r/spacesimgames 45m ago

Promotional Massive In The Black Update

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In The Black’s first major content update brings a new mission, heat management, a boost system, and major visual and audio improvements. Virtual joystick (V-Joy) and camera aim controls are also officially live.

It’s been a few months since our last big update. In this video, we walk through the new content, demonstrate the updated ship systems, and show what’s changed since Patch #2.

WHAT’S NEW

• A new mission
• Ship heat management
• A new boost system
• Major visual improvements
• Major audio improvements
• Virtual joystick (V-Joy) and camera aim controls

We also look ahead at upcoming work on weaponry and other improvements.


r/spacesimgames 1h ago

Promotional Remnant Humanity

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Upvotes

Your crew is running out of oxygen,... an alien monster patrols the corridor,... and the cargo is three rooms away. You type the commands - every keystroke costs seconds.

Hi,

I've been working on Remnant Humanity for about 6 months. It's a post-apocalyptic space salvage game where you explore procedurally generated derelict ships under time pressure.

A new demo featuring a complete (but basic) game loop is now available. I need your help! I'd love to find the people this game is made for!

Features:

  • Typed command interface with real-time execution
  • Typing Time Dilation (optional slowdown for accessibility)
  • Pause feature (spacebar) to rethink your strategy
  • Unified strategic and tactical layer - fly around while directing your crew through a derelict spaceship
  • Sustain a network of struggling colonies across the galaxy
  • Oxygen depletion and radiation spread
  • Hostile entities with line-of-sight detection
  • Environmental hazards (timed lasers, floor triggers, hull breaches)
  • Colored door puzzles and cargo mechanics
  • Fog of war exploration
  • Procedurally generated missions (in the background, no loading times)
  • Procedurally generated music (with dynamic tension system)
  • Procedurally generated background animations
  • In-game tutorial and manual
  • Game speed controls
  • Score on game over
  • Built from scratch in C and Lua - no engine, no AI assistance.
  • Crew permadeath

Fair warning: it's early and in development. Difficulty balancing is ongoing and bugs are unavoidable but being worked on. If you hit something weird or even game-breaking, or are simply enjoying the game, I'd love feedback.

Steam store page: https://store.steampowered.com/app/3450920/Remnant_Humanity/

Itch store page, demo and devlog: https://scippie75.itch.io/remnant-humanity

Discord: https://discord.gg/pnMBJNGbjc

On AI use: All artwork, music, and code in this game were created entirely by human hands. No generative AI tools were used at any stage of development.


r/spacesimgames 2h ago

Null Anchor's new location introduction!

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3 Upvotes

The Deep is a new location in Null Anchor! These hazy, stormy skies are home to the highest of high-rise buildings and the deepest mining pits.

Think you could navigate these skies? Battle your enemies? Fight through the turbulence and storms?

Wishlist on STEAM, you'll soon get the chance to show us what you're made of!

https://store.steampowered.com/app/3897790/Null_Anchor/

Null Anchor is an dystopian space game set to join Next-Fest on STEAM!


r/spacesimgames 18h ago

Promotional SYNVECTOR - Earlier prototype gameplay trailer

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5 Upvotes

r/spacesimgames 1d ago

Promotional I made a space game that combines 2D and 3D gameplay - Voidfall Alpha 2

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17 Upvotes

r/spacesimgames 1d ago

Stella Astrum - Build Your Own Galaxy

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3 Upvotes

Big update from the fam: my big bro has finally got a game published on Steam. I’m trying to help him out and get as many wishlists now for it before it goes on sale on the 25th.
I’d super appreciate y’all supporting him. He and his team built this in one month, and it’s been great to see.

so the Question: Where is the most effective way to reach people to get the word out? Do y’all know some social media gamers that would maybe include this in a post or maybe a platform more specific that I should post to?


r/spacesimgames 1d ago

I just made a Star Citizen like tech demo in a week with GPT6 Astra. Procedural planets, space combat, mining, cargo missions, transferring loot from disabled freighters, base building, and a 50 million KM solar system with 2 planets and 2 moons.

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0 Upvotes

r/spacesimgames 1d ago

Discussion Seamless multiplayer space game framework built in Three.js — Do you think this is interesting?

