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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

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Recently Added Posts

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    Star Citizen Alpha PU / SQ42

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    New game mod: Pioneer Scout +

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    I'm so sorry if this should be obvious, but I've spent hours trying to figure this out now and I...

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    Fairspace Update 28 July

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    Oh DEAR. Pretty much sums up what everyone has suspected, too much feature creep. Not q...

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    Stellar Tactics

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    I really like how it looks and what it offers to a player with a quite nice content in it. I'm no...

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    Space incident

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    Game out now and it seems to be a text game where you control the crews actions by telling them w...

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    Sunless Skies

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    Kotaku Article on Development of Star Citizen

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    Oh DEAR. Pretty much sums up what everyone has suspected, too much feature creep.

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    Pulsar: lost colony

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    Dev blog 67 and at last it all about your AI crew mates. https://www.youtube.com/watch?v=RTl...

Latest Discussions

SSC recognized as gaming community

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


Sunless Skies

24 Sep 2016

From the makers of Sunless Sea have announced their next game will be set in space, starting with a Kickstarter next Feb, more can be read on RPS https://www.rockpape...-sunless-skies/

  49 Views · 0 replies



24 Sep 2016



Store Page: http://store.steampo...com/app/389860/
Genre(s): Adventure, Indie, RPG
Developer: Escapism Artworks
Publisher: Escapism Artworks
Release Date: Coming Soon
Language(s): English*, Russian*
*languages with full audio support



  • Single-player
  • Steam Achievements
  • VR Support
  • Windows support
  • Mac support

About The Game

"Far-Out" is a hardcore first-person survival quest. Follow the lone survivor of the Selene’s crew, geneticist Zack Paterson. Now you have to find out what happened to the ship, the crew, and how to survive. Will you escape?


Game Features:
• Intense flexible and dynamic gameplay, resulting in 6 possible endings!
• Incredible music compositions that matches the intense gameplay!
• Retrofuturistic environment
• Any decisions may reduce your span of your life in the game.
• Control the ship with the Lira operating system.
• Old school adventure games meet new age mechanics and graphic fidelity.

...and dozens of other things that you'll have to discover on your own!




    OS: Windows XP / Vista / 7 / 8 - 64 bits
    Processor: 2.2 GHz Dual Core CPU
    Memory: 2 GB RAM
    Graphics: 1GB MB NVIDIA GeForce 9800GTX / ATI Radeon HD 3xxx series
    DirectX: Version 9.0
    Storage: 1500 MB available space
    Sound Card: DirectX Compatible



    OS: Windows Vista / 7 / 8 - 64 bits
    Processor: 2.8 GHz Quad Core CPU
    Memory: 2 GB RAM
    Graphics: 1GB NVIDIA GTX 460 / ATI Radeon HD 6850 or better
    DirectX: Version 9.0
    Storage: 1500 MB available space
    Sound Card: DirectX Compatible

  50 Views · 0 replies



24 Sep 2016



Steam: http://store.steampo...com/app/409320/
Developer: Camel 101
Website: http://syndrome.camel101.com/
Release Date: October 6, 2016



"Syndrome" is a survival horror game set in the future, where the player controls a character who wakes up in a spaceship, with no memory of what happened.
The spaceship is adrift in space, and most of the crew is dead or insane. The rest is changed…
You’ll need to survive and find out what’s going on and what happened to the crew. Sometimes the hostiles can be taken out, but most of the times the best strategy is to run and hide.


The game is played in first person view. While exploring, the player can pick up and interact with objects like doors, keypads, computer consoles, drawers, machinery, etc and use weapons (both melee and long range).
The enemy units are powerful and numerous, which means that the player must be stealthy and evade combat when possible. There are weapons aboard the ship, but ammo is very limited.


- Claustrophobic horror: the action takes place inside a spaceship. There are countless horrors inside, both physical and psychological.
- Fight or hide: there are weapons on the ship, but not enough ammo to take everyone out. Use them wisely.
- Engaging storyline: nothing is what it seems. Something very bad happened aboard the ship, and it’s up to you to find out what’s really going on.
- Reactive enemies: they’ll follow noises and investigate any disturbances.
- Interactive scenario: there’s plenty of exploration to do inside the ship, and many things to discover.



        OS: Windows Vista 64-bit
        Processor: Core i3 / AMD A6 2.4Ghz
        Memory: 4 GB RAM
        Graphics: NVIDIA GeForce GTX 260 / AMD Radeon HD 5750. OpenGL 3.3
        Storage: 9 GB available space
        Additional Notes: If you are using a game controller, you need to plug it before launching the game. Only Xbox One controller is supported. Others controllers might not work.


