r/Space4X

▲ 15 r/Space4X

Space Engineering and Building

Hi everyone, for the last past years Ive been developing my dream game MineEngineer, its been inspired by Space Engineers, Terraria and Factorio. It has a huge procedurally generated fully destructible world, real engineering with hundreds of interconnected systems, automations, conveyors and programming. The game is finally taking up its shape and I am super excited to share the latest Demo with everyone.

Please let me know if you like or dont like the game, and why. I am constantly improving the game.

u/MoonBuninni — 2 days ago
▲ 15 r/Space4X

Mining drones in Wayfallen

Recently started adding drones to this 4X galaxy simulation.

u/NightSp4rk — 2 days ago
▲ 1 r/Space4X+3 crossposts

BETA TESTERS WANTED — STELLAR CROSSING

The galaxy is opening… and we need commanders.
Stellar Crossing is a persistent online space strategy game where every player begins with a planet and a choice:
What will you build from it?
Expand your economy. Research new technology. Build powerful fleets. Explore the galaxy. Raid rival worlds. Form alliances. Fight wars. Control valuable resources. And compete for political power within your solar system.
But here’s the thing:
The galaxy is shared.
The players around you are real people building their own worlds, fleets, alliances, and ambitions. The decisions you make can affect more than just your own planet.
⚔️ Build and command fleets
🪐 Develop your planet and economy
☄️ Claim — or steal — valuable asteroids
🔬 Research new technologies
🚀 Launch attacks against other worlds
🤝 Form alliances and coordinate defenses
🗳️ Vote in system elections
👑 Rise to positions of political power
🌌 Compete inside a persistent, shared galaxy
And right now, we’re looking for a small group of beta testers to help us shape what Stellar Crossing becomes.
This is an early beta. Things may break. Balance will change. Features will evolve.
That’s exactly why we want you there.
Early testers won’t just be playing the game — your battles, strategies, feedback, and probably a few spectacular disasters will help us build it.
Think you have what it takes to leave your mark on the galaxy?
🌠 Join the Stellar Crossing Beta.
The Crossing is opening. Who will you become on the other side?

https://stellarcrossing.com

u/Total-Chair9376 — 3 days ago
▲ 11 r/Space4X+1 crossposts

Stardrive Blackbox - AI/Diplomacy

Good to see this mod is still under active development and has got a recent 64 bit release.

I'm interested to hear what the community thinks of it in it's current state, in particular what it's like compared to other modern 4x games in terms of AI and diplomatic interactions.

I know Stardrive was always focused on ship design and tactical combat but what are people's experiences in terms of interacting with the AI, making allies etc?

reddit.com
u/invertedchicken56 — 2 days ago
▲ 22 r/Space4X+1 crossposts

Asterium Reveal Trailer

Hey guys! I'm Complex, former Stellaris modder.

About 5 years ago I decided to start creating a sci fi game from scratch using the incredible support the Stellaris community gave me via Patreon, along with my own time and savings.

The game aims at combining the features I like most about Stellaris, Starsector and Mount and blade: bannerlord.
It is obviously a work in progress and filled with placeholders and bugs xD but I hope you guys will be interested in following our development in discord at https://discord.gg/593DcRugJz

Follow the development of Asterium and join our community:
🌐 Website: https://hammerborne.com/
💬 Discord: https://discord.gg/593DcRugJz

u/_hammerborne_ — 4 days ago
▲ 8 r/Space4X+2 crossposts

What stops larger players from farming smaller ones in a 4X game? (article/discussion)

Bottom-feeding is when players, instead of fighting equal rivals, hunt weaker targets for easy grabs. This is standard practice in many 4X (mmorts) games. Common ways to handle this include a protection window for newcomers, and bracketed attack limitations.

I personally do not like mechanics that hard-gate against behaviors like this, but prefer systems that organically disincentivize them.

My take, in the mmorts I'm building, is to make it legal, but simply not worth doing. Hitting a weaker planet is allowed, it's just a poor use of a fleet:

  • the number of attacks is limited by available commanders: attacking a weaker target ties up a commander that could be used elsewhere
  • attack gains scale with relative size, you get less by punching down
  • consecutive attacks on the same target yield diminishing returns
  • reputation from a smaller target is negligible

Granted that size scaling is itself a bit arbitrary, which is the thing I was trying to avoid in the first place, so not super happy with that.

What is your take on this? Have you played any game that handles this gracefully, or do you have any design recommendations? Full write-up with numbers in the linked post.