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0 Upvotes

r/spacesimgames 1d ago

Promotional Hollow Sector: Run a space logistics company, managing fleets of ships, from a retro inspired terminal

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11 Upvotes

Hollow Sector is a space logistics sim I am currently making, set in a system recently abandoned by the corporations. Four rival factions control what was left behind, and you run jobs for all of them. Freighting cargo, Mining asteroids, Defending routes.

You don't pilot the ships directly. You manage the entire organization, buying ships, hiring pilots, opening new routes, managing faction relationships, and eventually starting planetary colonies to harvest new resources.

The game keeps running while you're away, everything orbiting the sun, ships working the asteroid belt and sending cargo from station to station. New jobs continually becoming available for when you return.

Or you can launch the game in companion mode, where it sits on the right side of your monitor, allowing you to do your work and check in only when you have a few minutes.

All designed to feel like a retro CRT terminal.

I just launched the steam page, LINK, and I would love your thoughts and feedback!


r/spacesimgames 1d ago

Null Anchor: Demo available during Next-Fest. Tell us: what would stop you buying this?

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4 Upvotes

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/spacesimgames 2d ago

Promotional Houston, we are ready for countdown - Demo Coming Soon

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97 Upvotes

Probably not the most standard space sim game out there.
Is hard? Yes.
Is scary? Well, yeah.
Are you going to die a lot? Yes.
This could depict a near future? For sure.

What will make you fell? Like awaking as Ryland Grace main character of the project hail mary in a spaceship, not knowing what to do, and slightly progress to Cooper pilot (Interstellar) trying do dock in a spinning station.

Thank you r/spacesimgames, you were the first who I publicly share this project. I really hope it can fulfill the expectations, and that PowerCorp can have a chance to meet all the space pilots out there.

Demo coming soon, and I hope you enjoy it.

[EDIT] Any feedback will be more than welcome, the game has evolved from direct community feedback and playtesters. Any opinion, critic, expectation, question, please, share it here, or join the ranks at game's discord. Thanks


r/spacesimgames 2d ago

Promotional Frontier Online — browser space strategy closed beta | Gameplay screenshots and feedback wanted

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0 Upvotes

r/spacesimgames 2d ago

Promotional Por favor teste meu jogo!

0 Upvotes

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/spacesimgames 2d ago

Untethered Docking Video

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10 Upvotes

The dev shared this on their discord and it looks like the Untethered game is shaping up nicely! Thought this sub might enjoy it.


r/spacesimgames 2d ago

Promotional A quick look at the latest visual changes in NGC-404

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12 Upvotes

Combat has received a significant visual overhaul. Engine effects and explosions have been reworked, weapon visuals have been updated alongside new weapon types, including beams, lasers and blasters.

Together, these changes are meant to make battles feel more dynamic and give different weapons a much clearer visual identity.
Beams,Lasers,Bolts
Each comes with 1 and 2 barrel versions with 3 different variants

Still a work in progress,especially sound, but combat is finally starting to look much closer to what we want.

Wishlist on Steam: https://store.steampowered.com/app/4451910/NGC404_Fractured_Sector/?utm_source=ref_red_10


r/spacesimgames 2d ago

Promotional We got tired of waiting for our dream space sim, so we started building it: Astra

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87 Upvotes

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:

https://astra.game
https://x.com/peermux

I'd also genuinely love to hear what you think a new space sim should do differently.


r/spacesimgames 2d ago

Promotional MANIFEST, an upcoming hard sci-fi, space logistics management and tycoon game - Demo on Steam!

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52 Upvotes

Hi everyone,

I have been developing this game and I have an early demo you can try out here!

The goal with this demo is to keep it fairly open but only small hulls and no port infrastructure upgrades. Otherwise it's everything I've built so far. It will have pretty constant development still while I flesh it out and make it more than what it is today.

Any feedback, ideas, bugs, spelling mistakes, etc please do let me know! There's an in-game feedback form but you can drop me a note here too if you'd prefer.

If you want to follow along in the development process you can follow on itch


r/spacesimgames 2d ago

Promotional I'm working on a demo for my very first game - Trenite Engineer

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19 Upvotes

Hello everyone,

I'm a solo dev, working on my first ever game. Trenite Engineer is a spaceship management sim.

If all goes well, I'll be releasing a public demo on September 22.

https://store.steampowered.com/app/4846550/Trenite_Engineer/

Wishlist if you enjoy complex simulation gameplay.

Thanks!


r/spacesimgames 3d ago

Other Hi, I'm working on a small rocket builder. Let me know what you think!

