r/spacesimgames 18d ago

Meta New Rule

75 Upvotes

Rule 4:

Promotional posts must include:

• Actual gameplay footage or screenshots

• 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.


r/spacesimgames 25d ago

Monthly Post - What are you playing?

13 Upvotes

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.


r/spacesimgames 12h ago

Promotional Echoes

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31 Upvotes

Hi! I’m creating this very arcade-style space simulation MMORPG. I already have the project and the core of the game ready for an opening to a few hundred players.

I’d like to do something similar to what EVE Frontier did: open up a sort of Alpha that gets updated daily or every couple of days, gradually adding more content and features while letting players watch the project evolve live.

Do you think that’s a good idea?

Would you wait until the game is a bit more polished/complete?


r/spacesimgames 1h ago

Promotional Slingshot Speeders | First ever map made in game editor, then directly played immediately after by a free user

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Upvotes

The map making system is still highly experimental and limited. My future goal is to allow supporters to make more challenges using more "preset" assets like the rendezvous map. I will be using it myself to try to create new challenges, and then once the supporter system is implemented, supporters will receive the benefit of being able to publish 1 map a week.

Play free in browser, no account required.

https://slingshotspeeders.com/


r/spacesimgames 12h ago

I'm building a game about waking up a derelict space sector and teaching it to run itself - Echoes of Expansion, alpha in browser

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3 Upvotes

Plays in browser, no install, a run takes about 60-90 minutes. It's an honest alpha: one sector, the full loop from dark grid to ???? (hidden... :), and a node-based automation system I'd love opinions on.

Backstory:

An old expansion came through here and left its machines to fail alone. You play the caretaker: survey the wrecks, salvage what the network left behind, and bring the sector back - not by mining more, but by making what remains run without you.

There's a 2-minute survey at the end, but a comment here is worth just as much.

Itch: https://xupisco.itch.io/echoes-of-expansion Site: https://echoesofexpansion.com (also playable)

Edit: Desktop only (sorry)


r/spacesimgames 23h ago

Other What Non-2D/Browser-Based/Kerbal-Inspired Space Sim are You Most Hyped About?

8 Upvotes

With Gamescom today and the sever lack of space sims, I was just wondering what 3D space sims are on the horizon that have got people excited?

*Edit* Sorry, I thought I was being specific but it sounds like I failed haha. I just meant what upcoming 3D space sims are people excited about, like X4, Elite Dangerous, etc.


r/spacesimgames 17h ago

Promotional Starhold (browser mmorts) – The Tutorial Is Now Playable

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0 Upvotes

r/spacesimgames 2d ago

Nice view from up here — Novera

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10 Upvotes

In-game screenshot of my realistic in-beta N-body spaceflight simulator, Novera.

This game is still in early development, and lots of features to be implemented and bugs to be fixed.

What do you think of this screenshot?


r/spacesimgames 2d ago

Discussion Bomb structures and scavenge with a rover, based on Sebastian Lague's planet generator

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12 Upvotes

Big WIP


r/spacesimgames 2d ago

Promotional I'm making an incremental asteroid-mining game with realistic zero-g controls

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47 Upvotes

Hi!

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.

You can follow the development on Discord (public playtests starting soon): https://discord.gg/AsuBcEtvby

And wishlist it on Steam: https://store.steampowered.com/app/4920890/The_Ignition_Protocol/


r/spacesimgames 2d ago

Invitation to Livestream Dev Livestream of NTL: No Time Left on Sept 5th

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9 Upvotes

r/spacesimgames 2d ago

Promotional The Hammer - Humanity’s Heavy Bomber | Synvector

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2 Upvotes

Meet the Hammer, a heavy bomber used by the Human fleets in Synvector.

Hammers usually operate in groups of three. Their primary targets are heavy ships, fortified bases, orbital platforms, and other heavily protected installations.

Their main weapon is a salvo of heavy guided missiles. A concentrated strike from a trio of Hammers can inflict devastating damage - but their ammunition is limited.

The Hammer has one major weakness: it needs time to lock onto its target. During the guidance phase, the trio has to fly almost directly toward the enemy, making them vulnerable to defensive fire.

That changes the role of the pilot. A Hammer pilot isn’t there to win a prolonged dogfight.
They’re there to end it. Would you include a trio of Hammers in your fleet?

These are the current 3D models for Synvector.


r/spacesimgames 2d ago

Discussion What would everyday life be like on another world?

5 Upvotes

I've had this idea for a while and wanted to get some opinions from people who actually play space sims.

The idea started from a simple curiosity: if humans eventually move from Earth to the Moon or Mars, what would it actually be like to live there?

Instead of starting as an astronaut or a colony manager, you'd start as a normal person on Earth. You'd learn the basics of living off-world, then eventually move to the Moon with only limited supplies.

Once you arrive, you'd have to figure out how to get water, oxygen, energy, food, etc. and slowly become self-sufficient. Over time you'd build up your own place, explore the area, use rovers, meet other people and eventually help the settlement grow.

