
r/Space4X

A Mass Driver slicing through a capital ship
Testing the Mass Driver: a large ship-mounted weapon that accelerates a kinetic slug through a channel of electromagnets.
The slug doesn't despawn on impact. It keeps going, shedding kinetic energy as it punches through the target, until it finally runs out of energy.
In this clip, that means one capital ship becomes two.
Nexus: The Jupiter Incident is FREE on GOG for the next 72 hours !
Grab it while you can !
Emperor of the Fading Suns Enhanced Update
We have made significant quality-of-life improvements to EFSe, and it is part of the Steam Summer sale. You can see the full changelog, as well as the Phoenix EFSe mod and Machiavelli the Prince Enhanced, at https://holistic-design.com/game-updates-steam-summer-sale/
EFSe 1.52g
Please note that the EFSe updates also require modders to update their work, especially if they have modified .res files. Details are at the end of this changelog.
Quality-of-Life Improvements
- One of the most requested quality-of-life improvements has been for build queues in your cities. You can access this new feature via a specific city or the archives. First add a queue – give it a name, select units in the order in which you want them built, and close the window to save it. Now that queue shows up in every city that can build all of its units. Select the queue and the city will build those units, in order, as long as you have enough resources available.
- Another QoL improvement involves reordering messages. Players had concerns when a longer series of “Resource Missing” messages would cause more important messages to be missed. Messages now appear in order of general importance, with “Resource Missing” messages at the bottom of the message window
- The third QoL improvement involves adding more hotkeys and shortcuts.
- Corrected behavior for the number pad Enter key, allowing it to mimic the regular Enter key
- Corrected hotkey implementation for shortcuts in the Build menu and messaging,
- Pressing “X” will eXit from planet-view to the star-map
- Left and Right buttons now allow players to navigate the group finder screen.
Bug Fixes
- Corrected dialog boxes incorrectly responding to number pad input
- Fixed various shortcuts
- Fixed a problem with sync behavior in the launcher
- updated the league loan behaviour
- Fixed Plague Bomb function configuration
For Modders
- New spotting algorithm allows you to choose between 8 different profiles that changes how detection works
- Maximum loan amount for league
- Starting wealth is now moddable per faction
Information for modders regarding altered data
DAT
- EFS.INI
- Addition of “maximum_loan_amount” for the League
- new “spot_algorithm” with several presets
- “starting_credits” removed and put into PlayerTable as PlayerStartingCredits
- PlayerTable.DAT
- PlayerStartingCredits
- UNIT.DAT
- Plague Bomb function fix
json
- diplo.res/.json (5 lines)
- Various data tunings for screen navigation UI/UX
- efs.res (around 26+ sections altered)
- FileMenu split to Starmenu and HexMenu
- Implemented dummy hotkeys through static UI elements
- Changed some hotkeys
- Queue system support
- strings.res (3 sections)
- Added confirmation of League loan and more information
- Added missing resources and tech info to queue messaging and queue system support
Important Notice for Modders: Update Your Mods for the New Patch
With the release of the new patch, all modders should make sure their mods are updated before launching the game.
If your mod changes any .res files, you may encounter a black screen on startup unless your files have been properly updated. To avoid this, please export your JSON files back into .res format using the provided Python script included with the modding tools.
TLDR:
Update your mods, re-export your JSONs into .res files, and make sure you are using the latest patch-compatible files before playing.
OrionLayer – A HD Frontend for the Original Master of Orion II (Linux)
Hi everyone,
Master of Orion II has been one of my favorite games for as long as I can remember. Like many of you, I still come back to it regularly. The gameplay has aged incredibly well, but modern displays haven't been nearly as kind to its 640×480 graphics. And honestly... my eyes aren't getting any younger either.
So I decided to build something I've wanted to see for a long time.
Not a remake. Not a clone. Not a source-port.
Instead, I'm building a HD frontend that works alongside the original game while leaving it completely untouched. The original engine continues to handle every aspect of the game exactly as it always has — my frontend simply follows what's happening on screen and replaces the presentation with modern HD artwork.
The whole philosophy fits in one sentence:
The game leads. The frontend follows.
Whenever a screen hasn't been recreated yet, the original graphics show automatically. Nothing breaks, nothing becomes unplayable — completed screens simply improve the experience while everything else keeps working as it always has.
My first milestone is to bring the complete interface to a polished HD state before tackling the really hard parts like the Galaxy Map and Tactical Combat.
Why Linux only?
Not because I'm against Windows or macOS — simply because the architecture relies on Linux-specific capabilities that let the original game and the HD frontend work together without touching the game itself. That gives me the technical freedom to build it the way I envisioned.
The project will always require a legitimate copy of Master of Orion II. It doesn't include, modify, or replace the original game.
