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.
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.
Gangs of Space
Star Sonata 2
Defenders of the Last Colony
Soar 3D: Space Reloaded
Lander: Mission Control
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
Blue Libra 2
The Galactic Asteroids Patrol
Galactic Patrol Pirates
Steel Sky: Heavy Wings
UFO Pilot: Astro-Creeps Elite
Vincere Totus Astrum
Godspace Galactic 2
Direct Hit: Missile War
Space Station Alpha
Six Degrees To Freedom
Artifacts of Aduss: O
Earth Under Siege
Luna's Wandering Stars
Space - The Return of The Pixxelfrazzer
Nexus: One Core
Space - Dualsus
Shardlands: Directors Cut
Yargis: The Beginning
Star Hammer Tactics
Fringes of the Empire
After the Empire
Relativity - An Einstein's World
Age of Asteroids
Universe of the Firm
Smugglers V: Invasion
The Gravity Ether
Ethereal Galaxy Interplanetary Space Combat
Your game not here? Contact the admin to add it.
Recently Added Posts
sscadmin - Sep 02 2015 07:44 AM
Nice to see this get funded, I think their stretch goals could have been better. I think controll...
Dreadnought from Yager Development
sscadmin - Sep 02 2015 06:13 AM
Game is looking to be great, don't forget to sign-up for the beta https://www.greybox.com/dreadno...
sscadmin - Sep 02 2015 05:59 AM
Great ideas and looks like you are off to a good start on the core mechanics of the game. You men...
2015 August Updates and new Screenshots
sscadmin - Sep 02 2015 05:49 AM
It's great when you look at previous screenshots and you can notice the differences and the atten...
Bouitaz - Sep 01 2015 10:57 PM
Ah, ok. Always good to know such things as it's often omitted when reading up about games. Thank...
Lord of Rigel: An Upcoming 4x Space Strategy Title
adamant2001 - Sep 01 2015 10:46 PM
For anyone interested in more LoR backstory, we did up an article on the recent history of the ga...
Free Sci-Fi Music for your Games
EricMatyas - Sep 01 2015 09:27 PM
Hi everyone, Soundimage is now on youtube! I've had a good number of requests for a way to list...
spiritofthepoor - Sep 01 2015 07:36 PM
Looks like something to keep an eye on in the future! One question though.. How are you planning...
Bouitaz - Sep 01 2015 12:22 PM
Apologies for the formatting of the previous reply. It seems that it wont accept breaks. And I ca...
Bouitaz - Sep 01 2015 12:16 PM
Looks like something to keep an eye on in the future!One question though.. How are you planning t...
spiritofthepoor - Sep 01 2015 08:26 AM
2015 August Updates and new Screenshots
Damiano - Aug 30 2015 04:55 AM
So I decided to try and learn coding...
Overlord - Aug 29 2015 06:10 AM
AloneRhapsody - Aug 27 2015 01:50 PM
AloneRhapsody - Aug 26 2015 05:48 PM
Shores of Hazeron coming to Steam Early Access this autumn!
robske - Aug 23 2015 08:24 PM
Sci-fi transmedia book saga - Mark of Odin
Halsam - Aug 23 2015 06:31 AM
Go For Launch: Mercury - A full VR simulation of project Mercury
GFLMercury - Aug 23 2015 05:11 AM
spiritofthepoor - Aug 22 2015 02:23 PM
You guys win if you can help me find the name of this game
Zack112 - Aug 22 2015 04:43 AM
SSC recognized as gaming community
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Latest Forum Topics
It has been just over a month now since I started working on this, and it has come a long way but it has a ways to go. In the beginning it was just a white triangle on a black screen with some random pixel star field. I spent many late nights debugging and many long days slowly adding features and testing as I went along. So here it is although not done; its very close to being done.
Originally Sector Space was a game idea I had back in the day when I played another game by the name of Hostile Space. I played Hostile Space for many hours and really truly loved it, then one day the server went down... and it never came back up.* Ever since I played that game I have wanted to make my own. I moved on years later to a game called Star Sonata but became bored and frustrated with its community as well as my progress through the game, it stopped being fun. I later moved on to playing games like Spore, Dwarf Fortress, Path of Exile, Starbound, Terraria, EVE, Space Engineers, and Minecraft, many of which I still play to this day. But my heart desires retro space games and so I have tried 3 times in a row now to make what I desire to play. This version of Sector Space is my final and hopefully successful attempt to do just that, and it adopts ideas from and references all the games I have mentioned above.
