r/spacesimgames

Beyond the Cradle: how’s my space factory game looking so far?

The game is still in development, and I’d love some feedback on the building models and planet environments. Do they fit together visually? Would you change the shapes, add more detail, or make the buildings stand out more against the terrain?

A wishlist on Steam would really help the project:
https://store.steampowered.com/app/4464270/Beyond_the_Cradle/

Thanks for taking a look!

u/Civil-Ad-7646 — 6 days ago

Dense Void

A story-driven grounded sci-fi horror inspired by astrophysics and speculative scientific theories.

Encounter impossible phenomena at a remote mining outpost near a black hole, where communication takes months and the unknown defies explanation.

If it looks like your kind of thing, the Steam page is here: https://store.steampowered.com/app/4886980/Dense_Void

u/Relicrad — 6 days ago

Cold Cargo

Hi everyone!

We’ve developed a small game inspired by titles like Privateer and Rebel Galaxy, bringing that experience to a 2D top-down perspective—with trading, missions, combat, and a story, without compromising on depth. We love titles like Cosmoteer, Gratuitous Space Battles or Silent Sector. If you like one of them - you may also like Cold Cargo.

The main story offers around 8-10 hours of gameplay. Along with more then 50 handcrafted side quests in addition to procedural missions. You can work your way up from a small spaceship to a massive carrier, set up your own trade routes, manage trading fleets, and explore a dynamic economy, build an own space station, invest in economy — and much more.

More then 40 ships to fly and own, more then 30 weapons with levels and rarity to collect.

Does this sound like your kind of game? We’re looking for players who’d like to test Cold Cargo and we are happy for any feedback. You can find an details about the game and sign up for an unlimited playtest at coldcargo.de. We will send you an individual invite link.

If there’s enough interest, we’re considering releasing the game on Steam and/or mobile devices. The game is currently only available in English and German - we may add additional translations later.

Can be played with mouse, mouse & keyboard, controller or touch devices inside your browser without installing anything.

Playable Link: coldcargo.de
Involvement: Solo-Dev & son :-)

u/EvaRevs — 6 days ago

Nox Imperii II, my second attempt at an Escape Velocity-inspired game ten years after the first: carry annoying tourists across the galaxy, fight barbarians, ransom captives, betray humanity, get rich or die trying

I first tried making this game ten years ago, as a fork of Naev. This is my second attempt, as a browser game made from scratch. A mostly open-world space game with a strong exploration focus, in an Art Nouveau steampunkish universe, inspired by Escape Velocity and classic science-fiction novels.

Carry annoying passengers, use local tragedies to make a killing on sales, turn to piracy or even ransom captives, take part in missions that will shape the galaxy, go beyond civilized space looking for natives you can barter with, betray humanity if you feel like it - whatever makes you money or inspires you.

The game is playable, but rough around the edges, and the storylines in particular are very much a work in progress.

It's 100% free, no accounts, no ads, playable in any desktop/laptop browser, but requires a keyboard. Play straight on https://www.noximperii.com/play or visit https://www.noximperii.com for more details.

Two notes:

  • my original attempt was handmade, this one uses AI extensively (Claude Code) to help with coding and assets. No image or music generators
  • the somewhat cramped UI in the video is due to shooting it with a small window size, it's not like that in game

What I'd love to know:

  • What you think of the graphic design. Does the mix between fairly “classic” spaceships and more art nouveau UIs, landscapes and portraits work?
  • What did you try, and did it work?
  • Where did you get stuck or bored?
u/Kinniken — 6 days ago
▲ 10 r/spacesimgames+1 crossposts

I'm working Orbital Empire, my correspondence 4x strategy game where you build an empire across a simulated solar systems. The vast distances are simulated through real time, and games unfold through weeks of alliances and betrayals. Public beta available now!

Hello friends! I've been working on a game inspired by the idea of a slow motion stellaris you can play with your friends. The beta is out now, and I'd love feedback!

It's Called Orbital Empire, and players manage an empire spanning the solar system in simulated real time, with actions and movements resolving once an hour.

You can trade, battle, mine, build, and explore. The alliances and rivalries you build are real, and heavily impact the end game. Players also propose and vote on bills in the game's senate, which can change rules in either blanket or targeted ways.

Orbital-empire.com

u/everybodytrustslorne — 9 days ago
▲ 67 r/spacesimgames+1 crossposts

What would you expect from a realistic space flight simulator?