A GitHub page is coming soon. I'd like the first public commit to actually represent the project properly before I put it online.
I'm sharing this because I'd love to meet other people who still care about this game — artists, UI designers, mechanics nerds, or simply fellow fans who enjoy talking about MOO2.
If OrionLayer grows into a real community project, I'd also love to find someone who enjoys the organizational side of things: managing GitHub, coordinating contributions, and helping keep the project moving. I'm not looking for someone to take over — just someone who'd enjoy building a welcoming home for it.
Full disclosure: I'm not a software developer by trade. My background is IT with a focus on LLMs, and that's exactly what makes OrionLayer possible — I drive the architecture, the vision, and every design decision, while building the implementation with heavy LLM assistance.
This is a long-term hobby project — it'll probably take years, and that's fine. Even if it stays a solo passion project, I'm happy, because I'm building this out of love for the game. If it grows into something bigger someday, even better.
If this sounds interesting, I'd genuinely love your thoughts, ideas, or just a chat with fellow MOO2 fans.
Thanks for reading.
Data
Edit: For anyone who wants to see what's actually behind this — I've uploaded a second video to the channel showing the folder structure, a glimpse of the startup code, and a live asset swap. Raw and unpolished, but real.
[The Last Captain] Imperial ambush of Coalition ships featuring frigates, cruisers, a battleship, and newly added artillery ships
The game is The Last Captain on Steam which I've been working on for two years full time now.
This footage is part of a large NPC and optimization test shot in spectator mode where AI fleets are unleashed on each other.
In The Last Captain you directly command a starship in pitched battles featuring point defense, missiles, and plenty of tactical options.
You travel the sector, picking your battles carefully as you upgrade your ship and slowly gain a fleet in the pursuit of vengeance.
I have a demo coming out soon. Always down to answer any and all questions, be they gameplay or technical!
R/Space4X team developing an epic intergalactic Space 4X RTS - First Look!
Proud to finally reveal the HUD and some gameplay for this epic intergalactic space 4X RTS game I’ve been developing. While I’m not ready to reveal the name, I’m proud to say that we are in deep development. Yes there will be a steam page soon so watch this space.
So what is this game ?
It’s a 2.5D intergalactic space 4X RTS game meaning you don’t have just one galaxy like other classic games but you have multiple galaxies. Zoom right out you’ll have the universe view. Focus into a galaxy and you’ll see thousands of stars ✨ Infact up to 2,000 stars will be available with up to 10 galaxies in the universe! That’s 20,000 star systems ! And of course there will be a galaxy setup so you can choose how big or small you want your worlds to be. The game will seed and procedurally generate every star with unique names and sectors and different shapes and sizes every new game you start.
Choose up to 6 factions at launch. Dominate and colonise star systems and eventually find a way of travelling to another galaxy with the right technology. There will be persistent ongoing wars that have been fought for hundreds of years and the game will keep track of all these in wars tab. Some battles were fought and lost THOUSANDS of years ago with ancient empires! Empire diplomacy is also important as well as trade ! Oh did I mention a comprehensive ship designer (work in progress! Much yet to be done ! )
Seamless Fleet Battles :
Conflicts, raids , invasions you name it ! This is a dangerous universe after all. Zoom in to battle to spectate different empires fighting or the command with your own empire in an Action RTS style combat system. Once the battle is done you can zoom right out and continue what you were doing all seamlessly. One living universe. Space pirates will want in on the action as they try to invade so be sure to befriend them , pay their demands or simply ignore but the consequences will be dire.
More will be revealed soon but in the mean time join the official r/space4X discord and join in the fun !
Also subscribe to our official YouTube channel where we will do devblogs so keep your eyes peeled ! 👀
http://www.youtube.com/@sp4ce4x
Cheers 🥂
R/Space4X team ! 🪐✨
Terra Invicta - Dark Skies DLC Trailer | Grand Strategy Game
youtu.beGame I'm Working On.
Hello,
I've been working on a 2D space game. This is a early preview, still lot to go and not all functions are in, but fair bit is and fully functional, I am currently in middle of reworking the combat, UI and VFX, so their are broken parts still.
What it is.
Nova Reforged is an open-world space sim across 50 seeded systems. You fly, fight, mine, haul, and salvage your way up from a starter hull to something that scares patrol wings. Nobody hands you a tier list. The economy, the factions, and the people in them were already in motion, you just slot into the friction.
Combat is real-time and reads off your gauges, not a damage log. 67 guns sorted into 10 families, blasters and gatlings dumb-fire, railguns and turrets lock, missiles chase. Shields soak, hull doesn't come back cheap, and the capacitor decides whether your guns or your engines win the next three seconds. Crew you hire can man a hardpoint and fire it themselves inside its arc. Capitals throw 360° turret batteries at you.
