r/spacegames

▲ 82 r/spacegames+6 crossposts

I've always loved the idea that somewhere out there in the galaxy, someone has to check aliens' passports before they travel. So my small team and I decided to make a game about it called XenoFeels

You play as a customs officer stationed on a remote asteroid outpost, inspecting alien travelers arriving from every corner of the galaxy. Your job is to compare documents, faces, ships, license plates, and cargo to catch smugglers, terrorists, and impostors before they can reach your home planet.

As your shift goes on, the inspections become more complicated... and reality itself starts feeling less reliable. By the end of the day, it's hard to tell whether you're chasing a criminal or just another bizarre alien species. And if you're really not sure, your employer has conveniently issued you a shotgun.

It's basically our attempt to blend Papers, Please, "spot the difference" gameplay, and dark sci-fi comedy into what might be the worst border control job in the galaxy.

Steam page: https://store.steampowered.com/app/4293910/XenoFeels/

u/Final-System5343 — 11 hours ago
▲ 58 r/spacegames+1 crossposts

My small indie team has always been drawn to space, so we're creating a survival adventure 14:Overmind that moves away from the familiar image of endless emptiness. Instead, we imagine space as a place where reality itself follows different rules.

Everything begins after a catastrophe. You awaken among the wreckage of your ship, drifting in the cold silence of space. Communication is gone. Nothing surrounds you but the void and strange anomaly fields where gravity can suddenly reverse and space can fold into impossible loops. All that's left is to survive, explore, and slowly piece together what really happened.

To escape, you'll have to adapt to this world: upgrade your spacesuit, gather resources, build a base, and assemble a new spacecraft literally from scratch. Every expedition could be your last-not only because of limited oxygen and scarce supplies, but also because of the Fractals, mysterious beings from another dimension that defy human understanding.

One of our biggest goals is to make space exploration feel as natural and immersive as possible. You'll pilot your vehicle directly, navigate through dangerous anomalies, and rely on your suit's tools not as simple gameplay mechanics, but as essential survival equipment. A gravity manipulator, a laser cutter, and a defractalizer aren't just resource-gathering tools-they're your way of interacting with a reality that no longer behaves as it should.

The game is currently in active development, and player feedback means a great deal to us. Maybe one of your ideas will one day become part of the world we're building.

u/nebowelli — 10 hours ago
▲ 46 r/spacegames+3 crossposts

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.

u/adnanclyde — 1 day ago
▲ 19 r/spacegames+3 crossposts

9 Kings inspired me to learn game development

I am a software engineer who has always wanted to learn how to develop and make games but I had one issue. I didn't have an idea.

After playing 9 kings shortly after it's release I sprouted the idea for my game, it has a few aspects inspired directly from 9 kings as well as Balatro. Mainly the auto battling from 9 Kings.

It started with a simple concept of building a space fleet to battle against enemy space fleets, while enhancing your fleets with Planets and moons.

I have been developing this game for around 12 months so far and have opened a playtest. With my game being of a very similar genre I would love to know get some thoughts and feedback from die hard 9 Kings fans to see where I'm hitting the mark and where I am falling short.

Keep in mind the game is pretty early in development and is a little unbalanced right now as well as some additional features still in development.

If you read this far thanks for hearing my story and if you love 9 Kings check out my game it would mean a lot to me!

Steam Link: https://store.steampowered.com/app/4481200/Null__Void/

u/TakenObedear — 1 day ago
▲ 97 r/spacegames+3 crossposts

Solbound, a space simple sim inspired by Freelancer and Everspace

Quick extract of my 6th game since I'm learning doing some since 2024.
I completely finish 4 small ones but this one is on a different scale.

I was a big fan of Freelancer 20 years ago and was thinking of doing the same one with web technologies (part of my job, so it helps). So I'm on it for the last month part time.

What do you think ?
Will you play ?

The goal will be 10/12 playables systems and an end game.

Thanks for your feedbacks (early video of gameplay is here : Gameplay video Alpha

u/EmploymentSudden2129 — 3 days ago

Aleryos, multiplayer space strategy game inspired by classic browser games, but with its own gameplay identity

Hi everyone,

About a month ago, I shared Aleryos, a multiplayer space strategy game I’ve been building.

Back then, the game was still in public beta. Since then, we went through around 40 days of beta, with a lot of player feedback, fixes, balancing and improvements.

