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Welcome to SpaceSimCentral.com

It was a daring move to follow those weak comm signals out this far into space, but you lucked out. You have found SpaceSimCentral, a station that has been tucked away for some time at the edges of our galaxy where only the brave and adventurous travelers dare to go to seek fame and fortune. SpaceSimCentral is one of the last stops before you set off on new adventures in the vastness of deep space. We do get many travelers that tell great tales of merchandise and even things you can get for free if you know where to look. So, finish docking your ship and check-in your valuables and spend some time chatting with the locals on the station and maybe you will discover something you have been waiting a whole lifetime to find.

Enough of the intro, I'm DarkOne the Admin of SpaceSimCentral and we have been around a few years and are striving to become a great source of news, lore and a file repository for your favorite and upcoming space/scifi gaming titles. I have always tried very hard to make SSC a community where both developers and gamers can discuss what they want to see in games and developers can show off what they are working on and get honest feedback from gamers first hand. To all of the developers out there, SSC has always been very accommodating to developers in that we give them free forum space here on SSC to discuss their games with the public. There are quite a few projects going on here at SSC so you might as well join in on the fun as well.

So have fun exploring SSC, the site is going through some major changes and will probably continue to change for the coming months. But this is for the good and I look forward to peoples opinions on what they think and with any luck I can get some members to write up some articles and blogs about their favorite games so I don't have to do all the work. So checkout what SSC has to offer and do register and let us know of any new games or help us out with locating old mods/patches. Enjoy the community and see you in the forums.

Join SSC Steam Group

Join other SSC Members on Steam

Help fund some game projects

Vote for these games on Steam

Please vote for some or all of these indie game titles to help get them on Steam to be sold. This helps support the hard working devs and it supports the space gaming community by having more games available.

Interstellar Rift
Defenders of the Last Colony
Soar 3D: Space Reloaded
Lander: Mission Control
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
Sector Zero
Deep Eclipse
The Galactic Asteroids Patrol
Galactic Patrol Pirates
Space Salvager
Star Bandits
Solar War
Steel Sky: Heavy Wings
Lost Orbit
Exo Miner
UFO Pilot: Astro-Creeps Elite
Astro Emporia
4th Dimension
Raze: Laserstorm
Crater Maker
LeapDrive Online
SBX: Invasion
Vincere Totus Astrum
Godspace Galactic 2
Direct Hit: Missile War
Space Station Alpha
Tiny Trek
Six Degrees To Freedom
Galaxy Union
Beyond Gravity
Darkfield VR
Artifacts of Aduss: O
Earth Under Siege
Luna's Wandering Stars
Fleet Buster
Space - The Return of The Pixxelfrazzer
Nexus: One Core
Space - Dualsus
Andromeda 5
Shardlands: Directors Cut
Sun Blast
Yargis: The Beginning
Star Hammer Tactics
Aeden's Journey
Fringes of the Empire
Subspace Continuum
Relativity Wars
P-3 Biotic
After the Empire
The Spatials
Solarsystem Conflict
Relativity - An Einstein's World
Age of Asteroids
Universe of the Firm
Approaching Infinity
Universe Edge
The Gravity Ether
Exo Miner
Ethereal Galaxy Interplanetary Space Combat
Space Salvager

Your game not here? Contact the admin to add it.

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Recently Added Posts

  • JohnSPhoto
    Dev Video #8 - From Earth to Mars

    JohnS - Nov 26 2015 08:09 AM

    AWE-SO-ME. Thx for your hard work, it's really fun !!!!  :preved:  :preved:

  • piotrintesPhoto

    piotrintes - Nov 26 2015 07:53 AM

    Thank you for this post. It taked me a while, but I just havn't notised this big Downloads button...

  • DamianoPhoto
    Dev Video #8 - From Earth to Mars

    Damiano - Nov 26 2015 05:03 AM

    Hi Guys, I've posted a new Video! :) In this video we are finally going to visit anothe...

  • IggyDreamatrixPhoto
    Spaceforce Rogue Universe HD 60% off on Steam

    IggyDreamatrix - Nov 25 2015 06:17 PM

    Hi all, It's Igor from Dreamatrix. I wanted to let you know that Spaceforce Rogue Universe H...