        OS: Windows 7 64-bit
        Processor: Core i5 / AMD FX 2.4Ghz
        Memory: 8 GB RAM
        Graphics: NVIDIA GeForce GTX 480 / AMD Radeon HD 5970. OpenGL 3.3
        Storage: 9 GB available space
        Additional Notes: If you are using a game controller, you need to plug it before launching the game. Only Xbox One controller is supported. Others controllers might not work.

  50 Views · 0 replies


Children of a Dead Earth

24 Sep 2016



Store Page: http://store.steampo...com/app/476530/
Genre(s): Simulation, Strategy
Developer: Q Switched Productions, LLC
Publisher: Q Switched Productions, LLC
Release Date: Sep 23, 2016
Language(s): English*
*languages with full audio support



  • Single-player
  • Steam Achievements
  • Steam Cloud
  • Windows support
  • Mac support

About The Game

The Most Scientifically Accurate Space Warfare Simulator Ever Made.

Children of a Dead Earth is a simulation of true-to-life space warfare. Design your spacecrafts using real world technologies. Traverse the solar system using actual orbit mechanics. Command fleets as the solar system descends into war, and see if you have what it takes to become the victor.



  • REAL SCIENCE, REAL TECHNOLOGY - Every technology, from the Nuclear Thermal Rockets, to the Railguns, to the Magnetoplasmadynamic Thrusters, was implemented using actual equations from Engineering and Physics textbooks and white papers. Everything aspect of these systems, efficiency, size, mass, power usage, heat dissipation, are all derived from valid equations.
  • CAMPAIGN AND SANDBOX MODES - Assume the role of an admiral and fight through a detailed storyline chronicling the descent of the solar system into all out war, spanning every planet in the solar system and everything in between. Or simply play in the sandbox, designing ships and pitting them against other ships.
  • EXTREMELY ACCURATE ORBITAL MECHANICS - With an N-Body Simulator (the kind NASA uses to plot actual spacecraft trajectories), all orbital phenomenon from hyperbolic orbits, Lagrange points, and orbital perturbation are all correctly simulated. Spacecrafts can stationkeep orbits, or enter into free falling perturbed orbits.
  • 1:1 SCALE - The solar system is modeled completely to scale. The sizes of all planets, moons, and asteroids are accurately enormous, and the distance between them is similarly mindboggling huge. The extremely high orbital speed of your ships deep in high gravity orbits is correspondingly correct.
  • FREEFORM SHIP DESIGN - Build your spacecrafts out of rockets, propellant tanks, weapons, powerplants, radiators, and crew modules. Wrap it all up with multiple armor layers, and maybe a Whipple Shield to boot. The acceleration, moment of inertia, delta-v, and much more are all correctly calculated for all spacecrafts you design. 
  • HIGHLY GRANULAR MODULE DESIGN - Tweak everything from the nozzle length or stoichiometric mixture ratio of your bipropellant rockets to the armature and rail dimensions of your railguns. The results of every change is seen in real time, from the change in your rocket's exhaust velocity, to your railgun's inductance or muzzle velocity. 
  • PHYSICALLY ACCURATE MATERIAL PROPERTIES - All materials, chemical reactions, and spectra are physically correct. When your arclamp pumps your solid state laser, the pumping bands are need to have to match up with the actual emission spectra of your excitation gas. When the photon absorption of a material is needed, it is derived from actual refractive index spectra data. 
  • IN-ENGINE MOD SUPPORT - The engine supports black box creation of untested or far future technology for modders to work with. All other game data, from levels to material properties, is also accessible to modders.

All of the above aspects combine to yield a space warfare simulator that is unparalleled in scientific realism. No other game combines the extremely accurate orbital mechanics, 1:1 scale of the solar system, and technology which is implemented 100% by scientific equations. If you ever wanted to know what space warfare would actually be like, this is the game for you.



System Requirements

    OS: Windows 7+
    Processor: Intel Core i5 @ 1.70 GHz processor
    Memory: 2 GB RAM
    Graphics: Intel HD Graphics 4000
    Storage: 200 MB available space

  50 Views · 0 replies


Starfall Tactics: Ship Progression, Faction Planets and N...

24 Sep 2016

Posted by Relampago In: Starfall Tactics


Giant dreadnought, faction planets, ability to name a ship and get some other rewards for progression - this week is filled with epic things and we are here to show and tell you about!

Pilgrim dreadnought is getting a new version and will no longer be available as a standard Eclipse dreadnought, but you will be able to meet it in the game as a neutral/pirate ship. Instead, Eclipse faction gets a giant brutal ship - Nomad!