Aleryos has now been officially released for 7 days, with more than 250 active players, growing alliances, rankings, rivalries and an active community already shaping the future of the game.

The game is inspired by classic browser-based space strategy games: persistent universes, planets, resources, fleets, espionage, alliances, rankings and long-term progression.

But Aleryos is not meant to be a copy-paste of older games.

I wanted to build something with its own identity, more variety, and different ways to play, while also giving it a more modern and polished interface than what browser strategy games usually had.

Some of the main differences:

  • Custom ships: players can design their own ship models with chassis, hulls, reactors, weapons and shields. Fleets are not only about producing fixed units, but about building a real military doctrine.
  • Ground troops and the Pillars system: strategy is not limited to space combat. Aleryos also has a ground layer with transport, colonization, espionage, attacks and logistics.
  • Factions and ranks: player progression is also tied to factions, identity and ranks, not only raw points.
  • Alliances with a real role: alliances are not just a tag next to a player name. They have organization, diplomacy, rankings and alliance technologies that actually strengthen the group.
  • Regular events: solo, alliance, PvP and PvE events are part of the game loop, so progression is not only about waiting for buildings or launching attacks.
  • A rich PvE environment: the game is not only focused on player-versus-player conflict. There is PvE content for players who enjoy progression, risk, exploration and alternative objectives.
  • A modern and polished interface: I spent a lot of time making the game feel cleaner, more visual and more accessible than traditional browser strategy games, while keeping the depth of a persistent empire builder.
  • Mobile playability: an Android app is planned, but the game is already playable properly on mobile browsers. The goal is to make it easy to check your empire, launch missions and manage progression from your phone.
  • A limited premium shop: the shop exists to support the development of the game and allow me to keep working on it, but it is intentionally limited to avoid pay-to-win mechanics.

Aleryos is also available in 14 languages: French, English, Spanish, German, Russian, Italian, Brazilian Portuguese, Turkish, Polish, Dutch, Czech, Romanian, Indonesian and Ukrainian.

The goal is to make a persistent strategy game where different types of players can find their place: economic players, raiders, diplomats, alliance-focused players, PvE players, PvP competitors, explorers and long-term empire builders.

And more systems are already planned, including alliance territories, territory wars and deeper group-based competition.

Aleryos is officially released, but it is still evolving with the community. The game changed a lot during beta thanks to early players, and I want to keep building it with people who enjoy deep, persistent strategy games.

You can try it here:
https://aleryos.com/decouvrir

Thanks to everyone who takes the time to try it. Feedback, even critical feedback, is genuinely useful at this stage.

u/No_Astronomer_3716 — 3 days ago

I made a space combat roguelite where you fit a ship, manage range, and line up high-alpha shots by controlling transversal

Perihelion: Rogue Orbit is a game about fitting a ship, flying it badly, realising the problem was you, and then flying it better. Build your ship, take it into hostile sectors, and fight through short combat encounters where every angle matters.

Your guns don't deal damage just because the fitting screen says they should; they need a clean firing solution. Range, angle, and transversal decide whether your high-alpha shot hits hard or grazes.

Burn straight at a target and you're easy to track. Cut across hostile guns and you reduce incoming damage. Widen your orbit and slow weapons start to apply. Change tack at the right moment, kill your transversal, and land the shot before the enemy does the same to you.

Out now in Steam Early Access - https://store.steampowered.com/app/4809810/Perihelion_Rogue_Orbit/?utm_source=reddit_organic

u/blaknite12 — 3 days ago
▲ 120 r/spacegames+3 crossposts

[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!

u/DMSmarine — 4 days ago
▲ 87 r/spacegames+1 crossposts

Game planning to have feature to export rocket engines to KSA

I was browsing around That Game Marketplace and happened to find this interesting looking game. In it's description it says it has engine export to "space games." I decided to look a litttle further in and on its website it mentions having export to KSA. This could be interesting...

store.steampowered.com
u/StillDig8125 — 4 days ago
▲ 9 r/spacegames+6 crossposts

I started playing the roguelike fps space sim JUMP SPACE! It's like a blend of Halo, Call Of Duty, & No Man's Sky all rolled into one. It's still only in Early Access, But it still has so much detail and depth to it! Newly added weapons, Ship maintenance, Hijacking enemy vessels, Space travel, etc.

