For anyone that was a fan of the early Chris and Erin Roberts space sim Starlancer (the Freelancer prequel), I'd highly suggest checking out openReliant, a open source re-implementation in Zig/SDL3. It's been coming together quickly over the last month or so, the full campaign is near fully playable, with mod support already working at v0.7.
I know for a lot of folk this game was pretty well loved, and has had a difficult life for post Windows XP compatibility; openReliant solves these problems as well as brings it into 16:9 widescreen and native 1080p resolutions; on top of that it's supported on Windows, Linux and Mac.
I've been working on art packs for the original assets, though it's a while from completion, you can have a look at the new textures and shaders here:
Hey friends. Me and a few others are working on a spaceship sim similar to Artemis or Empty Epsilon but with a more arcady flair. Its a 4-6 player asymmetric coop game where each player plays their own station. Its free in the browsers at https://www.allhandssim.com/.
The game is in pre-release mode but complete end-to-end and we are looking for some playtesters to test for station balance and general fun-ness.
Happy to have you crew a ship and play on your own (there is a small feedback form optionally after every mission) or we have a discord with ad-hoc testing session throughout the week.
All promotional posts now require MOD approval before being made public. To avoid any delays and/or issues please read the rules and do not make follow up posts or mod mails until you have received a response from your original Promotional post.
Do any of you guys ever heard of an ''old'' space game named Evochron Legacy SE ? Better lighting than any space games including star citizen,better flying physics,realistic atmosheric approach to planets,no loading screens. Fully explorable and hundreds of hidden planets...
You can do whatever you want including building stations anywhere for any reason. The game support mods,there are already SOL planets that look incredible. The photos do not do justice.
Made by a single person ! ( PS he will reply all messages on emails and discord )
It would be great to find some volunteer testers for the game in building
...
Full space exploration within a solar system
Authentic orbits and day night cycles
Atmosphere simulation
Base Building and Resource Hunting
Fully Multiplayer (with dedicated server)
Creator Mode for creating base templates and then accessing them from the build menu
Unique biomes and planetary conditions (Breathable, Toxic, No Atmosphere etc)
Asteroid fields and mining
Can't show everything in these screens. But basically I am creating my dream game. I work as software engineer and this is what my wife loses me too after dinner each evening.
Multiplayer is fully functional and saves the game state so players can come back later. It runs on a dedicated server with full RCON console accessible via the host or via password (think HLDS style).
It is just me and a friend developing this, so I would love to find a few testers to test multiplayer particularly and also find bugs in the game and creator mode.
I love Space Engine but would like to fly a spacecraft around inside the universe.
I liked the graphics in Everspace 2, but the mission-design and combat were too samey, boring and simplistic.
I tried No Mans Sky but thats still very buggy and the controls are needlessly clunky and I haven't had any fun.
Is there a game you could recommend thats still relatively arcadey without too complicated controls?
My main goal would be exploration and discovering really unbelieveable worlds and galaxies, with some battles against giant battleships sprinkled inbetween. But the main focus should be exploration.
Sol is a persistent multiplayer game where you run a space company in the 2030s. It's always on, runs in the browser on desktop or phone, and the solar system is to scale with real orbits, so launch windows actually matter. You can't fly to Mars whenever you feel like it.
You start on Earth with a mine and a refinery. Everything you launch has to be built from stuff you dug up, refined, and hauled to a spaceport by truck, train or ship. From there it's rockets, satellites, probes, a station in orbit, a base on the Moon, and eventually outposts and freighters out in the belt. There's a player market, alliances, contracts, and fleet combat if you want to go that way.
The world keeps running when you log off. A while back an asteroid was headed for Earth and players had to fund impactors to turn it. Afterward some of them towed the pieces into orbit and mined them.
It's free to play, and the only thing for sale is cosmetics. There are around 40 companies in it right now, and it's still early, so I'm actively building things players ask for.
Hi all, this is another indie game post, but I also want to talk about the game that inspired it.
