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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

  • MvGulikPhoto
    No Man's Sky

    MvGulik - Jul 30 2016 06:59 AM

    Not sure if this video was posted here already. Nice quick roundup video. (I know, most around he...

  • PINBACKPhoto
    No Man's Sky

    PINBACK - Jul 30 2016 06:54 AM

    Some idiot has bought a copy of the game for 1 or 2 grand depending on which site you read just s...

  • PINBACKPhoto
    Star Citizen Alpha PU / SQ42

    PINBACK - Jul 30 2016 06:43 AM

    Can you now land anywhere on the planet?.

  • PINBACKPhoto

    It's a shame we don't see more Easter egg/ homages in games to scifi series/films on the other ha...

  • PINBACKPhoto

    PINBACK - Jul 30 2016 06:30 AM

    So I got my Beta key yesterday, downloaded the Beta 1.6gb then another 150 meg update, started th...

  • KinnikenPhoto

    Hi guys, I'm looking for testers for a new attempt at the "successor to Escape Velocity" gen...

  • XenonSPhoto
    No Man's Sky

    XenonS - Jul 29 2016 06:58 PM

    Optimistically, I give myself 15 minutes real-time and then die the first time when I start this...

  • DrewSector13Photo
    Drew's Art Development Blog

    DrewSector13 - Jul 29 2016 04:01 PM

    Thanks Dazzytech! We also have a new arena that we are building in Unity at the moment - the...

  • GeraldinePhoto
    No Man's Sky

    Geraldine - Jul 29 2016 02:21 PM

    In that case I had better be prepared to die a lot then. The situation reminds me of a very old g...

  • GeraldinePhoto
    Please add beam weapons!

    Geraldine - Jul 29 2016 01:55 PM

    Yes it can be tricky to hit ships with the current weapons, especially with the lower tier ones....

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Latest Forum Topics


Nox Imperii - Escape Velocity-style OS game in a semi-ran...

30 Jul 2016

Posted by Kinniken In: Free SciFi Gaming Projects

Hi guys,


I'm looking for testers for a new attempt at the "successor to Escape Velocity" genre. It's a fork of Naev, with a few key differences:

- Mostly-random Galaxy that rewards exploring

- Different universe, with a more focused narrative

- Dynamic economy, affected by trading and missions


More infos and the download links are on the website: http://noximperii.com/


It's available for Windows and Linux right now, for OS X as soon as I sort out some build issues.


I'd love some reports, here or in the NI forums!




Random world filled with weird natives:



Exploration system for far-away worlds:



An almost infinite Galaxy to explore (though admitedly it gets pretty empty if you travel too far):



And the "usual" EV-style space combat:


  67 Views · 0 replies


Drew's Art Development Blog

29 Jul 2016

Posted by DrewSector13 In: Sector 13

Hello everyone,

I'm starting a thread to show off some of the awesome work that is in development by Sector 13's team of talented artists! I'll be posting my work here as well as the work by our team of artists that are working hard to make Sector 13's artistic vision a reality!

We use a wide variety of tools, including 3D Studio Max, Photoshop, Maya, Substance Painter, and of course, the Unity 3D editor as well. 

I'll start off with a recent production render to show off the "look" of the Starfighters when equipped with hardpoint weapons, but the majority of posts in this thread will most likely be in-progress shots of assets are they are being developed, so you can see the process of how an asset goes from idea to prefab to in-game awesomeness! Please feel free to ask questions or let us know when there is something you'd like to see more of or know more about!


Here is in-game Rapier model, with mounted offensive hardpoint weapons. We also have a variety of defensive hardpoints that will be shown in future images. Rendered in 3DS Max, edited in photoshop, but the models and skins are the ones that are used in-game:



  96 Views · 2 replies ( Last reply by DrewSector13 )


Please add beam weapons!

28 Jul 2016

Posted by bounder In: Pioneer

Just spent some time trying combat, and after giving it a good go, ended up rage quitting.  Limiting weapons to plasma shots only just doesn't work with this flight model - i'm lucky if i score one hit in a million.


A simple 1-on-1 scrape turns into a half hour of ducking and weaving while trying to lead fire at wildly varying distances, and all the while i'm thinking "this is tedious as ***...i'd be able to actually hit him if only i had a laser"..


