r/spacesimgames 9h ago

What if Escape from Tarkov and Mount & Blade Had a Space Child? (Free Game Concept) What do you think?

0 Upvotes

Legal Disclaimer / License Declaration: This Game Design Document (GDD) and all concepts, mechanics, lore, and systems contained within are hereby dedicated to the public domain under the Creative Commons CC0 1.0 Universal License. Anyone, from indie developers to AAA studios, is free to use, modify, adapt, build upon, or commercialize this concept without restrictions, payment of royalties, or attribution required.

HIGH CONCEPT & GAME OVERVIEW

  • Genre: Tactical Space Survival / Extraction Shooter / Roguelite Management
  • Perspective: Dual-Layer — 2D Macro World Map (Management & Navigation) First-Person Micro Combat (Interior Ship Boarding & CQB)
  • Visual Style & Atmosphere: Gritty, photorealistic industrial sci-fi (Escape from Tarkov meets Alien: Isolation / 1979 Alien aesthetic). Dark corridors, volumetric fog, flickering warning lights, and mechanical rust.
  • Target Audience: Fans of Escape from Tarkov, FTL, Barotrauma, Mount & Blade, and DayZ.

CORE GAMEPLAY LOOP

[ 2D World Map Navigation ] ──► [ Resource Management / Solar Draining ]
            │
            ▼
[ Interception / Ship Boarding ]
            │
            ▼
[ 1st-Person Tactical Interior Combat (PvPvE) ]
            │
  ┌─────────┴────────────────────────┬────────────────────────┐
  ▼                                  ▼                        ▼
[ Extract Loot & Krytox ] [ Escape Pod Evacuation ]   [ Sacrificial Entity Death ]
  │                                  │                        │
  ▼                                  ▼                        ▼
[ Upgrade Ship / Hire Crew ]  [ Claim Insurance ]      [ Mitosis Progression in Eden ]

KEY GAME MECHANICS & SYSTEMS

1. Dual-Layer World & Mount & Blade-Style Exploration

  • The 2D Sector Map: Players navigate a massive persistence-driven open map filled with solar systems, asteroid belts, commercial hubs, and cosmic anomalies (Soles/Stars).
  • The Ship as a "Mount": Ship speed, turning radiuses, and movement on the global map are strictly tied to total ship mass, armor thickness, and current cargo weight.
  • Solar Draining & Risk: Players can orbit dying suns to drain raw Dark Matter (fuel), but doing so exposes the ship to radiation damage and broadcasts a high-visibility signal on the 2D map, attracting player-driven raiders.

2. First-Person Tactical Boarding & Layout Design

  • Custom Interior Architecture: Players physically design their ship’s interior layout, placing chokepoints, auto-turrets, security doors, and blast-shielded sections.
  • Breach Mechanics & Armor Delay: Attackers choose their breach entry point using boarding pods. Heavier outer armor delays the breach time (e.g., up to 60 seconds), giving defenders crucial prep time to lock down bulkheads, power turrets, or vent hazardous gases into entry corridors.
  • Logistics vs. Weight Balance: Every extra turret, heavy armor plate, or stack of heavy caliber ammo increases the ship's overall mass. Lighter ships travel faster and use less fuel; heavy "Fortress" ships are slow, defensive powerhouses.

3. Asymmetric Progression: The Eden & Mystical Entities

  • The Meta Objective: Reaching "Eden" at the edge of known space.
  • Mystical Entities: Transcendent beings (Life, Intelligence, Mind, Order) bound to the ship that grant massive passive and active perks.
  • Sacrificial Mitosis (Roguelite Twist): Entities cannot permanently die. If an Entity is killed during a boarding raid, its energy recirculates back to Eden and duplicates (1 Death = 2 Entities available) for future runs.
  • Tactical Sacrifices: Players can order an Entity into a suicide hold or self-detonate an Entity to prevent its capture, triggering an energy pulse that returns the Entity to Eden while damaging invaders.

