r/spacesimgames • • 11d ago

REQUEST TO POST for Promotional posts

32 Upvotes

All promotional posts now require MOD approval before being made public. To avoid any delays and/or issues please read the rules and do not make follow up posts or mod mails until you have received a response from your original Promotional post.


r/spacesimgames • • 16d ago

Space Out Friday (space games promotion day) [00:00 - 23:59h UTC]

7 Upvotes

If your game does not fall within the definition of Orbiter and Dark Star One then Friday's [00:00 - 23:59h UTC] are your day to showcase your space game. The usual r/spacesimgames rules still apply the space lock has been opened for developers to show off their games that fall outside the scope whilst not being "space as a theme".

With the ratio of promotion posts to discussions taking place this is the mod teams next effort towards improving the communities experience.


r/spacesimgames • • 18h ago

Promotional Station Transit: Highgate To Bab Tamurt

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30 Upvotes

A short hop from Highgate Shipyard to Bab Tamurt Customs in my game Cold Runner currently in prototype.

Control every aspect of your spacecraft including manual repair inside and out.

I just hooked up sound to it today. Every sound comes from a real and active component, there's no sound in space, but the vibrations of action are felt and heard through the ships hull. The soundscape is very learnable, being able to tell by ear if any specific component is having trouble.


r/spacesimgames • • 1d ago

Promotional Wing Commander Privateer: Reimagined

75 Upvotes

Hello!

I'm excited to share that Privateer Reimagined is now playable. Privateer Reimagined expands on vanilla with a brand new from scratch graphics engine.

- There's a loot system (only partially complete).
- Asteroids are no longer a death sentence.
- Expanded dialogue and character depth on plot missions.
- Full in-game cinematic system gives you deep immersion - example: https://www.youtube.com/watch?v=PKgNbG5d63s
- Fly any ship in the game (only partially complete).
- Plot missions are completed through Taryn Cross, which I intend to complete in a few days.
- Righteous Fire isn't started yet, but it's coming.
- Mods that will be compatible with OpenPrivateer.

Checkout screenshots, read more, download it here: https://privateer-reimagined.com

Join Discord: discord.gg/9Vhm4tdymY

The game is very much in a beta state, and I'm really looking for folks who want to be involved in shaping how it grows and evolves.

Here's a short video of the in-flight gameplay: https://www.youtube.com/watch?v=yV35VrdR_6M

About me: I'm Glitch. I've loved Wing Commander for the majority of the time that I've been alive. I've been a professional Scientific Programmer / Data Scientist / Machine Learning Engineer / Software Engineer / [whatever you want to call me] for nearly 20 years. My original goal in my career was to be a game developer but the game industry was always really atrocious and the better choice was to focus my obsession with Linear Algebra into scientific programming and data science. I created Privateer Reimagined out of a labor of love.

Disclaimer: this project was built with AI assistance in every way. I am an AI engineer professionally and I use it as a tool to accelerate me, not to replace me. I understand some people may dislike this, and if you are one of those people, know that I respect your opinion.

I'm looking for game artists, designers, programmers, anyone who wants to contribute to join developing also.

What I would love to hear from the community:
- Do you have something from vanilla Privateer you always wanted? I'd love to make your dream come true!


r/spacesimgames • • 20h ago

Promotional Cargo To Orbit (completed)

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1 Upvotes

Major Upgrades to Cargo To Orbit

The story is still the same:

Match the drift. Kiss the collar. Bring the ship home.

The year is 1974. Mankind has been to the Moon and back, and now companies race for the privilege — and the profit — of hauling critical, perishable cargo to the platforms and stations wheeling overhead. You're a hotshot startup with one rocket, a switch for an engine, and a great deal of gravity to argue with.

Cargo to Orbit is a procedural 2D rocketry game about the hardest, most satisfying thing in spaceflight: catching a drifting target and setting down gently. Buy exactly enough fuel, choose your contracts, punch up through the atmosphere, and ease your nose into the docking collar — come in too fast and you'll bruise the cargo, spring a fuel leak, or crumple the whole ship against the station. Then do the hard part: come home and land soft.