  • nozmajnerPhoto
    Wanted: new screenshots

    nozmajner - Nov 25 2015 01:59 PM

    Kanara chasing a Xylophis (barely pictured as a three pixel dot in the center :P )

  • AbbakkioPhoto
    [NooB]Where to land ?

    Abbakkio - Nov 25 2015 11:16 AM

    Thanks for the reply ProcDrone ;) ! The problem isn't to land, but where. Sorry probably I n...

  • sscadminPhoto

    sscadmin - Nov 25 2015 12:38 AM

    Welcome to SSC Paj and solid work so far on your game. Later in your development if you need a fo...

  • ProcDronePhoto
    [NooB]Where to land ?

    ProcDrone - Nov 24 2015 10:32 PM

    Doubts anyone will answer you here. Have you tried landing on any planet surface? Does not m...

  • giogionis123Photo
    among the stars a space trading and combat boardgame =)

    giogionis123 - Nov 24 2015 02:50 PM

    this is how the game looks each sector is conected through  wormholes 

  • PajamaJamsPhoto

    PajamaJams - Nov 24 2015 12:24 PM

    Hi SSC! My name is PajamaJams (You can call me Paj or Jams) and I'm a huge fan of Space sims! I'm...

Latest Discussions

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Space Sim followers have come a long way in there explorations of extra-terrestrial interests within the web space. Some online sites for poker have even commended Space Sim Central for their thorough dedication to the online gaming community. Sites like www.casinobonus.net offer bonuses for casino players and training tools to help improve your game. Like SpaceSimCentral, these sites want you to become a better gamer, and a more experienced all-around player. If you are to ever venture out to these sites and try your luck within the online gaming world do be sure to let us know how you get on.

Latest Forum Topics


Dev Video #8 - From Earth to Mars

26 Nov 2015

Posted by Damiano In: NovaVoyager

Hi Guys,


I've posted a new Video! :)


In this video we are finally going to visit another planet! :) The journey begins on the Earth in a fancy region of the Himalayan mountain range. We will fly over some snowy mountains and then "nose-up" and point to the space for a quick Lunar flyby, then we will aim to Deimos and then to Mars where we will land at sunset.

This 2015 was very challenging, I improved the graphics and the procedural terrain, added clouds shadow, fog, haze, wind, turbulence, reflective materials, new buildings, ships and cockpits and many other features.
I am doing my best to complete a playable version asap. Heartfelt thanks guys for your support, you are helping me a lot to continue this hard journey and make this dream come true.



  21 Views · 1 replies ( Last reply by JohnS )


Spaceforce Rogue Universe HD 60% off on Steam

25 Nov 2015

Posted by IggyDreamatrix In: Space Force: Rogue Universe

Hi all,


It's Igor from Dreamatrix. I wanted to let you know that Spaceforce Rogue Universe HD is discounted on Steam, so if you don't own the game yet, this is a good opportunity to get it :)


Also, if you're into RPGs, our new title Wave of Darkness is 50% off on Steam.


Thank you for your attention, and if you have any questions, I'm here to respond on them :)

  48 Views · 0 replies


[NooB]Where to land ?

22 Nov 2015

Posted by Abbakkio In: FFED3D

Hi :hi: , I just started to play for the first time to FFE and...

To accomplish a taxi cab job,  I must bring two passengers to Mifaqu, a system without starports, stations or planets, only two binary type M red stars.
Is it a bug ? Where do I land them ?


P.s. Sorry my bad english :resent: .

edit: I do not think this post is worthy of being in home  :fie: !

  129 Views · 2 replies ( Last reply by Abbakkio )


Starfall Tactics: New Screenshots

20 Nov 2015

Posted by Relampago In: Starfall Tactics


Welcome, space captains!

We're happy to see you here today, reading fresh news and waiting for an alpha version of the game. While we are fixing bugs and preparing some interesting things to make Starfall Tactics experience even more exciting, you can look at some new screenshots!

Fleet Editor

This week we've run several inner-circle tests and saved some interesting screenshots – today we're showing you a couple of them related to the Fleet Editor. In comparison to the old one, this time it shows all the information in more convenient and beautiful ways, ensuring you feel comfortable while assembling another super-vessel and planning out the winning strategy.