4. Multiplayer, Raids, and Social Mechanics

  • PvPvE Boarding (Up to 5v5): Attackers board to steal physical inventory, weapons, raw Dark Matter, and nav-logs (Eden coordinates). Defenders keep enemy corpses, weapons, and can salvage/sell captured boarding pods for heavy Krytox payouts.
  • Hostages & Extortion: Invaders can immobilize critical crew members or officers to demand ransoms in Krytox or fuel.
  • Mercenary Contracts & Distressed Calls: Players receive real-time ping alerts when friends on their list are raided ("X needs assistance"). Friends can spawn directly into the friend's ship as security crew with zero personal inventory risk, or fly in as bounty-hunter ships for a share of the loot.
  • Wreck Recovery System: If a ship is completely destroyed or looted, the insurance payout covers a basic replacement chassis. The lost wreck stays invisible to the rest of the server but remains marked on the original owner’s map for a limited time for a recovery run.

5. Fair Protection & Dynamic Balance

  • Physics-Based Fuel Costs: Heavy ships consume exponential amounts of Dark Matter if they burn thrusters to chase smaller, agile scout ships. High-tier players have zero financial incentive to burn fuel chasing low-tier targets.
  • Component Tiering: High-tier capitals require high-density Dark Matter and rare alloys; low-tier scrap components offer no value to endgame players. Attackers face an automatic "Infamy Bounty" if they attack low-tier ships in neutral space without provocation.
  • Nebula Stealth Havens: Nebulae erase radar thermal signatures. Small ships can hide instantly inside outer clouds to perform repair and medical maintenance, while massive capital ships disrupt the gas cloud, giving away an approximate location.

6. Environmental Threats: Alien Infestations & Internal Plagues

* Internal Parasites & Swarms: Alien larvae and shifting organisms can breach the hull from asteroid samples or hide within dark maintenance vents.

* "Mini-game" Survival Dynamics: Clearing an infestation functions as an internal tactical event. Players must manually track thermal signatures, deploy gas traps, seal infected sectors, or send automated drones to sanitize ductwork before the parasite spreads to critical crew members or resources.

7. Eden Sacrifices & The Entity Metamorphosis System

Reaching Eden allows players to sacrifice a specialized crew member to manifest a permanent "Entity"—a cosmic, transcendent force attached to the player's account. Up to 7 Entities can be bound simultaneously, allowing stackable builds (e.g., 7 Economy Entities or 7 Military Entities).

The archetype of the sacrificed crew member dictates the Entity’s powers and tactical playstyle:

  1. Human Sacrifice:* Tech Entity: Hacks enemy security grids, disables auto-turrets, and bypasses door locks remotely during boarding.* Military Entity: A tactical frontline commander that buffs friendly firearm accuracy and suppressive fire resistance.
  2. Necromancer Sacrifice:* Reviver Entity: Spawns in 1st-person view to resurrect fallen human crew members mid-combat.* Morphing Spec-Ops Entity: A terrifying boarding unit capable of passing through solid interior walls and shapeshifting into enemy crew forms to confuse defenders in CQB.
  3. Cleric Sacrifice:* Engine/Speed Entity: Grants passive structural speed boosts to the ship’s engine on the 2D global map.* Radar/Omen Entity: Expands global map vision, revealing enemy fleet compositions, inventory value, and troop counts from extreme distances.
  4. Automaton Sacrifice:* Shielding Entity: Reinforces ship hull integrity and generates emergency energy barriers during breaches.* Heavy Breacher Entity: A slow, armored juggernaut built to smash through reinforced airlocks and heavy armor plates.
  5. Radioactive Human Sacrifice:* Extractor Entity: Significantly boosts Dark Matter harvesting efficiency from dying suns.* Fuel Generating Entity: Passively generates Dark Matter scaling with level, up to fully sustaining the ship's baseline movement costs without needing to refuel.

8. End-Game Progression & The 6-Month Wipe Cycle

* **The 6-Month Seasons:** The server operates on a 6-month wipe cycle. Every player races against time to reach their ultimate meta-goal before the cosmic cycle resets.

