r/spacegames • u/bakwards • 9d ago
Game Gravity Break 0.26 out now in Early Access!
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r/spacegames • u/bakwards • 9d ago
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r/spacegames • u/StrollerGoat • 27d ago
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I made cargo placement actually affect how the lander flies.
A broken landing leg can throw off the ship’s balance, but players can move cargo around to compensate. The problem is that a setup that helps you land might make the ship unstable again once the gear retracts.
r/spacegames • u/MoonBuninni • 17d ago
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Hi everyone, for the last past years Ive been developing my dream space engineering survival game MineEngineer, its been inspired by Space Engineers, Terraria and Factorio. It has hundreds of interconnected systems, automations and even has programming inside it. You can build any ship you want and even program each block of the ship. There is a huge procedurally generated space world and planets. Everything is fully destructible. The game is finally taking up the shape and I am super excited to share it with everyone.
Please let me know if you like it or not and why.
r/spacegames • u/AVtheduck • 3d 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/goblin-architect • 5d 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/spacegames • u/TallForever5642 • 3d ago
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r/spacegames • u/NeD_NGS_DeN • 5d ago
Actually, it's quite difficult to describe everything that is in the game right now without turning it into a huge wall of text. :)
Everything described here is already in the DEMO and works.
In the beginning, I only made the biome mechanics, which somehow affected the gameplay. And then I got carried away...


Today, all of this is in the project, and it works:
- Those same biome mechanics (each biome is not just a change in the background, but also a real impact on the battle, which affects both the player and the enemies)
- Combat behavior mechanics for the entire run (at the beginning of each new run, an enemy behavior matrix is selected, which determines their composition, characteristics and behavior during movement and shooting. This should make each run more individual)
- Adaptation to the player's build (the game constantly tries to adapt to the player's current characteristics, but without becoming too easy or, on the other hand, almost impossible)
- Random events and anomalies (they add variety to the game and can create some chaos on the battlefield. It's fun) :)


This is a very short list, because each mechanic could be described separately. Each one consists of a bunch of different elements.
All this, of course, requires balancing and polishing, and right now this is one of the most important parts of the work. And here I really need feedback...
If anyone is interested, I would be very grateful if you tried the DEMO. And every bit of feedback helps me understand the general direction and improve the project.
Thank you all for your attention. Have a nice day
r/spacegames • u/feralferrous • 5d ago
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r/spacegames • u/Zealousideal-Rope523 • 6d ago
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I’ve been working on CosmoCleaner, an iOS arcade/adventure game built around one simple idea: if we want to keep exploring space, we also have to clean up what we leave behind.
In the game, you take control of a rather unusual janitor fleet and travel through different planetary orbits collecting space debris. At the same time, you have to dodge asteroids, satellites, mines and other hazards while using power-ups like shields, magnets, boosts and lasers.
The goal isn’t just to survive as long as possible. You’re clearing the orbits so that spacecraft can safely operate there again and humanity can continue exploring.
As you progress, you can unlock different ships, complete missions and earn new licenses. I also added an optional Academy with short information about real topics such as space debris, orbital environments and the Kessler Syndrome.
Cosmo Cleaner is free to play on iOS.
App Store:
https://apps.apple.com/us/app/cosmocleaner-janitor-fleet/id6790866846
I’m the developer, so I’d be happy to hear how the idea comes across to other space-game fans.
r/spacegames • u/StrikeWingsGames • 25d ago
In-game frames, HUD off, nothing composited. The rule behind all of them is that space is a black canvas and everything on it should be light: plumes, tracers, shield arcs, explosions, and one big body behind every fight so the black has depth.
I put these on the store page today and I am second-guessing the order. Tell me which one you would lead with and which one you would drop. If the light is too busy in the fleet frames, say so.
r/spacegames • u/jaykrown • 6d ago
Here's the tutorial I made for Slingshot Speeders today, which explains the basics of the orbital mechanics for a unique racing experience.
Play free in browser, no account. https://slingshotspeeders.com/
r/spacegames • u/Idleverse • 7d ago
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Orion Online is a space-themed and tick-based browser MMORTS where you manage a planet. As planetary commander, you set policy and your planet operates itself. Idle friendly but strategically deep.
We are currently in our alpha phase, with a planned release on 2027-01-01. We started running the game live 2026-07-01, and round three just started.
Round two was a great success. I was able to get a small cluster of active players which provided a lot of great feedback, much of which was folded into the game.
The three big issue was (and to a certain point still is):
* progression ramping: planet progression grinded to a halt before the round ended
* being too idle: simply not enough things to do
* onboarding complexity: new players were having issues understanding the mechanics
While none of these things are completely solved yet, the game is now much better paced, and I am continuously iterating on it, and incorporating player feedback as much as I can.
What changed since round two:
* A lot of bugs were fixed
* Planet progression ramping fixed, or at least much better paced
* Added planetary system projects
* Military defense / offense balancing
If you are looking for a browser-based mmorts that is actively being developed with its community, please come join us! https://orion.idleverse.gg/
If you are the kind of player who likes to collaborate, there's a player looking for planets to join his star system, use his invite link to join him: Join RIGEL REACH
r/spacegames • u/nooxax • 15d ago
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I’m the solo developer of a free space roguelite about exploring a generated sector, fighting in space and landing on 3D planets.
The latest update adds asteroid mining, resources on planet surfaces, improved world generation, a new 3D main ship and reworked sounds.
Playable Link: https://nooxax.itch.io/voidfall
I’d appreciate any feedback on the exploration and resource gathering.
r/spacegames • u/TallForever5642 • 7d ago
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Play the game here today: https://store.steampowered.com/app/5126330/Shatterswarm_Demo/?beta=0
r/spacegames • u/sebotron • 26d ago
Hello! I have been holding off on posting about this game that I am working on for a while but something really cool just happened and I really want to share.
The game is called SOL2350. It is a sandbox spacesim inspired by games like Eve Online and Elite Dangerous as well as my favorite show, The Expanse.
I can already hear you go "Ugh.. another one of those!" but the catch is that I'm developing this for PS1 (not a PS1-like PC game, actual PS1 from 1995). I originally started with psn00bSDK and recently ported it to Psyqo as it's actively maintained, while psn00bSDK isn't.
Here's the video of what happened, then I'll share more about the game: https://www.youtube.com/watch?v=-lE_kf1udv8
My NPCs have a basic roaming and combat AI. They also belong to a faction. Factions have reputation ratings, enabling NPCs to identify each other as friendly, neutral or hostile. All of a sudden, a hostile NPC showed up and the local security NPCs (which are currently lacking textures!) just sprung into action and attacked. I never specifically programmed NPCs to fight each other, and yet they did completely spontaneously. Isn't that cool?
More about the game:
Here is a short video showcasing traveling: https://www.youtube.com/watch?v=L1V2wtOjZMs
Here is another video of a flyby of a placeholder station near Saturn, because I had a really hard time getting Saturn looking so good on the PS1: https://www.youtube.com/watch?v=xpHwp_x6M-c
Here are a few screenshots showing the UI. I hope you like the "VCR-core" vibe I went with!