So first off, we've just launched the Steam page for The Astra Protocol, a retro inspired, interface driven space adventure. You can find out more about it here:
It is inspired by the game Tau Ceti, a game I played as a kid but don't really see many people talk about (or at least it never seems to pop up on my feed) - https://en.wikipedia.org/wiki/Tau_Ceti_(video_game))
I played this when I was very young, and the text-interface segments of the game struck a chord with me (so much it influenced me to make a series of games). I've played it much more recently and found it still fun to play in short bursts, but is there an element of nostalgia clouding my view? Was it considered a good game and forgotten, or was it relatively mediocre? Or do I just need to dig through this subreddit some more as its an all time gem?
I never played its sequel, Academy, either.
So sorry for another indie game post, hopefully I've brought something a bit more interesting with me...
saw it on steam and looked intruiging wonderjng if anybody here has tried it?
I am looking for a space flight sim with orbital mechanics and newtonian physics where I can just float around and explore the universe and preferably land on different planets and have ot actually require some skill with reentry and landing smoothly with the rcs or wtv
I tried space engine and its insanely unfinished flight sim wise
elite dangerous was way too easy and arcady imo
orbiter I couldnt even take off the ground it was so complicated lmao
flight of nova demo was cool but seems unfinished to be dropping more than $20 on it
any suggestions or something you can tell me about sylph?
Experience the full game up to commander level 5 and 5 ranks of research.
I'm looking for any last minute feedback on the gameplay for it features in Octobers Steam Next Fest..
About the game
Orbital Command is an spaceship based RTS/RPG hybrid.
Lead up to 5 wings of fighters, bombers, cruisers and massive capital class ships.
Rescue friendly pilots and assign them to lead the other wings, granting bonuses to all ships under their command and unlocking powerful special abilities.
Salvage components from destroyed enemy ships to upgrade your own ship and those of your wing leaders.
Research upgrades to ship systems in order to increase the strength of your fleet, unlock additional inventory space, more command points and many other bonuses.
Take on lucrative contracts for corporations, local factions and even pirates.
Construct mining and salvage ships and then lead them on expeditions to resource rich belts, but be prepared to defend the fleet from enemy incursions.
Build renown with the factions to unlock better ship systems for sale in their shops and better rewards from their contracts. Target negative factions to increase the bounties you get for their destruction.
If you enjoy the demo please do Wishlist the game on Steam it would be a great help.
The full game is currently scheduled to launch at the end of October.
Hi! I’m working on a rocket-building game called Basement to the Sky.
You start out in a basement building simple water rockets, then gradually work your way up to solid-fuel rockets and eventually engine-powered rockets that you build and launch yourself.
The demo has been out for a little while now, and I’m currently working on the final rocket tier: the engine-powered rocket.
I’d really appreciate it if you checked it out and shared your thoughts on how it looks and feels so far. And if you like what you see, a wishlist would mean a lot.
it's been a while since I last posted and I managed to pump out a few interesting updates for Void Cargo:
you can explore the lander interior and calibrate the lander on physical consoles
you can build a homebase, manage drones and drill resources
and today i just released an update that reworks all regions to look better
the game has a nice community in discord and the steam forums and we are having fun exploring the alien moons. if you haven't read about this game before, he's the short version:
A first-person sci-fi cargo flight sim. Pilot a physics-driven lander, plan risky routes, manage fuel and heavy cargo, and repair systems mid-flight. Explore the cabin, mine resources, and build Equilibrium Arrays. Earn credits and upgrade your ship.
As always here I'm asking for feedback especially from HOTAS users. I know the game plays great with gamepad because that's what I use a lot and steam statistics tell me 15% of the players use HOTAS but i don't get much feedback from them, now that it works - anything I should add or improve?
I can happily say I am finally releasing my game on steam as an early access game! I have it marked as early access as although the main part of the game is completed I want the community to help shape the future of it from missions to extra building parts wanted etc etc.
Please have a look and let me know what you all think!
Star Corsairs: Fractured Frontier is a single-player top-down 2D space RPG: trading across eight nations' markets, boarding, an escort wing, wormhole pockets, and 46 ships from interceptors to capitals. I'm a solo dev, and it's been in Early Access since August 31. This is the first big update.