*(I am aware there is a reboot version of Hostile Space now hosted by different people trying to revise and revive the original game.)
The above image shows the current progress as of this morning. I am implementing Jump Drives, and Devices at this time and fleshing out the menu system. I have yet to add Crafting, Building, or AI generated Space Stations, Trade, or Factions. The game isn't playable (as a game) in this state however it does run. World generation is done, the database system, loading, saving, combat system, item mods, graphical effects, sound, weapons and gear, mining, Ship AI, inventory, the chat system, exploration, etc. are 90% finished. I just lack a lot of user interface stuff to interact with the game at this time.
About The Game
My aim was to make a game which didn't require a gaming computer to play but still looked visually pleasing, that could be played on a low (small) or high (large) resolution monitor, and had a retro look to it. I wanted a game I could play and not know everything about even if I designed it myself, so I deployed the only tool I knew which can do that: procedural generation.
If you have played Terraria, Starbound, Spore, or Minecraft then you will know what that is about. Of those games I adopted the world approach of Terraria. That is to say you can have multiple "worlds", and "characters" can jump between them. So if you run out of resources or don't like your world but still have cool stuff on your character-then you are not stuck with the world you were given. The worlds are seeded and pseudo-randomly generated, they are not technically infinite but you can travel virtually forever out into space past the limits of the galaxy you are in (careful the Reapers live out there... in the void). In these worlds are all the space things you expect, stars, planets, nebula, wormholes, friendly and enemy ships, alien creatures, asteroids, and black holes even. Regions of space define what spawns there, what lives there, and the chances of things happening. Just like the games I mentioned, you will be-able to explore, fight, colonize, gather resources, craft, and build.
Most maps typically look like the one above. On average you are given about 9800+ sectors to explore, of which you can expect 3000 or so different star systems. If you go into the blue area (void) you wont find much. Void on the map does have stuff in it but void off the map wont, when you reach the edge of the map you can travel endlessly into void. I am still going to utilize void to spawn things however you cannot build in void outside the map as I do not run save/load methods off the map. It will generally get more dangerous (higher level) as you move away from origin (0,0) center of the map in "protected space". Purple and green squares here represent things like the equivalent of space dungeons. Blue-ish white is completely safe space, yellow is neutral, orange and red are more dangerous hostile space. Other features you see are asteroid fields, nebula, and star systems populating the regions.
Here you can see what it might look like to have a end-game ship filled with equipment, sorry the icons don't look that interesting I haven't had time to make unique item icons for gear and commodities yet. The ships are stand-in's, although they will have a similar simplistic look to them, just like in HS you will be-able to paint parts of the ship to customize their look a bit.
The Core Idea
Exploration and combat: a randomly generated world each time, map it out, find the location of wormholes, boss spawns, mobs spawns, factions, ideal planets for colonization, or other resources.
Resource collection: resources will exist in the form of loot from enemy ships, alien creatures, planets, colonies, trading, or asteroid mining.
Building and crafting: use resources to build yourself a better ship, modify existing items, build new items, or construct colonies on planets or space stations in... well space!
Some Game Mechanics
Ship systems: the squares with icons represent "slots" and the colors represent the kind of equipment you can install in them. Yellow is armor (bottom half circle), green is shields (top half circle), blue energy (bottom), purple cloaks (left), orange (single - centered square) is your engine / drive slot, and teal are devices (right). I haven't implemented devices or drives yet so that is why they are missing. You can have multiple energy generation devices (reactors) or multiple shields, or multiple weapons, etc. The number of slots of each type are determined by the type of ship you have and your skills. The stats of the devices will stack together acting as one distributed system, like 3 reactors providing a total energy bank and recharge rate as the sum of the individual reactors. Each piece of equipment can be modded providing minor tweaks to all attributes in any combination.