Faction Planets

Deprived, Vanguard and Eclipse factions - all of them have their homelands. And if you are curious enough, you could notice planet concepts while reading faction descriptions on our website. Earth, Ancora and Odysseus - they are so different, but each is a home for billions of humans. And here are two of them in all their evil beauty:


Earth, home for the Deprived, and a shameful past for the rest of humanity. That's what can happen to a single planet if you don't take care of it - ruins, radioactive wasteland, unbreathable air. But even abandoned by everybody, destined to die, smaller groups of people who were left there managed to survive and overcome it all. This disastrous world changed their appearance and lifestyle drastically, while the Black Blizzard only made some finishing touches.


Ancora became a new home for those who achieved moving from Earth. This planet was the nearest one, suitable for terraforming and, obviously, was set as a place where people hoped to start a new life for all of the humanity. While not everybody agreed with the will of Vanguard to establish a Far Left regime, there were not so many problems until Eclipse Inc. eventually separated from them.

Ship Progression

Each fleet you have has a progression, which rewards you with new modules, IGC and blueprints. But if you saw the list of upcoming content, we also wanted to create progression for individual ships. And we will - today you will be able to read some basic information about ship progression concept we are following.

First of all, you should know, that each ship, and even each copy of that ship, regarless of the modules you insert into it, will have a separate progression. And it's obvious, that for leveling up you will need to get a certain amount of XP, received for different actions on the battlefield: capturing points, dealing damage, taking damage, etc.

For unloсking new levels you will receive the following rewards:

  • Ability to paint your ship
  • Master skin for your ship
  • Ability to name your ship ship
  • Ship Tech level increase (Ship Tech level defines modules you can equip onto this ship. You can equip modules only of the same or lower Tech level).
  • Achievements (Once achievement system will be implemented).

This all can be subject to change, but don't worry - we always try to do it all in the best and the most interesting way, and will welcome your feedback when you try it in Starfall Tactics ;)


  17 Views · 0 replies


Kotaku Article on Development of Star Citizen

23 Sep 2016

Posted by sscadmin In: Star Citizen
Here is a lengthy but nice read on the possible development challenges and troubles with Star Citizen and CIG. Doesn't read like a rant but Kotaku is trying to pull facts and opinions from devs that worked on the project at one time.
So give this a read and let us know your thoughts:


  62 Views · 3 replies ( Last reply by wormhole )


The Uncertain

23 Sep 2016

Just found this and looks to be a really good adventure scifi game that tells a nice story over episodes, check it out on steam: http://store.steampo...com/app/406970/


  30 Views · 0 replies


Character faces and customization

21 Sep 2016

Posted by wormhole In: Star Citizen

CIG showed some small clips about the character rendering tech they are using and currently working on. Everything will be real-time and not pre-rendered.


Here is for example Liam Cunningham (Noah White)


What do you think?

  37 Views · 0 replies


Galactic Junk League

21 Sep 2016

Another block building multi-player game, it's on steams greenlight at the moment http://steamcommunit...760&searchtext=


Although you can get in on the beta by going to the website https://galacticjunkleague.com/ and signing up.








  65 Views · 0 replies


Space incident

21 Sep 2016

Spotted this on Steam early access http://store.steampo...1_7_7_151_150_1 it's not out yet just says soon.



Space Incident is an interactive story about the two astronauts and one unexpected fellow traveler. The game takes place on a spaceship, who’s been lost somewhere between Earth and Mars. Your main task is to help the crew understand what is going on and finish the journey with a favorable outcome. In the game you will need to communicate with team members, maintain their moral status and learn about the key points which will help to bring the spaceship to the Earth safe and without casualties. Good luck, commander!

Indirect interaction with the ship's crew. You can influence the mood of the crew members by offering them different ways to solve problems through dialogue.
Subtle psychological organization! You can not imagine what can do a nervous man in space.
It's important to keep track of who and what is doing and you know the whole story of journey!
Ten different endings, which cause your actions.


Reminds me of the old 1950 scifi film It, the terror from beyond space.


  99 Views · 1 replies ( Last reply by PINBACK )


Precursors on Greenlight

21 Sep 2016

Posted by PINBACK In: The Precursors

The game is on Steams Greenlight http://steamcommunit...s/?id=764361838 no idea if it's legit or some one just messing around.


White gold is also on http://steamcommunit...s/?id=764359394


Be nice to see them both on Steam but I guess we will have to wait and see if it real.

  122 Views · 3 replies ( Last reply by PINBACK )


Starfall Tactics WIP: Arco cruiser, Detachment system and...