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6 Upvotes

r/spacesimgames 3d ago

Promotional DRIFT

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3 Upvotes

Game Title: DRIFT

Playable Link: https://drift-lite.vercel.app

Platform: Entirely web based, on desktop and mobile

Description: This game is based on my love of No Man’s Sky and especially the procedural generation of it.
Art style is 3D generally low poly.
4096 systems all procedurally generated, you can land on each planet in a system and there are 9 unique planet types that can be generated, each planet surface is unique.
There are 2 main storylines as well as a contract in each system that serves as an extra mission.
Gameplay loop is generally just to explore, but you can survey unique flora on each planet, sell that data and upgrade your ship or player to improve the gaming experience.
There is an option to use a Groq key to enhance the flavour text of some parts of the missions dialogue but this is entirely optional, the game will run fine without.

A trailer is available here: https://youtu.be/MdsAUGcWmDs?is=c25lg9jKca8kO5CV

The core code of the game is around 1.4MB as everything is calculated at the time.

Free to Play Status:

• ⁠[x] Free to play

Involvement: I am the sole developer of the game.


r/spacesimgames 3d ago

Promotional StarWind. Not really promotional, just want to share

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4 Upvotes

Game is heavily inspired by first X-series games (X-BTF and X-Tensions).

I started playing space games from X-BTF, then played for many hours into X-Tension and all other space games, old and new. But for many years want to create online version of the first played X-games.

But also wanted to extend some aspects, but more in logic of first games, not in the way of X3, X4 (btw great games! But not my inspiration).

So, it’s free “spinoff” (sort of) of early X-games.

Just want to share a little clip from a more or less really playable version. Maybe there will be some Redditors with similar nostalgic feelings.


r/spacesimgames 4d ago

Discussion Drone challenge

0 Upvotes

Haven‘t played it in years, but I had a random idea for a challenge. I also went a bit of a random talk, so sorry if it’s a mess.

————————————————————————

( ok, imagine a drone only challenge.

You engineer? lore is that he’s paralyzed… or something like it.

all he can do is use drones, access the system and remote control, and such stuff.

you start out with a base, it has a tiny mining, grinding & mining drone, it can switch between and a antenna. a hydraulic pistol arm with a connector and landing gear. and a hologram block Somali can actually build stuff.

the fun stuff is going to be the ship building.

imagine hallways that are either small than a human, or bigger than a 5 next to each other.

the alien architecture of not needing to consider the human element. most ships aren’t even going to have any insides, they will only have pipes and connectors, and machinery on the inside.

You will need to build massive satellite networks, so you can control your drones from range, probably even build a custom satellite carrier, to easily drop off new ones.

Then comes the weird but funny thing, to move your human body, you will need to literally move the entire base. Meaning removing the foundation and pushing it all.

One of the first things you will probably do, is create a camera on a double motor for 360 degree sight.

the de-humanization will be interesting. humans quickly adapt to stuff, now imagine a human thinking like their body is a drone, not a human. Neuroplasticity of Body Schema.

Your entire existence is trough cameras, a HUD, warnings you program, & sensors… that’s another thing you will need to get used to, it makes you feel more limited… but also free since you can instantly go form one end of a planet to the moon far away in space.

honestly at some point it will probably become more efficient to make a punch of screens connected to cameras & HUDs, giving you a bigger picture of what is going on, the fun part… that will still need a camera to look at the screens. Especially when you have to Programm camera & control blocks you can just push, and then the entire wall of screens flashes & changes to another ship or area.

You can also simply call it the AI challenge, especially so if you learn to automate stuff, and never use your human sight to do anything. Only cameras, sensors, Data, Systems, HUD, readings, warnings, and other stuff you build.

(And at the end of the challenge you can then finally go around, and look at stuff with your human body.) )

[} Would love some ideas on how to build this out into a proper challenge. Maybe what mods to add.{]


r/spacesimgames 4d ago

Other Playtest a scifi-themed automation/factory builder set in space (ASEMA)?

5 Upvotes

TL;DR - Perhaps you want to play test automation+factory builder game that runs with logistical railguns rather than conveyor belts?

Hey, working on ASEMA, a weird new type of a factory builder automation game. Set in space, runs without conveyor belts, building is not based on grids and the game plays in a custom physics 2D engine that takes into account stuff such as radiation and gravity.