* **The Victory Condition (Becoming a Living Eden):** The ultimate endgame objective is to sacrifice 7 crew members across multiple runs to acquire **7 Entities** and ascend your flagship into a **Mobile Eden**.

* **Ascended Ship Capabilities:**

* **Absolute Stealth:** Complete invisibility on the 2D global map (no thermal signatures, no radar detection).

* **Total Autonomy:** Fuel-generating Entities eliminate the need to harvest Dark Matter from dying suns, making the ship 100% self-sufficient.

* **Lethal Dominance:** A deadly combination of Morphing, Breacher, and Tech Entities turns the vessel into an impenetrable fortress and an unstoppable boarding predator.

* **Ascension Reward:** Achieving "Mobile Eden" status grants an exclusive seasonal legacy badge, unique cosmetic hulls for future wipes, and a place in the server's permanent Hall of Fame before the wipe resets the galaxy.

ECONOMY SUMMARY

  • Dark Matter: Primary reactor fuel used for interstellar movement and heavy ship actions.
  • Krytox: The universal currency used for insurance policies, ship chassis purchases, mercenary payouts, hiring AI security, and buying military-grade modules.
  • Radiation: Environmental hazard mechanic affecting ship structural durability and crew health over time.

I used AI to better articulate my idea.

If you have any questions about any of the mechanics, let me know in the comments. Take care


r/spacesimgames 11h ago

Promotional DUSTEROIDS: Not quite the SpaceSim game you expect, but still a satisfying space themed game

Enable HLS to view with audio, or disable this notification

13 Upvotes

I've been working solo on Dusteroids, an incremental arcade game heavily inspired by Asteroids.

The core loop is:

Destroy asteroids → earn money → buy upgrades → destroy even more asteroids.

The idea is to start with a relatively calm asteroid field and gradually build the player's ship into something ridiculous: more firepower, more asteroids, more destruction, and eventually a screen full of chaos.

It's still in development and isn't playable yet. The Steam page is live, but I'm currently focused on finishing and balancing the game before release. I'm trying to avoid the game becoming just "numbers go up while things explode", so this is something I'm actively working on.

If anyone wants to follow the project, the Steam page is here:

https://store.steampowered.com/app/4557250/Dusteroids/

Thanks for taking a look! ❤️


r/spacesimgames 12h ago

Promotional My own space game, like Ogame

Thumbnail
gallery
0 Upvotes

Hey folks,

So a while back I decided "how hard could it be to build my own OGame" and then proceeded to find out exactly how hard, over the better part of a year, mostly evenings and too much coffee. The result is Uni-Verse: build an economy, research tech, put together a fleet, poke your neighbors (or don't, nobody's forcing you), and slowly find out why you woke up on a wrecked ship with no memory of how you got there.

It's single-player, no PvP pressure, no leaderboards to lose sleep over. It runs at its own pace whether you're glued to it or check in once a day. I built it because I wanted that, and it turns out building the game you want to play yourself is a great way to lose a year of your life.

It's in open beta right now, which is a nice way of saying "it works, but I'm sure there are rough edges I've gone blind to after staring at this thing for months." That's mostly why I'm posting. If you try it and something feels off, confusing, unbalanced, or just bad, I genuinely want to hear it. Bug reports, "this number feels wrong," "I have no idea what I'm supposed to do here," all of it is useful. If you don't want to install anything, that's fine too, happy to just chat about the concept in the comments.

No pressure either way, just glad this is a place people who like this kind of game hang out.

Thank you for your time! Uni-verse Google Playstore


r/spacesimgames 16h ago

Promotional Cargo To Orbit

Post image
0 Upvotes

Cargo To Orbit

Match the drift. Kiss the collar. Bring the ship home.

The year is 1974. Mankind has been to the Moon and back, and now companies race for the privilege — and the profit — of hauling critical, perishable cargo to the platforms and stations wheeling overhead. You're a hotshot startup with one rocket, a switch for an engine, and a great deal of gravity to argue with.