Ship customization process is an important part of building your strategy and can take a lot of players' time, to think through and find a module combination which will both satisfy their needs and fit general requirements, such as capacity and tech points cost. On the screenshot below you can see an Advisor equipped with beam weapons, shields, shield cells, armor, engines and warp module. In the left corner we present all technical information about it, on the top of screen you can see ship and fleet Tech Points cost, on the right side - all modules available to you, split into corresponding categories.


The fleet editor screen shows you which ships you have in your fleet along with providing necessary information about every single vessel – structure hitpoints, armor, shields and shields regeneration, dps, range, max and turn speed, TP cost, class – and, obviously, giving you the ability to add new ship or delete some.

So, that's what it all looks like at the moment. Although we hope you'll enjoy this version, we are not going to stop and will eventually add more functions you will need and make it all in the best possible way!

Module blueprints

Do you remember a picture with different guns and modules? If not – just read one of our previous WIP articles here. It finally found it's way into Starfall Tactics – you can see it in blueprints and even on ships themselves. Several examples of blueprint cards are here just for you to enjoy:

Projectile weapon




Beam weapon


*Note that all descriptions and stats are subject to change.

These examples represent just a very small part of what we plan on doing concerning blueprints. As diversity and wide customization ability are very important game features, we think on adding about 200 or more module blueprints at release and even more after it!


  103 Views · 2 replies ( Last reply by Relampago )


Update 4.0

19 Nov 2015

Posted by robske In: X Series

Beta patchnotes. Source: http://forum.egosoft...ic.php?t=366346


Release Notes 

Version 4.00 Beta 2 (202854) 

• New Feature: Bulletin board system to keep track of offered missions. 
• New Feature: Major overhaul of external view (enabled menus, target elements, external view in highways, and more). Feedback welcome
• New Feature: Time acceleration using SETA (feature functional but item not yet available). 
• New Feature: Player ship jump drive (feature functional but item not yet available). 
• New Feature: Economy logging and statistics (feature not yet functional). 
• New Feature: Flight School tutorial. 
• Added 'Fly to position' order selecting a position via map click (Replaces 'Fly to Zone' order). 
• Added ability to interact with on event monitor while controlling drones. 
• Added option to start autopilot to current mission target. 
• Added radar while remote controlling drones. 
• Added heat damage from engine jets. 
• Added savegame compression. 
• Improved small ship AI to use boost in combat situations based on pilot skills. 
• Improved behaviour when following mission target using autopilot. 
• Improved HUD toggle now toggles more elements and works in more cases. Feedback welcome
• Improved mouse accuracy in menus. 
• Improved station manager logic to better coordinate multiple owned ships. 
• Improved FXAA colour-correction. 
• Changed default setting for menu display from "Side Console"-mode to "HUD"-mode. 
• Fixed trade ships assigned to stations not respecting their new commander's subordinate range. 
• Fixed being able to issue multiple transfer orders for the same wares when using ware exchange with a station. 
• Fixed another scenario that could lead to incorrect amounts of unavailable units. 
• Fixed incorrect quantity of bought fuel cells on 'Refuel' order if the ship had already some fuel. 
• Fixed several bugs with Marauder Pirates not being able to steal dropped containers from their targets. 
• Fixed several cases resulting in ships getting stuck when following other ships out-of-sector. 
• Fixed missing command info for mining drones and for transport drones picking up ware containers. 
• Fixed stations complaining when player destroys an ownerless ship. 
• Fixed broken game controls after interacting with a trade offer while controlling a drone. 
• Fixed aim-at-indicator being displayed incorrectly when remote controlling a drone. 
• Fixed rare cases where objects showed incorrect outlines. 
• Fixed area damage increasing with lower framerates. 
• Fixed issue where a 'static' effect remained over the event monitor during the plot. 
• Fixed Particle Repeater weapons building up heat slower at higher framerates. 
• Fixed player ship not being able to enter highways with an open menu. 
• Fixed rare case of missing highway/gate/ship group target elements after starting/loading a game. 
• Fixed rare case of non-working input controls after starting/loading a game. 
• Fixed interact menu not always being on top of other target elements when using mouse/gamepad controls. 
• Fixed current target not always on top of all other target elements. 
• Fixed target elements not always on top of other target elements which are further away. 
• Fixed rare cases of clicking on a target element actually targeting another object. 
• Fixed target elements jumping when interacting with it while controlling a drone. 
• Fixed rare cases of crosshair showing weird animations. 
• Fixed rare cases of UI issues when switching to/from external and/or drone view. 
• Fixed cases where weapon panels showed startup animation in cases other than entering the ship. 
• Fixed various trade price discrepancies in menus due to incorrect rounding. 
• Fixed game freezing when quitting the game with Alt+F4 while in loading screen. 
• Fixed startup issues with corrupted or incorrect DLLs in Windows system directory. 
• Fixed several small memory leaks. 
• Fixed more causes of crashes. 
• Several more small performance and memory optimisations. 

