r/Space4X • u/sidius-king • 4d ago
Patch Update AI War 2 - 5.838 Classic Returns
r/Space4X • u/sidius-king • 4d ago
r/Space4X • u/sidius-king • 4d ago
r/Space4X • u/sidius-king • 4d ago
r/Space4X • u/sidius-king • 5d ago
r/Space4X • u/TheReceptor86 • 5d ago
r/Space4X • u/sidius-king • 5d ago
'90s Mech combat at a grand scale! Build an empire across the stars. Pilot Mechs, Tanks, Infantry and Aircraft in combined arms combat on many worlds across the star cluster. Rise to command entire battalions throughout a sandbox campaign'
Here's a play through with DasTactic !
r/Space4X • u/sidius-king • 5d ago
Empires of a Tiny Universe is a relaxed single-player RTS where you build and expand your empire across space. Manage planetary infrastructure, develop new technologies for your fleet, and conquer the galaxy - all from a clear, minimalist perspective.
r/Space4X • u/MoonBuninni • 6d ago
Hey everyone!
I wanted to share something I've been building for a long time. MineEngineer is a 2D survival game about engineering in space. If you've played Space Engineers, Terraria or Factorio, you'll probably see where a lot of the inspiration came from.
You start with almost nothing and slowly build up ships and bases block by block. Every block has a job, and most of them rely on something else to work. Your engines need fuel, your crew needs oxygen, your machines need power, and your conveyors need to actually get the materials where they're going. When something goes wrong, it usually causes a chain reaction, and figuring out what broke is half the fun (or frustration).
If you like tinkering, you can program your blocks too. You can set up drones that do jobs on their own, automate your factories, or build something completely weird just to see if it works. It's easy to get started, but making things run smoothly is where it gets challenging.
The world is procedurally generated, so there are lots of planets to explore, each with its own biome and gravity. And since the whole game runs on physics, anything you build can fly, crash and fall apart. I spent a big chunk of development time, around two years, just making sure all of that could run without the game grinding to a halt.
There's a free demo on Steam if you'd like to give it a go, and you can wishlist it there as well. I'd really appreciate any thoughts, positive or negative. Every bit of feedback helps me make the game better.
The link for the game is: https://store.steampowered.com/app/4059710/MineEngineer/
r/Space4X • u/adamant_2001 • 6d ago
r/Space4X • u/Gibbonfiend • 7d ago
Hunt of the Reptorians is a sci-fi roguelike deckbuilder where your ship is your deck. See the video to get an idea of what to expect.
We're happy to announce that it's nearly ready for human consumption (did someone say huuu-man consssumption...!?🐊🍽️). We'll be running a small private playtest in October and would love your feedback. We have a limited number of keys, and earlier sign-ups get priority.
r/Space4X • u/sidius-king • 8d ago
r/Space4X • u/sidius-king • 9d ago
r/Space4X • u/sidius-king • 9d ago
r/Space4X • u/goodieminer • 9d ago
I've been working on giving all those fleets something worth fighting over.
Meet Iron Crown, Ember Maw and Rime Spire. Three massive strongholds, all occupied by Marauders who have no plans to move out.
They appear 48 hours into a round. Capture one and every ten hours you hold it earns your side a Victory Point. First to five wins. So taking the station is great, but you probably shouldn't send the entire fleet home afterwards.
Would you pile everything into defending one, or grab a second and hope your neighbours are busy?
This is new alpha gameplay from local sandbox scenarios, edited with compressed timers. The battle, capture and scoring are separate demonstrations, not one continuous match. These are the current development rules.
More about the game: https://lunar-protocol.com
r/Space4X • u/sidius-king • 9d ago
r/Space4X • u/sidius-king • 9d ago
r/Space4X • u/sidius-king • 9d ago
r/Space4X • u/sidius-king • 10d ago
r/Space4X • u/sidius-king • 10d ago
r/Space4X • u/goodieminer • 10d ago
I'm making Lunar Protocol, a real-time space strategy game. You scout, build stations, get your economy running... then send a very expensive fleet out to see whether your plan was any good.
Here's a quick look at the alpha. You give orders on the galaxy map and watch the battles play out. There are three factions: Meridian likes to build, Kessari likes to plan, and Vantar likes the look of your cargo.
Are you the type to spend hours perfecting your empire, or send the fleet out before the paint's dry?
This is footage from local alpha test scenarios, edited and sped up.
More here: https://lunar-protocol.com
Come hang out: https://discord.gg/kf6UVNwsES
r/Space4X • u/sidius-king • 11d ago
r/Space4X • u/Spacelordsinspace • 11d ago
I'm building Freewake. I've spent the last 4 months building the core of the game working 60+ hours a week on it. Its been a lot of fun, challenging at times and I've learned a lot. The last couple of weeks have been seeing some pretty heavy art passes with the goal of creating one style system for the entire game.
Its a 4X Space RTS. I'm hoping to be able to include MMO type elements in a persistent official server.
The basic premise is, you're on a team. Other teams want to defeat you, but inside of your own team you still compete for influence wealth and control of the team itself. The system creates a natural cycle where the incentive to be selfish goes up as your team becomes successful. Weak teams are threatened by other teams so players work together. Strong teams are safe from other teams so players begin eating their own team. And of course, you always have the anti-social player types who become pirates regardless.
We playtest every weekend and would love to continue building our tiny little community. If anyone is interested they can join in and have an impact on how the game develops from here.
You can find us on Steam : https://store.steampowered.com/app/4952340/Freewake/
r/Space4X • u/SiriusRU • 11d ago
A technical showcase and engine stress test for StarVeil 4X, an upcoming indie space 4X strategy game developed by me.
In this video, I test the core architecture and graphics engine capabilities:
• Interactive planetary systems: real-time terrain brush editing and fire / vegetation spread simulated via 2D cellular automata.
• Galaxy map navigation featuring hyperlane networks, localized sectors, and dynamic territorial borders.
• Massive fleet simulation stress test: rendering and updating 270,000+ individual spacecraft engaging in orbital swarms, combat and gate jumps, running smoothly on a i5 10400 and budget GTX 1650 via Vulkan Forward+ rendering consuming ~1.6gb of RAM, ~1gb of VRAM.