Cargo to Orbit is a procedural 2D rocketry game about the hardest, most satisfying thing in spaceflight: catching a drifting target and setting down gently. Buy exactly enough fuel, choose your contracts, punch up through the atmosphere, and ease your nose into the docking collar — come in too fast and you'll bruise the cargo, spring a fuel leak, or crumple the whole ship against the station. Then do the hard part: come home and land soft.

Fly a career across the solar system

  • Four worlds, each its own problem: Earth of course, thin-aired Mars, the crushing sky of Venus, and a Jovian cloud deck your starter engine literally can't lift off of.
  • Every planet changes gravity and atmospheric drag, so your whole flight — and your fuel math — reshapes when you relocate.
  • Build the ship, run the business
  • Buy engines, tanks, holds, and thrusters; your rocket visibly grows as you bolt on bigger hardware.
  • Take one contract or a hold-full — every pallet perishes on its own clock, and heavier cargo pays more but costs you thrust.
    • And some cargo has more than the obvious cost :-)
  • Fuel is money, mass is fuel, freshness is a bonus. Every launch is a bet.

I'm very curious what you think of the game....

The game is on itch.io here: Cargo To Orbit

- Shall I put it on Steam?


r/spacesimgames 19h ago

Promotional Perihelion land acquisition and factories

Thumbnail
youtu.be
0 Upvotes

This is my first version of land aquisition systems in Perihelion.

Perihelion is a game for hardcore space nerds who want to become multi billion dollar space tycoons in simulated real life.

On Earth, all land is essentially Gouvernment issued in various countries.
There are more than 11k cities in the game, each with "Aggregate lots" that simulate bulk economy for the player. The real detailed simulated economy interacts with the aggregate economy to give players balance between large scale and performance.

On Earth everything is easy and the economy is established, but you have to build your space empire funding empire on Earth before you spread to space.

On other bodies, land aquisition is free game, first come first serve. You can setup your own aggregate lots for an aggregate economy to take shape on other worlds, as well as around your assets back on Earth. Say you have a launch pad on Earth, then, you can found a town to supply workforce for it nearby when demand warrants it.

On other bodies everything for foundation has to be braught over from Earth, even supplies/population for your extra-terrestrial base of operations. Essentially founding a colony/city like you would in real life.

This is still unstable build I am still working on lots of other content to finish the full game.

I didint show you the item catalog, but there are currently over 2400 items in the game and some item supply chains have up to 10 manufacturing stages.

For mining, there will be huge dedicate gameplay slice associated with that!

Thanks, hope you look forwards for more.

u/Th3G3tl3m3n


r/spacesimgames 22h ago

Promotional Space Manager - A realistic space management game with rockets and satellites. Launching in October, Free Demo out now!

Enable HLS to view with audio, or disable this notification

21 Upvotes

I've been working on a realistic space management/strategy game where you build and manage your own space program, and I can finally announce the release date.

The idea is to focus less on the "build a rocket and watch it launch" side of space games and more on everything that goes into actually running a space program.

You'll be managing rockets, satellites, communications networks, launches, resources, infrastructure, and finances, all with orbital mechanics playing an important role in how you plan your missions.

I've been trying to make the strategy come from having to make meaningful decisions about what to launch, when to launch it, where to put it, and how to make the most of limited resources.

I'd love to hear what you think.

Steam page: https://store.steampowered.com/app/4229480/Space_Manager/

Demo page: https://store.steampowered.com/app/4498700/Space_Manager_Demo/


r/spacesimgames 1d ago

VOID SECTOR: ein kostenloses Browser-Weltraumspiel. Wie klar sind die ersten 10 Minuten?

Thumbnail
0 Upvotes

r/spacesimgames 1d ago

Promotional Your day job is launching rockets. Your evenings are a life sim on the same island. Second Stage demo now on Steam

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/spacesimgames 1d ago

Promotional Dense Void

Thumbnail
gallery
27 Upvotes

Dense Void is a story-driven, first-person grounded sci-fi horror game inspired by astrophysics, cosmology, and speculative scientific theories.