On the offensive: the game has nine weapon types, and two damage types. Electromagnetic damage, and Physical damage. Each type of weapon has a ratio of the two damage types, for example a Laser type weapon usually does 80% EM Damage and 20% Physical Damage, while a Rail Gun does 75% Physical Damage and 25% EM Damage. This is important to ship defense mechanics when taking damage or dealing it out.
On the defensive: you have two layers of defense before a weapon hits your Hull hurting you. Armor and Shields. Shields soak up EM Damage and reduces Physical Damage by a %, while Armor soaks up Physical Damage and reduces EM Damage by a %, when one or the other breaks you rely on the others soak or % reduction to keep damage to your hull at a minimum. If you hull integrity bar goes to 0 you die (the end). When you die you a returned to the last spawn point you set. Attributes like repair rate of your hull, armor, and regeneration of shields must be considered and balanced with your energy generation ability. Weapons use energy, some weapons take ammunition which reduces their energy cost but makes you dependent on carrying a supply. Other weapons use pure energy and will thus use more energy to deal the same damage.
Well that is all I am willing to write about. I don't want to hype it up too much, it will be a simple game at its core. The goal is to make something that is fun to play. It will be single player until I finish the core mechanics and fix up the look and feel of it. Then I might slowly introduce multiplayer functionality beginning with online chat, shared instance arena like sectors then if it works out fine I will move onto a server program which can be used by players to host their own worlds entirely.
A few things I want to implement eventually:
Landing on Planets ( using a specialized sector with wrap around coordinates - like a mobious strip, to emulate sphere like world surfaces. )
Damaged Items ( Allowing things to be damaged and later repaired, right now everything has infinite durability and longevity. )
Galaxy "World Map" Bridging ( Allowing the edge of the map to connect to another worlds edge similar to neighboring cities in Sim City. )
MMO Support ( One day but not any time soon, its tricky to get an efficient robust online system for supporting anything more than a few dozen players, plus security issues and hosting costs. )
I can't give a release date at this time.
104 Views · 5 replies ( Last reply by sscadmin )
149 Views · 4 replies ( Last reply by sscadmin )
anyone knows any game where the player has to mediate the first contact with a race of inferior technology of humans?
recently came to me that in my head, and I found a really interesting scenario.
as of now, thank you.
148 Views · 3 replies ( Last reply by PINBACK )
Shores of Hazeron will be hitting steam early access very soon! To commemorate that, I made a trailer of Shores of Hazeron which only makes use of actual gameplay:
Let me know what you think!
And if you have comments on the video, please slap me around a bit with your feedback!
279 Views · 5 replies ( Last reply by robske )
94 Views · 2 replies ( Last reply by Halsam )
New space simulator in development! Go For Launch: Mercury, a fully immersive and interactive simulation of America’s first manned space program.
Go For Launch: Mercury is currently in development and will include;
- Full support for Oculus Rift (or monitor)
- Accurate and detailed interiors of each variant of the Mercury Capsule
- Accurate and detailed models of the Redstone and Atlas rockets
- Detailed, interactive flight controls
- A full set of accurate, playable missions
A short demo will be published in the near future. Watch this space for further developments!
For more information visit www.goforlaunch.co.uk
or follow us on Facebook here! https://www.facebook.com/GFLMercury
191 Views · 1 replies ( Last reply by auryx )
Genre:ISO Scifi... Rpg? I believe it was realtime/turn based like fallout
Estimated year of release: I was a kid playing on windows 95
Graphics/art style:looked a lot like screenshots for the new game Stasis, that's what reminded me of it. Hand crafted backgrounds, Isometric, mostly dark corridors inside the space stations and there were sections outside on an alien planet
Here is a picture of Stasis, the game I'm looking for looked a lot like the 90's/early 2000's version of this http://media.moddb.c...6f143_large.jpg
Notable characters: I can't remember any, I think there was a guy in a white space suit? You controlled multiple characters in some missions
Notable gameplay mechanics: one mission revolved around collecting alien tissue samples. I also remember there being a whole tutorial level that was inside a fancy space Acadamy. Seemed like the only well lit area in the game.
One mission was partially inside of a space base, you had to lead your character or two outside onto the alien world in order to collect a sample from a rock or a cave or something like that.