Known Issues 

The following issues in this version are known and will be fixed in a forthcoming update. 

• Occasional graphical flash on entering a highway. 
• Clothing on some character appears black. 
• Flight School text remains on screen after playing the tutorial. 
• Player ship can get stuck at the exit of a highway if a menu is open. 
• Player ship can jump positions when changing zones while flying on autopilot. 
• Texts that are new in 4.0 are not yet translated. 
• Voice recordings for voiced texts that are new in 4.0 are not yet present. 

  138 Views · 3 replies ( Last reply by PINBACK )


Generation X - Episode II

19 Nov 2015

Posted by piotrintes In: Free SciFi Gaming Projects

Wellcome everyone!


First part of Episode II has been finaly relesed!


X Generation is space fabular game. Action starts on Earth in year 2074. Second episode is moving action far forward, after continuation of cutted action from first episode's end.

Special thanks for:
  • Planet-Source-Code.com/vb/ scripts/ShowCode.asp?txtCodeId= 66856&lngWId=1 - Sound engine
  • Truevision3D - 3D engine - free for non-commercial use



System: Windows xp, vista, 7, 8, 10
CPU: P4 2GHz should be enought

RAM: 1GB for xp, 2GB for vista, 7, 8, 10

Graphics card: 256MB vram, pixel shader 2.0, DirectX 9c




Those are some links connected to this game:








If you do not have first part of the game you can install it using this link: DOWNLOAD or use (mirror)


If you want to download second episode only use this installer: DOWNLOAD or use (mirror)


You can install it as path to first episode or as another game. Make sure you install only one campaign languate.










Unfortunetly without maxed graphics. I will change them.






I hope you will enjoy the game. If you fing any issue pleace contact me via forum of mail: support@kenlin.pl


If you have taken any epic screenshot (but pleace no spoilers) pleace upload it to this topic. The best screenshots will be used in galery on not-yet-existing general poject website.



  140 Views · 0 replies


Now called Jump Drive

18 Nov 2015

Posted by PINBACK In: Paragon

The game has a new name, I wonder why? also I read on Steam that they intend on a big update.

  150 Views · 3 replies ( Last reply by sscadmin )


Falling Stars: War of Empires, a fully-3D 4x strategy game

18 Nov 2015

Falling Stars: War of Empires is a single player and multiplayer turn-based strategy game, where players vie to control the galaxy through politics, space warfare, exploration, bartering with planetary inhabitants and more. Players start in an unexplored galaxy that is randomly generated, and you have to travel to different star systems to see if they have any planets you can colonize, or inhabitants you can barter with. It has a balanced tech tree of 30 technology upgrades, and different "Strategic Actions" you can choose once per round that cna give you a huge boost in single are that you need it. For example, if you see a weakness in another empires defenses, you can choose the "Bloodlust" strategy which allows you to attack with your fleet an extra time that turn, along with other bonuses.

I've been developing Falling Stars for the last two years or so, and it's really started coming together over the past 6 months. with some great graphical and UI improvements already implemented, and more on the horizon, I'll probably have a lot of updates to post here about the project.

What separates Falling Stars from other strategy games is the level of strategy it focuses on. There is no micro-management, no AI to run your empire for you, it's all about making big decisions that have a huge impact on the game. Every action you take can have vast consequences, whether it be choosing to work with the inhabitants of a planet to form barters in lieu of outright conquering them, or being forced to hold a planet in enemy territory and loses trade agreements with their allies, the strategy can be very intricate.