Presumably beam weapons have been omitted because projectiles are considered more fun.


I beg to differ, it's total frustration and just doesn't make any sense - why would such ineffective weaponry even be available, let alone the only option? 


At least provide the option of beam weapons?  That's not going to deny anyone the use of projectiles if they prefer..



  146 Views · 4 replies ( Last reply by Geraldine )



27 Jul 2016

Posted by piotrintes In: Free SciFi Gaming Projects

Wellcome everyone!


First part of Generation X Episode III have been relesed.


About game:


For those who don't know - Gen X is free RPG space series. Episodes I and II are finnished by now. Game can be downloaded via automatic Launcher / downloader / updater / mod installer.



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




You can download game using this link: DOWNLOAD or use (mirror)











Screenshots (ALL EPISODES):







If you encounter any technical problems pleace report it on support@kenlin.pl


I hope you enjoy the game.







  113 Views · 2 replies ( Last reply by piotrintes )


Zero FoR

27 Jul 2016

Posted by bounder In: Pioneer

Per title, we need to be able to zero our FoR for combat - especially when when flying HOTAS (or any controller, really).


Currently, the only way to dogfight is the FE2 / FFE method of last resort - manual thruster control.




 - you're interdicted while en route in autopilot


 - you switch to manual engine control and apply discrete thruster burns to manoeuvre


 - for me, this means moving my joystick off the desk and grabbing for the mouse and keyboard, oldskool style-e.



So it's do-able, as it ever was...  for us old timers that know what we're doing.   But it's also tedious, not as much fun as it could be, and a major turn-off for newer players - especially those who may be coming from ED and looking for something less arcadey, but still playable with their HOTAS kit.



The solution is very simple:


 - add a control to zero the current FoR - in other words, set the velocity reference frame to whatever your current vector at the moment the feature is selected





 - i'm interdicted while en route; my current velocity is 10e05 km/s (or whatever high speed) relative to my current navigational FoR (nearest / largest body, per usual)



 - upon disabling autopilot, preparing to engage, i 'zero' the set velocity FoR.  My ship now considers my current velocity to be stationary.  My new FoR is whatever my vector was the moment i hit the reset button.


In reality my velocity hasn't changed.  I'm just pretending - temporarilly, for the sake of combat - that i am now stationary, and everything else is moving around me.   Any further accelerations i make from now on will add or subtract velocity to that selected FoR snapshot.



I can now dial in a "set speed" of say 50 m/s if i'm in a less agile ship, or maybe 500 m/s or more if i'm in a more manoeuverable fighter.


Now my ship will be using all of its thrusters automatically to manoeuver relative to the other combatant/s, and from my piloting perspective i'm "dragging my heading vector", with the degree of 'drag' being a function of how fast i turn relative to my 'set speed'.  This provides the intuitive, instantly-familiar form of 'pew pew' flight control for which a HOTAS is perfect, but likewise benefits all input methods, mouse and keys included.


Anytime i mess up and the 'skidding' gets too much, i can just re-zero the FoR and instantly regain control and my bearings.  Let my adversaries worry about any resulting velocity discrepancy.  Instant restoration of 'Buck Rogers' style handling, at the touch of a button. "This is now stationary".  "Actually, no, not that, this."  Wherever, whenever, bang, done.  Dial in whatever new set speed seems sensible and manageable and appropriate to one's immediate needs, a couple of hundred meters / sec, say,  and you have turn'n'burn dogfighting manoeuverability with full thruster automation (ie. useful flight assist) IRREGARDLESS of your presently-irrelevant interplanetary navigational FoR, or whatever your prior vector.  Even if you're plummeting in free-fall through the corona of a red giant, or wherever.. you're the pilot, so should be able to exercise your choice of the most relevant FoR for your current needs and desires.



For clarity, the FoR is only zeroed the once, the moment it is selected - all accelerations made post-selection add or subtract to that specific 'snapshot' vector - which can likewise be reset again at any time.



This means i can keep flying HOTAS, while maintaining rational thruster control, in a more intuitive dogfighting style, per ED et al.



You shouldn't have to literally decelerate from interplanetary velocities down to 'absolute zero' - which in reality, is itself just another relative vector (all of which are ultimately notional, after all) in order to retain the benefits of the "set speed" mode at all times.  An FoR doesn't have to be a real body, it is just another vector we're pretending is zero.



