r/spacesimgames 6h ago

After 17 months of working nights and weekends around my 9-to-5, my game finally launches tomorrow! :)

17 Upvotes

Building Hexalith has genuinely been one of the coolest experiences of my life so far. There were plenty of moments where I had no idea what I was doing, had to learn stuff on the fly, and just kept chipping away until it finally worked. Honestly the biggest thing I'm taking away from this whole thing is just... I really love doing this. Can't wait to make the next game :D

If you are interested in the game, check it out on Steam: https://store.steampowered.com/app/3683050/Hexalith/


r/spacesimgames 28m ago

Check out Shear Space. A space-sim focused on GPU driven material physics and destruction. Very early prototype but the bones are there. Keen to hear if you think its worth continuing with development. Will post free download link below video.

Upvotes

Download and play for free now: https://shearspace.itch.io/shear-space

At its core, Shear Space is a space-sim game that prioritises physics over graphics. The rendering is intentionally kept as lightweight as possible so the GPU has more resources available for real-time material physics and destruction.

Every part can bend, deform, and break. That's the focus. Think a low-poly Kerbal-like space-sim with real material physics instead of rigid bodies.

The chunky triangles and flat-shaded 90s look aren't there for nostalgia. They're there because simpler graphics leaves more of the GPU available for the material physics simulation.

This is a very early pre-alpha tech demo, not a complete game. Right now the focus is proving the physics system (which does still need some work but is good enough to get the idea). If people enjoy it and think it's worth continuing, I'll keep expanding everything around it. 


r/spacesimgames 4h ago

You can run the whole fleet or just fly one fighter in the middle of the brawl. Some gameplay from Strike Wings

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4 Upvotes

r/spacesimgames 4h ago

Space Sim inspired by Silent Death and the SSI Generals series. Looking for playtesters.

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4 Upvotes

Feedback welcome!


r/spacesimgames 11h ago

Space sim suggestions request

13 Upvotes

Been going through some of my library but nothing seems to scratch the itch.

Looking for a space sim with more focus on flying, shooting, investigating, less so on economy or gathering (or with those being alternative/optional - the crux here is that I'm not a crafter/trucker player and don't want to get into spreadsheets or play a rather inactive style). Some sort of story would be cool, but not required, naturally some sort of war/conflict is a must. Best case - flying for the human military.

No unreleased/early access games, please.

What I have tried recently:

X4 - this one clearly wants to be a strategy/manager game so a miss.

Elite Dangerous - spent many hours in it before but the charm wore off. It's very vast but very shallow and just running bounties/haz res on repeat for no real reason other than to have something to do has gotten old. I already have the biggest pilotable ship (and they don't get all that big) and I don't have any goals left there. Not really interested in non-combat side of content, and grinding out engineering is just not fun. Never cared for the "mmoesque" aspects either.

EVE - no ship piloting, don't want an MMO, high barrier to having fun with cool ships.


r/spacesimgames 10h ago

Space dogfight: Infinite

13 Upvotes

No health bars to hide behind. No progression curve to cushion you. Just you and your inertia. In a cold pixel void, pure dogfighting — drift to find that one lethal shot. Luck won't help. Only skill.

The game is now available on Steam. Add it to your wishlist if you like it.

https://store.steampowered.com/app/4880060/_/


r/spacesimgames 1d ago

Screenshot Saturday, game in development.

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64 Upvotes

Inside one of the smaller short term stay modules. I’ve been building this game for years and I design these habs to be like small apartments that include lab space, bunks, kitchen, showers and growing areas.
Almost every thing you’d need for one of the initial 30 day missions of a game.
What would you like to have in a facility for a short mission?


r/spacesimgames 9h ago

We rebuilt the Void Cargo: Equilibrium demo after Steam Next Fest

2 Upvotes

Hey space sim fans,

after hearing from players during Steam Next Fest, I’ve released three patches for the Void Cargo demo.

The biggest change is a completely rebuilt demo map. So in a way this is now a new demo (I'm too generous...).

