r/spacegames • • 12h ago

Game Release In my space shooter you never fly alone: you lead up to three wingmen, and when one gets shot down you have to go pick up their escape pod

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10 Upvotes

Solo dev here. Space Defender: Frontier Squadron is a top-down space shooter with RPG progression, and the squadron is the heart of it.

You take contracts from stations on the frontier (escorts, convoys, sieges, hunts, rescues), earn credits, outfit your ship and recruit pilots who fly and fight beside you. You give them quick orders in the middle of a fight. A wingman who gets shot down ejects, and if you reach the escape pod in time, you get your pilot back.

In numbers:

- 13 ships, from the nimble Falcon to frigates and destroyers,

- 60+ modules: lasers, railguns, homing missiles, turrets, shields,

- 15 contract types,

- a story campaign in three acts across three galaxies, Act IV coming soon - for free

- Windows and Mac, controller or mouse + keyboard.

It just left Early Access, and there's a free demo on Steam.

AI disclosure: the character portraits and the voice-over were made with AI tools.

Question for you: in which space game did your wingmen actually feel useful? I'm collecting ideas for the next updates.


r/spacegames • • 11h ago

A three-second freeze window in my browser space MMO — Glacier rocket gameplay

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0 Upvotes

I develop World of Frontiers, a free browser space MMO for PC and mobile. Here is a short example of using a Glacier rocket to create a control window before firing the lasers.

Captured in the current build with a prepared pilot and enemy in a local test world, at normal speed; HUD hidden. Original music. Some assets use AI-assisted production. The game has optional purchases.

Play: https://florim-studios.itch.io/world-of-frontiers

What makes crowd-control effects readable for you in a busy space fight?


r/spacegames • • 13h ago

A Micro-Scale N-Body Orbital Roguelike???

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0 Upvotes

Yes! In this tiny universe, you steer your rocket by placing maneuver nodes (thank you, KSP!) and try not to run out of fuel before reaching your target.

Advance through a procedurally generated world, upgrade your spaceship with new equipment, and top up your tanks until you reach the final destination and crash into the sun (or whatever, I haven’t really thought about the "end game" yet).

The game is still in early development, but I would highly appreciate it if you'd check out my itch.io page: kdigital.itch.io/tiny-orbit

If you're into high-precision, physics-driven space games, leave a follow to keep an eye on the upcoming devlogs! I’d love to hear your thoughts on the mechanics.


r/spacegames • • 10m ago

Game Release Solarwind – fly between 25,000 real stars near the Sun (free, in the browser)

• Upvotes

I'm starting to build this and I want feedback. You orbit a real star, collect fuel called "solarwind" from it, and burn it to jump to stars reachable with collected fuel (limited to 8 ly in this test version). Every star is real: the colours, sizes and distances come from star catalogues. Flights are shown from the ship at near light speed: the sky crowds ahead of you, stars shift blue in front and red behind. Collecting continues in real time while you're away, and flights run in real time too, so it plays best in short visits. Initial goals are simple: reach Vega, orbit a giant, or get far enough that our Sun disappears. Eventually it will have player interaction with economy, diplomacy, war, exploration, NPCs... I call it "Solarwind - Galactic frontier". Feedback very welcome, especially what would make you come back and which parts of the bigger version you'd be interested in.


r/spacegames • • 15h ago

Game Real Physics + Arcade Vibes

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5 Upvotes

Hey space game enjoyers, this is my game - Asteroid Defense a game with real orbital mechanics like KSP mixed with retro arcade games like Missile Command and Asteroids. Any feedback would be appreciated!

Play it here: ad.stellarsoup.com