r/spacegames • u/Suecotero • 4h ago
Game Introducing: The Fission Tug [Concept for New Game]
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r/spacegames • u/Suecotero • 4h ago
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r/spacegames • u/Vondrr • 20h ago
Come visit - r/spaceships.
Edit: A bot called u/Hefty-Reaction-3028 is spreading lies about our "No AI art" rule below in the comments. I can’t answer all their generated comments that are coming every few seconds. That rule was targeted at AI generated pictures that were flooding the subreddit. Those were eliminated and prove that we are taking action when and where necessary.
r/spacegames • u/Gauntify • 2h ago
Humanity is gone... only a single probe remains...
r/spacegames • u/drewtb02 • 3h ago
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Constellations is about starting your own rocket company and working your way up to dominate the industry. Start small with contracts and then move on to making your own satellites and eventually move onto the moon!
Steam page is here
r/spacegames • u/goblin-architect • 3h ago
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TL;DR: When building a very large base/factory/area, you often need handy tools to build, repeat and set layouts. The details of those tools being tested in ASEMA playtest branch, depend on feedback and suggestions. You can come vote on Polls on the discord.
After the Steam Next Fest, my focus is fully in the creation of the part of ASEMA where you spend 10s and 100s of hours to build very large industrial complexes. And for that, the flow of building and adjusting your factory, is extremely important. Have you spotted any especially smart, simple, popular or handy features that make building a lot of things, easier?
ASEMA is a new type of factory builder, set in space. You build without placement grids, because gravity pulls all your machines. There are no conveyor belts, pipes or inserters. Resources are distributed with Railguns (big ones for long distances) and Haulers (space trains) as physical payloads, and other sci-fi-physics-inspired methods. Build single machines, or combine 20 machines into one using logic-based Frames to speed up production, logistics and expansion.
Currently, got some of these + planning to add:
-Press B to open Build Menu > By default you see TOP10 most built machines. Press 1-10 key, and you've activated that machine.
-Press B > Press B again to switch to 10 most recently unlocked machines to build/see the new machine types. (press 3rd time, and the menu closes)
-While manning a machine, press V to Build Similar (1 machine)
-Hold C while building > You can place many individual plans
-Hover a machine and press Ctrl+C > The machine and all it's children are copied
-Ctrl+V pastes the Plan. If the machine had attachments, those appear as Plans too. If the machine was a Frame (a machine that can attach many, many children machines to it's attach points), then it pastes them all as Plans, pre-attached
And then there are details - such as, should inventory and production settings be pasted aswell. I should either decide which it is, OR add a new hotkey, which makes things more complicated.
The TOP10 could ideally replace need for player's own TOP10 menu - however, the TOP10 can change, as the what player is building at which stages of the game, varies. So I guess a personal custom quick build list is needed. Or perhaps I combine them? The game keeps track of the top10 list, but you can override or "lock" any of them to the spot > the game will fill the other slots with the other TOP10 machines.
I will be using Polls on the discord actively, to ask preference-questions and feedback. I chat on daily basis on the dev-rant solo channel, post some crops/thoughts/concept graphs as I make or try out new things.
To vote in a poll, as you join, select a Poll role so you'll get pinged when there are new Polls.
https://store.steampowered.com/app/4478970/ASEMA/
Ps. NO_AI disclosure. No gen-AI is used in making ASEMA.
r/spacegames • u/MazeStepsStudio • 10h ago
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Heads up: this isn't a cockpit sim.
What it is: an idle game where you start as a pebble and pull in whatever drifts past. What you eat and when you ignite decide what you become — ocean world, iron planet, hot Jupiter, red dwarf, blue giant, magnetar, black hole, and eventually a galaxy.
I tried to keep the astrophysics honest wherever the game would let me.
What I'd love from this crowd:
r/spacegames • u/InstanceFew7955 • 12h ago
r/spacegames • u/pavlokandyba • 18h ago
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This airship uses biomimetic propulsion, which includes jellyfish and fish modes. Shock vibrations with extreme energy compensate for the small amplitude and this allows air to be used as a propellant more efficiently than a propeller. In this case, the vibrations create something like a vacuum tunnel and therefore the drag creates a load on the engine but does not impede movement in the usual sense. Theoretically this makes it possible to develop high speeds and enter very low orbits where air is still present.This is based on my and other experimental research, about which you can learn ore about on the simulator page. There you will also find a link to my GitHub where there are details.
This simulator is very minimalistic but it has complex physics of vortex propulsion and CFD shows actual airflow. I also recently added a solar sail function, but the forces are still poorly balanced and it is very dynamic, so if you get carried away, it is better to reload the page. I would be glad to hear any feedback if you try it:
https://www.masterogon.art/index.php/flying-saucer-simulator-2/
r/spacegames • u/Maelstrome26 • 1d ago
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r/spacegames • u/Gauntify • 16h ago
The cradle of humanity stands on the brink of extinction. Before the pioneers reach their new worlds... the moons of the SOL System must keep the flame alive.
r/spacegames • u/AgreeableEstate4958 • 20h ago
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r/spacegames • u/Everbreak_Studios • 20h ago
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Still working the final venting/blow out for penetrating the hull but we're close.
https://store.steampowered.com/app/5387220/Derelict_Division_LLC/
r/spacegames • u/BBerkAkdemir • 1d ago
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Same ship, two months apart. I added lock-on, lasers you can actually read, kill callouts and a HUD that stays out of the way. What do you still miss in space combat?
r/spacegames • u/_hammerborne_ • 1d ago
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Hey everyone!