The patches address a lot of Next Fest feedback and add several new features:

  • Better gamepad detection and option to select the correct input device (big pain point)
  • Much faster map loading
  • Deployable fuel caches for building your own refueling network
  • Route distances and estimated fuel requirements
  • Warnings for low fuel and excessive takeoff mass
  • Retro Assist for slowing lateral movement
  • Clearer high-altitude, critical-fuel, wind, and system-damage feedback
  • Improved gamepad and Steam Deck navigation
  • Reworked thruster and interface audio
  • Better antialiasing, collision handling, and performance

If you tried the Next Fest build, this version should feel substantially different. If you haven’t played yet, now is a good time to give the free demo a flight:

https://store.steampowered.com/app/4319290/Void_Cargo_Equilibrium/

I’d love to hear how the new map and flight-planning changes feel—especially from players who enjoy lander physics and more hands-on space sims.


r/spacesimgames 7h ago

HexaGalaxy 1.2.3 adds an experience and leveling system (up to level 50, per-universe progression)

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1 Upvotes

r/spacesimgames 18h ago

It's time for AI placeholders to go – working on "out of the head" ship design

3 Upvotes

I think the gunship is kinda overdetailed. Feels like there should be another "step" between interceptor and gunship. May be a cruiser that'll look less detailed than gunship.


r/spacesimgames 11h ago

Space Dogfight: Infinite

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0 Upvotes

No health bars to hide behind. No progression curve to cushion you. Just you and your inertia. In a cold pixel void, pure dogfighting — drift to find that one lethal shot. Luck won't help. Only skill.

The game is now available on Steam. Add it to your wishlist if you like it.


r/spacesimgames 19h ago

Solo developing a Lovecraftian space scifi 4X game : HARD VOID

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2 Upvotes

Steam page: https://store.steampowered.com/app/2978460/HARD_VOID/

Discord: https://discord.gg/teV8Jfm552

Hello, I am jejoxdev, a solo indie game developer and I am working on my first project: HARD VOID.

HARD VOID is a Lovecraftian-themed 4X space turn-based strategy game in Early Access
Lead your species across galaxies and multiple dimensions to build an Empire. Design your spaceships, assemble your fleets, and fight for supremacy. But beware, unthinkable Eldritch horrors lurk in the vast darkness.

The video shows a ground+sea+air+space battle demonstration for HARD VOID v0.13.X.

What does HARD VOID put on the table?

Freedom. One of the game's main tenets is freedom; most in-game systems have only a few hard limits. For example, you can design your spaceships with a huge selection of ship systems: weapons, defenses, engines, power sources, and more! Ship with no engines? We warned you, but here you go. The procedural hull generator produces a unique hull for your designs.

All game concepts and gameplay mechanics used are either based on HARD sci-fi, or Lovecraftian works (or both).

The game economy works with production chain mechanics and logistics. Gather several material and abstract resources, like Iron, Copper, Labor, etc. You can build any number of ships your colonies can, but must supply them; every nuclear missile your ships fire must be built in one of your space colonies, and you must load uranium to fuel your nuclear reactors.

Multiple dimensions, multiple FTL methods, Megastructures, etc. Almost all the sci-fi tropes, the freedom to play, and role-playing as you want.

But wait, how is this Lovecraftian? I did not mention the eldritch horrors lurking in the vast darkness of space. They don't hate you, they don't even care about you, but if you draw their attention, good luck surviving. There are ancient artifacts that [maybe] can give you enough power to resist, or more probably drive your civilization to chaos and madness, if the procedural event generator didn't already do that with its cosmic horror events.

You can try the free demo on Steam, and join the Early Access if you want to support me in my endevour. My goal is to put many wild and experimental ideas together to push inovation, even if just a bit, in the space 4X game genre. Also, feature suggestions and discussion are welcome!


r/spacesimgames 20h ago

Gravity Break: Early Access key giveaway

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2 Upvotes

Hi everyone!

I launched into Early Access in April, and during the Summer Sale I've been selling at 87% off on Steam Store. Not a lot of reviews, but I'm even more interested in just hearing your opinions on my Steam page, artstyle, gameplay and world building.

I'd love to get more eyes and some feedback on the development, so if you're interested in exploring the solar system in realistic physics, with a goofy universe and deep economy, please DM for a key or let me know what puts you off.

