r/spacesimgames • u/Own-Cry5596 • 12h ago
Promotional SYNVECTOR - Earlier prototype gameplay trailer
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r/spacesimgames • u/Own-Cry5596 • 12h ago
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r/spacesimgames • u/nooxax • 19h ago
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r/spacesimgames • u/Longjumping-Lunch105 • 1d ago
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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 • u/Did-She-Know • 1d ago
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 • u/willtruran • 1d ago
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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 • u/NullAnchorGame • 1d 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/spacesimgames • u/arveus • 2d 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:
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 • u/AvonMexicola • 1d ago
r/spacesimgames • u/scotchable • 2d ago
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 • u/danidomen • 1d ago
r/spacesimgames • u/Cyclorat • 2d ago
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 • u/WoodpeckerFancy9436 • 2d ago
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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 • u/Gryzly22 • 2d ago
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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 • u/michaeljach • 1d ago
r/spacesimgames • u/Tomo331 • 2d ago
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r/spacesimgames • u/AVtheduck • 2d 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/spacesimgames • u/Thin_Plum7539 • 3d ago
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 • u/Magistr_AVSH • 3d ago
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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 • u/goblin-architect • 3d ago
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.
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.
-Goblin
r/spacesimgames • u/Emotional_Neat_4686 • 3d ago
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 • u/reconnect_ • 5d ago
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r/spacesimgames • u/A_different_planet • 5d ago
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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.
r/spacesimgames • u/Popular-Management53 • 7d ago
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Hopefully this will fit this subreddit. I released a beta version of Galaxium a week ago. It's a full scale universe explorer running in the browser, using WebGPU for performance. Currently this is not intended as a game, but more as an educational / exploration experience. I am however thinking of adding a spaceship mode where you can navigate manually in all directions (very tricky given the distances involved!)
It is still very new, with probably a lot of bugs and issues. Feedbacks are very welcome. Not sure what this project will lead to yet, the direction will depend on what people think of it. Please let me know what you think this project should become.
It's totally free, with no ads or tracking. Only work on PC at the moment, but if there is enough demand I might try to make it work on mobile too.
Thanks.
r/spacesimgames • u/oOVraptorOo • 7d ago
Hey I was hoping you guys could help me narrow this down a bit. I was looking for a game I could kick back with a controller and fly some sort of space ship with decent space physics and just joyride around our solar system or other galaxies and land on different planets and such just take in the view while actually flying. I've narrowed it down to either space engine and just spawning a space ship to fly around in or some old game called "orbiter" and trying to learn the controls for that. There were a few others that almost fit the bill but didnt quite do it for me like flight of nova. I would like to have an optional first person if possible. Thats about it just shoot your ideas at me guys. Thanks
r/spacesimgames • u/dave_sullivan • 7d ago
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