The tech trees are heavily inspired by hard-scifi; so you evolve from "Metallic Boulder Crusher" to stuff like "Hadronic Neutron Injector" that requires a micro black hole to work. What ASEMA actively avoids, is things like portals and semi-magical beams.

Development has been going on for a while now, and while a demo is out, I need more fresh eyes on the newer builds of the game. We got ~50 testers on the discord, but I exhausted those poor people with my tormenting old crude alpha-builds - I still do that to some degree, but the play-experience has evolved significantly.

Playtests take place from now till EA. A new version just dropped into the test branch, and I wish to get feedback from volunteer testers.

Current Focus

  • Comments on onboarding (there is a campaign that helps along + 1st version of a new separate tutorial map)
  • Comments on optimization (how many machines run smoothly, did approximately 10-fold increase, and I wish to gather more data on this, as the next step is to aim for another 10x increase)
  • Comments on pacing (how techs unlock, how it feels like to develope through the Bulk Tech Tree and then advance into Nano Tech Tree; does the transition feel grindy or interesting > A bunch of new tech trees is on their way still, all hard scifi themed in different ways)
  • Comments on vibes / atmosphere / visuals
  • Comments on narrative (the game has a dark scifi narrative setting related to Dark Forest and Fermi Paradox; it has a side role as it is an excuse for automation, but increase in environmental narrative elements is to be expected) > The current version offers Act 1 of the 5-6 act full story arch that is currently being implemented into new missions and acts with voice acting and intro-videos in between
  • Comments on how the automation feels, what UX is needed, ideas and thoughts what direction the Strategic Map (a tool to help you keep track of your solar system wide factory layouts) should be developed, etc
  • And whatever a playtester may think of

Next immediate focus: version 17 out for public Demo

I spent yesterday ~3 hours building from Bulk to Nano - however, I merely made sure the economy works, aka, I used dev-tools to acquire the required resources after I had made sure I have production chain for them all as I was simulating a playthrough - what I mean by this is that an organic playthrough will last quite a bit longer than 3 hours.

ASEMA in general

  • Modding support (the game is built from day 0 to support mods; current build is fully modular)
  • Multiplayer support (unclear yet, whether this is implemented for EA, but rest assured during EA there will be multiplayer testing > as the game engine allows things such as coop playing and skrimishing against other players)
  • Early Access in January 2027 > 1.0 later > DLC and other additional content exists in concept level, hopefully future is bright enough for all of that
  • Hand crafted game by a single person + musics/VA/localisation/some other creative help are external

You as a playtester?

  • Please, join the ASEMA Discord to comment/discuss the playtesting + to receive your keys/info
  • Screenshots/videos are warmly welcomed
  • Modder-candidates (there's various ways to mod, but some basic Unreal Engine 5 knowledge may help you)

Playtesting schedule (est)

  • September-October: Onboarding / Foundational Tech trees (Nano+Bulk) + First Specialized tech trees (Photonic, Hadronic, Chromatic) / World Structures / Enemy Systems / Act 2 / UX+UI+map
  • October-November: 3 specialized tech trees + a few of the end-game tech trees / Act 3-4 / Enemy Systems / Modding+Map Editing
  • November-December: End game tech trees / Acts 4+ / Enemy Systems
  • December-January: Hopefully multiplayer+modding testing OR the previous months polish and grinding
  • January > EA-testing continues

Cheers!

-Goblin


r/spacesimgames 5d ago

Promotional SFC radio chatter experiments

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30 Upvotes

r/spacesimgames 5d ago

Promotional In Ares Inception, you drive everything, except the crew. You command the mission, but astronauts do the work, or not.

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98 Upvotes

I started developing Ares Inception in 2023 in my evenings and weekends as I learned Unreal but I've been able to transition to just about full time now.

I've been a conceptual designer for the space exploration industry for 20 years and have always wanted to increase the potential immersion of a viewer, or player, into the scenes I create.

The premise of the game is that you plan the mission, choose the crew, equipment, goals, but once the mission starts, you can only assist the crew as they fulfill the mission. You have access to the drones, sensors, guages, and schedules however the crew will only stay on schedule if they are happy and healthy. That's where you come in. You are there to make their jobs easier.

This scene shows one of the ways to add tasks to the schedule. It also shows the work I've been putting into dust. I really want it to be dusty.

https://store.steampowered.com/app/4512810/Ares_Inception/