As I mentioned, we already have a good start on the graphics. Here are a couple screenshots and gifs to whet your pallets:



  153 Views · 3 replies ( Last reply by ArkisVir )


UPDATE 5 is live on Steam!

16 Nov 2015

Posted by MawhrinSkel In: Shallow Space
Hey there, been a while!

Did you see our latest ship the PLC Heavy Cruiser ‘Algenib?’

“Although some critiques call the design into question noting that it’s peak fire coverage points are the same as the Matar’s, the craft sports far stronger generators making the Algenib a more capable energy weapons platform.”


We’ve been busy since our Steam launch rolling in fixes and additions to the alpha.

UPDATES 1, 2, 3 were basically bug fixes and we added the ability to change the theme of your ships allowing the customisation of the primary and secondary colours and the tweaking of the material properties (metallic, shininess.)

UPDATE 4 worked on the scanning mechanics making it harder to detect the enemy and introducing a negative status if your units are ‘surprised’ by the enemy (they start attacking you before you’ve detected them,) we are started rolling in the Objectives system and we added new weapons and abilities. (over 60 fixes, additions and tweaks in total)

UPDATE 5 is the most recent unit which introduced the Algenib Heavy Cruiser, 5 new abilities, the ability to save/load fleet configurations and we evolved the Objectives system a little more (over 80 fixes, additions and tweaks in total)


We also unveil the second subversive faction the ‘Allied Pirate Forces” over on the blog:

“[Abbreviated: APF] More often than not, history teaches that ‘the enemy of my enemy is my friend’ and this is the common ground that forms the tenuous power titled the ‘Aligned Pirate Forces’.”


  78 Views · 2 replies ( Last reply by MawhrinSkel )


Planet Explorers

13 Nov 2015

The only post I could find on this was 2+ years ago and was about the kickstarter, which was successful btw. I have had this game on my steam watchlist for quite sometime now and looks very interesting since you can play single player, co-op, multi-player and cross platform multiplayer in this large open world game. And the maps seem and look very large and I like the fact players can create their own items or import others and make their own servers. There is a demo you can play http://planetexplore....net/new-demos/

So check it out and let me know what you think I might check this out this weekend when I have time. There is a huge update for the game (v0.9.0) coming very soon, dec 2015.

Steam link: http://store.steampo....com/app/237870



  133 Views · 4 replies ( Last reply by sscadmin )


Starfall Tactics WIP: Launcher, blueprints and module icons

13 Nov 2015

Posted by Relampago In: Starfall Tactics


What could be better then a couple of silent minutes with Starfall Tactics news? Only hundreds of it spent in-game! Today, on Friday the 13th, in our 10th Work in Progress article, we talk about our launcher, module icons and ship blueprints.


As every online game, Starfall Tactics is going to have a special launcher with all the usual stuff, like Update/Play buttons, along with latest news and everyting else you would normally expect and we will ever want to add there. And we've made a mockup of what it will probably eventually look like:


So, here it is. Although you are going to see it only for few minutes or even seconds before pushing the "Play" button, we are going to make sure it feels and looks just right!

Module icons

Although module icons might be not the most interesting thing to investigate, we'd love to present some just for you! Here we wanted to try out more MOBA-like thumbnails for our abilities, instead of going pure monochrome. At the same time, it can work well as we plan on having a lot of different module blueprints in our game and players will need a very clear and quickly-recognisable imagery to help them navigate the UI jungle.


That's what it looks like. Try to guess which action each icon represents and feel free to leave a comment at the forum!

Ship Blueprints

Can't find a ship you need in a bunch of the same looking blueprints? Not a problem anymore! These epic pictures represent spaceships, letting you know easily which one you want to add to the fleet:


*Note that all descriptions and stats are subject to change.

Look, they are awesome!

Stay in touch and don't forget to join the discussion in Starfall Tactics communities!