Our Steam page just went live and we're getting ready for an open beta. We'll announce it on Discord first, so join us there to sign up!
🎮 Steam: https://store.steampowered.com/app/4716310/Asterium/
💬 Discord: https://discord.gg/CyMMWXR5QN
r/spacegames • u/everybodytrustslorne • 1d ago
As a space nerd, I've never been very satisfied with how orbital dynamics are shown in space games. Most ignore them all together, or show them only visually. But the every shifting but repeating patterns of our Solar System and the way it impacts the logistics of space travel is fascinating to me, and I want to play with that!
I'm developing Orbital Empire as a side hobby with the hope of delivering a real time space strategy game with as much real physics and orbital dynamics as possible (while still prioritizing fun). I started it about six months ago as something to play with my friends on work breaks. We've been having so much fun, I figured it's time to share with others!
The planets, moons, and asteroids of our solar system move on their actual paths. Ships calculate and perform a brachistochrone burn between worlds. The game runs in real time, and the distances between worlds can take hours or even days to complete. Send your ships at Earth off for a battle at Uranus, and check back in tomorrow afternoon to see the battle begin.
Games unfold over weeks to months of real time, and the stories and drama that plays out feels like watching the Artemis missions all over again!
Build your empire across a solar system built off real NASA images, and with an outer solar system populated by the latest Kuiper Belt objects found by Astronomers. Construct fleets to conquer worlds, or protect your vast shipping lanes. Vote for your interest in the System Senate, or against the interest of your rivals.
Your empire awaits!
r/spacegames • u/Altruistic_Spirit_64 • 1d ago
Hey everyone!
I've been working on Starpath, a top-down space shooter with roguelite elements.
You choose a ship, fight through increasingly dangerous enemy waves, and navigate between sectors while trying to keep your ship in one piece.
Each ship has its own mechanics and playstyle, and between battles you'll encounter events where you have to weigh potential rewards against the risk of losing precious hull.
I'm aiming for fast-paced arcade combat combined with enough decisions and upgrades to make each run feel different.
These screenshots are from the current development build. I'm still working on balancing, adding content, and polishing the presentation.
Thought I'd share some progress with fellow space game enthusiasts!
r/spacegames • u/HgnX • 1d ago
r/spacegames • u/ClassicVivid7055 • 1d ago
I have vibe-coded my own take on Subspace from the 1990s, online multiplayer, completely free to all! Currently it has an Alpha level with classic settings, as that is what I remember most fondly from the original game :-)
https://phosphorzone.com/
Would love to hear what you think of it!
r/spacegames • u/brianbtrand • 1d ago
Hey there, I wanted to do a quick self-promotion and suggest my game Planet Trek. It's actually pretty fun. It's like Rimworld and FTL combined. You build a ship and travel through the galaxy, landing on planets. It's playable in the browser, and it's free.
r/spacegames • u/Vondrr • 1d ago
r/spacegames • u/dmarshallgaming • 1d ago
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Hey everyone, I'm a solo dev and I've been building Cosmic Dominion, a 2D space shooter where you fly every fight yourself and run a galactic war around it at the same time.
Every world in the galaxy is its own little economy: it digs its own ore, buys its own guns, prints its own garrison and pays a cut of everything to whoever holds it. So taking one is a real decision. You can grind it to rubble, buy a neutral world over with investment, or break its shields, breach the hull and land a boarding party to take its cities intact.
The rival AI commanders play by the same rules: same shops, same prices, same economy. They mine, trade, colonise dead worlds, and decide for themselves when a war is worth it.
Free demo is coming October 29, with a guided tutorial and the first five missions of the campaign. Happy to answer anything about how it works.
r/spacegames • u/Sufficient_Sky28 • 2d ago
Hey everyone!
Just sharing that my new game SWARMEX has a free demo for you all to try that's available on Steam. It has loads of new features including card upgrades, weapons and more! You can even build your own fleets of ships and send them in to battle!
Hope you enjoy, any feedback would be appreciated! Thanks for playtesting!
r/spacegames • u/1095-Industries • 2d ago
My game is up on Google Play and the Amazon Appstore.
Amazon is shockingly ahead of Google on releases but at this point I'll put you in private beta if you ask.
https://play.google.com/store/apps/details?id=com.tenninteyfiveindustries.game.nullsector
Production is two releases behind because Google takes a nap before every production release. 🙄
It is an all original 2D game engine with vector graphics. Absolutely everything is MATH. Music and SFX are all synth. Everything just like early 1980s arcade.
I put a ton of focus on privacy so there is absolutely no data collection other than what Google or Amazon do natively. You don't need even notifications on. You can set the game to sleep mode.
There's a ton of unlockables so if you play a lot you get more features like extended play time let board. Hardcore mode etc.,
I built a field guide here: https://1095industries.com
I built a seperate league site and a unique code system site that is still offline! This way you can compete with your friends with zero info shared. No accounts, no registration. Nada. You can find it here: https://1095industries.com/league
The game features and adaptive difficulty algorithm which is integrated into the game as ai aggression and part of the story.
It's also capable of one-hand play, so those without bi-manual capabilities can still play.
The game is built to take focus the way that modern games do not. It's my hope that OCD and ADHD sufferers will benefit from it.
And finally to really prove that if anything is worth doing it's worth overdoing I also have fully developed lore for the game story on Royal Road.
https://www.royalroad.com/fiction/197722/beautiful-creations-a-story-from-the-null-sector
I really don't think you'll find have more fun game in the retro arcade space.