After the pew-pew i could then just re-select my navigational FoR by re-engaging autopilot - my velocity automagically jumping from a few hundred m/s back up to interplanetary speed by simply discarding the made-up FoR and switching back to the normal, objective ones..


A related, complimentary feature here would allow pilots to also select any objective FoR at any time.  For instance, you could set it to a space station or small moon in a situation where the FoR wasn't switching effectively itself (as used to happen in FE2, and still sometimes arises in Pioneer).  But equally, that station could be on the other side of the system...  "useful" need be no bar on "possible", and from a purely gaming perspective, is arguably subjective anyway.  Likewise, if i set my FoR to an accelerating body such as another ship, up ahead, while dialing in a 'set speed' of zero, my ship will effectively tail the other, automatically attempting to hold a constant distance from it.  


This adds good 'gaming bandwidth' for imaginative engagement capitalising on what's already there and possible.  You could shadow another craft at a safe distance.  Or maybe effectively 'tow' one craft by making it follow another.  Little convoy parades, even..  Obviously, this kind of FoR versatility will be an inevitable requirement for any future ship-ship docking, carrier-launched fighters / shuttles or AI wingmen / wings...  but also naturally falls out of the existing mechanics.


These kinds of refinements are kind of already implicit conclusions of the current design, almost made conspicuous by their absence, if you get my drift.. it's where the thing's going already, where it wants to go, inexorably, if i may be so bold.. if but for a gentle nudge or two in the right direction..



Finally, another useful addition would be a 'hold acceleration vector under free rotation' mode.


This would allow free rotation of the craft in all 3 axes, as when free-floating, but while using all the available thrusters to maintain an acceleration vector and controlled flight.  So that vector could be a manual preset heading, or else the ship could be on autopilot, following its set course, while still alllowing me to rotate in all axes and thus shoot (or just look around) without breaking course.  If landing on autopilot, it could override the free rotation mode when deploying landing gear, in order to force landing alignment.



Analogue thruster control would also be a boon - i currently use Mad Catz / Saitek input mapper to add 'bands' to my HOTAS throttle, mapping low forward / reverse thrust either side of a wide dead zone, and full thrust at the extremes, but with only 'hi, lo or off' it's a bit clunky.  The 'set speed' mode is of course more practical in most circumstances but 'manual' remains more intuituve in certain conditions, such as during launch / lift-off.  Analogue full and half-axis throttle control would be sweet (could also map it to my pedals, for instance).


And head-look for cockpit mode!!!  Even just rudimentary mouse-look, would enable head tracking and be so cool (i'm sure it's on the to do list)..



Loving the game so far, it's the ONLY antidote to ED's game-destroying compromises IMHO.  Spaceflight is kinetic energy control.  Take that away and all that's left is a kind of 'no clipping' mode - in ED's case with a weird droning noise, and no autopilot.  Watching your ship make a real re-entry and approach, using real thrust to scrub off real KE, at realistic magnitudes.. seamlessly... just breathtaking, each and every time.  The only innovations E4 needed, IMHO, are the fllght control refinements mentioned above... and Pioneer is almost there already..

  140 Views · 9 replies ( Last reply by bounder )


Looking for old mmo but can't remember name.

26 Jul 2016

Posted by dezgard In: PC and Console Gaming

Like the title says!


I'll try detailing all i remember, It was a space mmo you could have ships ect but it was click based lots of menu's the best part i remember was landing on planets and building.


Like i say the game is old and i have forgot the name after 2 months of searching its now killing me no being able to find out the name or anything about the game.


Not sure what else did i say its old....and well planets! and building on them.

  211 Views · 19 replies ( Last reply by Thoemse )


Grumpy's Developer Blog/Vlog

25 Jul 2016

Posted by GrumpySam In: Sector 13


What you are about to witness is game design on a shoestring budget. Sector 13 is powered by the blood, sweat, and rears of a currently unfunded but ardent group of developers.

Our unpaid free time goes into this. So please keep that in mind when comparing us to other projects.