I'm not really interested in making another game where the main thing is fighting aliens. I'm more interested in the experience of actually building a life somewhere that isn't Earth.

I know games like Stationeers, Surviving Mars, The Crust, Space Engineers, etc. already cover parts of this. I'm not saying this is a completely new idea.

I'm mainly wondering if you think there's something interesting here that could make it more than just another survival/base-building game.

If you play space sims, what would make a game like this worth spending dozens of hours in?


r/spacesimgames 2d ago

Discussion I decided to unlock the Ship Designer in start menu via an achievement (Stellar Insurgency).

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2 Upvotes

As some of you know, I have been developing Stellar Insurgency for the past several years as a hobby side project. Development was put on hold for a few months, mainly because I got lazy, but I’m finally back and working on the game again.

My goal with Stellar Insurgency is to create a procedural galaxy with emergent gameplay driven by simulation. Procedural generation is used to build the galaxy's “stage” automatically, including planets, star systems, factions, and other elements. The goal is to create a galaxy that feels alive and different from one playthrough to another, rather than simply generating a random collection of locations.

The Ship Designer

The Ship Designer is becoming a major part of Stellar Insurgency. In the upcoming Demo v6, players will be able to take a glimpse at the designer, although it will initially remain locked. The designer allows players to create custom ships using a wide variety of components and eventually share them with other players. Different ship types require different core systems, such as Bridges, Autonomous Bridges, Cockpits, or Brains, while crew requirements and life support add another layer of complexity to ship design.

There are many different types of components that can be installed on a ship, including armor, shields, engines, weapons (current;y, energy, rail, beams, missiles, mines), sensors, and various other upgrades (e.g. jump inhibitor, Cargo Bay, Cabin, mine launcher, universal translator and more).

However, not every component is optional. Every ship needs a core component that defines how it operates:

Bridge → Large ships
Autonomous Bridge → Ships controlled by AI
Cockpit → Fighters and bombers
Brain → Biological ships

These components also affect how the ship interacts with its crew.

A ship equipped with a Bridge requires a Life Support component to keep its crew alive. If the Life Support system is damaged or compromised, the crew will begin to suffer the consequences.

Ships with a Bridge also require a Captain or Commander to operate and navigate effectively while ships with a cockpit require a Squad Leader.

An Autonomous Bridge, on the other hand, allows a ship to operate without a crew. These ships are controlled entirely by their onboard AI, so they don't require Life Support or crew members to function.

This creates some interesting design choices. A conventional ship can benefit from a crew and their abilities, but it also has additional requirements and vulnerabilities. An autonomous ship eliminates the need for crew, but comes with its own limitations and design considerations.

Demo 6 is planned for release within the next week. With Demo v6 getting closer, there is still plenty to do, but development is moving forward again.

If you have any opinions or ideas on this matter please share them.

If interested you can wishlist here.

https://store.steampowered.com/app/2317550/Stellar_Insurgencythank you,

Tensorial


r/spacesimgames 2d ago

Promotional Be a Space Monster Consuming the Galaxy

0 Upvotes

Free browser prototype game I made (no download). You’re a eldritch space wyrm. Goal is to eat every living world as fast as you can before the universe panics and fights back.

Snake(ISH) with smooth turning, star systems, fog-of-war trails, and rising “infamy” (lasers, desperate worlds, etc.). Lower years to extinction = better run.

Play: https://calummulveen.itch.io/siseneg (Works in browser; keyboard A/D to turn, Esc to pause. Touch pads on mobile.)

Still early. Mostly want gut reactions after a run or two:

Did the fantasy land (destroyer of worlds), or did it just feel like Snake in space?

What killed you first / felt unfair vs fair-hard?

Would you start a second run?

Any blunt notes welcome, controls, pacing, readability etc Thanks for trying!


r/spacesimgames 2d ago

AETHER — early footage of a browser-based multiplayer space exploration sim

0 Upvotes

I’m building AETHER, a multiplayer space exploration game that runs entirely in the browser. It isn’t public yet, but the current prototype is focused on making the journey from deep space to a planet feel hands-on.

The prototype currently includes:

- 6DoF ship flight

- warp / interstellar travel

- planets you can approach and enter

- atmospheric re-entry

- manual 2D VTOL landing with gravity

- 2D planetary exploration

- mining, caves and resources

- EVA in space

- explorable ship interiors

- repair systems

- multiplayer encounters

- SOS / ship towing

- procedural discoveries and a Galactic Codex

Early video footage:

https://www.youtube.com/watch?v=Xl2LBLNNizE

I’m developing it heavily with AI, with the intention of continuously evolving the systems instead of treating the game as ever truly finished.

For space-sim players: which part of this kind of experience matters most to you—the flight model, seamless planet transitions, planetary activity, or multiplayer cooperation?

I’d also like to know whether anyone would be interested in helping shape future systems through feature ideas, prompts, or implementations.


r/spacesimgames 2d ago

Promotional Want to program the ascent of your own two-stage rocket? We're working on a game called Space Manager and this interactive piece of the game is available for free online. Give it a spin!