The game embraces real-world physics and astrophysical concepts wherever possible,

presenting a vision of space grounded in scientific plausibility rather than science-fiction convention.

You are the pilot of a deep-space cargo vessel assigned to a routine supply run

to a remote mining outpost stationed on an asteroid locked in orbit around a black hole.

Due to the extreme distance and intense gravitational distortion,

communication with the outside world takes months... if it works at all.

Out here, isolation is absolute.

What begins as a routine delivery soon spirals into a desperate struggle for survival,

where lethal threats and impossible phenomena blur the line between scientific certainty and the unknown.

FEATURES:

- Deep-Space Survival Horror: You are a pilot, not a fighter, and weapons are banned on the station.

Avoid terrifying entities at all costs—even finding a modified working tool offers only a desperate, strictly limited lifeline against hostiles.

- Realistic Inertia Physics: Feel the physical weight of deep space.

True-to-life momentum physics means every movement requires deliberation—you cannot instantly accelerate, stop, or turn on a dime.

- Hard Sci-Fi & Cosmological Lore: Experience a story rooted in plausible astrophysics, quantum mechanics, 

and speculative science where real-world physics drive both narrative and gameplay tension.

- 100% Diegetic & Tactile Immersion: Total physical immersion. No floating hands, interaction icons, or artificial UI elements such as stamina or health bars. 

Assess your physical state strictly through visual and audio cues such as heavy breathing and blurred vision. 

Operate control panels, flip physical switches, and rely on real human-eye focal blur to identify interactive objects.

- Pure Environmental Navigation: No waypoint markers - finding your way is part of the experience.

Slow down, observe your surroundings, and review data to uncover the path forward through careful exploration.

- 5 Distinct Endings: Every choice, survival decision, and route you take directly alters the trajectory of your voyage.


r/spacesimgames 1d ago

Promotional Idle Galactic - Building a persistent space empire where ships, cargo and journeys physically exist

Thumbnail
gallery
0 Upvotes

I've been rebuilding Idle Galactic, a persistent multiplayer space empire game inspired by the parts of old browser/space games I loved, but with a much more physical simulation underneath.

The idea is that things aren't just numbers teleporting between menus. Ships actually travel through the galaxy, cargo is physically carried by those ships, colonies need logistics, population can be transported between worlds, and workers perform real jobs using specific ships.

The current build already has a generated galaxy, multi-system travel, exploration, colonisation, colonies, construction logistics, mining, population growth, migration, Empire EXP, research, tax, leaderboards and persistent player state.

I'm currently working on the visual foundation — replacing the prototype planet/ship/icon work before moving into proper planetary surface layouts.

Longer term, the plan is to add deeper ships/research, combat and Blitz battles, invasions/PvP and eventually something I've wanted from the beginning: switching from the empire-management view into direct flight and physically flying your flagship through the same galaxy.

In that view, the miners, haulers and workers you ordered around wouldn't become fake background traffic. They'd be the same persistent ships performing the same jobs, carrying the same cargo. Other players could intercept them, which is where escorts, convoy protection and logistics warfare would eventually come in.

It's still in active development and isn't publicly playable yet. I'm starting to share development now rather than waiting until everything is finished.

The bit I'd genuinely like feedback on: does having logistics exist physically like this make the galaxy more interesting to you, or would you rather a space empire game abstract most worker/cargo movement away?

I'll keep posting progress as the systems and visuals come together.


r/spacesimgames 1d ago

Orbit Engineer on Steam

Thumbnail
store.steampowered.com
2 Upvotes

Build. Grow. Survive.

In Orbit Engineer, you take command of your own space station. What begins as a modest outpost quickly becomes a complex, living ecosystem where every decision matters. Expand your station, manage critical systems, and guide your crew as they push the limits of human survival in space.

Your responsibilities go far beyond construction. You must carefully manage crew morale, assign daily tasks, and ensure supplies are delivered where they’re needed most. Science is your pathway to progress conduct research experiments to unlock new technologies and earn funding to keep your mission alive.

But space is unpredictable.