  70 Views · 2 replies ( Last reply by Relampago )


among the stars a space trading and combat boardgame =)

12 Nov 2015

Posted by giogionis123 In: Free SciFi Gaming Projects

well taking the risk of talk about my boardgame i know its about video games but if the admins allow this thread thanks.


well its a modular boardgame of space exploration i got the idea like 2 years ago or so but until this year i created it, if i live over there in the usa i will have gone with it into kickstarter its a great game and to play solo or with a group of friends, in the game you can do most of the things that are in games like elite or freelancer, explore, trade and you can take missions as a mercenary.


at the start of the game you take an objective card and you work to reach that goal there are 2 differents paths trader or mercenary this last is the path that offers more combat and exploration based objectives.


there are 2 factions in war in the galaxy to work with or to fight against, the gameboard is random generated through wormholes that connect each tile, and a main ship card that gives the statistics of the current ship, weapons and cargo bay if any, combat is dice based and goes along with the weapons mounted on the ship.


each tile represent a star system and each star is the correct type of star yellow, red, white or binary systems, and in each system there are planets to trade with and produces something and needs something in special at better prices than others, also there are space stations to take missions or to trade at a generic price also in each system there are space pirates to fight against, in the solo version of the game the player can take a third path pirate.


so basically thats my game i made a custom miniatures ships for it i didnt make the game to earn money the only thing that i wanted was to see the game produced it deserves a nice gamebox and i have mailed many boardgames companies but no luck so far the only one was an answer from zman games but i didnt replay to the mail i think i will release it as a print and play i will search for my pics of the prototype to show it here excuse my english.

  140 Views · 2 replies ( Last reply by giogionis123 )


X games on GOG

10 Nov 2015

Posted by PirxThePilot In: X Series

GOG has X3 (Reunion, Terran and Albion), X2, etc. for very little for the next few hours (more dough later).

  158 Views · 1 replies ( Last reply by fevriul )


Wont open

09 Nov 2015

Posted by vinster7 In: Pioneer

Gets halfway done creating the universe, and then i get a runtime error. Currently on Windows 8.

  283 Views · 5 replies ( Last reply by fluffyfreak )


Models on SolCommand - Material Files

09 Nov 2015

Posted by Xeltron245 In: Freelancer

First of all would like to say the models on solcommand are superb and well done to the creator of them. I had a small question on them. I am using in an attempt to make a new HD revival of Freelancer, much in the way has been done for numerous other popular games. Are .mat files available already for the models. Particularly I am using the TAU Intelligence model at the moment and Freelancer requires .mat files in the solararch.ini file and wanted to check on here to make sure I haven't missed anything as obviously saves a lot of work if I don't have to use a material file.


Thanks for the free use of the models again and of course I'll give credit.

  144 Views · 1 replies ( Last reply by PINBACK )


Mods for ETS 2

09 Nov 2015

Posted by OppsUps In: PC and Console Gaming


I'm looking for good space skins for my truck (like this, but with stars and galaxy)))

You know where I can find some of it?

  105 Views · 0 replies


Planetary Prospectors: A.R.M. (Asteroid Resource Mining)

08 Nov 2015

Been eyeing this on the Steam store, http://store.steampo....com/app/344890 looks like some sort of Miners war/Space engineers type of game, it's in early access so it will have some way to go before it complete.

looks like you fly a mining pod rather than a ship and from the videos it's a first person cockpit with a number of systems to activate, has a newtonian simulation and destructible asteroids and they also say they you will be able to have fleets and stations later in the game.


Website https://nefariousdim....wordpress.com/



-Open world Multiverse centered around Non-linear story lines

-Procedural Generated near infinite Universe

-Fully Destructible Environments

-Simulated Newtonian Physics based on hard science

-Component and Systems damage

-Psychological Survival Horror mixed with Quest and RPG elements

-VR and HOTAS/Gamepad Support

-Mining Community receives points and rewards for finding bugs and coming up with new ideas



  232 Views · 2 replies ( Last reply by PINBACK )


looking for a geo political space simulator

07 Nov 2015

Posted by TheEnternational In: Space/SciFi Combat and Simulation Game Discussion
Hello everyone,

I am a glad new member of SSC and hoping to be pointed in the right direction. In particular, I have been considering playing space sims lately and am looking for a specific type; a group political space sim. I have played computer and video games for most of my life and enjoy very much the look and playability of a well developed project. With that said, I would prefer a good looking game graphically that has a heavy focus on politics or faction relations. I ask this because I will be transferring into an International Relations major soon and would like to experience a realistic space system. I'm most interested in seeing something similar to what the actual politics of space in reality are like. Although I would not mind a fantastical adaptation.