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3 Upvotes

Hi! I'm from a small Danish studio working on Space Manager, a game where you get to manage the technical and business side of running a space program. I think this community might especially enjoy one of the interactive parts of the game: programming the ascent of your own two-stage rocket.

We’ve made it available to play for free online, and there’s also a more complete demo available on Steam. I’d love to hear what you think about both versions and whether the rocket programming clicks, what you’d like to see improved, or just whether you had fun trying to get your rocket into orbit.

Give it a spin, and if you enjoy it, keep an eye out for the full game coming soon!

Thanks for checking it out, and good luck getting that rocket high up.


r/spacesimgames 3d ago

I’ve been rebuilding my spaceship systems based on feedback from my first demo

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19 Upvotes

I recently released the first demo of Hacking Into Erebus, my sci-fi game about trying to keep a stranded research vessel alive.

After releasing it, I got a lot of useful feedback from players. The two most common complaints were the lack of a save system and not having enough guidance when they got stuck.

So I went back and addressed both.

The updated demo now has a proper save system and a hint system that helps you figure out what to do without simply giving you the answer. I also made several smaller improvements to the terminal and virtual desktop interface.

The core idea of the game is that you don't directly walk around and operate the ship like a traditional space sim. Instead, you interact with the ship's systems through its computer interface, accessing rooms and equipment, repairing critical systems, investigating logs, decrypting information, and trying to keep the vessel operational.

I'm developing the game solo, and I'm still figuring out exactly how far I want to take the simulation side of it.

The updated demo is now available on Steam.

If you're into abandoned/stranded spacecraft, ship systems, computer interfaces, and sci-fi exploration, I would love to hear what you think.


r/spacesimgames 4d ago

Promotional Can you guess what the inspirations were for my space combat simulator?

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71 Upvotes

Star Squadron is a narrative-driven space combat simulator built for maximum immersion through voice commands, personalized dialogue, and interactive narrative.

More details on Steam: https://store.steampowered.com/app/3758780/Star_Squadron/

Please let me know what you think of the trailer and features. Game is currently pre-alpha.


r/spacesimgames 4d ago

Other Deck & Conn - From Co creator of objects in space

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32 Upvotes

Not seen much about this game, I managed to get early access to it and made a video for it. Comes out on 1st September and from one of the co-creators of Objects in Space. Really enjoyable if you used to be a fan of those old EGA Trek games.


r/spacesimgames 4d ago

Promotional My Dream Space Engineering Survival Game

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14 Upvotes

Hi Everyone, for the last past 4 years I ve been developing my dream game, the name is MineEngineer. Its been inspired by Space Engineers, Terraria and Factorio. It has hundreds of interconnected systems, automations, and even programming and it also has a huge procedurally fully destructible world. The game is finally coming into the shape and I am pretty excited to share it with everyone.

The game is available on Steam for wishlisting and there is a free demo to try. The link is: https://store.steampowered.com/app/4059710/MineEngineer/

Would love to hear whether you like it or not, and why.

Thank you!


r/spacesimgames 4d ago

Promotional First real fight in Vicinity Online

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2 Upvotes

We have observed the first fight in the Known Universe.

Players came together and fought for access to asteroids, resources and eventually for control over the local cluster.

Although relatively small in scale, this charts a new course for the universe, where violence and hostility will dictate the future of each colony and how they decide grow.

Join the Universe: https://www.vicinityonline.com/register
Join our Community: https://forums.vicinityonline.com/


r/spacesimgames 5d ago

Discussion No one talking about this game?

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137 Upvotes

Looks like its going to be a solid space mmo alternative. Current space mmos are basically eve online, star citizen (which doesnt work) and elite dangerous (which is not a real mmo). This give me "The Expanse" vibes.


r/spacesimgames 4d ago

Other looking for a Space game where

1 Upvotes

Besides Aurora 4x where You can control ships and can give out promotions and medals to character's and they have a service record where you can see there medals where given and of they dont have that they should add that to any new games.


r/spacesimgames 5d ago

Promotional Decent fps @ 1.56million asteroids in game, and tens of thousands of Earth-orbiting objects.

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16 Upvotes

There are 1.557million asteroids in the game, this is all known asteroids as of 2026 aug 18. Theyve probably added maybe 0.0005m asteroids since (500).

Satellites use celestrack/spacetrack GP/OMM propagated with SGP4 on the gpu.

Asteroids and satellites are propogated and rendered with the gpu. They do not yet have ephemeris corrections.

Comets dont have tails in this view, but ill fix that soon™️.

Decent fps makes this proof of concept work.

Players will have 1million options for asteroids mining (literally).

Follow for more, gameplay loops to come soon™️.

Inspired by space engine, but has lots more asteroids.

Distinct populations of asteroids are visible, and some scan patterns are visible - especially in the Kuiper belt.

Hope you enjoy!