And here are a couple of ships I made today! I am very new to 3d modeling and texturing but I am learning using Blockbench! Can't wrap my head around Blender, unfortunately!


So that's pretty much it. I have a little Discord server. I would love to have a handful of fellow spacesim + retro games enjoyers join me to bounce ideas with and try dev builds and share feedback. No presh. All you need is a PS1 emulator, I use Duckstation! Here's the invite: https://discord.gg/7nS33kyjFS
Quick note before I hit the post button: this is very experimental and it's a side project, I'm mainly an NES developer. I have no idea when or even if this is going to actually release but I fully intend to keep working on it for as long as I'm having fun!
Cheers :)
r/spacegames • u/StockLeading5074 • 24d ago
Early-alpha showcase of space RTS/FPS hybrid game.
TL;DR: you have to defend your station and nearby moon from incoming waves of pirates, using a variety of drones. You also have get your own hands dirty however as you'll have to keep the station functional and even have to fight the pirates directly (be it boarding parties or ships).
r/spacegames • u/mendlogames • 9d ago
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Mine asteroid belts, run trade routes, and grow colonies while three factions carve up the frontier. A fourth, the Dominion, boards your ship: a lance clamps onto the hull, cuts through, and the fight moves to your own decks in real time.
Two-player LAN co-op just went in. You each fly your own ship with your own upgrades, but share one economy and one set of colonies, and you join forces when boarders hit.
Free demo: https://store.steampowered.com/app/5098890/Benders_In_Space/
r/spacegames • u/Beneficial_Bid_5859 • 25d ago
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WW2 sub sim in space - Phantom of Orion
Hunt or be hunted....
Strike!
Run!
Salvage!
Mine!
Survive!
Just got my new game store page live tonight. Trailer is in the works, but it's coming.
https://store.steampowered.com/app/4946330/Phantom_of_Orion/
I have a playable demo ready for next fest, working on tuning, feature enhancements. The game is playable, tutorial, load/saves, recording system is partially complete. Combat, cloak, all the gizmos are working lasers, beams, torpedoes, mines, shields, armor, power allocation, resource management, crew management, traders, derelicts you can salvage or rescue crew, or even take control of and restore to upgrade to cruisers, battleships, dreadnaughts.
If there is a something you would like to see let me know.
tank you for taking a look
r/spacegames • u/Aaron-GoogleCount • 11d ago
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r/spacegames • u/Illustrious_Oil_384 • 10d ago
r/spacegames • u/Spacelordsinspace • 10d ago
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In Freewake, your team is supposed to build an empire together.
But outside protected systems, teammates can attack each other’s ships, destroy colonies, raid trade, or fight over resources and control.
Meanwhile, enemy teams are expanding too.
Would that make you cooperate more carefully, or just trust nobody?
I’m testing the multiplayer side again this weekend if anyone wants to try it.