I’ve been working on my realistic space flight simulator, and this is what a full flight currently looks like: from the main menu, into the vehicle builder, launching from the pad, reaching space, and finally coming back down for reentry.

There are already a lot of features in the game, but I still keep finding things I want to add before I’m willing to call it ready.

So I’m curious: what would you personally expect from a realistic space flight simulator? What features would make you want to keep playing?

u/Inevitable-Cash8506 — 12 days ago
▲ 21 r/spacesimgames+1 crossposts

Orbit Engineer on Steam

Build. Grow. Survive.

In Orbit Engineer, you take command of your own space station. What begins as a modest outpost quickly becomes a complex, living ecosystem where every decision matters. Expand your station, manage critical systems, and guide your crew as they push the limits of human survival in space.

Your responsibilities go far beyond construction. You must carefully manage crew morale, assign daily tasks, and ensure supplies are delivered where they’re needed most. Science is your pathway to progress conduct research experiments to unlock new technologies and earn funding to keep your mission alive.

But space is unpredictable.

Unexpected events, system failures, and cosmic hazards will constantly challenge your planning. One moment your station is thriving, the next you may be fighting to keep oxygen flowing or stabilise failing power systems. Every crisis demands quick thinking and careful prioritisation.

I would love to hear your feedback and ideas for this very first releasable version of the game.

store.steampowered.com
u/jamiealbiongames — 11 days ago

Monthly Post - What are you playing?

What have you been playing right now? What are you excited to see come out in the near future? If you're making a game, what are you working on? Anything Space Sim Game related, let us know.

reddit.com
u/AutoModerator — 14 days ago

Star Corsairs: Fractured Frontier — the shipyard now shows where each hull can actually shoot before you buy it (solo dev, Early Access)

Star Corsairs: Fractured Frontier is a single-player top-down 2D space RPG: trading across eight nations' markets, boarding, an escort wing, wormhole pockets, and 46 ships from interceptors to capitals. I'm a solo dev, and it's been in Early Access since August 31. This is the first big update.

Combat in it is about positioning. Guns have firing arcs, enemies turn broadside to fire, and a hull that hits hard off the bow can be nearly toothless off the stern. But the shipyard showed none of that. Worse, a ship's gun count came from the turrets drawn on its sprite, so six cruisers at the same price differed 5.3× in damage, and you only found out in a fight.

https://preview.redd.it/3s3lf3eto3th1.png?width=1920&format=png&auto=webp&s=9c73619fbf8345b0008283b97f37872f0a4fb4b2

Now damage is set by class, and every hull shows its firing arcs and damage by facing (bow, broadside, stern), overlaid on your current ship, before you buy. Upgrades within a class cap at about 2×, so moving up a class is always a real step, and pirate waves scale to your ship.

The other half of the update is a side story expedition, Beyond Contact. A scientist hires you to find a missing research team; I'll leave the rest unspoiled. It's built as proper scenes: the camera frames what matters, every speaker has a portrait, you can turn back at key points, and a failed defense retries from a checkpoint with different lines.

https://preview.redd.it/3ekesxvno3th1.jpg?width=1920&format=pjpg&auto=webp&s=e35845039b58796cdf93c9a0e87d2970e196cb3d

Two things I'd love feedback on:

  1. Do you prefer ships with a strong broadside you have to turn to use, or bow-heavy ships you just point at the target? Right now the roster has both, and I'm not sure which feels better in a top-down game.
  2. From the screenshots: do the story scenes read clearly? Is it obvious who's speaking and what the camera wants you to look at?

Star Corsairs

reddit.com
u/KorsarONIL — 13 days ago

Xetodus, an indie browser based 3D space MMO

Hey everyone! I’ve been working on Xetodus and wanted to share it here.

You can fly between star systems, land on planets to build colonies, and touch down on moons to drill for resources. Explore and build up your colony, work toward a better ship, or head out looking for a fight. There’s both PvP and PvE combat.

The universe has 750+ procedural star systems, with 20+ ships to fly and 17+ skills to max level and get on the ranking leaderboards!

Everything runs in your browser. No download or launcher needed. It’s free to play with an optional "Vanguard" membership.

https://xetodus.com

Would love to hear what fellow space game fans think! Questions, things that need work, stuff you’d like to see added, let me know!

u/AgreeableEstate4958 — 13 days ago

Here is my meme post! Am I too late to the party?

Saw the funny post by u/Dreadnouhgt and wanted to the same in my game! First time editing but had so much fun!

u/LifelessPhoenix — 12 days ago