18 Sep 2016

Posted by Relampago In: Starfall Tactics


Another week of Starfall Tactics development is over - and we are one step closer to getting the game ready for the next test! Colonies, wars for faction territories, new ships and modules, reputation, progression and many other things we might even haven't announced yet - all in progress and waiting for its moment of glory. So read fresh news and get ready for something great ;)

Arco Eclipse Cruiser

Aaand the first Eclipse cruiser is ready! Arco is a small Eclipse hammer, which will crash enemy frigates by ramming them and killing with its deadly weaponry - you can even imagine how it's breaking a dreadnought into two parts, which will be desperately flowing in space. But trying to do this in real battle will result in a great disaster ... for your ship, crushing into many smaller pieces.


Get ready for another Eclipse ship - new Pilgrim aka Nomad is waiting for its turn to join the battle!

Detachment system

Let us introduce new system we created for making your journey through open space more interesting - well, at least without meeting a fleet of 20 super heavy dreadnoughts - Detachment system!

Now, to enter Galaxy map (discovery mode, MMO part of the game) your fleet will have to send a detachment to a mission. Each detachment has a certain use and, depending on it, it can contain different number of ships of each class. For example, player could be able to choose 2 different ship sets by ship class: 1) 2 battlecruisers, 3 cruisers and 3 light frigates. 2) 1 heavy dreadnought, 1 battleship, 3 battlecruisers and 2 light frigates. Players fill these entire slots with ships he has in the fleet, and they will be available during Discovery session. Note that while smaller slots can't be filled with bigger ships, huge slots can have frigates and other smaller ships inside: this helps you keep all slots filled even if you don't have heavy ships in your fleet at all.


Note: this could be not the final look of detachment menu. WIP.

How do I get detachments?

From the very start you will have some basic detachments you can use.
As a reward for gaining reputation levels with chosen faction.
Most detachments also can have a small bonus: +10% speed, for example - it depends on the function of the detachment. In exchange, there will be a sort of penalty - like -10% cargo which you basically don't need a lot of if you have a scouting detachment.

Ping Commands

Don't have any time to discuss your strategy with an ally in the midst of the battle? Then simply use pings by holding the Alt button and clicking on the map! This option is frequently used in MOBA games, where you don't have time to stop and say something. In Starfall Tactics you have to control several units at a time, so you might have even less time.


There are four types of alert signals (pings) at the moment:
  • Shield - appears when clicking on ally ships and structures and usually means that you want to protect it.
  • Aim sign shows that you want to attack something and appears when you click on enemy ships and objects.
  • Alert icon appears when you click on random places on the map and allows to tell your ally that there is something dangerous there.
  • Arrow will show that you want to move to a target neutral object.
In order to prevent spamming with these signals, we limited the use to 3 existing signals at a time.

Looking forward for the next test? Then stay tuned and don't miss new articles and all the information about upcoming content!


  73 Views · 0 replies


Sneak Peek: Vision Stabilization

17 Sep 2016

Posted by wormhole In: Star Citizen

A small sneak peek of FPS changes. Some people mentioned that they are still using old tech on the video so things should be better on release. I guess we don't have to wait too long anymore ...



  54 Views · 0 replies



15 Sep 2016

Greetings guys! I'm currently developing a mini space strategy game called Locust (guys also on itch.io may have seen my crude prototype), which is inspired by Ender's Game and The Three Body Problem. The game is about commanding large fleet(currently it can handle up to 1200 units nicely) against ever larger hostile fleets with randomly generated tactics and equipment and salvaging resource from each battle for survival. (every unit has its ai and can interact with each other in some ways.)

attached are current dev screenshots.

stress test of yesterday


Ship design menu(without any decoration yet!)





I'm currently working on the control of this game - currently the method of control is selecting desired squadrons and type in short commands(you see that dos-style console background) about movements, tactics and targeting priority. I wish you could drop your thoughts about your preferred way of / idea about controlling and/or what specific command do you wish to be included in the game.


Thank you so much!

  159 Views · 4 replies ( Last reply by FrankFu )


Exciting SPG Warlords update - Ship customization, new fl...

15 Sep 2016

Posted by Nexus In: PC and Console Gaming
Sup guys, it would be a crime not to check out the latest update for Starpoint Gemini Warlords. Officially called "The Outerlands Update", it brings features that were never seen before, at least not in the Starpoint Gemini serial.
Aside from the new faction which brings several ships, you also get new stations, hangars, docking scenes, hundreds of bugs fixed and for the first time ever - the advanced ship customization. No point in making a wall of text if 95% of the update content is visual, so take a look at the video and some screenshots!


