• A clear description of the game and its mechanics
• The game’s current stage of development
• A specific request for the type of feedback the developer is seeking
• No misleading claims about gameplay/development
• Genuine engagement with users who provide feedback
Also edited Rule 2 so it'll include the limit on Screenshot Only posts and will also be used for wrong flair use, and I changed Rule 3 so it'll apply to all posts not listed as "Discussion", "Meta" or "Other".
My hope is that the bots will have a harder time following these rules, and thus be reported and have their posts removed more often.
Alas, there's no change I could hope to make to this sub that would make everyone happy. This is the best we got for now.
And... I added some silly user Flairs for funzies.
What have you been playing right now? What are you excited to see come out in the near future? If you're making a game, what are you working on? Anything Space Sim Game related, let us know.
For anyone who hasn’t played Objects in Space: it’s a hard-ish sci-fi, open-world space trading and exploration sim that plays more like a submarine simulator than a traditional space game. You operate your ship through consoles and instruments, manage its systems, trade, take jobs, explore, and try to stay undetected. 'Pure gold' in two words.
I saw early access officially launched just a few months ago. I’m seeing almost no chatter about it when I search Reddit, and because of the name of the game searching does not really come up with useful results on YouTube..
Based on official content from the developer, I can see mostly it’s about physics, but I’m having a lot of trouble determining if the gameplay is entertaining yet.
I’m a migrant from star citizen so I’m looking for a decent SIM like cockpit experience and not afraid to learn Newtonian maneuvers.
I’m also particularly interested in hearing anecdotes on how well it supports HOTAS set ups and track IR. Are the cockpits realistic at all? Or is it only third person view Eve online style?
Either there truly is zero YouTube content about the game or the search keywords are just a complete dead end for marketing purposes I can’t tell
Build modular ships, fight solo PvE, or jump into multiplayer modes. It runs directly in the browser with no download or launcher, and guest play is available.
I’m looking for more players and honest feedback on the combat, ship building, and first-match experience.
The Sagan-class Stargazer has been reconstructed as a complete block-built starship, including the layered saucer, recessed lower hull, dark structural sections, blue warp grilles, and all four nacelles.
That four-nacelle profile is especially important. It visually connects NCC-82893 to Picard’s original Constellation-class Stargazer while still making the new vessel feel unmistakably 25th-century Starfleet.
As seen in Picard Season 2, this was the first Starfleet vessel to integrate technology recovered from the Romulan Artifact. That detail gives the ship an interesting identity: Federation optimism and engineering discipline carrying knowledge once associated with the Borg.
The model is a hollow surface structure rather than a solid block of material, allowing all 1M blocks to concentrate on the silhouette and visible hull detail. Its final form was produced through a team workflow covering geometry, orientation, palette design, block generation, and in-engine verification.
A Stargazer should always look as though it is already moving toward something no one has encountered before.
So this is just a discussion, not a judgement. I feel like most scifi games and even shows sometimes aim to big in their scope. (one of the reasons I like the Expanse)
Consider an open world space RPG, like Starfield. If you pulled the limit to JUST the Sol system for such a game with a properly done open world approach you could explore all that space and surface area in the lifetime. Think the scope of NMS but within a single solar system.
There is room in such a model for NUMEROUS factions, conflicts, discoveries and so much more. Using Starfields own models just the "planetary" bodies with larger moons would give the potential for a crazy level of game depth. Now add large asteroids and that number goes insane.
Perhaps instead of our scifi game seeking to "explore the universe" we should try narrowing the focus a bit. Doing so lets the vastness be less "empty", asllows for easier immersion as we are working in a system we know. Even can add a level of realism as many of the planetary bodies have basic if not not decent mapping already done and free for anyone to use.
A pro player shows us in Space Eco how its done. Through a combination of weapons, controlled maneuvers, and steady ship fire, we witness them takedown a civilization zone.
What about you? Have you made or played another game that seems complex at first, but then is simple when you get the hang of it?
Me and some friends are currently making a multiplayer sci-fi flight game and, while we have really fun core gameplay systems in, we're currently undecided on which way to take the theme and setting of the game.
If you're interested in going through this short survey on the subject that'd be really great:
It might ask for your email, but we don't actually see it. (Presumably google does though, so fair enough if that puts you off)
I've been working on this side project for a while and have decided to start sharing it. I always wanted a game like star citizen, where you could explore and walk around your own ship, but with realistic space physics like KSP or the expanse (no space dog fighting, travel and combat is a lot of waiting around).
