▲ 119 r/spacegames+4 crossposts

Every trade shipment is now carried by a real ship

Here’s a short video showing the latest economy changes in NGC-404: Fractured Sector.

Resources now physically exist on planetary markets. Food, fuel, minerals and components are not transferred instantly between colonies. They have to be loaded onto cargo ships and delivered across the sector.

A colony with a shortage creates demand, another planet provides the goods, and a freighter handles the actual journey.

If the ship is delayed, destroyed or intercepted, the cargo never arrives.

Independent civilian factions also operate inside the same simulation:

  • Free Traders search for profitable routes between local markets.
  • Smugglers deliver emergency supplies when regular trade cannot meet demand.
  • Reclaimers transport damaged, salvaged hulls to planets with empty shipyards.

Their ships are not just visual representations of background calculations. They travel through the same systems as the player, use the same docking and interstellar travel mechanics, and can be attacked like any other vessel.

The goal is to make the economy feel like part of the simulated galaxy rather than a separate menu running in the background.

Wishlist on Steam: https://store.steampowered.com/app/4451910/NGC404_Fractured_Sector/?utm_source=ref_red_eco

u/WoodpeckerFancy9436 — 8 days ago

A look at the NGC-404: Fractured Sector

This is the latest trailer for NGC-404: Fractured Sector, our multiplayer 2D space strategy game.

You directly command a small fleet in real-time battles, but combat is only one part of the game. You also explore a procedurally generated sector, trade physical resources, develop colonies, manage logistics and expand your faction. Additional ships can operate through high-level AI orders as your empire grows.

The game is still in alpha, and we’re continuing to work on the economy, encounters, faction AI, combat audio and UI. A one-minute trailer cannot show every system clearly, so we’re planning a longer gameplay presentation later.

u/WoodpeckerFancy9436 — 28 days ago
▲ 15 r/gamedevscreens+2 crossposts

New NGC-404: Fractured Sector Trailer

We’ve just released a new trailer for NGC-404: Fractured Sector.

This version focuses more on real gameplay, including large-scale space combat, moving weapon mounts, new impact VFX, exploration, colony management,

We’ve reworked a lot based on community feedback.

Wishlist on Steam: https://store.steampowered.com/app/4451910/NGC404_Fractured_Sector/?utm_source=ref_red_trailer

youtu.be
u/WoodpeckerFancy9436 — 1 month ago

How do you keep money circulating in a closed economy with a fixed money supply?

I’m building a closed economy for a strategy game and I’m trying to understand the theory behind one problem.

Empires produce goods, use intermediate resources, trade with each other, and physically transport everything with ships. Trade only moves money between empires, so the total money supply stays the same. Ships and buildings also have monetary upkeep, and those payments go to a central bank instead of being destroyed.

The problem is that the bank slowly absorbs more and more money. Loans only fix liquidity temporarily, because the principal and interest eventually return to the bank. So the bank needs some way to put money back into circulation, but every method I can think of creates weird incentives: equal payments reward inactivity, colony-based payments reward expansion, trade-based payments punish self-sufficient empires, and production-based payments may reward useless overproduction.

Is there an established economic approach to this? How could the bank recycle the collected upkeep money without rewarding inactivity or encouraging inefficient production and transport? Or is this simply a sign that a growing economy cannot work well with a fixed nominal money supply?

Or maybe theory says it should work so that would mean my model is wrong and i just have to redesign it, i feel like i hit a wall with this one. The latest thing i've tried is dividend base on the economic activity, production and trade but after several "months" it seems like one empire is just taking all the money, when the rest is fighting for scraps because their growth is hindered due to lack of funds.

Thanks for help

reddit.com
u/WoodpeckerFancy9436 — 1 month ago

NGC-404: After community feedback, We reworked the space combat in game

Hey everyone,

We've been working on NGC-404: Fractured Sector, a top-down space game built around direct ship control, fleet combat, colonies, economy, diplomacy and multiplayer.

After getting a lot of community feedback, I went back and reworked several parts of the combat presentation and feel: better readability, clearer impacts, improved ship movement, more visible weapon fire, better destruction feedback and a cleaner overall battle flow.

This is the current combat test after those changes.

It is still very much work in progress, but I’m trying to make battles feel less like icons shooting at each other and more like actual ships trading fire, taking damage and breaking apart.

I’d be curious what people here think about the combat feel, readability and pacing. Does it look understandable? Does the scale work? Is there anything that feels off from a space sim perspective?

Thanks for taking a look.

For anyone wishing to follow the development: https://store.steampowered.com/app/4451910/NGC404_Fractured_Sector/

youtu.be
u/WoodpeckerFancy9436 — 2 months ago

A last update from us, thanks for the feedback

Hey r/4Xgaming,

Because of the recent discussion about self-promotion here, and because a few of our posts were removed or considered not fitting the sub, we wanted to make this our last update here for now.
We don’t want to be part of the problem or annoy a community we actually respect. This subreddit gave us a lot of useful criticism, and we genuinely appreciate it.