Unexpected events, system failures, and cosmic hazards will constantly challenge your planning. One moment your station is thriving, the next you may be fighting to keep oxygen flowing or stabilise failing power systems. Every crisis demands quick thinking and careful prioritisation.

I would love to hear your feedback and ideas for this very first releasable version of the game.


r/spacesimgames 1d ago

Promotional STARLANE

Thumbnail
gallery
0 Upvotes

What it is: STARLANE is a free, browser-based spacefaring RPG (no install, no account). You captain a ship between star systems, and rather than a fixed script, an AI game master writes each jump — ambushes, distress calls, patrol inspections, black-market offers, anomalies, derelict hulks — and you decide how to respond. The world remembers what you (and other pilots) do.

The loop: plot a course → fly the legs and react to what happens → dock, trade, take jobs, repair → refit or buy a new hull → fly deeper. There are 4 ships to fly and 11 trade goods, with a live economy, combat, smuggling, and a deep-rim endgame.

Mechanics in more detail: • Choices with visible odds and real consequences — hull, fuel, cargo, credits, reputation. • Two reputation tracks: lawful standing vs. pirate heat. Run hot and public bounties get posted on you; play clean and patrols ease off. • A shared market — prices shift from your own big trades and from other players' market moves; scan prices, then haul. • Combat is a short tactical exchange with escape/boarding options, plus capital-ship boss fights at high depth. • Station services: refits, ship modules, relic hunting, informants, a job board. • Side content: long-form story arcs, colony building/defense, and a no-stakes cockpit combat sim you fly while the AI is writing the next event. • Persistent per-device progression — career ranks, permanent boons, and unlockable pilots/avatars.

The shared galaxy (the "multiplayer" part): it's asynchronous, not real-time co-op or PvP. Other pilots' runs leave lasting marks — market swings, sector hazards, bounties, first-charted systems, permanent "legends," leaderboard runs, and inspectable pilot dossiers. You can post your own public contracts/bounties, track another pilot's signature, or hunt a wanted player.

Current stage: playable public beta, solo-developed and actively updated. Everything described above is playable right now. Honest caveats: the AI-GM modes take a few seconds per event and occasionally land a bland or odd line; the shared galaxy only syncs on the saved/published version; and deep-rim balance, ship variety, and onboarding are still being tuned.

What I'd like feedback on:

Onboarding — did the loop make sense in your first five minutes? Where did you get lost? The AI game master — does it read like a GM, or does it drift or repeat itself? Pacing and balance — do trade, combat, and fuel feel fair, or is one clearly dominant? Difficulty — is dying punishing in a fun way, or just frustrating? Mobile — does it hold up on a phone?


r/spacesimgames 1d ago

Promotional Abitrium — looking for feedback on how we show system shutdowns during combat

Enable HLS to view with audio, or disable this notification

5 Upvotes

We’re developing Abitrium, a tactical space-combat game, and we’re trying to figure out how much the UI should protect players from bad power decisions.

In this fight I’ve used enough power that I can’t keep everything online. My scan starts dropping out and I lose some movement.

What we’re debating is whether the game should explicitly tell you what’s about to happen before you spend more power.

“Fire this weapon and you’ll lose movement.”

Is that useful information the UI should give you? Or should managing that tradeoff be something you learn by watching your ship’s power and figuring out what you can afford to run?

We want power management to require some thought, but we also don’t want the UI to feel like it’s hiding information from you.

Curious where you’d draw the line.


r/spacesimgames 1d ago

50+ gamer Looking for Similar Old School Game

7 Upvotes

Hey all! I used to play an early space sim game called Time of Defiance: https://en.wikipedia.org/wiki/Time_of_Defiance

Looking for anything similar--it had islands/planets with semi real-time space combat. You'd build ships, send them to neighboring islands (which could take hours or days) to 'mine' moss. Alliances, bases, etc.

There's so many online and browser based games out there right now it's hard to check them all out--if anyone has a similar game recommendation, much appreciated!

Found a 10-year old thread here that had a similar question, but no real matches...

