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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.

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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
VoidExpanse
Gangs of Space
Ascent
Star Sonata 2
Defenders of the Last Colony
Aeon Command
Ensign-1
Solar Struggle
Soar 3D: Space Reloaded
Lander: Mission Control
OreSome
Galactose
Spoids
Lost Astronaut's Empire in the Sky
SCHAR: Blue Shield Alliance
Retrobooster
Blue Libra
Blue Libra 2
Sector Zero
Deep Eclipse
Planetship
The Galactic Asteroids Patrol
Galactic Patrol Pirates
Space Salvager
DreadChase
Fairspace
Star Bandits
Solar War
Shuttle
Dominium
Orbit
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
StellarBrink
Space Station Alpha
Tiny Trek
Six Degrees To Freedom
Galaxy Union
Beyond Gravity
PeriAreion
Darkfield VR
Artifacts of Aduss: O
Earth Under Siege
InfernoSpeed
Luna's Wandering Stars
Fleet Buster
Exostorm
Adrift
Space - The Return of The Pixxelfrazzer
Nexus: One Core
BossConstructor
Space - Dualsus
Andromeda 5
Shardlands: Directors Cut
Sun Blast
Yargis: The Beginning
Star Hammer Tactics
Aeden's Journey
Fringes of the Empire
Valkyruis
Subspace Continuum
Relativity Wars
Saviors
Planetship
Gunblitz
Warblade
Notrium
Spacebit
P-3 Biotic
After the Empire
The Spatials
Solarsystem Conflict
Quintet
Relativity - An Einstein's World
Age of Asteroids
Universe of the Firm
Approaching Infinity
Universe Edge
Smugglers V: Invasion
The Gravity Ether
Exo Miner
Asteria
Ethereal Galaxy Interplanetary Space Combat
Space Salvager

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Recently Added Posts

  • RelampagoPhoto
    WIP: Here comes the Autumn

    Relampago - Sep 02 2015 10:23 PM

    Here are some «Work in progress» summary for you to pass the time. Take a look on new ships and b...

  • RelampagoPhoto
    Hi everyone!

    Relampago - Sep 02 2015 10:18 PM

    Hi all, I am a fan of some space-related games, such as EVE, Star Wars series, Sins of Solar...

  • adamant2001Photo
    Lord of Rigel: An Upcoming 4x Space Strategy Title

    adamant2001 - Sep 02 2015 09:29 PM

    For today we have a new article covering point defense mechanics:http://www.lordofrigel.com/news/...

  • ChestermanPhoto
    0.2.8 Beta re-released Problems

    Chesterman - Sep 02 2015 09:01 PM

    4) this is automatic, at least it should, make sure that 1. the repair facility itself is active...

  • SJonesPhoto
    0.2.8 Beta re-released Problems

    SJones - Sep 02 2015 06:16 PM

    For those that are interested in whats to come in future builds (gives a good indication as to wh...

  • SJonesPhoto
    0.2.8 Beta re-released Problems

    SJones - Sep 02 2015 04:17 PM

    Im glad you like it so far, so to answer your questions 1) this feature hasn't been tested t...

  • MawhrinSkelPhoto
    PLC Destroyer turntable up and Steam page launched!

    MawhrinSkel - Sep 02 2015 02:39 PM

    The latest ship is created for the Omega project; the Destroyer 'Markab' joins the PLC 'Pegasus s...

  • PINBACKPhoto
    New flight model in update 3.60

    PINBACK - Sep 02 2015 01:37 PM

    XR gets a Newtonian flight model and there are some dark hints of a future game, lets hope they d...

  • spiritofthepoorPhoto
    Sector Space

    spiritofthepoor - Sep 02 2015 01:20 PM

    Great ideas and looks like you are off to a good start on the core mechanics of the game. You men...

  • GeraldinePhoto
    Wanted: new screenshots

    Geraldine - Sep 02 2015 11:41 AM

    @Geraldine Thansk, but I won't put myself that forward, the others put a lot more work in Pi...

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Latest Forum Topics

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WIP: Here comes the Autumn

02 Sep 2015

Posted by Relampago In: FPS, Strategy and Tactical Scifi Games

Here are some «Work in progress» summary for you to pass the time. Take a look on new ships and battle UI for Starfall Tactics!


 

wip_1-2.jpg

Hello, Autumn!
 
Well, the end of summer days isn't the thing to gratify by heat-loving people, students and those returning from vacations, but it defenitely means at least one good thing: time passes and Starfall Tactics is moving closer to it's Alpha. We've just celebrated our first anniversary and at the moment Dev Team's making sure that all things are working togehter properly: weapons, ships, shields, special modules, matchmaking and all other stuff that provides epic battles along with memorable RTS&Wargame experience.
 