EDIT: this sparked a lot of discussion real quick, thanks for that 😄 A lot of users feel that this does not belong in the 4Xgaming subreddit, if that continue to be the case, I will remove it. Enjoy the discussion meanwhile.

blog.idleverse.gg
u/Idleverse — 6 days ago
▲ 41 r/Space4X+1 crossposts

Nomads of the Psionic God | Stellaris Nomads

TL;DW: The Psionic Efficiency potential of KotTG is pretty insane, while a few bonuses slipped my mind, we were still sitting at around 350% Psionic Efficiency, though I'm pretty sure the current maximum is somewhere around 392% or maybe a little higher, higher certainly if you put Shroudshaper on your gov instead of your ruler for the chance roll.

youtu.be
u/Lethalargy — 6 days ago
▲ 119 r/Space4X+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
▲ 11 r/Space4X+1 crossposts

Build on rotating planetoids

All planetoids and moons in my work-in-progress game ASEMA, rotate. They have a gravitational pull that you have to compensate with mathematical resources, Focus, to float nearly near them.

All the machines in this gif are production and logistic systems. You build individual machines in space and moons, refine resources and climb the tech tree to build the required megastructures.

It's not a small task, as you end up needing mmense amounts of resources and logistics, and you're not alone.

Despite ASEMA being an automation game, it lacks conveyor belts and there are no grids to build on.

So, forget splitters, lasers, portals and drones. It's all about momentum of mass, kinetics and velocity.

Thoughts? Some early commenters back months ago, were worried that lack of conveyor belts make things hard to understand. For that, I'm adding layers of QoL features. But it hasn't been a problem so far!

u/goblin-architect — 7 days ago
▲ 14 r/Space4X+3 crossposts

Array 0.3.4 Shape of Space Update Out Now! - Devlog

Array - 0.3.4 Shape of Space by Obsidian Star Digital

Click here for my Discord!

​​Hello everyone! Once again thank you all for the support that you have been showing to Array! The Shape of Space update is finally here and with it comes a whole new level of generation possibilities, new space phenomena, and changes to the core of Array! 

I am very excited to get into this update as it is jam packed full of goodies for everyone, let's get right into it! 

SystemBuilder v11

SystemBuilder is the custom space engine that has been powering Array from the very beginning, finally it is getting a massive update with SystemBuilder v11. There are many new things coming in this update which bring some really fun things in-game and change generations as a whole! 

System Age

This expands on the previous SystemBuilder v10 update which added Proto-Systems, and dying suns. At generation each system is assigned an age which quietly influences everything else in that systems generation. 

https://preview.redd.it/3qbyiuzodfjh1.png?width=364&format=png&auto=webp&s=292bf309ac8aa2217da53f86f81f826a37e12efd

This is a massive change that makes each system feel more natural in its generation. A systems age is visible in the galaxy view.

Gravity Wells

Space itself now misbehaves. Gravity wells tear open at random, they drag nearby starships and asteroid miners toward their center, resisted by ship thrust, warships punch through while freighters slow, stall, or get pulled off course. 

https://preview.redd.it/ey7uxmdjdfjh1.png?width=622&format=png&auto=webp&s=5863e53d2c736438bc2db82f395a30984af41af4

They are pure disruption by design: a well never destroys anything, and a trapped ship drifts free when it expires. But a well sitting on a trade lane or over a battle will reshape it!

Trojan Asteroid Clouds

Rather than rings these asteroids spawn as clumps. With their own orbits.

https://preview.redd.it/vhsimx9idfjh1.png?width=700&format=png&auto=webp&s=9bc997ec4c27bb855aeabd722c95a9b998d95665

System Anomalies

Roughly one system in fifty hides something that should not be possible. Eighteen distinct anomalies can now generate: 

  • Hot Jupiter skimming its star
  • Colossal ring system visible across the map
  • Binary planet pair locked in mutual orbit
  • Moon larger than its parent dwarf
  • Captured rogue world on a decaying orbit
  • An interstellar object passing through
  • A planet orbiting BACKWARD against its whole system
  • Nearly polar orbits
  • Twin adjacent belts
  • A molten impact remnant ringed by its own debris
  • A broken planet reduced to a dense shattered ring
  • Brown dwarf companion carrying its own miniature system of moons
  • Habitable worlds warmed by two suns
  • Planets plowing through an asteroid belt
  • A moon with its own moonlet
  • Comet-like eccentric planets
  • Dead ancient systems with almost nothing left
  • Perfect resonant chain of orbits.

 

The galaxy tooltip names the anomaly, and the first time you enter such a system the game announces it. Happy hunting!

Expanded Asteroid Belts

Belt generation got a full overhaul. Systems can now stack up to three stellar asteroid belts, planets and moons keep their own local belts, and black-hole systems, previously empty of belts entirely, now guarantee one to two 'shattered' debris belts placed just outside the anomaly clearing making it prime but dangerous mining real estate. 

https://preview.redd.it/8ux1ci6hdfjh1.png?width=1218&format=png&auto=webp&s=50f25298e35e080100d2e1a89c78da259ec938ef

Belt identities are collision-proof, and multi-belt systems name themselves properly (Belt II, Belt III).