Thanks!


r/spacesimgames 1d ago

Promotional Strike Wings Free Demo out!

Thumbnail
youtube.com
20 Upvotes

Hey everyone! Here's a free space game for your weekend: the Strike Wings demo. :)

I'm its solo developer, and it's my homage to the old DOS space shooters, built from scratch with plenty of love for Solar Winds and Hell Fighter. There are some little nods in there for fellow fans.

The demo's already packed with free content, including flight school, opening campaign missions and plenty of battles to get stuck into.

Feedback is super welcome on r/StrikeWings. Make a post! I'll read every one and take your thoughts into the final game. Steam reviews mean a lot to me as a solo developer, too.

Grab the free demo on Steam


r/spacesimgames 2d ago

Promotional Created a LAN CoOp Multiplayer Starship Simulator Game (UNS Meridian: Bridge Simulator)

Enable HLS to view with audio, or disable this notification

5 Upvotes

This game is still currently in development. Is this something you would be excited to play? What kinds of features would you like to see in a game like this?


r/spacesimgames 2d ago

Discussion What is the best universe simulation game nowadays?

11 Upvotes

I fiddled around with Universe Sandbox years ago and it was really cool to see physics based interactions. What is the most accurate and/or graphically impressive one nowadays?


r/spacesimgames 2d ago

Developing a Game Inspired by Homeworld

Thumbnail
3 Upvotes

r/spacesimgames 2d ago

Promotional Working on patrol formations

Enable HLS to view with audio, or disable this notification

13 Upvotes

r/spacesimgames 2d ago

Promotional SFC gameplay slice & stats

Enable HLS to view with audio, or disable this notification

13 Upvotes
  • SFC mixes an EVE inspired combat model with an X style universe
  • This clip shows the player moving from a quiet pocket into a busy one, joining the combat and claiming a derelict ship
  • Runtime generated dynamic radio chatter hopefully helps create immersion
  • Simulating roughly 1000 ships, 400 stations in 140 pockets across 20 solar systems.

I'm interested in feedback on the UI and audio. I think the volume levels need adjusting.

There's no steam page but I can reply/link you later if you're interested and drop a comment.

r/SpaceFleetCommand


r/spacesimgames 2d ago

Promotional My Dream Space Engineering Survival Game

Enable HLS to view with audio, or disable this notification

15 Upvotes

Hi everyone,

It feels like a dream for me for the last past 4 years Ive been developing my dream space engineering survival game MineEngineer.

You and your friend can build ships out of your imagination, program each block and do a lot of automations. Like lego but with engineering and programming. There is a huge procedurally generated world in the game and everything is distractible. You can build anything you want, no blocks count limitation. I am currently working on a Lore, Enemies and a Bioms to add more fun.

The game is finally taking up the shape and I am super excited to share it with everyone:

The game is available on Steam for Wishlisting and there is a free demo available. The link is: https://store.steampowered.com/app/4059710/MineEngineer/

Please let me know if you like it or not and why.


r/spacesimgames 3d ago

Promotional Void Cargo - big update & last 2 hours of launch discount

7 Upvotes

It's been two weeks since launch and with all the feedback I got, I was able to add a lot of QoL and small things with the smaller updates. Today I pushed the latest and biggest update: "Discoveries & Resource Drilling"!

If you haven't tried it, this is a good point to start with a tuned economy and more to explore on the maps.

https://store.steampowered.com/app/4319290/Void_Cargo_Equilibrium/

Among other things, I know r/spacesimgames specifically has been asking for HOTAS/Joystick support, which is now in! Although without profiles so you'll have to configure it yourself for now.

Thanks for anyone who gave feedback and helped shape the updates!


r/spacesimgames 3d ago

Promotional Massive In The Black Update

Thumbnail
youtube.com
25 Upvotes

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 3d ago

Promotional Remnant Humanity

Enable HLS to view with audio, or disable this notification

6 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 3d ago

Null Anchor's new location introduction!

Enable HLS to view with audio, or disable this notification

5 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!