So far Its a VERY fun sci fi shooter game! Hope you check it out and enjoy the gameplay!

youtu.be
u/Legitimate-Peace-490 — 3 days ago
▲ 8 r/spacegames+2 crossposts

I made Astrorift, a mobile-first browser space shooter, and I’d love feedback

Hey everyone,

I’ve been working on Astrorift, a browser-playable space combat game, and I’m finally putting it in front of more people.

It’s best played on mobile with touch controls, but it also supports keyboard/mouse and gamepad on desktop.

The basic loop is: take contracts, fight through hostile sectors, collect rewards, return to a hub station, upgrade your ship, then push farther out.

I recorded the first mission gameplay here if you want to see the opening flow first:
https://www.youtube.com/watch?v=fc0q5x9jRQ4&t=29s

Right now the game has:

  • 9 playable hulls
  • 38 weapons total
  • 15 main weapon tiers across laser, ion, and plasma
  • 23 side/secondary weapons like EMP, missiles, railgun, drones, gravity well, orbital strike, and repair systems
  • 8 hub stations
  • 7 mission types
  • pirates, drones, aliens, minibosses, boss encounters, and asteroid hazards
  • crew hiring, ship upgrades, mission boards, story/unlock beats, and offline/PWA support

It’s still in active development, so I’m mostly looking for feedback on onboarding, UI clarity, and how the first few minutes feel.

itch.io : https://ashriftstudio.itch.io/astrorift

Playable here:

https://astrorift.pages.dev/

Any first-impression feedback would help a lot.

u/ashutrip — 4 days ago
▲ 10 r/spacegames+2 crossposts

Play with galaxies

Would love any feedback you may have. Totally free, no sign up or anything.

Pick one or two galaxies and play with the controls. Please let me know if you find any bugs or have any suggestions.

space is fun

u/hapsize — 4 days ago

CozmoGame - Build a space empire from one planet, new universe live now

Hi everyone,

I am a solo dev. I built a free browser space strategy game called CozmoGame. It is inspired by OGame.

You start with one planet in a huge galaxy. You build mines, research tech, and grow your empire. You build fleets, explore, colonize new worlds, and fight other players for control of space. It all runs in real time, even when you are offline.

There is a lot of space stuff to sink into. Expeditions into deep space, co-op alien invasions, a boss-tier pirate to hunt, and full fleet combat.

My first universe is already live with 320+ players. Today I opened a fresh universe called Nova, so everyone starts on equal ground. Good time to jump in.

The game is free to play.

Play here: https://cozmogame.com

Discord: https://discord.gg/JmdWQjdZaQ

u/YogurtWooden — 5 days ago
▲ 95 r/spacegames+3 crossposts

What do you think ? Freelancer nostalgia

Quick extract of my 6th game since I learn doing some.

I completely finish 4 small ones but this one is on a different scale.

I was a big fan of Freelance 20 years ago and was thinking of doing the same one with web technologies (part of my job so it helps). So I'm on it for the last month part time.

What do you think ?

Will you play ?

The first step will be 10/12 playables systems and an end game.

Thanks for your feedbacks

u/EmploymentSudden2129 — 6 days ago
▲ 180 r/spacegames+3 crossposts

Built a space sim where every ship system is modular and affects how you survive

I've been building a space game called Sector 37 and wanted to share it with the space sim crowd.

The main mechanic I'm experimenting with is making ships feel like actual machines rather than fixed upgrades.

Your ship is made up of individual components:

  • weapons
  • engines
  • reactors
  • shields
  • other systems

What you recover and install changes how your ship performs.

Combat involves managing power between systems, pushing components into overdrive, and adapting when environmental hazards damage your ship.

There is also a strategic layer where you manage territory, resources, and defensive fleets while taking your main fleet into battles.

I'm looking for honest feedback on the simulation side:

  • Is it fun?
  • What's good, what is terrible?
  • What would be cool to add?

Playable Link: (Windows): https://smilingbob507.itch.io/sector-37-arpg

Discord: https://discord.gg/JGuH3qQahV

u/Beneficial_Bid_5859 — 7 days ago
▲ 51 r/spacegames+4 crossposts

Game 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.

youtube.com
u/CashFirm573 — 6 days ago