Another mission looked like it was after an alien had escaped containment and had destroyed most of the lab/station. You had to find a way out.
It wasn't a top down shooter, it controlled more like a strategy game but I'm fairly certain there was no way to train any units.
I've looked through GoG's catalog 3 times, I've searched list after list on Wikipedia, I'm running out ideas. Can anyone help me?
251 Views · 5 replies ( Last reply by CaptainKal )
Don't think the game will play like the trailer but still nice to see another space sim on the consoles, no word about a PS4 version.
With all of the underwater games i am seeing on steam and how they look it they (Digital Arrow and Nordic Games) can pull it off they will have a great underwater shooter on their hands.
167 Views · 7 replies ( Last reply by Geraldine )
I'm enjoying both Pioneer and Paragon (pretty but less stable).
What is this Scout + I keep hearing about, what are the gameplay and graphics differences from regular Pioneer?
292 Views · 4 replies ( Last reply by impaktor )
Take a look at 'of Ship Customisation and the Mustering of Forces'
"The Flotilla Identity acts as both a way for the Player to glean a formations purpose and its position in the theatre but also encourages the Player to think more carefully about their formations. So it is the intent that this identity system grants bonuses pertaining to that particular squadron’s characteristic. For example the EW Squadron would get increases to passive and active ECM/ECCM modules, Defence Practitioners might get natural damage resistances."
169 Views · 8 replies ( Last reply by xeoncat )
It's my pleasure to announce that composer Matthew Fossa will be providing an original score for Darkdawn: Encounters! Matt has long been a fan of space games and space-inspired music. Recently, his Star- Citizen-inspired album "Forward Reflections" was featured in the official SC show "The World of Star Citizen"; check out this awesome teaser video:
To find out more about Matthew and his work (and to get a copy of that album!) check out his webpage at http://www.twinreedsmusic.com/
As for Darkdawn, Matt has already delivered some amazing work-in-progress tracks! Expect to hear some of the new music in-game sooner rather than later; possibly as soon as the next game update!
I follow this project and like what I see. I'm an avid Oolite player and also like the Vanilla Pioneer. Scout + looks like a nice enhanced version of Pioneer and I want to ask if it is also possible to bring it to Mac. Or can I play it on Mac already and then also how?
Anyway keep up te good work .
339 Views · 10 replies ( Last reply by Geraldine )
There are 8 human factions in the Shallow Space universe:
The 3 core empire factions with overall control of the majority of humanity.
The 3 mighty corporations, nipping at the emperors heels for dominance
The 2 subversive authorities living outside of the core worlds of Shallow Space in the fringe colonies nibbling at the edges of the Imperium.
Some of the factions are further split into subordinate authorities or companies, some with Elite units and/or special abilities.
Find out about the next revealed core empire faction the 'Terran Confederate Navy' over on the blog...
[Abbreviated: TCN] The Terran Confederation Navy was formed in response to the discovery of the Pleiades Corporation, descendants of the presumed lost worldship UES Halifax. When the Pleiades Corporation refused to enter the Terran Empire, Emperor Christian decided to force the issue. He issued the construction of a military fleet to occupy the Pleiades system....
Social Module video, this is the short edited version and I believe they will be adding it soon, so you should be able to get out side of the hangar.
And I will added the multicrew video here as well.
216 Views · 4 replies ( Last reply by PINBACK )
Hello, everyone. I'm looking to get feedback for my game which you can download here:
So, this it is still very much in development. we have a lot more planned:
- Customizable weapons.
- More role-playing events.
- ntegration of crew stats with the rest of the game. E.g. your tinker's tinker stat will factor into weapons strenth and your leader will help manage your food.
- Ability to travel to multiple galaxies with scaling level of diffuculty as you follow a longer storyline.
- Planetary scale. When you go to a planet, you go to this scale, in which you can visit the planet or its moons (instead of going directly to an event).
- In addition to planetary text events, you will have randomly triggered events that happen as you travel.
- Foot on the ground. Text based events will sometimes lead into this. All dungeons will be procedural, of course. We're still disucussion how this would work exactly, input here would be great. I like the idea of the wole team being involved, perhaps in fire-emblem style battles. But, that also contrasts with the fast-paced space-shooting battle system we already have going; I do want the game to feel unified. Another option is to allow the player to choose one crew member to send in and have each Job be a different class in a platforming dungeon.