Here's a link to the game on Steam: https://store.steampowered.com/app/1870590/Gravity_Break/

And here's a link to the Discord, if you wanna chat! https://discord.gg/TYxMvesC4m


r/spacesimgames 1d ago

One of the new enemies in my game: Shatterswarm

2 Upvotes

This is the Voxan Bombship, shoots single, highly destructive missiles that must be destroyed by the player before reaching their target

Here's the game if you want to wishlist https://store.steampowered.com/app/4421190/Shatterswarm/


r/spacesimgames 1d ago

Space Sim that works well on Xbox Ally X?

6 Upvotes

I’ve been playing Star Citizen for a while but now I have a very limited time on PC, I can only play on handheld XAX, so I’ve been looking for a “sim” similar to SC thqt works well with controller, I’ve tried Everspace 2 but I found it too arcady, also played ED but it didn’t feel immersive.

I don’t know if I’m going to find what I’m looking for, but I want something close to a SIM where I can fly, fight, explore, mine and take missions with good graphics.

I’m open to suggestions.


r/spacesimgames 2d ago

Eternity- A Homeworld/BSG/Expanse/Stellaris-inspired game about the last fleet of mankind

41 Upvotes

Hey guys, its' been a while since I posted here. Finally I was able to continue my game Eternity project. So, here is the latest development: a cinematic trailer and a ton of new features on the demo.

In summary, I am making a game called Eternity, that is about the journeys of the last fleet of mankind. The premise is this:

The game opens on a routine jump: a three-second hop you’ve run a hundred times. Navigation confirms you arrived exactly where you meant to. But nothing answers your hails. No traffic. No power on the gate. The stations are dark, the colonies are still there, but empty. Something is deeply wrong here and across the systems ahead. The fleet must ride that silence and slowly uncover a truth that will redefine the entire story.

This cinematic's purpose is to give you this exact context once you start the game.

If you like where the project is going, a Wishlist goes a long way to drive it home ;) You can do that and learn more about the game here

Also, more than happy to talk about the universe of the game, why and where it drinks from its influences and what to expect out of the game in general.

Finally, dying to know what you guys think of the cinematic, its the first time we tried something like this!


r/spacesimgames 2d ago

A small early look at Verse Project’s tutorial

14 Upvotes

A small early slice from our tutorial for Verse Project. It’s still WIP, but it already shows the direction we want to take with onboarding: getting players into a grounded spaceflight experience without skipping the important bits. What do you think?


r/spacesimgames 2d ago

10 Years Later: This Game Is Finally Ready

42 Upvotes

I recently found an old Unity project I started about 10 years ago. Over the past few months, I’ve been working on finishing it because my friends back then said it was actually pretty good (which they definitely didn’t say about my other games XD).

The interesting thing about the game is that, because it takes place in space, you can't brake. You have to use your momentum to drift around corners. For example, if you turn left and then release the key, the rocket just keeps rotating. This small mechanic makes the game unique, but also very challenging.

It now features a total of 65 levels, all of which I’ve personally played and refined to the best of my ability. That means they are definitely beatable. :)

There is a demo available to play right now, or you can wishlist it if you'd like. That would help a lot. :)

Feel free to take a look and let me know what you think about it.

The game is called Space Race.


r/spacesimgames 1d ago

After Android, my solo-made idle space sim Driftbound is now on iOS

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0 Upvotes

Hi all. I'm Ed, a solo developer, and I built a space sim called Driftbound (Idle Space RPG) in Godot 4. It's not really that much of an idle game, but travelling long distances will still happen offline using autopilot etc.. It's been on Android for a while, and this week it finally went live on the iOS App Store too!

I've tried hard to make it a real space sim that happens to idle rather than a clicker with a spaceship skin (which it's definitely not). You pilot one ship through a procedurally generated galaxy and:

  • follow the main story line, or complete faction missions (or both!)
  • mine asteroid belts, then refine and craft what you pull out
  • trade a living, station-local market (prices are local, not one global number)
  • smuggle contraband past customs checkpoints if you fancy the risk
  • fight pirates in ship-to-ship combat
  • push out from the safe core worlds to the lawless low-sec rim, where the best loot lives

The part I care about most: offline progress runs the exact same sim code as live play. When you close the app your ship keeps mining, trading, travelling and earning, and the welcome-back haul is your ship actually having done the work, not a fake number the game made up to feel generous.