Fly a career across the solar system

  • Four worlds, each its own problem: Earth of course, thin-aired Mars, the crushing sky of Venus, and a Jovian cloud deck your starter engine literally can't lift off of.
  • Every planet changes gravity and atmospheric drag, so your whole flight — and your fuel math — reshapes when you relocate.
  • Build the ship, run the business
  • Buy engines, tanks, holds, and thrusters; your rocket visibly grows as you bolt on bigger hardware.
  • Take one contract or a hold-full — every pallet perishes on its own clock, and heavier cargo pays more but costs you thrust.
    • And some cargo has more than the obvious cost :-)
  • Fuel is money, mass is fuel, freshness is a bonus. Every launch is a bet.

r/spacesimgames • • 15h ago

Promotional Built Kesslersky, a browser based space sim

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0 Upvotes

Hello! Spent some time workshopping a space sim game and was hoping to get some feedback. The game is still pretty early in development, but it's playable into the end game, estimated around ~40-60 hours. It's pretty chill, works on mobile.

The core game loop is mining asteroids, salvaging enemy ships, and setting up industrial pipelines to create more ships! You can unlock new hulls by destroying enemies and researching blueprints.

Expeditions unlock after claiming your second system. Expeditions take you into procedurally generated systems, each one is unique with different features and a different sky map. If you can defeat the occupying force you add the system to your collection, but if you lose it's gone forever.

There are hidden factions, easter eggs, and all sorts of fun little things to play with. If you are interested in customizing your experience, there's first class plugin support: https://beta.kesslersky.com/plugins/


r/spacesimgames • • 1d ago

Promotional Orbital Command - Steam Next Fest - Massive v1.2 demo patch

49 Upvotes

Demo Version 1.2 Launch

https://store.steampowered.com/app/5112040/Enarian_Orbital_Command/

Following on from the fantastic feedback from players and demo testers we have made a large number of changes to the game, here is a run down of just some of the many changes:

  • All new branding, Steam Assets and Logo
  • New trailer to show off the changes.
  • Simplified the skyboxes so they are less distracting, they still have the nice big planet but quieter nebula like effects.
  • Many changes to the UI including fixing the slight delay in opening some windows.
  • All new SFX for weapons, many other systems and UI elements.
  • Brand new voice over instructions and command confirmations. Sarah has never sounded better..
  • Improved enemy ship tactics, they will now hit and run, target support ships, fallback and regroup and more.
  • Improved lighting in the outpost and contract maps.
  • Improved ship flight mechanics especially for small ships like fighters.
  • Added freelook camera - Shortcut key: H
  • Many improvements to the onboarding tasks including a skip button.
  • New loading screen.
  • All new Hex tile and Select box system to identify ships and wings more easily.
  • Added HP bar to the ship hex tiles and the selected ship box now changes colour to reflect ship health, so you can more easily see if a ship is damaged.
  • New capital ship super weapon, a massive forward facing canon that takes time to charge but unleashes a devastating bolt of energy.
  • The Carrier capital ship gets a mine spreader weapon that seeds a minefield around it.
  • Advanced ship tactics, including micro warp and jump drives for the slower capital ships.
  • New impact and ship explosion animations.
  • Improvements have been made to all contract types to make them more engaging and challenging.
  • All new Convoy contract type, guard a series of ore barges as they make their way to their destination.
  • Contracts unlock based on commander level and additional contract types now open at low levels to provide more variation at low levels and in the demo.
  • Simplified stances and added power allocation options, allowing you to increase power to weapons, shields or engines.
  • Brand new modular station models.
  • And many more updates applying general polish to the game.

For anyone who tried the demo when it was first released now is a great time to jump back in and try it again as we move steadily towards launch at the end of the month!

https://store.steampowered.com/app/5112040/Enarian_Orbital_Command/


r/spacesimgames • • 1d ago

Promotional What would you sacrifice first in a space battle: weapons, shields, or engines?

5 Upvotes

We're working on a tactical space combat game called Abitrium, and one of the things we've been exploring is how much control a captain should have when things start going wrong.

Imagine you're in the middle of a fight.

Your shields are taking hits. Your weapons need power. Your engines are the only thing keeping you from becoming an easy target.

You don't have enough power to keep everything running at full capacity.

What do you prioritize?

  • Weapons: Keep firing. End the fight before your ship falls apart.
  • Shields: Stay alive long enough to find an opening.
  • Engines: Keep moving. A shot that misses does no damage.