What's new?

Battle UI has been finally reshaped - this time we've tried to make it a little bit more pragmatic and customizable. There is simply way too much stuff to keep track of and customizable UI is the way to go if we want to satisfy both the new players and the hardcore crowd. At the same time, philosophy of streamlining the game experience by getting rid of important functionality is not something that gets a lot of claps around our office. So, we hope that you'll like what we've done, especially these portrait notifications, which our 2D and 3D artists have made because they would miss their only excuse to design and model some characters for the game.
 

battle_interface_redux_mockup2res.png

 
Our 2D artist is currently working on some super secret and super cool stuff about which we won't talk now - let it be a great surprise for you in the future! Instead, we'd love to present to you another great ship. Advisor, as you can guess, is one of the strange Deprieved ships and it's big enough to scare some small and thin frigates you might own. Here's a base texutre for the Advisor and a dramatic in-engine shot of it to make everyone fall in love with this amazing war machine.
 
 

2in1res.jpg

 
You can also see some new early concepts of incoming ships for each faction. Watch carefully, maybe one day these ships will blow away your fleet!
 
 

silhouettes2res.jpg

 
 
Stay in touch if you need more information - as it's been a long time since our last Dev Diary, we hope to get it back up soon with a new post, which will let you know more about Starfall Tactics and future plans. Check out previous Dev Diaries in case you missed one or just to refresh memories.
 
Still have lots of questions about Starfall Tactics? Join our community here or in social media and ask away:
 

781icon-sm-facebook-36x36.png 2229twitter36x36.png gplus-32.png 5472icon36x36-youtube.png

  2 Views · 0 replies

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PLC Destroyer turntable up and Steam page launched!

02 Sep 2015

Posted by MawhrinSkel In: Shallow Space
The latest ship is created for the Omega project; the Destroyer 'Markab' joins the PLC 'Pegasus series' line-up.

An excerpt below from the blog (link) which contain both a 3D turntable and design blurb...

"Due to increased usage of Carriers to deliver Corvettes in sporadic combat, the use of Corvettes as station defense and the expense of the PLC’s flagship Carrier combined with a full complement, the ‘Markab’ was developed as an entirely new class of ship in the PLC ‘Pegasus series’ line-up."
 

WingofMarkabsPatrollingAsteroidsBrandedR


Big announcement over on IndieDB as we come to some realisations and decide to embrace the modding community, we hint at the campaign mode and the Steam page gets launched! True to form, we have a big stack of cool stuff ready to be belt fed into the community there so follow the page and check in from time to time.

Excerpt from the IndieDB page:

"On the journey to Early Access last week I came to quite an unexpected crossroads. You see I took the scene that I’d been using to construct the tactical side of things and began to tear it down into individual components to design levels, it was at that point that I realised I could either take the easy route and hardcode the level editor into the game OR I could do the right thing."

Read on in 'Belly of the Beast' or if you can take no more of my idle prattle; go direct to the Steam page!
 

campaign1.jpg

  16 Views · 0 replies

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New flight model in update 3.60

02 Sep 2015

Posted by PINBACK In: X Series

XR gets a Newtonian flight model and there are some dark hints of a future game, lets hope they do more testing than they did with XR.

 

Also mentioned is that there may be more DLC on the way.

 

 

Edit the update on Steam now just download it 27 meg.

 

 

New Feature: Target can now be set directly from within the holomap.
New Feature: Flight assist mode can now be disabled.
• Added audio feedback for when the game is saved.
• Added possibility to talk to Ship Dealers and buy/sell ships remotely via the station's communication conversation.
• Improved behaviour of acceleration/deceleration controls when crossing zero speed boundary.
• Improved text-readability of distance and destination texts at target elements.
• Improved performance and responsiveness of UI.
• Improved accuracy of mouse click/pick detection.
• Improved shooting behavior in external view.
• Improved readability of start menu, options menu and sidebar by removing "scan lines".
• Improved accuracy of out-of-sector trade lane calculations resulting in faster trades via Cargolifters URVs.
 