  103 Views · 3 replies ( Last reply by sscadmin )


WarSpace - Android

14 Sep 2016

Posted by DawidKozio In: Mobile and Web Gaming
Hi I created a free android game, maybe you will like it. Work on the this game took me about two hard months. Tell me what you think about it and what would you want to add or change :)
A game inspired by the arcade game classic Galaga and Warblade. Travel through the Galaxy, shooting aliens ships and gaining points on the adventure. Be prepared for the final battle and try to keep alive! Try to eliminate the enemy ship as much as you can to have more, fire speed, move speed, shield and money.
• 50 designed levels
• Blow up thousands of enemies
• Powerful upgrades
• Battle heavily armed bosses
• The best old - school climate
• No ads during the game time
Google Play:

  217 Views · 2 replies ( Last reply by DawidKozio )


Capital Ship Damage States (WIP)

14 Sep 2016

Posted by sscadmin In: Star Citizen
This was nice and another reason I will need a sweet pc too play this game in all its glory :)

  88 Views · 1 replies ( Last reply by Geraldine )


Bengal Carrier

14 Sep 2016

Posted by sscadmin In: Star Citizen
This is a cool video talking about this beast of a carrier, its the biggest in both games so far.

  130 Views · 5 replies ( Last reply by wormhole )


Non VR CDF Starfighter

12 Sep 2016

Posted by PINBACK In: CDF Starfighter

The non VR version of the game is on the way and needs to be greenlighted first http://steamcommunit...s/?id=761916004


  108 Views · 1 replies ( Last reply by ShaunWilliams )


Starfall Tactics: Kinetic Wall, Shield Overload, Abaris c...

11 Sep 2016

Posted by Relampago In: Starfall Tactics


You frequently ask us about Faction Wars and how it's all going - at the moment we are busy implementing some basic mechanics for it, including planet colonization and basis for other things which will let the whole system work and be interesting for you. We will sure tell you about it all in details, when it gets a somehow stable and close to "ready" version - there are a couple of exciting things you will definitely love ;)

Now, we are going to show you other important changes. Feel free to ask away any questions about upcoming content - we are always ready to clarify contentious moments.

Warp Points Income Changes

In previous articles we told you about Control Points rebalance and some other changes in Quick Matches. But there is another important thing we should tell you about - changes in WP income. As you know, in the beginning of the battle you get 9000 WP - and it's quite a big amount you can spend to warp in even a couple battlecruisers and a dreadnought. And that's where you think: Yes, I warp in my strongest ships, capture several control points, warp the rest of my fleet and that's it!

Current WP cost of your fleet can be seen on the top left of your screen.

But it would be too boring - so, we changed some WP income rules: Each ship you summon not only spends a certain amount of WP, but also requires some resource for staying on the battlefield or, in other words, has a maintenance cost, which reduces your WP income and depends on the ship cost. And, if you spend all you WP on warping in ships, you will have a low income which allow your enemy (let's think he summoned only a couple defensive ships) to collect more points, summon more ships, and become a real problem for you. That's where you decide: will you go full in (rush) on the first minutes, or will warp only a few ships to capture points and collect more resource, or go full defense, or will do something else. In this case, scouting is a very important thing since it's very important to know what your opponent is going to do and counter his tactics.

New Modules

Each new module opens a new tactical opportunity for your fleet and also allows somebody to create a counter-tactic for existing strategy - for example, this Kinetic Wall is a perfect weapon versus ramming Advisors in PvE Survival mode, while Shield Overload allows a fleet which focuses on energy shields survive even physical damage and don't exchange their maneuverability to additional armor. And that's not the only way to use them - just read short descriptions and invent your own evil strategy!
  • Shield Overload module overloads shield on activation, making it able to consume not only energy damage, but also damage dealt by physical projectiles. But in exchange it continuosly consumes shield hit points and every shot deals twice damage to it. When Shield Overload is activated, all shields become visible.
  • Kinetic Wall module - 2х4 special equipment. Creates a kinetic wall, which doesn't let any physical objects, including projectiles and ships, pass through it. Energy weapons can still bypass this wall, but if a ship bumps into this wall, it takes a lot of damage like if he tried to ram an asteroid.
Abaris, Deprived cruiser

Deprived faction gets the first cruiser-class (400m) ship - Abaris. This is a light ship with a good turn speed and side weapons in several modifications - a good scouting ship with ability to trick and shoot frigates. At the same time, ramming on this ship or fighting with other cruisers can be no easy task, except of some specific modifications, perhaps.


If you haven't visited our Facebook and Twitter pages this week we ensure to do it now - there are also some new screenshots and information there!


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