We're building around the idea that commanding a ship should be about making difficult tactical decisions, not just having the biggest guns.

Curious how other strategy players approach this. Would you commit to one system or constantly shift power as the battle changes?


r/spacesimgames • • 2d ago

Promotional We're working on In Control: Rocketry, a rocket builder game where you design both the ship and the electronics that fly it. Thought you might like it!

18 Upvotes

Hey! We've been working since last year on a In Control: Rocketry, a spaceflight sim where you build the rocket and wire up its control panel yourself. Sensors, inputs, outputs, the whole thing is Turing-complete, so however you want to solve a flight problem, there's a way to do it. It will be available on Steam in 2027.

Real orbital mechanics, a fictional solar system to explore, sandbox mode if you just want to mess around and blow things up!

Feel free to add the game to your wishlist if you want to support the project! See you in space.


r/spacesimgames • • 1d ago

Promotional Space traffic in low Earth orbit now increases with the size of your colony. This is what 12,000 people looks like.

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3 Upvotes

I've been working on making Atlas Gate feel more alive as your orbital colony grows.

Space traffic around the station now scales with population, so a small outpost starts relatively quiet, while a large colony becomes surrounded by increasingly busy ship traffic.

This screenshot is from a station with a population of about 12,000.

I really like the idea that growth shouldn't only change the station itself. The space around it should gradually become busier too, so reaching a population like this actually feels different from the small station you started with.

Still pre-alpha and being tuned, especially the traffic density, but this is getting much closer to the feeling I wanted for a mature Atlas Gate colony, what do you think? Too much, not enough, just right?


r/spacesimgames • • 1d ago

Promotional MARSPORT 1985 8bit strategy space sim game from the 80s

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6 Upvotes

Marsport is a science fiction computer game that was released for the ZX Spectrum and Amstrad CPC home computers in 1985. It was published by Gargoyle Games in the United Kingdom and Dro Soft in Spain. Marsport was intended to be the first part of a trilogy called "The Siege of Earth" but parts two and three (Fornax and Gath) were not forthcoming. Because of this, it is often regarded as being part of an unofficial trilogy alongside Tir Na Nog and Dun Darach (both of which are part of the same official series) due to its having very similar gameplay to these titles. Marsport also has similarities to the later Gargoyle game Heavy on the Magick.


r/spacesimgames • • 2d ago

Promotional Dense Void - Short Intro

14 Upvotes

A story-driven, first-person grounded sci-fi horror game inspired by astrophysics and speculative science.

Trapped on an asteroid outpost orbiting a black hole, survive physics-based threats and impossible phenomena where every choice leads to 5 distinct endings.

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


r/spacesimgames • • 2d ago

Promotional Cold Cargo - Update

18 Upvotes

Hi everyone!

We’ve developed a small game inspired by titles like Privateer, Rebel Galaxy and Escape Velocity. A space RPG in 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.

We got some great feedback from people from here and continued working on Cold Cargo.
We are still looking for feedback and testers on all devices, with mouse and keyboard, controller or with touch devices.

Added Features science last update here:

  • Boarding of enemy ships to capture them
  • Your trade fleets will be formed of your own ships and can be fully fitted with gear, protecting ships can be added too
  • You can have unique crew members found in the galaxy to become your personal wingman with a ship you assign and gear up
  • New unique environments in sectors like storms, burning sun or a mine field
  • A new shop class with additional 13 ships to fly - build for battle with huge batteries
  • New weapons like mine layers and a complete new upgrade path for your gear - mine ore to smelt upgrade crystals and upgrade what you like
  • a huge database with lore and values for items in the game
  • a lot of UI improvements
  • and many more

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

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


r/spacesimgames • • 1d ago

Promotional Lazarus Mission – Brazilian Indie Game | Trailer #1

3 Upvotes

Hey everyone, how’s it going??

I wanted to share a game I’ve been working on with you all. The idea is to combine survival, resource management, and storytelling. You follow a crew on a long space mission, where you have to manage the ship and deal with unexpected events and emergency awakenings. These situations force you to make decisions that can have consequences throughout the journey.