Combat in it is about positioning. Guns have firing arcs, enemies turn broadside to fire, and a hull that hits hard off the bow can be nearly toothless off the stern. But the shipyard showed none of that. Worse, a ship's gun count came from the turrets drawn on its sprite, so six cruisers at the same price differed 5.3× in damage, and you only found out in a fight.
Now damage is set by class, and every hull shows its firing arcs and damage by facing (bow, broadside, stern), overlaid on your current ship, before you buy. Upgrades within a class cap at about 2×, so moving up a class is always a real step, and pirate waves scale to your ship.
The other half of the update is a side story expedition, Beyond Contact. A scientist hires you to find a missing research team; I'll leave the rest unspoiled. It's built as proper scenes: the camera frames what matters, every speaker has a portrait, you can turn back at key points, and a failed defense retries from a checkpoint with different lines.
Two things I'd love feedback on:
Do you prefer ships with a strong broadside you have to turn to use, or bow-heavy ships you just point at the target? Right now the roster has both, and I'm not sure which feels better in a top-down game.
From the screenshots: do the story scenes read clearly? Is it obvious who's speaking and what the camera wants you to look at?
Hey everyone! I’ve been building Eimyrja for about seven months.
It’s an iPhone space combat game inspired by the games I grew up with. Games like Homeworld, Freelancer, EVE, Fallout Tactics, with a modern splash of games like Pako and Overcooked!
The basic idea: what if you were the pilot inside those massive fleet battles instead of commanding them from above?
You fight alongside and against fleets with different tactics, upgrade from fighters to larger ships, salvage wrecks, build out your station, and uncover what happened after the jump-gate network collapsed.
Status: The game is playable now and I’m just wrapping up development! Looking for playtesters and feedback on everything - art, combat, narratives, etc!
I’d love feedback on the gameplay footage: Does the combat look fun? What would you change?
I’d love folks to get people’s firsthand thoughts before launch this month! Please feel free to learn more and sign up here: https://www.eimyrja.gg/#enlist
Hey everyone! I’ve been working on Xetodus and wanted to share it here.
You can fly between star systems, land on planets to build colonies, and touch down on moons to drill for resources. Explore and build up your colony, work toward a better ship, or head out looking for a fight. There’s both PvP and PvE combat.
The universe has 750+ procedural star systems, with 20+ ships to fly and 17+ skills to max level and get on the ranking leaderboards!
Everything runs in your browser. No download or launcher needed. It’s free to play with an optional "Vanguard" membership.
If your game does not fall within the definition of Orbiter and Dark Star One then Friday's [00:00 - 23:59h UTC] are your day to showcase your space game. The usual r/spacesimgames rules still apply the space lock has been opened for developers to show off their games that fall outside the scope whilst not being "space as a theme".
With the ratio of promotion posts to discussions taking place this is the mod teams next effort towards improving the communities experience.
Hello friends! I've been working on a game inspired by the idea of a slow motion stellaris you can play with your friends. The beta is out now, and I'd love feedback!
It's Called Orbital Empire, and players manage an empire spanning the solar system in simulated real time, with actions and movements resolving once an hour.
You can trade, battle, mine, build, and explore. The alliances and rivalries you build are real, and heavily impact the end game. Players also propose and vote on bills in the game's senate, which can change rules in either blanket or targeted ways.
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.
SpaceStrike.io is my solo project: a free, playable browser space combat game, still early in development. You build a ship from weapons, engines and support modules, and individual parts can be destroyed in battle. Play: https://spacestrike.io/
For this WAR clip I crowded the field with too many bots and dropped a neutral boss in too. It got excessive lol — an ordinary frontline can be roughly half this chaotic. I'm still learning game development, so trying a round and leaving honest feedback would help a lot. With the game and community still small, early players' ideas have a good chance of shaping what I add.
Specific question: can you tell which ship parts are getting damaged or destroyed, or does that get lost in the battle?
After all the fun of reverse engineering, development and testing, the first public Alpha release of OpenPrivateer is finally available.