Outer System Generations

When generating new systems SystemBuilder will now generate outer system debris and POIs! 

Black Hole Palettes

Black holes recently got a massive update and look really awesome, however they all spawn looking the same with nothing setting them apart, now each black hole spawns with a distinct ring color! 

https://preview.redd.it/4n4up3vfdfjh1.png?width=625&format=png&auto=webp&s=495bc4b7cf0831fc58cbca1745f70742a4885228

Flight 2.0

Flight mechanics have been a staple since version 0.2.0, but they have always felt a bit too rigid and blocky for my liking. With Flight 2.0, space travel finally feels much more fluid! Fleets are no longer just a single sliding blob; instead, every individual vessel now calculates its own flight-model arc to find its place in the formation. 

https://i.redd.it/1i9zq4vadfjh1.gif

​Whether fanning out from a stack, swinging wide through high-speed turns, or settling into staggered positions upon arrival, the movement is dynamic and crisp. When entering orbit, fleets now string out beautifully along the orbital ring, creating a convoy wrapped around the world where each ship maintains its own tangent. 

https://preview.redd.it/rrpusrxddfjh1.png?width=1223&format=png&auto=webp&s=aa0f0e03fde8e03f480bdcdc5232193b65e86215

Every single transition glides perfectly, ships should never teleport, blink, or stack through one another! I am very excited to hear your feedback on these changes! What else should I tweak to make the flight experience even better?

Galaxy View QOL

Players can now toggle wormhole routes and starship gate route views in the galaxy and universe view for a cleaner gameplay experience while navigating these UIs.

https://preview.redd.it/zuhjllzuafjh1.png?width=1565&format=png&auto=webp&s=5953c1d5d9ade6db5b8e271471bd75fa2e23f36a

UI Clean Up

Across the game buttons and other UI elements have received some polish, this is the first part of a much larger modernization of the UI coming in the 0.3.5 Cleaning House update but wanted to call it out as most in game UIs have already been touched in some way. 

u/TPlays — 6 days ago
▲ 117 r/Space4X+5 crossposts

Galaxy Online, 15 years apart — the same two screens in my 2011 tournament game vs. the MMO it's finally becoming

Found my screenshots from the 2011 version — same game, 15 years apart. 2011 was a Windows-only tournament game that reached a 500-player playtest before the stack died; today it's the browser space MMO it was meant to be, in alpha. Left: 2011. Right: today.

💬 discord.galaxy-online.com
🌐 galaxy-online.com

u/odysoftware — 10 days ago
▲ 41 r/Space4X

Space Engineers but in 2D

Hi everyone, for the last past years I’ve been developing my dream game called MineEngineers, it is a Space Engineering Survival Sandbox inspired by Space Engineers, Terraria and Factorio. The game is finally coming into the shape and I am super excited to share it with everyone.

It has hundreds of interconnected systems, automations, conveyors, electricity, it also has programming features which enables you to program ships.

Also everything in this game is fully destructible. Please let me know if you would like to try the game.

u/MoonBuninni — 9 days ago
▲ 17 r/Space4X+1 crossposts

New update, new ship and first PvP! - ERA ONE gameplay

Note: As the game progress further, my FPS will drop pretty bad and unfortunately the Ping is quite high too. Also, I'm playing the game on everything Low and Resolution lower than 1080 but fortunately the game is still playable for me. I hope you don't mind the lag.

youtube.com
u/kosmosfantasias — 8 days ago
▲ 10 r/Space4X+1 crossposts

How to handle 4X snowballing without rubber-banding or hard caps (article/promotion)

I am building Orion Online, a browser-based, tick-based MMORTS in the Utopia/OGame style of games. Like every 4X game, it has to deal with snowballing: an early lead that compounds until a player becomes untouchable.

Possible fixes are hard caps or rubber-banding, and I do not like either, because I do not want players to "feel the developer's hand on the scale". When I redesigned Orion's economy I implemented something I call counter-acting forces which are systems inside the game that push back harder the harder you push them, without becoming a hard stop.

  • Employment (idle citizens pay no tax but still eat)
  • The guns-vs-butter trade (soldiers pay no tax, but requires wages)
  • inflation on stockpiled credits(money)
  • a end-game population growth equilibrium

I wrote an article that goes more in-depth on this: https://blog.idleverse.gg/solving-the-problem-of-4x-compounding/

The game itself is in Early Access, and free to play in the browser, if you want to see how it feels in practice: https://orion.idleverse.gg/

u/Idleverse — 12 days ago

Per Regna - help me figure this out.

