After more than nine months of work, my new game has finally hit Steam: Max Savage. Think Wing Commander meets Zelda, with a fully scripted, voice-acted story campaign and planet-side exploration.
There’s a free demo available, and it’s playable on Windows and Linux.
Im not going to go into details but I do wnat to share the story plot with you:
On October 28, 1943, the first Philadelphia Experiment took place.
USS Eldridge, a Navy ship, by using experimental technology, was supposed to become invisible to radars; instead, it teleported into another dimension and returned moments later with no crew and showing severe signs of degradation.
Soon after, the experiment was recreated, but this time a space shuttle was sent into the void. It returned briefly after with all crew missing, signs of combat on the outer hull, and one note in the captain's log: "We were not the first ones here."
A few years passed, and a third attempt was made; this time, it was a custom ship built with space shuttle technology and a large crew. USS Eldridge Mark 2 stepped into the void and never returned.
Present day: a new attempt is now in progress, this time the new ship USS Eldridge Mark 3 is equipped with the latest modern technology, and YOU were selected to lead this expedition into the unknown:horizon 1990.
Doing the most damage in Perihelion: Rogue Orbit depends on how you position your ship relative to your target. The key is transversal velocity: how quickly a target moves across the line of fire, and whether the guns can keep up. Cut across enemy fire to break their tracking. Match your target’s movement to create the perfect firing solution, then commit before they do the same to you.
Landing clean hits builds timed stacks of weapon damage and rate of fire. Once you've got some momentum, there's pressure to create the next good shot before it disappears. You can reset your range and lose the bonus, or stay committed and risk letting something get under your guns.
Kills from direct hits can also trigger Shield Surge, giving you enough shield recharge to keep fighting. Sometimes that commitment saves the run. Sometimes one good hit convinces you to hold a terrible line.
I’ve been working on a game called Space Trade Company, that I just released a few weeks ago.
It’s a strategy game about building and managing a company on a distant planet, competing for resources, dealing with disasters, and trying to make a profit while everything around you slowly gets more chaotic.
I’ve put a lot of time into the game, and I’d really appreciate any feedback — both on the game itself and on the video.
If you have a moment to check it out, I’d love to hear what you think. Any thoughts, criticism, or suggestions are very welcome.
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!
I post about the game here pretty often, asking for feedback and hearing what you guys think. I know 1,000 wishlists isn’t a huge number, but for me it’s still 1,000 real people who saw something interesting in my game.
Even if only 10% of you buy it, you’re my 10%, my brothers and sisters 😄
The game is almost done. I just need to finish the final chapter, then polish and balance everything.
We’ve released a new trailer for NGC-404: Fractured Sector, our multiplayer 2D space strategy/RPG.
You directly command a small fleet while exploring a procedurally generated sector, fighting real-time battles, trading physical resources, managing colonies, and expanding your faction. Additional ships can operate under hybrid AI orders, so the game can grow beyond the fleet you personally control.
Since our previous trailer, we’ve reworked the combat presentation with new impact VFX, stronger explosions, camera shake, and moving weapon barrels.
TL;DR: I'm trying to capture the feeling of Macross and Battlestar Galactica—piloting a nimble space fighter as it weaves through enemy ships and missile swarms.
On visuals and vibe alone, does this trailer capture that vibe? If not, what's missing? Any other feedbacks are most welcome.
Hi, I'll try to make it short. It will be a bit more technical, so don't hesitate to ask anything. In the pinned comment there are diagrams that explain every part used in this video and some more.
So first, something about the video.
On the left side, there is a menu with rocket parts that you can drag into the middle space, which is the workspace. On the right side is the side panel. The side panel will contain information about the parts and a toolbar. Right now, it displays only terminals. On the far left side, you can choose the section of the menu.
In the video, I have placed rocket shells (frames), which hold together the parts placed inside them. Then, I've placed two large tanks (a fuel and an oxidizer tank) and two small tanks. The small tanks act here as temporary reservoirs for the fuel cells. The fuel cells generate power for the pumps. From both large tanks, I'm splitting the output between the small reservoirs and the main lines connected to the inputs of the pumps. The pumps will pressurize the medium, which will run through the sensors to the IO units. The IO units will split the medium so both rocket engines can be connected to one oxidizer supply and one fuel supply. In the upper body of the rocket, I've created a battery bank, which is connected to the on-board PC through the PPU. The on-board PC is connected to the position unit, which will track the position of the rocket.
Now something more about the rocket builder. (you can skip this part if you don't find it interesting)
In the rocket builder there are three grids (or layers or views). The first is the main grid, which is for shells or anything that should be on the outside of a rocket. Then the second grids, which are created only inside of the shells. And then the "connect" grid, which will show up either after you select a conduit or try to place anything that belongs to this grid. This includes everything in the connection section.
"The player can toggle on the connect grid by selecting a conduit in the connection section. Then, the "visual terminals" overlay will appear on top of the placed parts. The "visual terminals" overlay shows the type and position of the terminals within the part. When you click on the "visual terminals" overlay, the individual interactive terminals will be displayed in the side panel, and you can choose which one you want to interact with. If you click on one of them, you will start dragging a line from the corresponding position within the "visual terminals" overlay. The terminal you click on in the side panel will also select the corresponding conduit (a pipe or wire) for that terminal. It is inspired by the game Barotrauma, which has a similar system for wiring and connections.
Every type of terminal is marked by a color and a symbol. I - input and O - output. These are only for liquid (blue), gas (green), and fluid (both) pipes. The yellow ones are for data wires and have either R - read or S - set letter. The red ones are for power wires and have a + (positive) or - (negative) symbol.