Beyond survival, I’m also working on planetary exploration and an alien communication system featuring a language the player has to learn to understand. I want the feeling of isolation and discovery to be a major part of the experience. I’m still working on this and developing a unique language, so I’m definitely open to suggestions!

There are still a few things that need improvement, some animations that need reworking, and some adjustments to be made, so I apologize if there are any issues in the video. I’d really appreciate your help and any tips on what I could improve!

The video includes a short look at how the game works. It’s based on turns and cycles, during which emergency awakenings can occur. The player then has to decide whether or not to investigate. The game also features multiple endings and different possible outcomes. It’s up to you to choose your ending.

Anyway, I hope you enjoy the video! (If you’d like, I can share some screenshots here as well.)

P.S. I’m going to create a Discord server so you can follow the project more closely.


r/spacesimgames • • 2d ago

Promotional Orbit Engineer Releasing Tonight - 6PM BST

9 Upvotes

Live Tonight!

I can happily say I am finally releasing my game on steam as an early access game! I want the community to help shape the future of it from missions to extra building parts wanted etc etc.

Please have a look and let me know what you all think!

Orbit Engineer

Releasing 16th October 2026 6PM BST+ 30% Launch Discount!

https://store.steampowered.com/app/4775160/Orbit_Engineer/?beta=0

All feedback is welcome! I know its not a perfect game but lets see If I can make it one :)


r/spacesimgames • • 1d ago

Promotional Astral Outpost - Looking for 5 playtesters

0 Upvotes

Im Looking for 5 playtesters who are into idle style space station building games. I am unable to pay but will give you a copy of the game ( steam key ). Im looking for playtest data for balancing, if you want to report bugs or gameplay feedback it is appreciated but not required ( but REALLY appreciated ).

Link to the game:

https://store.steampowered.com/app/4965530/Astral_Outpost/


r/spacesimgames • • 2d ago

Promotional Stellurne: lead massive fleet wars across a living, war-torn frontier, where every warship is a city of hundreds and every battle is fought both outside the hull and within.

4 Upvotes
  • Ships are real engineering. Sectioned armor, separate energy and heat, weapons matched by size, type and mount, and signature abilities for each ship line. The same hull fitted two ways plays like two different ships. Now have 50+ uniques!
  • Every warship is a living colony. Hundreds of crew eat, sleep, work shifts and man battle stations. Fires, decompression, permanent injuries and mutiny inside the hull decide how the ship fights outside. You can control each of them!
  • The frontier runs without you. Three powers besiege ports and rebuild their navies, markets follow real supply and demand, and pirates raid convoys. Every side you take moves the front line. Too much to describe in one line ;)

I am recruiting players for first closed playtest in late October. Comment or DM if you'd like in!


r/spacesimgames • • 2d ago

Promotional My Hobby-Project "Galactic Merchants"

1 Upvotes
serverstats after weeks of runtime
3 Whiteboards with Architectur. This System now lives online.

- To the MOD's first:
This is NOT a prmo for any "Product". This is a private Hobby-Project.
The "Game Name" now is in the Title.
The Gameplay-Screenshot or video. Primary it's about the Base-Engine and technical Architecture. I'll add a screenshot.
State of the current version: Full simulation runs without OOS since some weeks without any crash or error. The content at the moment is very primitive. State i would name a early beta.
Description: Real 3D Space-Trading multiplayer-game with Production-loops, own factorys, starships and vessels, jumpgates and ambient-holograms in a big sectorized universe. Playable in a webbrowser.
... What you think about this Ambitions?
- AI slob Hater: Yes, i also dont like AI slob. Most crazy situation is, when your handmaded work gets tagged as "AI-slob" by an "AI" :D Some "css-html" for the user-panels, and some tech solutions in the backend was maded with AI-Help. But when we would have bashed all script-kiddies and serach-and-replace coder in the 1990-th and 2000-th in this way the AI-users today gets based, today you wouldn'd have a Platforms like this here. For me it is about learning, getting knowledge in edge-case solution, understaning solutions and whats behind. AI for me primary is a explanation-tool like in old times computer-prospects (who did not copy the printed code from the C64 books?), forums, wikis, github, ... and so on.
Complain when you can do it better, not before.
Backend-Preformance: screenshot top-stats of a single-sector at a micro-VM
Coded in mjs, v8 optimized. (still 4 deopts at bootup). Depencies: node, socket, xhr, env, nulengine. Not more ...
Data: API driven, 11 decentral API's provide the data for the node and making all trade- and productions- caclulations.

a bit dev-history
The first simple sector-mesh by 49 infinity space-sectors for players

r/spacesimgames • • 2d ago

Promotional World of Frontiers — new Halloween bosses in our playable browser MMO. Is the combat readable?