272 Views · 2 replies ( Last reply by Astrotyrant )
The latest OMEGA ship model is up for show; a 'PLC Heavy Corvette' joins the three ship line-up.
A 6 man ship with 4 medium fixed weapons mounts [FW-M] and a medium [M] turret point, these craft normally form the pointed end of QRF (Quick Reaction Force) response to an incursion.
This puppy is 2.5x the size of the Light Corvette, so you can imagine how big its carrier is going to be!
View the 3D turntable over on the blog.
196 Views · 2 replies ( Last reply by MawhrinSkel )
I recall there being a script which caused the large static ships parked outside space stations to travel around between them and generally behave more like traders do.
Does anyone have a copy of that script and can I have a copy of it?
Does it work with the current Pioneer build?
- If not do you know which version it did work with?
Failing all of the above would anyone be able to create such a script again and share it with us?
I ask because whilst I am certain that I could eventually figure it out myself it is not my area of expertise and I am already swamped with real-life work plus several other Pioneer related PR's and branches.
With Nozmajner working on a new large, probably, static ship it would be nice to have them travelling between systems even if the script is only released as a mod.
375 Views · 12 replies ( Last reply by impaktor )
Bing, Yahoo, Google, Stormprooter
Civilization: Beyond Earth
Mass Effect Trilogy
Deus Ex: The Fall
Void of Darkness
Bioshock Triple Pack
Infinite Space III: Sea of Stars
Ring Runner: Flight of the Sages
Iron Sky: Invasion
Mars War Logs
Star Lords Alpha
XCOM: Enemy Unknown
Lords of the Black Sun
Line of Defense
Strike Suit Zero
Light of Altair
Space Rangers HD
Star Wolves 2
Star Wolves 3: Civil War
Aliens: Colonial Marines
Sins of a Solar Empire: Rebellion
Deus Ex: Human Revolution
Jack of all Trades
X3: Gold Edition
Gratuitous Space Battles
Strike Suit Infinity
Galaxy on Fire 2
Jedi Knight II: Jedi Outcast
Jedi Knight: Jedi Academy
Star Hammer Tactics
SotS II: Enhanced Edition
Miner Wars 2081
Spaceforce: Rogue Universe
Alien Domination: The Acronian Encounter
Blue Libra 2
Fallout Classic Collection
Fallout New Vegas Ultimate
Fallout 3: GOTY
The Tomorrow War
All Aspect Warfare
Lego Star Wars
Battle World: Kronos
Haegemonia: Legions of Iron
Lost Empires: Immortals
AI War Collection
Aliens vs Predator Classic
Anomaly Warzone Earth
Battle Worlds: Kronos
Chronicles of Riddick: Assualt of Dark Athena
Conquest: Frontier Wars
Deadlock: Planetary Conquest
Deadlock 2: Shrine Wars
Deus EX: Invisible War
Earth 2140 Trilogy
Earth 2150 Trilogy
Incoming & Incoming Forces
Independence War Deluxe
Independence War 2: Edge of Chaos
Journeyman Project 1
Journeyman Project 2
Journeyman Project 3
Master of Orion 1&2
Master of Orion 3
M.A.X. + M.A.X. 2
Nexus: The Jupiter Incident
Privateer 2: The Darkening
Race the Sun
Ring Runner: Flight of the Sages
Risk of Rain
SotS: The Pit Gold
Space Empires IV Deluxe
Space Quest 1-2-3
Space Quest 4-5-6
Space Run: Fast and Safe Delivery
Star Control 1+2
Star Control 3
Starpoint Gemini 2
Star Wars: Knights of the Old Republic
Star Wars: Tie Fighter SE
Star Wars: X-Wing SE
Strike Suit Zero: Directors Cut
System Shock 2
The Last Federation
Wing Commander I+II
Wing Commander III: Heart of the Tiger
Wing Commander IV: Price of Freedom
Wing Commander V: Prophecy
Wing Commander: Academy
Wing Commander: Armada
Wing Commander: Privateer