[Disclaimer]

This is in no way an advertisement for the game. I personally DO NOT recommend anyone to even start playing it just because you read this post. These are questions specifically and only about the game, but not about the mechanics of the game (I have already figured it out perfectly well myself, and I don’t need any help with that. The questions concern slightly different issues.

So,

Per Regna is about A relatively new game (it was released in January 2025). Initially, it was mobile-only, but the developers have now announced that the game is also available on PC, via the Google Play Games service for Microslap Windows.

The developers insist that this game is essentially a strategy game, and a space-themed 4X strategy at that. I have no doubts or doubts that the game is definitely about space. The graphics are quite similar to (near) space-themed content. According to one of the developers, the game was written and is being maintained/developed by a team of veterans of the legendary browser game Ogame, and is clearly "heavily inspired" by that game. Indeed, there are many similarities. But there are also quite a few differences.

Here are my questions/doubts: can this game really be classified as a 4X strategy game (or rather, the question could be phrased like this: is this truly a strategy game by genre? Or is it more like another farm game, with a very strong focus on colony building/improvement, and minimal additions of strategy elements?)

But what raises the most questions (and a very ambivalent attitude) is this. On the one hand, there's a very obvious similarity to Ogame and similar games (Andromeda: RoH, Xterium, Star Federation, etc.). On the other hand, there's an even greater similarity to games like Stellar Ahe, Galaxy at War, Galaxy Hero, etc., which I personally don't even consider strategies at all. I classify them as SLGs (Strategies-like Games). In other words, they're essentially fake games. Precisely because their developers brazenly and stubbornly call them strategies. While they have much more in common with those idiotic "funny farm games" than with strategies.

And there's another aspect that also raises my serious doubts about this game. The similarities to Ogame are, as it turns out, only superficial, at the level of very basic mechanics. When you delve a little deeper, something completely different emerges. For example, all Ogame clones (as well as the original game itself) have similar features: fairly subtle and precise resource micromanagement; the ability to collect debris from planets that have been attacked and destroyed. Moreover, in Ogame and its clones, these features are basic, available to everyone from the start, and free. And this, as far as I understand, is de facto canon for virtually all Ogame clones.

That's how things are in Per Regna. Until recently, there was no talk of any such subtle micromanagement in the game. But after one player (who seems to be an overly hardcore fan of Ogame-like games) raised quite a fuss about it on Discord, the developers finally decided to implement this ultra-useful and incredibly necessary feature. However, they initially made it a bit pricey. Activating it requires another feature—the so-called "Imperial Access," which, in turn, can only be purchased with real money.

The situation is roughly the same with the feature for collecting debris from planets after attacks and devastations. Currently, this feature is not available for free and can only be purchased through "Imperial Access," meaning it requires a donation.

At the same time, the developers declare that their game is not a commercial project at all, that it does not pursue the goal of extracting maximum profit from fans. Specifically, they stated that the game has no explicit Pay2Win mechanics, and that all paid features are purely and exclusively for decoration or to enhance the gameplay experience. This begs the next question: how do you think these developer statements align with the facts I've presented? Can the debris collection feature be considered "decoration" or a convenience feature? Or is it a basic and essential feature for canonical games like Ogame-like? The same question applies to resource management. Of course, I'm not saying that the fact that these features are paid in this game makes it Pay2Win. But I have questions and doubts in connection with these very questions - is this game a strategy in principle (or is it, to a much greater extent, a shit-farm, which I hate much more than any other games)?

And finally, a little bit of positivity.

Even despite everything that seems rather negative that is stated in this post, there is something about this game that keeps me from deleting it and pushes me to keep playing. I can't even put my finger on it. So, despite everything, I continue to "inhabit" this game (among other things). And if, despite the warning at the very beginning, anyone still gets interested in this game after reading this far and has a desire to try it,

I strongly invite you to join (in this and other ways) the [O.E.G.] {Oldschool Elite-Gamers} clan.

[O.E.G.] - A legacy of the legendary old-school intergame clans (one of which is one of the oldest in Eve Online). We don't recruit just anyone. We invite everyone, but not everyone sticks around.

reddit.com
u/T1gerHeart — 13 days ago
▲ 19 r/Space4X

Showing off a new planet of ice (and fire!) for our Star Trek colony-builder game...

Hello! We're working on a Star Trek Outposts game and just showed off our newest planet named Kourou!

While it's nice to have a change of aesthetics, we also want each of our planets to have unique sub-zones with different resources and risks. This one has frozen tundra, volcanic badlands, magma trenches, and steam fields (which provide a home for the only organic material on the planet).

While this probably isn't a particularly fun place to live, it does pose the logistical challenge we're looking to put to players in our game :)

u/Maleficent_Disk_8372 — 13 days ago