Thermonuclear war (with video goodness):


One of our heavy weapons is going to be an area nuke, a rocket that detonates in a massive explosion. Today I spent some time messing about with a possible explosion effect for it. Not everything is there yet. Perhaps it needs another type of lens flare and light rig. The sound is definitely placeholder. But, I think the main concept is sound.


The nuke is not an "obliterate everything this side of the moon" type of weapon. Rather, its rather much smaller for game balance reasons.

Two real life facts: 

1. Nukes in space don't cause an EMP pulse unless they hit a large pocket of atmosphere. So gameplay wise, they won't be shutting everything down with a massive EMP blast. (I'll ignore the fact that we are also going to have atmospheric arenas too. I'll burn that bridge when I get there. Or rather, I'll explain it away in a shield containment system or something to that effect. After all: the warring factions don't want to contaminate the area that they are trying to conquer.)

2. Its really freaking hard to find examples of nukes in space. This old video is the one that keeps cropping up: 




The real explosion is probably quite spherical. But thats not a very fun shape. Also, we are hardwired to see a nuclear explosions as some kind of mushroom cloud, because all the pictures we have seen of it are in atmosphere, and under gravity.

Messing around with purely spherical explosions produced meh results. It needs a mushroom-esque appearance to sell the fact that its a nuke. The end result of today's work is in the video below. As stated previously, there is always room for improvement, and it might change drastically in the future. But its nice to see a concept on the right path.




  126 Views · 6 replies ( Last reply by RomeoBravo )


Search & Rescue suggestions or bugs?

25 Jul 2016

Posted by clausimu In: Pioneer

I may have some time in the next few days to go over the Search & Rescue script again. Are there any problems or suggestions I should focus on first?



  101 Views · 0 replies


Welcome to Sector 13

23 Jul 2016

Posted by GrumpySam In: Sector 13



Sector 13 is a third-person multiplayer space combat game currently in development. Terrestrial and interstellar environments are densely populated with space stations, asteroid fields, shipyards with under-construction capital star cruisers, and the flaming wreckage of your fallen enemies. Every starship, from the most nimble fighters to the kilometers-long capital destroyers are immaculately detailed and bristling with a warlord’s bounty of firepower.

Starfighters can be agile by nature, or carry weaponry that lays waste to titans of the fleet. Pilots choose from over 25 starfighters that best suit their talents and aesthetics, and dogfight among the stars in a variety of game modes, that until now, were found only in the best first-person shooters. Fly solo in a dogfight to the death, dominate the battlespace as part of a team in Capture-the-Flag, or work together as a squadron to bring down the enemy’s largest capital starships. Sector 13 provides an adrenalin-fueled zero-G ride through the cosmos and the opportunity to dominate as the best starfighter pilot the galaxy has ever seen.





Twitter: @LifeInSector13

Website: www.sector13.com

Press kit: http://www.sector13.com/press-kit/

Youtube: https://www.youtube.com/user/LifeInSector13/featured

Facebook: http://www.facebook.com/sector13game

Twitch: http://twitch.tv/LifeInSector13





  96 Views · 0 replies


Dev Update - Weapons, Graphics, Missions, Bosses and More

21 Jul 2016

Posted by koonschi In: Avorion
Hello everybody!
We've been working hard in the past few weeks and we've made a lot of progress!
Here's a quick overview of all the things that happened during the last weeks:


We've been busy implementing and upgrading several new weapons! Please welcome the Force Turret, the Repair Turret and the Lightning Turret!

The Force Turret will push or pull an object towards you or away from you. This also works in the opposite direction: You can pull yourself to an object or push yourself away from it. The Repair Turret does what its name suggests: It will repair shield, hull or both, depending on the turret. Equip your allied ships and ask them to escort you, and they will heal you in combat. And last but not least: The Lightning Turret. High reach, tricky accuracy, and extreme power makes this one a very dangerous weapon. If you manage to hit your enemy. But if you do, it's a lot of fun!

Improved UI

The energy system priority can be rearranged. During a fight you can give full power to your shields or weapons.

We made some improvements to the UI, to make it look more sleek and modern. You can see the changes on the remaining screenshots, too. Oh, and the color is, of course, still configurable!