0 Upvotes

Hi, I develop World of Frontiers at FloriM Studios. Current stage: a playable, actively developed free browser space MMO for PC and mobile, with optional in-game purchases. You fly a ship, hunt NPCs, collect resources, upgrade equipment and team up or fight other pilots across three factions.

Here is actual gameplay from our Halloween event preview using the revised NPC models. This is the final 9.5 seconds of a longer boss fight, staged locally with prepared equipment at normal speed. The regular game is playable now; Echoes of the Void starts October 19 and runs through November 1, ending November 2 at 00:00 UTC.

Specific feedback I would value: can you distinguish the boss, incoming attacks and your ship at this scale, or does the purple background compete with them? What would you simplify first?

Play free: https://florim-studios.itch.io/world-of-frontiers

New 30-second trailer, including model close-ups and a squad encounter: https://youtu.be/qg7N-f9n8go

Original music; game art created with AI assistance. I will read and respond to feedback here.

https://reddit.com/link/1x7kdaz/video/2vosv5fbsuvh1/player


r/spacesimgames • • 2d ago

Discussion Looking for a older space sim game maybe a sondbox game, not sure

6 Upvotes

im looking for a title of a old spacesim game, arround the time where freespace or freespace 2 came out the gfx was way ahead of it time, in the game u couldnt fly a trader u had to buy a trader ship hire a pilot and order it to buy from one station and sell it to another and u could escort ur own ship, and no its not x rebirth, its older then that as far i can remember i think it was even before the first 3d card came out not sure.

hope u can help me with some names


r/spacesimgames • • 3d ago

Promotional Overbuilt: what would make a ship builder on mobile worth playing for you?

15 Upvotes

I've grown up with PC building games, from Garry's Mod to Factorio, KSP, Space Engineers and a bunch of others, but I could never find anything on mobile that scratched that itch. So for the past few months I've been trying to make my own called Overbuilt (stitched some gameplay clips together to show)

The game is fully physics based (within mobile limitations) and most of the systems are in place. It's still in-development but I'm looking for some early feedback to make it something truly special

Right now there's a campaign where you fight, mine, haul cargo and race, and each mission pushes you to build something better than before.

There's also an async PvP arena where your ship goes up against other players' designs (flown by AI) and a crew system where you can progress together with others against server-wide capital ships.

Lately I've started doubting the concept a bit though, and I wanted to hear from people who actually play games like these.

What would your ideal one be like? Do you prefer depth and complexity, or a more casual experience since it's surprisingly hard to make a game like this intuitive and fun on mobile, curious what you all think!


r/spacesimgames • • 2d ago

Star Citizen: Is the price of innovation worth paying?

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0 Upvotes

r/spacesimgames • • 4d ago

Discussion Squadron 42: Mark Hamil being Mark Hamil

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70 Upvotes

Mark Hamil Fully immersing himself in squadron 42 with steam frame, vipril sticks and dbox haptic seat. You are the main character in this story. How i wish i can play in that sim cockpit for a truly space sim game experience.


r/spacesimgames • • 4d ago

Promotional In Space Defender you never fly alone: you lead up to three wingmen, and when one gets shot down you have to go pick up their escape pod

15 Upvotes

r/spacesimgames • • 4d ago

Promotional Vee Corp - Perihelion

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0 Upvotes

Here is my game Perihelion, this is old footage of comets v1 in my solar system. Also visible as photometric dots are asteroids.

Yes, I coded this with AI. Ive been working on this with ai, sometimes I step in the code, but ive been working on it for 1year now.

Your welcome to check out my channel on youtube for dev updates. Ive done lots of systems for the sim you can check (like the planetarium simulation, but also factory pipeline, still working on that gameplay stuff, dunno how deep to go and stuff.)

The game doesnt have a full gameplay loop yet still working on that. But you can plan missions and build factories, thats starting to take shape, you can aquire land and stuff...