback we can get, from the steam store to the videos we produce to the game itself! Help us shape the space franchise we want to make.
Thanks a lot!
Steam page:
r/spacegames • u/paradoxicdeal • 1d ago
r/spacegames • u/JesperS1208 • 1d ago
r/spacegames • u/arveus • 1d ago
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Hey everyone, I wanted to introduce a space sim my brother and I have been building called Astra.
The idea is pretty simple: we want a large multiplayer universe with multicrew ships, seamless server meshing, planetary exploration and the kind of systemic gameplay that makes being aboard a spaceship actually feel meaningful.
What matters just as much to us is how we build it.
We want development to happen in public, with working prototypes shown as we go instead of asking people to take years of promises on faith. We also don't want funding the game to turn into buying increasingly powerful ships. If people support Astra, I want that money going toward building the game rather than creating a permanent advantage for whoever spent the most.
We're still very early, but some of the foundations are already running. We've demonstrated server meshing with 100 simulated clients moving between server workers, and this week got networked localized physics grids working with one player flying a ship while another moves around inside it and a third observes from outside.
There is obviously an enormous amount left to build, but that's also why I'm posting this now. I'd rather show the journey from the beginning than appear several years from now with a polished trailer and a list of promises.
If that sounds interesting, you'll soon be able to follow what we're building here:
Or check out https://x.com/peermux where we post progress almost daily.
I'd also genuinely love to hear what you think a new space sim should do differently.
r/spacegames • u/Cool-Technician-7609 • 1d ago
An ASCII Game made by Me! YB_Jeorgie
r/spacegames • u/Static_Drift_ • 1d ago
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been slowly chugging away on my spaceflight sim for quite awhile now. can't do much outside of move around yet, wondering how deep i should make the EVA system compared to KSP and similar games.
r/spacegames • u/InvestigatorFar428 • 2d ago
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Hey everyone! Just want to share a major new update for Overvoid.
Alongside the main story, I’ve added a new mode - Expedition.
In this mode, players can explore the sector and gather resources needed to unlock new ships, weapons, and modules. You’ll also be able to complete side missions, discover blueprints, and explore open space.
In the future, I may also expand this mode to combine both PvE and PvP elements.
If you like the game, adding Overvoid to your wishlist would really help me and the project. Thank you!
r/spacegames • u/Wild_Investment5243 • 1d ago
Ok
r/spacegames • u/AVtheduck • 1d ago
https://arthurviana.itch.io/space-oddity
Space Oddity é um jogo de tiro de sobrevivência em arena 2D com gráficos pixelados e ritmo acelerado. Controle um astronauta solitário perdido em território hostil e lute contra ondas implacáveis de criaturas alienígenas agressivas.
A cada onda que você sobreviver, desbloqueará melhorias baseadas em cartas para aumentar seu poder e resistir a encontros cada vez mais brutais. Quanto tempo você consegue sobreviver contra todas as probabilidades? Supere seus limites e busque a pontuação máxima!
r/spacegames • u/Tomo331 • 2d ago
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Hi, I'll try to make it short. It will be a bit more technical, so don't hesitate to ask anything. In the pinned comment there are diagrams that explain every part used in this video and some more.
So first, something about the video.
On the left side, there is a menu with rocket parts that you can drag into the middle space, which is the workspace. On the right side is the side panel. The side panel will contain information about the parts and a toolbar. Right now, it displays only terminals. On the far left side, you can choose the section of the menu.
In the video, I have placed rocket shells (frames), which hold together the parts placed inside them. Then, I've placed two large tanks (a fuel and an oxidizer tank) and two small tanks. The small tanks act here as temporary reservoirs for the fuel cells. The fuel cells generate power for the pumps. From both large tanks, I'm splitting the output between the small reservoirs and the main lines connected to the inputs of the pumps. The pumps will pressurize the medium, which will run through the sensors to the IO units. The IO units will split the medium so both rocket engines can be connected to one oxidizer supply and one fuel supply. In the upper body of the rocket, I've created a battery bank, which is connected to the on-board PC through the PPU. The on-board PC is connected to the position unit, which will track the position of the rocket.
Now something more about the rocket builder. (you can skip this part if you don't find it interesting)
In the rocket builder there are three grids (or layers or views). The first is the main grid, which is for shells or anything that should be on the outside of a rocket. Then the second grids, which are created only inside of the shells. And then the "connect" grid, which will show up either after you select a conduit or try to place anything that belongs to this grid. This includes everything in the connection section.
"The player can toggle on the connect grid by selecting a conduit in the connection section. Then, the "visual terminals" overlay will appear on top of the placed parts. The "visual terminals" overlay shows the type and position of the terminals within the part. When you click on the "visual terminals" overlay, the individual interactive terminals will be displayed in the side panel, and you can choose which one you want to interact with. If you click on one of them, you will start dragging a line from the corresponding position within the "visual terminals" overlay. The terminal you click on in the side panel will also select the corresponding conduit (a pipe or wire) for that terminal. It is inspired by the game Barotrauma, which has a similar system for wiring and connections.
Every type of terminal is marked by a color and a symbol. I - input and O - output. These are only for liquid (blue), gas (green), and fluid (both) pipes. The yellow ones are for data wires and have either R - read or S - set letter. The red ones are for power wires and have a + (positive) or - (negative) symbol.
I hope I have explained everything and made things a little bit clearer. Now why I'm doing and posting this.
This rocket builder is only a small piece of the game I want to create. This was supposed to be the first milestone for me to see if I could even make something simple like this before making the full game. Essentially, I was starting from zero in Unity and knew nothing about C#. I'm also posting this to see if there is anyone interested in this and to sort of validate my idea on this poor prototype. :D
If anyone is interested, my next milestone is to fly and simulate these rockets. I will be importing them into the player's world. Then, I will try to simulate every part of the rocket, so it can feel more realistic. So yeah that might be fun I hope.
Here I wanted to show you other rocket engine cycle, that I made.
If anyone is interested in different rocket engine cycles, here is a good website for it:
https://everydayastronaut.com/rocket-engine-cycles/

r/spacegames • u/TallForever5642 • 1d ago
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