System Upgrades

We want you to be able to specialize your ship in your personal way. We've finished a lot of the different system upgrades, which include things like a simple energy booster which will increase the amount of energy your ship produces, similar to the upgrades you already know from the demo. We've also finished several more complex systems such as the mining system, which will scan and highlight asteroids with resources near you, or the trading system, which will scan all the offers from different stations and show you the best bargains. It will even detect and remember trading routes over the last, say, 5 sectors you've visited.

Gates and Wormholes

You can see through gates and wormholes into the other sector.

With gates you will be able to fast-travel through the galaxy at a higher speed! Especially in the beginning when you don't yet have a hyperspace drive that can do large jumps, this will be important for you. It's also a safe way of exploring, since gates will always lead to civilised sectors where there will be defenders and friendly ships that can take care of pirate or other attacks.

Wormholes will get you even further, they can lead you to the other end of the galaxy.

Improved Graphics

Aside from the texture update, we also did several improvement to lighting, bloom and the backgrounds. The game is now brighter and details can be seen a lot better. Each material has its own texture, and its own reaction to light. For example, the material Trinium has a very reflective and glossy look, while iron looks more gritty and used.


NPC stations and traders will have dialogs where you can ask them what's currently going on, where their home sector is or what you can currently do to help them. These guys will also give you valuable hints to your current story objective.

Station Founding

Once you find a large asteroid, you can found a mine! These mines will be attracting NPC traders and they will be producing resources for you. Other players as well as the NPC traders will be able to buy resources from your mine, and the money goes directly to you. Alternatively, you can purchase a station founder ship at a shipyard, which you will then be able to transform into a factory. You are, of course, free to take whatever resources that are currently located in your station.

Research Center

The research center is a place where you can take your turrets and systems and dismantle them to potentially upgrade them to better weapons. You will need at least 3 items to transform them into a better one, but the chance of getting an upgrade will only be 60% (20% per item). You can add up to 2 more items to increase the chance of upgrading to 100% - so you can either do a gamble with less items or take the more expensive, but safe & guaranteed upgrade alternative with 5 items.

Smuggler's Hideout

Goods that are dropped from freighters and collected by thieves or you will be branded as stolen goods. Once these stolen goods are collected by you, you can't sell them at ordinary stations - you'll have to remove the branding or sell them at a Smuggler's Hideout.


In shops you can sell and buy your turrets, system upgrades or fighters. We also want to introduce an "Item of the Hour", a special limited-time only offer. And of course you can buyback if you sold something by accident.

Bulletin Board & Missions

On the bulletin board, stations will post smaller missions that you can fulfill to improve your relations and earn some credits. There will be missions for all kinds of play styles, so for example factories will have delivery missions or resource shortages, a smuggler's hideout will ask you to move some illegal goods somewhere else unseen, and a military outpost might ask you to clear an area of pirates or escort a convoi.

Story and Bosses (No Spoilers)

And now perhaps the most important part of the update: Our progress with the story and bosses. As we already said in the main campaign itself, the story will serve as a central theme in Avorion. We want the story to give you a motivation, a driving factor of journeying to the center of the galaxy, while still maintaining the freedom of a sandbox. Since we're fans of old-school games there's going to be several awesome boss fights on the way to the core.

So far we have implemented 4 different story boss fights, with at least 2 more story bosses to come. They will be hard to beat, they will all require different tactics and they will drop epic loot.

Please let me know in the comments whether you want to know more about the bosses. I'll be doing a separate post about the bosses with major spoiler warnings.

We've been doing great progress on that front, and we're hyped to see what you guys think of them!

More Improvements

These are, of course, not the only updates we've implemented - but we thought those were the ones that were most interesting to you all. Our day-to-day work includes consistently testing, fixing and improving small details of the game, ranging from bugfixes over balancing to performance improvements in all areas. But those details are seldom noteworthy, so we'll spare you with those ;)

Alright, that's it for now! I'll be doing these updates more regularly from now on, so they don't get this big all the time!

Thank you, all the best to all of you, and see you next time!

Konstantin & Philipp

  130 Views · 0 replies


Oolite 1.84

21 Jul 2016

Posted by Cody In: Oolite

Oolite 1.84 hits the streets - change log here! A really solid, stable, release!

  196 Views · 3 replies ( Last reply by pagroove )


What will you do?

