Atlas Gate: A space game about building humanity's first massive orbital station

Atlas Gate is a space game about building and managing a massive orbital station above Earth. The station grows module by module, with what you build determining capabilities like power, population, research, storage and spacecraft operations.

This is pre-alpha footage from the current build and the first entry in a video series I'm calling Orbital Log. Each log will feature different stations, locations above Earth, gameplay, and music from the game's soundtrack.

u/ImaginaryProgram142 — 12 days ago
▲ 62 r/spacegames+3 crossposts

My orbital station builder finally has a name: Atlas Gate

I've been sharing the development of my solo space game for a while without actually announcing what it's called. So, I guess it's time. The game is called Atlas Gate. 

 I've spent a lot of time building the construction systems for Atlas Gate, but this week I've started connecting the station itself to the simulation.

The modules you build are beginning to determine things like power, population, research and credits, with the station updating as it operates. There's still a ton left to build, but it's nice finally reaching the point where expanding the station is becoming more than just making it bigger.

I also started a video series titled Orbital Log showing the current build in action. I'm planning to make these regularly as development continues, with different stations, gameplay reveals, locations over Earth, and tracks from the game's soundtrack.

Here's Orbital Log #001, which features gameplay footage of a large orbital station above Earth with a track from the Atlas Gate soundtrack. 

https://youtu.be/uN2b1dPJDD4

u/ImaginaryProgram142 — 4 days ago

Workflow for designing spacecraft and station icons

I've been refining the icon library for my space game, and I think I'm finally settling into a workflow that I'm happy with.

For each category of station module or spacecraft, I generate a 3×3 panel with nine different variations. It can sometimes take several panels before I find one that really works. Then I pick the strongest silhouette and polish just that one into the final production icon. It's been much more consistent than trying to generate the perfect icon from the start, which was taking forever.

The biggest challenge hasn't been making icons for things like habitation modules or freighters. It's been categories that don't have an obvious silhouette. Like, how do you make an instantly recognizable 36×36 icon for something like an orbital shipyard or a research module?

u/ImaginaryProgram142 — 2 months ago

Solo Space Game Development Update: Lighting, Orthographic Camera, AI Workflow

Spent about 20 hours this week tweaking the lighting after sharing screenshots for the first time. Community feedback pointed out some lighting issues which helped a lot. I'm pretty happy with where it's at now, but I'm curious what everyone thinks.

Does anyone have a take on the orthographic camera. I've always liked the look, but I'm wondering if it feels unique or just weird.

A few people also asked about my 3D model workflow. It's been a fun workflow to iterate on so far, but it's far from perfect:

ChatGPT: Sketches, concept art
Meshy AI: Models, textures
Blender: Retopo, cleanup, texture improvements
Unity: Materials, prefabs, lighting, and gameplay

u/ImaginaryProgram142 — 2 months ago

Trying to make AI-assisted 3D space stations feel believable in-game

I've been building an AI-assisted 3D asset pipeline for my unannounced near-future space game. The goal is to create consistent, game-ready assets that let a solo developer tackle a much larger world.

These screenshots are from the current day/night cycle.

Do these stations feel like believable commercial infrastructure in low Earth orbit, or is there anything that breaks the illusion?

u/ImaginaryProgram142 — 2 months ago