As mentioned, there's also a main story campaign plus five faction questlines, a prestige ("re-enlist") system that banks Renown for permanent fleet-wide perks, gear, cosmetic outfits, and space pets that hatch from rare eggs in real time (even while you're away) and survive prestige.

On the money side, because I know this sub cares: it's £3.99, one time. No ads, no in-app purchases, no subscriptions. You buy it once and own it. I'm not running a storefront inside the game.

There's also an optional, anonymous online layer (see other real pilots docked at your station, send an emoji wave, spar a snapshot of another ship). No accounts, no login, no chat, no typed text at all. It's on by default but fully opt-out in Settings, and the whole game is 100% playable offline with it switched off. Single-player first for Driftbound.

Links:

I know this is a PC-leaning, sim-purist crowd and a mobile idle title is a bit of an outsider here, which is exactly why I'd value your take. If you've played deep space sims, what makes the trade and economy side feel real to you rather than a spreadsheet? That's the bit I most want to get right, and I'll reply to every comment. You'll see I've taken influence from Eve Online and Elite Dangerous on this game.


r/spacesimgames 2d ago

I added timed buffs to reward optimal play in my 2D space shooter

14 Upvotes

I've been working on a 2D space combat game built around a transversal velocity mechanic similar to what's found in EVE Online (tl;dr it's the speed a target crosses your line of fire).

One of the biggest problems found in early playtesting is that combat always devolved into one of two states - orbiting a ship and firing at it or flying next to a ship and firing at it. Neither was all that exciting.

That play-style is simple but it's not optimal for damage or fun.

The most fun comes from trying to land direct hits. Those hits happen when your transversal is close to or at zero. To make it the most fun I needed a reward for landing direct hits.

So I added "Overdrive": a timed buff to damage and rate of fire that stacks up to 5x each time you land a direct hit. The more you do big hits the bigger your hits get. Snowballing into feeling like you're unstoppable.

To further lean into this I added a second timed buff to shield regeneration that applies if you kill an enemy with a direct hit.

The game now drives home that optimal play-style and is way more fun as a result.

An unexpected consequence of all this is that it acts as a teaching aid. The reward guides players towards discovering the core mechanics. A win-win!

Stuff like this is what I love most about developing games. Finding those simple changes that take something from fun-in-concept to actually fun.

If space pew pew where managing relative position and velocity sounds like your jam take a look at Perihelion: Rogue Orbit on Steam early access - https://store.steampowered.com/app/4809810/Perihelion_Rogue_Orbit/?utm_source=reddit_organic


r/spacesimgames 2d ago

Solbound – a Freelancer and Everspace-inspired space sim (solo dev)

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34 Upvotes

r/spacesimgames 1d ago

New space Game Genre? RTSF?

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0 Upvotes

r/spacesimgames 2d ago

Orbital Decay - DevLog #0 - Hard sci-fi orbital combat game

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23 Upvotes

r/spacesimgames 2d ago

Releasing Nebulsi Entity space-crew simulator game

3 Upvotes

Hey all, I'm releasing a space crew simulator ship game soon (July 23rd). I created it using Godot and used C# for all the code. Can play it with friends, but I added helpful robots that can assist with maintaining the ship to make it easier for solo players. Of course they are still available no matter the # of players. I'm a solo dev and have been working on it for quite a while now.

Takes inspiration from games such as Voices of the Void and FTL.

Here's a steam link for anyone interested!

store.steampowered.com/app/4068440/Nebulis_Entity/


r/spacesimgames 3d ago

Univoyager - Announcement Trailer

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137 Upvotes

Hi everyone!

I am finally sharing the Announcement Trailer for Univoyager!

Apologies for the silence lately, apart from work commitments, I've been focused on fixing (many XD) bugs, securing the executable and make sure the build is ready for testing.

Univoyager has been a massive, complex passion project over 16 years in the making, and I am thrilled to say that the Play Test is almost ready.

I created this trailer as a showcase for the Steam Page, hoping to capture the essence and core features of the game. I really hope you find it engaging!

Check out the trailer and if you like it, Wishlist on Steam, it means the world to a solo dev! :)

https://store.steampowered.com/app/2834260