Fixes:

• Fixed memory leak in upkeep missions causing large savegames and long game shutdown times.
• Fixed player falling through floor of ship if walking around while in super-highway.
• Fixed broken player movement after certain multi-stage conversations.
• Fixed mouse cursor being stuck hidden and confined when loading a savegame while on a platform.
• Fixed police not picking up all dropped illegal containers from player when scanned.
• Fixed engineer repairing hull too slowly if there are no other damaged elements.
• Fixed shipyards potentially starting to build when something is docking/undocking.
• Fixed ships/stations still shooting at objects when they shouldn't in certain cases.
• Fixed some cases where small ships and drones were dragged by capital ships instead of flying to the correct destination.
• Fixed combat drones not using evade manoeuvers in several cases.
• Fixed missing weapons in playership encyclopedia entry.
• Fixed several issues with crafting mission.
• Fixed several issues with text and localisations.
• Fixed several issues with the Twilight Sentinel plot battle.
• Fixed Plutarch Overwatch station repairing itself after being destroyed.
• Fixed engine rotation of the Eterscel Raider.
• Fixed trade reservation clean up when canceling trade plans on player-owned ships.
• Fixed issues with drone capacity after a drone launch pad is destroyed.
• Fixed not being able to steer after loading certain savegames.
• Fixed several bugs related to launching and docking remote controlled drones.
• Fixed some cases where mouse-picking positions on menus were incorrect.
• Fixed distance text at target elements not being centered.
• Fixed details menu for ships in construction.
• Fixed some incorrect speed values in menus.
• Fixed problem highlighting station modules by clicking on them in the map.
• Fixed incorrect part positions in holomap detail view.
• Fixed accuracy issues with trade prices in savegames.
• Fixed rare cases of turrets trying to shoot through other objects which are in line-of-sight of their actual target.
• Fixed rare cases of sound-effects coming from the wrong positions in the cockpit or during remote control.
• Fixed several causes for managers reporting incorrect recommended budget and transferring too much money to player account.
• Fixed NPC built stations in the plot from sometimes never being completed by allowing a new builder ship to be ordered.
• Fixed several small glitches with the crosshair in external view.
• Fixed player being allowed to dock at ships after they were sold.
• Fixed re-entering ROVs at the last moment causing issues with bomb ammo and exiting the drone again.
• Fixed architect not asking for enough credits.
• Fixed incorrect profit calculations.
• Fixed cases of stuck ships in build-areas preventing stations from being constructed.
• Fixed missing rare engine reward bug in crafting mission.
• Fixed station-owned ships ignoring non-player-owned stations when attempting to sell off products or leftover cargo from their homebase.
• Fixed drone units being marked as "in use" even if launching them failed.
• Fixed Traitor drones not replenishing bomb ammo when bombs are detonated while the drone is docked.
• Fixed certain cases of being unable to dock on captured ships.
• Fixed issue causing excessive stalls when quitting a game session.
• Fixed issue causing performance to degrade slowly over a long game session.
• Fixed several more causes of crashes.
• Several small performance and memory optimisations.

  56 Views · 0 replies

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0.2.8 Beta re-released Problems

02 Sep 2015

Posted by Chesterman In: Colonisation: Moonbase

Hi,

This is the first version I've played, it's very nice. I've noticed the following bugs:

 

1) I can save a game but I can't load a saved game.

2) None of the Tutorials work.

3) In the "Colonists" screen, it shows the current colonists hired but doesn't update the field "Total Number of Colonists" (see linked pic) http://i.imgur.com/GFgXS71.png

 

Also, I'm unable to repair buildings. The repair building has 4 colonists assigned & is "Activated".  Some buildings are shut down. Do I manually have to repair buildings or is it automated?

 

Thanks.

  31 Views · 3 replies ( Last reply by Chesterman )

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Sector Space

01 Sep 2015

Posted by spiritofthepoor In: Free SciFi Gaming Projects

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.

Some Background

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.)

537426_orig.jpg

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.

2229165_orig.jpg

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.

5189238.jpg?798

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.
 

  131 Views · 6 replies ( Last reply by spiritofthepoor )

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2015 August Updates and new Screenshots

30 Aug 2015

Posted by Damiano In: Nova Voyager

Hi Guys,

 

a little update after this period of silence.
First, do not worry: my silence does not mean that I'm neglecting the project NV but the exact opposite  ;) In fact, having a full time job, I work at NV in every free moment: during night coding sessions   :gamer: and in weekends!  So, unfortunately, I have no free time to devote to post news and answer questions. I'm also a little behind with the scheduled worklist but the project is progressing very well!  ;)
August was a very good month: I improved the graphics, physics, added new elements, new cockpits, corrected many errors and improved performance. I confess that every time I add new features I get chills during my test sessions looking at the planets, the landscapes and it's fun flying in the atmosphere!
 
I can not wait to release the Alpha version and let you test it!  :)
 
I frequently update the Nova Voyager indiedbfacebook and twitter pages with new screenshots...
 
Below some of the latest pics:
 
Screen_Shot_2015-08-24_at_23.51.25.png
 
Screen_Shot_2015-08-24_at_23.48.08.png
 
Screen_Shot_2015-08-25_at_00.05.27.png
 
Screen_Shot_2015-07-16_at_23.49.00.png
 
Thank you guys!!!!