Mining is a job, not a button. Survey the rock with a beam, watch the heat climb, fracture it, then chase down the chunks before someone else does. Run drones if you'd rather work the field than the rock.
Trade rewards people who read the map. Frontier systems make exotics nobody out there wants; the core craves them. Spreads run 11–15× if you can find the route and survive it. Merchant haulers drift the lanes, hail one, deal on the spot. Some doors only open after you've found the base behind them.
Factions remember. Federation, Independent, and the Vorax all keep their own books on you. Clip a fed fleet in a crossfire and they stop caring whose side you thought you were on. Reputation is personal, NPCs reference what you actually did, not a karma bar.
Plus the rest of the lived-in stuff: dockable stations with live economies and defense turrets that scramble if you push them, hirable wingmen who can die and stay dead, breachable derelicts, salvageable wrecks, megastructures sitting out past the last orbit, and a scan-and-codex loop for people who'd rather chart the dark than shoot at it.
There are functions I've not mentioned and their are heap of hidden factions I've not added, there a lot more coming. 300+ systems, full scale dungeons, 100+ ships, many modules. There is system around combat/weapons I've not added or mentioned, which I'll mention once I've got it in the right place.
AI... and where it's used currently and what are my future plans for AI.
Coding - I use it to assist me, makes building ideas and testing lot faster.
Art - I made the space backgrounds myself, none of planets use AI artwork, only parts atm that use AI for art is mainly around items and ships, however I will replace that as I've started redesigning every single ship in blender myself as low poly, I already ran tests and I can get it into game without to much of performance hit, its prob going to take a while, so until then deal with it. In terms of everything else it's slowly getting rebuilt, by the end the only AI artwork will be character portraits, truth is I suck at making them and honestly AI does rather good job I just haven't found the style that I like and matches the game.
Music - Real person is making the soundtracks for me, hopefully in talks atm if he ends up moving on, I have someone else but he bit costly so might take while to get full soundtrack.
Sound Effects - Purchased assets, I suck at making them I tried.
UI - That's all me (I love designing in Figma), I will be changing it more as time goes on I've noticed mistakes and issues with the new UI but its close to where I want it. Issues atm are colors and some of panels are missing parts so its using part of what UI looks like.
Other then that, I use Godot game engine, its easy to work with.
Enjoy.
I’m building a space 4X where the star map and territory control are fully 3D
I’m the solo dev behind Galactum Meridian, a research-first space strategy game about leading humanity’s first deep survey beyond Sol.
I wanted to share a short video of the part of the game I’ve been spending a lot of time on lately: the star map and the way territory / control is represented in actual 3D space.
A lot of 4X games, even space ones, still handle strategic control in a mostly 2D way. Stellaris, Civilization, and similar games usually show borders as flat regions or overlays, sometimes with visual effects to give them more depth. That works well for readability, but I’ve always wanted to try something where the map is genuinely spatial. Homeworld did something similar to this many years ago, but I can't think of many other games that do this.
In Galactum Meridian, the star map is not just a backdrop. Nearby stars sit in 3D space, distance and depth matter, and the player’s science expedition is trying to build a working picture of what humanity can actually reach, study, and coordinate. But, it turns out... so are other expeditions, and you are competing against them for "control." Territory control is also being treated more like a 3D volume of scientific authority / stewardship rather than a flat painted border. The idea is that control is not just “I own this blob on a map,” but “we have enough survey data, probe coverage, research presence, and logistical reach to meaningfully operate here.”
I also have added a way of viewing stars in "slices", which only show a small snippet of the area of space in question. This works well for situations with dense star clusters.
The game is still deep in development, but I think I'm getting pretty close with how I want to present this part of the game. I may end up showing two expeditions with "contested" control over a star system, which I think could look very cool. The 3D map/control layer is one of the core things I want to get right because it affects how the whole game reads as a 4X.
I’d be curious what people here think about this kind of map presentation. Does a true 3D strategic map make territory/control feel more interesting, or do you think 4X maps need to stay flatter for readability?
Steam page is here if you want to wishlist/follow development:
https://store.steampowered.com/app/4690110/Galactum_Meridian/
-Hedra Games
Orion Online, Round 1 starts July 1st, 00:00 UTC
Orion Online, Galaxy Zoom Continuum
Let me introduce Orion Online, a persistent, modern, browser-based 4X MMORTS where you take control of a planet and fight to grow in the galaxy.