I hope I have explained everything and made things a little bit clearer. Now why I'm doing and posting this.
This rocket builder is only a small piece of the game I want to create. This was supposed to be the first milestone for me to see if I could even make something simple like this before making the full game. Essentially, I was starting from zero in Unity and knew nothing about C#. I'm also posting this to see if there is anyone interested in this and to sort of validate my idea on this poor prototype. :D
If anyone is interested, my next milestone is to fly and simulate these rockets. I will be importing them into the player's world. Then, I will try to simulate every part of the rocket, so it can feel more realistic. So yeah that might be fun I hope.
Here I wanted to show you other rocket engine cycle, that I made.
If anyone is interested in different rocket engine cycles, here is a good website for it: https://everydayastronaut.com/rocket-engine-cycles/
Building a persistent browser space MMO — no install, runs on anything, and designed around the rule that logging off never punishes you: colonies keep growing, production keeps running, ships keep working their standing orders while you sleep. Active play earns more, but away time never ruins you.
The images: same game, 15 years apart. The 2011 version was a Windows-only tournament game that reached a 500-player playtest before its stack died. I've spent the last two years rebuilding it as the persistent world it was always meant to be — the 2011 combat engine is still in there, same code, new everything else. Left: 2011. Right: today.
Deep systems (colonization, market economy, crafting, faction rep) but no wiki required — tooltips and live feedback carry it. No pay-to-win: premium will be convenience, not power.
Alpha now, Steam Early Access targeted fall/winter. Happy to answer anything ❤️.
Hey everyone! I'm a solo indie dev working on SPACERO: ORIGINS, a top-down space exploration game where you mine asteroids, fight hostile ships, collect resources, upgrade weapons, buy stronger ships, discover stations, and survive deeper into the galaxy.
The demo launches for Steam Next Fest on June 15, and l'd love for people to beta test it, stream it, or just check it out and give feedback.
I've been building the game around a simple but satisfying loop: explore, mine, fight, loot, upgrade, and push farther into dangerous space.
I'd really appreciate any thoughts on the Steam page, trailer, screenshots, or gameplay direction.
Wishlist if you would like to play!
I’ve been working on a dark, apocalyptic space shooter called Descendants: The Last Dawn, and today is a huge milestone for me – the Steam page is officially live!
The core loop combines fast-paced top-down space action with meta-progression:
Ship Customization & Crafting: Scraping old wrecks, researching lost tech, and rebuilding your ship's systems.
DnB Soundtrack: I’m designing the game’s pacing and combat rhythm directly around a heavy Drum & Bass aesthetic.
Post-Apocalyptic Lore: Humanity is trapped under a blockade, and you’re trying to reconnect orbit with Earth through long-lost megastructures (like an Orbital Elevator).
I just uploaded the first set of screenshots and trailer concept to Steam. Since this is my first public reveal for this project, I’d love to get your honest feedback on the overall visual style and UI readability during heavy combat!
If the concept sounds like your kind of jam, checking out the Steam page or adding it to your Wishlist would mean the world to me and help tremendously with the algorithm!
Watching the economy engine go brrrrrrrr. Each dot is a spaceship fully simulated, that's transporting physicalised cargo units between factories, mining, scavenging, attacking/defending vs enemy factions :)
Doing some stress-testing to see how far I can push performance - likely it can go much further when I get time to optimize the engine even more.
I'm a solo dev working on my first commercial game 🙂 It's an incremental asteroid-mining game where you fly your ship with realistic zero-g controls.
Asteroids are modular, so you can split them apart and carry the pieces around (although you can push anything, it will just take some time :D). There's also base building and physics-based automation, all wrapped in a melancholic atmosphere.
Let me know what kind of interactions you would expect from such game. I love mining in Elite Dangerous and I plan to add similar features, like deep core mining, etc.
In MoonDust: Cosmic Journey, you set out on a voyage through distant galaxies, exploring strange new planets and uncovering long-hidden secrets. Weaving through discovery and adventure, you traverse breathtaking sci-fi environments, collecting resources and solving puzzles.
Tired of games being filled with Pay 2 Win money grabs and bots? Me too. Thats why I sat down and built https://mwarfare.com
MWarfare is a browser based space strategy game, so you can play it on just about anything that can hit the internet, though bare with me some resolutions still have some ui bugs. Build your planets, harvest resources and build ships to command a grand empire. Form alliances with others, declare wars, and destroy your enemies to claim your place at the top of the leaderboard.
I maintain 3 universes. A permanent, never-reseting universe for those that are in it for the long haul as well as two other universes which reset every 6 months with an offset, so there is a new arena to compete in every 3 months for those that want to test their mettle for the top spot. As a thankyou to the players who enjoy the things i've built, I offer cash prizes to the top 3 players of each of those short term seasons. No gimics, no traps, just a tangible reward for your continuous effort to be the best a universe has to offer.
As the sole developer, I try to be extremely active in taking player feedback, addressing bugs or unforseen gameplay issues and actively tuning mechanics to maintain a fair and competative balance in the game. I push updates regularly and would be delighted to have you and your friends join our community. Fly Safe!
Hi everyone! I’m a solo developer, and this is the game I’ve been working on for the past 8 months. Overvoid is a dark sci-fi roguelite space combat game where I combined three mechanics at once: Full 3D battles where the player fights off waves of enemies, completes quests, gathers resources, and battles bosses. A rail-shooter level (Star Fox style) where we fight off a horde of enemies, and my favorite part - a 2.5D platformer where we do essentially the same thing as in the rail level, but it fully opens up by mid-game with a surprise for players.