  168 Views · 4 replies ( Last reply by sscadmin )

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question

27 Aug 2015

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.

  151 Views · 3 replies ( Last reply by PINBACK )

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Shores of Hazeron coming to Steam Early Access this autum...

23 Aug 2015

Hiya,

 

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!

  289 Views · 5 replies ( Last reply by robske )

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Sci-fi transmedia book saga - Mark of Odin

23 Aug 2015

Posted by Halsam In: Show Off
Hi mates, Im been following this site for years and never write before but after discovering this ks wanted to share it with scifi lovers like me that arent only looking for series and games, I just discovered it you should check it, sounds very promising, problem is its running out of time but maybe with some new backers and sharing will make it.
 

  97 Views · 2 replies ( Last reply by Halsam )

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Go For Launch: Mercury - A full VR simulation of project...

23 Aug 2015

Posted by GFLMercury In: Free SciFi Gaming Projects

mwvZ0xt.jpg

 

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

  201 Views · 1 replies ( Last reply by auryx )

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You guys win if you can help me find the name of this game

22 Aug 2015

Posted by Zack112 In: Classic/Retro Space Games

Platform(s):PC

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.

 

Other details: 

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?

 

  261 Views · 5 replies ( Last reply by CaptainKal )

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Starpoint Gemini 2 on Xbox One

21 Aug 2015

Posted by PINBACK In: Starpoint Gemini 2

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.

 

  94 Views · 0 replies

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Aquanox: Deep Descent

19 Aug 2015

Posted by sscadmin In: PC and Console Gaming
For all of the fans of the Aquanox series it looks like a 3rd game is in kickstarter and it actually looks good in concept and they are currently 1/3 funded with about 3wks left.
 
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.


Kickstarter: https://www.kickstar...ox-deep-descent


  174 Views · 7 replies ( Last reply by Geraldine )

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Differences with Scout +

19 Aug 2015

Posted by revporl In: Pioneer

Hi

 

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?

 

Thanks,

 

Paul

 

  296 Views · 4 replies ( Last reply by impaktor )

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of Ship Customisation and the Mustering of Forces

18 Aug 2015

Posted by MawhrinSkel In: Shallow Space
The latest development blog article is up, this one discusses some of the concepts of the Ship Configuration and Fleet Configuration screens and there's also a VERY juicy extension video to #45 showing some extended gameplay footage, the ship and fleet config screens in action and a fly around the new PLC 'Matar' - medium cruiser!

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."
 

MatarRev2FrontEscortedBrandedResize.jpg

  128 Views · 0 replies

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[Working Title] Development Blog

17 Aug 2015

Posted by xeoncat In: Show Off
teasersml.jpg
 
I pondered long and hard about doing a video game based on my own scifi universe, and I could keep pondering about it, and about all the stuff that could go wrong, but life is short and if I'm to make my own philosophical space opera, I better do it while I'm still not batshit crazy. 
 
I'll begin with pre-production, which at this point to me, means painting concepts like there is no tomorrow while I figure the details of the project. Meanwhile let's call it [Working Title]. Another dimension to it is that I want to attract as much attention to my patreon as possible as a way to gain my own financial independence and so, later in the project, money will be necessary to complete work I'm not proficient in. So expect high resolution files, .psd and videos to be monetized, I will still obviously document my progress and share what I can here. (I also have a mirror devblog at polycount) .
 
Check out my Patreon.
 
What can I say about this video game? it's mostly science fiction in a near future, it will have hard scifi elements but also really wonky stuff and the main system will be an space flight sim. Main inspirations are probably games like Freespace, Homeworld, and movies like 2001 and Interstellar.
So, let's get down to it.
 
 

  175 Views · 8 replies ( Last reply by xeoncat )

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Darkdawn: Encounters has a new composer!

16 Aug 2015

Posted by LeoCeballos In: Darkdawn: Encounters

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/

And check out his soundcloud account at https://soundcloud.com/mufossa75, and his theme for Wingman's Hanger, another official Star Citizen show https://soundcloud.c...flight-premiere

 

 

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! 

 

 

  384 Views · 0 replies

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Scout + on Mac?

11 Aug 2015

Posted by pagroove In: Pioneer Mods

Hi,

 

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 :).

  342 Views · 10 replies ( Last reply by Geraldine )

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Faction: Terran Confederate Navy

11 Aug 2015

Posted by MawhrinSkel In: Shallow Space
tcn-logo-blue-reduced.png

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....

  182 Views · 0 replies

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Social Module/Multicrew

10 Aug 2015

Posted by PINBACK In: Star Citizen

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.

 

  226 Views · 4 replies ( Last reply by PINBACK )


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