Some game-play features, that you might enjoy:
- Deterministic tick-engine that respects your time; No waking up in the middle of the night
- Intuitive, but deep, economic engine: Distribute resources responsibly
- Unique "discoveries" based roles system; Play as an economist, general, cyber operator, or support deployer
- Team-based PvP; War against other systems in the galaxy
- Interactive galaxy; Navigate between your planet, your system, and the galaxy in a zoom continuum
- No Pay-to-Win: no speed-ups, or resource packs. Monetization is fair and QoL only
The first ever official round is about to begin in ~1 hours (july 1st, 00:00 UTC).
I consider this a beta/EA still though, as there are some rough edges for sure, but I am super happy with the core systems and gameplay, so everything from here will be about fixing those rough edges, squashing bugs, adding more features, and taking in user feedback.
Thanks for playing, and enjoy (please report any bugs you come across).
- join game: https://orion.idleverse.gg/
- join discord: https://discord.com/invite/Wy58BQrUMY
Sheer scale on this massive 4X RPG space sandbox - Wayfallen
R/Space4X team are making a single player intergalactic space 4X RTS epic with multiple galaxies 🪐✨
Excited to finally announce this project I’ve been working on for the past few years. A massive real-time space 4X where you’re not just playing in a single galaxy but multiple galaxies procedurally generated every new game. You’ll be able to choose how big you want the universe to be. You’ll be able to have up to 10 galaxies loaded in a single session, each with 2000 star systems with their own number of planets and moons! That’s 20,000 star systems. With the right technology researched, your empire can truly travel between wormholes to enter other galaxies and dominate the universe. The space battles will take place in real time across the universe. You can observe other empires at war and join the fight with your own fleets. More will be revealed soon ! in the mean time enjoy this pre-alpha of the universe! Also join our discord and be sure to follow the r/space4X community for more news about this project and other great space strategy games !
Discord: https://discord.gg/WHY8hmgXYx
We added stealth mines to our persistent space MMO that sabotage shields silently — and can tax an entire Port. Does "economic warfare" belong in a 4X-style game?
Genuine design question for this crowd. We just added stealth limpet mines to our persistent browser space MMO — and the twist is they don't kill, they sabotage.
A mine silently attaches to any ship that passes within range and degrades its shield resistance — no warning. The victim feels perfectly safe, and only finds out when they pick a fight and their defenses fail far faster than they should (or when they dock).
The strategic part: plant one right next to a Port. Every trader has to dock there to buy and sell, so a single mine quietly taxes the whole sector's economy — you're not hunting one target, you're degrading everyone who trades through. Three tiers trade range for cost (25 / 300 / 1000 km), debuffs stack up to −60, and there's real counter-play (dock to reveal it, or an anti-mine sweep).
Short clip of the system in action: [VIDEO]
There's more in this update too — Kryllith countdown encounters, combat fixes, and a hard guarantee your progress survives every server maintenance. Full devlog: https://kronwars.com/devlog-5-silent-warfare/
Where does this crowd land: in a persistent 4X-style economy, do you want indirect "economic warfare" tools like this — weapons that attack the enemy's logistics instead of their hull — or does it cross the line into griefing?
(Context, not a pitch: it's at kronwars.com, closed beta.)
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.
The demo for Spaceman's Luck is finally out. I know you have been waiting for this. I'm ready. And you're ready. Do you have a Spaceman's Luck?
A game as violent as an epileptic seizure while remaining sensitive to the awe of the Cosmos. A game fit only for the best. Finally, a game you can Really Play.
Infinite Empire is OUT NOW in Early Access!
store.steampowered.comDynasty Protocol is getting close to v1.0 - here's a quick look at where things stand
Been heads down working on the final stretch before v1.0 and put together a short video showing where the game is right now.
Dynasty Protocol is a space RTS I've been building solo. You manage colonies, mine asteroids, command fleets and fight against an adaptive AI enemy across a single star system with six playable factions. It's been in Early Access for a while now and v1.0 is getting close.
If you're into space games with some depth to them, might be worth a look.
Early Access is live on Steam if you want to check it out: https://store.steampowered.com/app/3438130/Dynasty_Protocol/
See you out in the void.
Fortified Space is part of the Steam Summer Sale!
If you're looking for a neat little game that won't break the bank this Steam Summer Sale, consider Fortified Space!
This lil guy is a nostalgic space sim and tower defense hybrid inspired by classic Flash games. In space, you can walk around your ship, blast enemies with railguns, and intercept incoming missiles with railguns. After landing on hostile planets, you can build bases and defend against waves of adversaries using turrets, barbed wire, and more.
Somehow, the game also ended up on a news site's "20 Best Tower Defense Games of 2026" due to its uniqueness.
I've been actively updating this game in Early Access and have a lot of fun doing so. If you're interested, it is being offered at a 20% discount this sale ($3.19 in US). Good hunting.