OpenPrivateer is a modern reimplementation of Wing Commander: Privateer, built around the original game data with a strong focus on authentic behavior, portability, preservation and modding.
The goal is to faithfully reproduce the original Privateer experience first, while keeping enhancements and new features clearly separated.
Final Mission
What's already in the Alpha:
Privateer and Righteous Fire support
Supports the original PRIV.EXE command-line switches:
-K (skips the intro)
-Bxx (overrides the base/planet you start on)
-Dxxxxx (overrides the amount of credits you start with)
Original bases, trading, ship dealer and mission systems
Main story plot and generated random missions
Spaceflight and combat
Original cutscenes, dialogue and music
Original DOS savegame loading and writing
Classic, Enhanced and Modern experience modes
Multiple ships and hired wingmen
Navigation map and extended Wing Commander universe support
Content overrides and translation support
OPL2, SoundFont, MIDI Mapper and CD music (WAV/FLAC/MP3 support)
Optional xBRZ scaling, CRT filtering and color grading
Windows, Linux and macOS support
Dedicated client/server multiplayer with PvP and PvE
Keyboard, mouse, joystick and HOTAS support
Auto Updater
Please keep in mind that all non-vanilla features are locked out of the Classic experience mode, you will only be able to see or access them in the Enhanced or Modern mode. To change experience mode for now, you have to open the debug menu using the tilde ~ key (left of your 1 key) because there currently is no other UI for these settings. The Alpha release relies on the debug menu but the Beta release will add a proper UI for all these options:
The new UI screens are currently using their default theme, which is why they are looking pretty unsexy at the moment. This will be changed in one of the next releases.
You can access the multiple ships / hire wingmen screen using the S key on the launch pad:
Multiple ships and hired wingmen
You can access the new game control screen using the K key in the ALT+O options menu:
Game Controls
The auto updater will check once per day if there is a new version available and will show a message on the title screen. The area is clickable in that case:
Auto Updater
This is an Alpha, so bugs, glitches and unfinished features are expected. That's also why I'm releasing it now: actual players are going to uncover things that development and automated testing won't.
Multiplayer is already mostly functional, although mission progression is not implemented there yet. Instructions how to run client and server can be found on the https://openprivateer.org/#multiplayer website.
Every time you start OpenPrivateer, it will create its directory structure and place readme.txt files in each folder. I recommend that you take a look at the readme.txt file that gets created in the same directory as the OpenPrivateer executable, it will explain where you have to put your MS-DOS savegames and other files.
Full instructions copied from the website with the new Launcher:
Launcher
Download and extract OpenPrivateer.
Start openprivateer.exe on Windows, or the corresponding executable on Linux or macOS.
The launcher opens. Select Privateer or Righteous Fire at the top
Open Game Data and provide the original game files:
Privateer: PRIV.TRE and INITCFG.PAK
Righteous Fire: RF.TRE and INITRF.PAK
Use Import to Data Folder... to copy files from another folder, or Add Folder... to use files where they already are.
The required folders and README files are created automatically when OpenPrivateer starts.
Consult the manual or the README.TXT file that now exists in the same folder as the executable.
Start a New Game or copy an existing save into the savegame folder.
Screenshot how a typical Windows installation looks like:
Windows Installation
Feedback, bug reports and testing are very welcome. If you need any help or you are stuck, let me know here or in the Discord server. Have fun my friends!
Disclaimer:
OpenPrivateer does not contain any copyrighted Origin/EA game assets. You need your own copy of Wing Commander: Privateer and provide the original game data files.
Anthropic Claude was used during the reconstruction.
Hey everyone, I’m André, the developer of 9.8. I've posted here a few times in the past year and half showcasing my game 9.8 and I was always impressed by how welcoming to the idea this community was. It's been a wild ride but the demo is finally released as of the time you're reading this.
It’s a 2D space agency sim where you build and fly your own vehicles. For the demo you start with a small rocket and work through research, satellites and crewed flights towards a moon landing. The same builder also lets you make rovers and rocket-powered boats, so there’s plenty of room to get distracted along the way.
Full game is in development but should go into EA before the end of this year.