Lastly, I need an educated opinion on Elite:Dangerous and Star citizens. What is good about these simulators and are there any others of similar or better quality?

Thank you,

  242 Views · 7 replies ( Last reply by TheEnternational )


Playtest Saturday, 7th of Nov, 2015

07 Nov 2015

Posted by AgeOfAscent In: Age of Ascent

Join us at www.ageofascent.com for a 30 min playtest Saturday, 7th of Nov, 2015 at 12pm PST, 2pm Central US, 3pm East US, 8pm UTC/GMT/UK (Desktop browser, mouse and keyboard)






  • Time change due to daylight savings: 12pm PST, 2pm Central US, 3pm East US, 8pm UTC/GMT/UK
  • Dual Projectile Multi-Cannons, 320 rounds per sec (19.2k per min), velocity 4 km/s, 7 km range
  • Weapon shield impacts
  • Free-for-All (FFA) - all ships are hostile
  • Next playtest after this one will be in four weeks (Dec 5th)

Hope you have fun! If you want to know the bigger picture and where we are heading don’t forget to check out: About Age of Ascent Thank you all for joining us on this journey!

  93 Views · 1 replies ( Last reply by sscadmin )


Space Sim In Development (looking for collaborator!)

06 Nov 2015

Hello everyone!


I have been working on a space sim part-time over the last 2 years...specifically learning the tools I would need to create one and prototyping out some gameplay elements. A Quick "about me": I am currently writing my thesis to complete my M.A.Sc. degree in electrical engineering (controls theory). My part-time work has really just been late at night during the week and the odd weekend when free time presents itself. My plan is to take at least a year off after graduating to work on the space sim full time. Here is a "brief" description of the game:



What kind of space sim?


My game could be described with 3 words: space economy simulator. Whether the player chooses to engage in that or not is up to them, I merely provide the universe (well just a small galaxy) as a sandbox. Factions will fight for resources, have rebellions, be destroyed, etc. Planet populations can be eradicated due a lack of food/water, new planets can be colonized, and players may be able to own/run planets/factories/fleets. Ambitious? Yes. I am currently developing the economy simulator in C++ external to any game engines since the entire game design relies on it. This will include laying down basic rules for piracy, colonization, rebellions, etc. I will be starting simple and building it up over time. The games that inspired me and have influenced my vision of the game would be mainly X3 and Limit Theory.



Okay so what do you have to show so far?


The first two years was familiarizing myself with game development, I spent some time learning some basics of CRYENGINE and its architecture and more recently UE4. I have brushed up on my data structures and algorithms, some design patterns, AI techniques, etc.  Here is some work I did in CRYENGINE to simulate spacecraft flight (similar to Star Citizen's method):




And here is a second video where I talk and briefly demo missiles:




To sum up the videos, I implemented simulated space flight using thrusters placed on the spacecraft. These thrusters represent the positions where I applied physic impulses and all the movement seen is done via the physics engine, The missiles in the second video are exactly the same way, which is pretty cool! I have a total of 11 thrusters on a missile: 8 which are used for pitch/yaw, 2 for roll stability, and 1 as the main thruster. I had a lot of fun playing with the missiles :).


I have since switched to UE4 due to a lack of documentation in CRYENGINE. I have implemented the same spacecraft movement in UE4 and have been learning the AI tools available. My attention has turned to building the economy simulator in C++ (externally to UE4) as mentioned above now that I feel comfortable being able to implement all other facets of the game. First I am laying down the ground work to create companies which can own/build factories and hire miners/traders, and from this learn how to create a functional economy simulator before moving forward. 


Looking for a collaborator!


I am looking for someone who is really passionate about space sims and game development, and is really excited about what I am trying to accomplish. My long term plan is to create a Kickstarter campaign (said every indie game dev on the planet...) once there is a playable demo. The playable demo may just be an economy simulator with no ship models (just icons) to start. I am a big fan of modular design and hence plan on being able to release a smaller scope game if things take a turn for the worst. I am making this game because I love space sims and I love game development. If you have similar feeling please let me know if you are interested! If not, I appreciate any criticisms/suggestions/resources you have!

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