Small preview of what we have done base on your feedback:

https://reddit.com/link/1umdjd0/video/cyjqejhrk0bh1/player

If video doesn't work: https://www.youtube.com/watch?v=4pAymDtWnIY

Big thanks to the people who took the time to comment, criticize, point out issues, or just give us useful reactions:

u/Akem0417
u/Gryfonides
u/NidzoMadjija
u/ben_sphynx
u/sidius-king
u/OldPayphone
u/HallowedError
u/FutureLynx_
u/TakeMeIamCute, for the Dogo photo, still waiting for that feedback :)
u/Front-Side-6346, for pointing out that we still have many things to improve

And just to clarify one thing before we disappear from here: yes, NGC-404 is absolutely meant to be a 4X game. It has exploration, expansion, exploitation, extermination, AI factions, colonies, economy, diplomacy, fleets, wars, and a procedural galaxy.

Here is a look at the galaxy map with around 200 star systems:

https://reddit.com/link/1umdjd0/video/5axkb5p3g0bh1/player

We’ll stop posting updates here unless the rules become clearer and this kind of post is actually welcome. If anyone wants to follow the project, you can find NGC-404 follow us at: r/WhiteDogoGames or
Steam: https://store.steampowered.com/app/4451910/NGC404_Fractured_Sector/?utm_source=ref_red

Thanks again for all the feedback, even the harsh stuff. It helped

reddit.com
u/WoodpeckerFancy9436 — 2 months ago

Final ship redesigns after your feedback for my 2D game

Thanks everyone for the feedback on the previous post!

I reworked the ships based on the comments I received, toned down the lighting shader, reduced some of the repeated/copy-paste looking details, and tried to make the silhouettes, roles, and larger visual features read more clearly.

These are the final designs for this ship line/type series: frigates,destroyers,light cruisers, heavy cruisers, and battleships.

I’d still be happy to hear any last thoughts, especially about readability, scale, and whether the ships feel distinct enough while still belonging to the same series.

u/WoodpeckerFancy9436 — 2 months ago

I’m redesigning ship models for a top-down 2D space strategy game

Looking for critique on these spaceship models: silhouette, readability at small scale, faction consistency, and overall sci-fi design. No promo, just trying to improve the art direction.

u/WoodpeckerFancy9436 — 2 months ago
▲ 8 r/spacegames+4 crossposts

Does this read as a strategy game? I’m making a Godot space strategy/RPG with trading, exploration and 2D fleet combat

Hi! I just finished a new trailer for NGC-404, my 2D space strategy/RPG.

The trailer shows the early game after spawning, exploration, the galaxy map, trading/market, combat, distress signals, and a bit of multiplayer.

I’d love to know what you think. Does the gameplay look clear? Is there anything confusing, missing, or something you would want to see more of?

Any feedback is welcome.

The Steam page is here if you want to follow/wishlist:
https://store.steampowered.com/app/4451910/NGC404_Fractured_Sector/?utm_source=ref_red

youtu.be
u/WoodpeckerFancy9436 — 2 months ago
▲ 49 r/spacegames+4 crossposts

A brief gameplay preview of the DN-80 Battleship unleashing its dual heavy cannons

The DN-80 Battleship equipped with dual heavy cannons. Devastating volleys capable of tearing through enemy ships and overwhelming their defenses. A small preview of one of the heaviest warships currently available in NGC-404: Fractured Sector.

u/WoodpeckerFancy9436 — 2 months ago
▲ 28 r/spacegames+3 crossposts

We updated our UI and directional shields and would love feedback from space sim players

Hi everyone,

We’re working on NGC-404: Fractured Sector, a 2D space strategy/RPG about commanding ships, exploring star systems, building colonies and playing solo or with friends.

We recently changed two things we’d really like feedback on:

  1. New ship management UI We’re trying to make ship status, controls and combat information easier to read without covering too much of the screen.
  2. Directional shields Instead of one shared shield bar, ships now have separate shield faces: front, left, right and rear. Hits drain the shield face they come from first, so positioning and facing should matter more in combat.

We’d love to hear what you think from the screenshots/video:

  • Does the new UI look readable?
  • Are the shield directions easy to understand?
  • Does it look too busy or still manageable?
  • What would you change before release?

Any honest feedback is welcome. We’re still improving both the UI and combat readability.

u/WoodpeckerFancy9436 — 2 months ago
▲ 85 r/spacegames+6 crossposts

We’re making a 2D space strategy/RPG where losing a ship actually matters

Hi everyone!

We’re working on NGC-404, a 2D space strategy/RPG set in a cut-off sector where communication with Earth has been lost and factions are fighting over what remains.

The main idea is to mix a systemic space sandbox with a more personal fleet-focused feel. You don’t command endless disposable ships - you control a smaller number of valuable vessels, so losing one should actually matter.

The sector also has a living economy, with colonies depending on resources, trade access, shortages and production. We want economy, exploration, combat and logistics to affect each other instead of feeling like separate systems. All of that with multiplayer support.

I’m curious what people in this niche care about most.

u/WoodpeckerFancy9436 — 2 months ago