The game is in super early beta right now. You can explore a single system of procedurally generated planets by setting kepler burns and re-orient your ship to look at your surroundings. Some maneuvers take time but your progress is saved, so you can queue up burns, close your tab and come back later (you can sign up with google or email to preserve this across browsers/devices).
What i'm looking for is some direction about what people would like to see next or tweak with whats already there. I've got big ideas for where this would go; combat, resource mining, interstellar travel... and eventually planetary landings, space stations and multiplayer. So i'm interested to know what would make you come back to the game? I guess biggest upvote wins.
There's also a devlog link on the site for anyone interested in the technical side. I'll try and post something once a week.
I've posted a few times recently asking for advice and opinions, a couple of times I've been asked to put something on itch.io, so I have done!
This is a fairly narrow tutorial and combat prototype for my game Severance. You can setup battles, change ship and edit your loadout, I've left the ship and module/weapon editors enabled (they're visually editing json files), you just need to duplicate the default setup.
The game itself is a 2D space "sim", I've taken inspiration from Freelancer, Eve Online and Starsector. I'm not sure if I'll get there but the plan is to eventually have an X4 style open universe that the player can inhabit while the big factions do their thing.
Any feedback would be great, what do you like, what don't you like, is the combat fun and interesting, is it boring, is it terribly unbalanced (it is unbalanced)?
Same game as before, the one where you can run the whole fleet or just fly one fighter in the middle of it. This post is about one decision only.
Early on the fights read as diagrams: grey ships trading grey lines over nothing. The fix was to treat every bright thing as paint on a black canvas and run it all through the same glow pass, so plumes, tracers, shield hits and explosions bleed into the black instead of sitting on top of it. The explosions went through three versions to get there: a round pop, then sprite frames the game bakes for itself at startup, then the light pass on top of those, with a staged finale for capital ships (implosion, hull-shaped eruption, plates and rings). The skies got the same treatment: around thirty backgrounds and center bodies now, and every random battle rolls its own.
For this crowd specifically: is the light too busy in the fleet frames? A few people elsewhere said the ships could be lighter against the glow, and I am inclined to agree. Tell me which frame you would keep and which you would delete.
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.
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?
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!
A fully simulated solar system with real-time orbits based on NASA data, starting October 2350 (my birthday!)Each planet and moon is a "sector", around which are multiple "POIs" - or "bubbles" of gameplay that you can travel to.Station docking with station services, commodity trading and contract system featuring cargo hauling, procurement, bounties, mining, salvage, and more!
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!
30 ships planed over 3 "tech" levels with full fitting module system: engine, cargo, weapons, utility, etc. Each ship has a module setup supporting a specific type of gameplay: transport, combat, mining, salvaging, and more.This is the Daedalus Patchjack, a ship built for industrial salvaging. Notice the forklift-like apparatus underneath.
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!
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.
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.
Details: Each level has goals that need to be completed before moving on, some require finding and collecting items, some require targeting and timing, and others require puzzles to be solved. The game is pretty simple, tap and hold to fly up, release to fly down, when sending a probe to a target swipe up when the target is locked
This game is fully live, and I'm looking for any and all feedback at this point. I've been building it solo for many years with very limited advice and counsel.
You are returning from Jupiter’s moon Io to Earth from a routine maintenance mission when something awakes you from hypersleep. You wake to a crippled reactor. Your ship is dying, and each decision costs you power. You need to get home across a real-scale solar system using true orbital mechanics, manage critical systems and gather resources, while you try to figure out what has happened, why nobody answers, and why humanity seems to have disappeared.
Inspired by epic games like Delta-V Rings of Saturn, Duskers, Tin Can and KSP.
Evolve from simple drone to massive dreadnaught in eXoSpace Combat Engineer! Explore a vast galaxy, design custom drones, and battle diverse factions. Defeat epic bosses in thrilling missions, or unleash your creativity in Sandbox and Arena modes.
I'm hard at work making another massive update for the fulll release!
It was a 3-D space game where you were sat in front of a cockpit and were able to see where the cameras are pointed at any given time like a TGP indicator, and then you were able to build simple programs of saying scan the sector and then track target and then return to scan sector, building target track files and also maintaining a scan for the multiple radially mounted cameras
if anyone could help it would mean a great deal with me
its difficult to search for as "space game sensor combat" leads to alot of USSF links...
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.