19 Jul 2016

Posted by IronHound In: No Mans Sky

Based upon the excellent Reddit FAQ found Here and watching over videos, I now am convinced that I will pre-order the game. However, I am struggling with what to do. Its an open ended game, but it has SOO much content that I need to figure out what I should do to make money. After all, ships are better at certain things, and it helps if you are using say a science ship, for exploration.


Anyhow, from what I can tell there are a few ways to make money, and the choice is yours. (cue Morrowind voice.)


Trade. (Follow other traders or find your own mineral deposits and jump from system to system trading.


Fight. (Missions and Piracy in space, and on the planet stealing from 'factories' containing rare blueprints. Kill the robotic guards i.e. sentinels, and take rare components off of their uh.. corpses.)


Explore (Find rare creatures and resources and sell the data for fat cash. Watch big space battles, and salvage the remains, find alien technology and sell it from the environment. etc.)


What will I do? Ive been trading in Elite games so long, I think its time to become a fighting explorer. Take on missions, land on the planet and take in the sights. Whats interesting is I have HATED exploration in other games. I mean downright hostile towards it. I always thought that space exploration was lame for lack of a better term. Who cares about a flyby of a moon? I wanted conflict and rising tension, action and interaction between the player and the world.


Yet NMS reaches back into my childhood and that joy of discovering something new right around every corner in the wilderness. Suddenly, making yet another trading run, seems soul sucking. I want to analyze creatures and learn about them, I want to see alien landscapes and sunsets. I want to have wild adventures as I try to find my way back to my ship.


Its an odd feeling. Anyway, I don't see myself trading this time around. How will YOU play the game?

  141 Views · 6 replies ( Last reply by IronHound )


Star Wars Battlefront: X-Wing VR Mission

19 Jul 2016

Noticed this on the Darth Vader VR game again not much know about it apart from it will be for the playstation VR device http://www.polygon.c...wing-vr-mission and according to Polygon free to anyone who owns StarWars Battlefront on the Playstaion 4


  160 Views · 1 replies ( Last reply by sscadmin )


Darth Vader VR Game

19 Jul 2016

Posted by PINBACK In: PC and Console Gaming

I can't decide if this the daftest idea ever or simply brilliant, very few details about it http://www.gameinfor...lity-movie.aspx


Could end up as some sort of strangle simulator.




  104 Views · 2 replies ( Last reply by PINBACK )


Star Citizen refunds

17 Jul 2016

Posted by PINBACK In: Star Citizen

This has been in the gaming news over the last few day about one backer being able to get most of his 3 grand back, PC Invasion has an interview with him http://www.pcinvasio...got-2560-refund



  206 Views · 6 replies ( Last reply by wormhole )


I am the Captain

17 Jul 2016

Posted by PINBACK In: Free SciFi Gaming Projects

Spotted this on RPS the other day, yet another free game from the game jams in which you play the captain of a starship https://tyrus.itch.io/i-am-the-captain the game was made for a StarTrek Jam and more of the entries can be found here https://itch.io/jam/star-trek-jam


  167 Views · 0 replies


1 Teratoaster

17 Jul 2016

Posted by PINBACK In: Free SciFi Gaming Projects

Another free game from the games jams this time your job is to sell 1 trillion toaster to aliens across the universe. :biggrin: https://altfuture.itch.io/1teratoaster




- Seamless planetary landings!
- Demanding body moves
- Hyperspace barter economics
- Ruthless corporate politics
- 1,000,000,000,000 toasters
- 1042 miles on the odometer


  121 Views · 0 replies


Starfall Tactics Pre-Alpha test: Let the Battle begin!

11 Jul 2016

Posted by Relampago In: Starfall Tactics


The wait is over, Commanders, and we are happy to welcome you to the next test phase!

Prepare to crash your opponents in intense tactical battles, outmaneuver enemy ships or simply ram them and climb in PvP rating with your friends! New maps, modules, ships, 2x2 quick matches, co-op, tutorial and many other interesting things are waiting for you to be played and tested from 14th July 18:00 CET to 17th July 23:55 CET. Are you bold and daredevilish enough to do it all?

This is the second pre-alpha event, available to a limited amount of players. So, if you want to join you will need to apply for the Closed Alpha here. We will try to grant access and invite everybody who sent an application before 16th of July!

Hurry up, as it is the last opportunity to try Starfall Tactics before a short break, which we'll take to have a couple weeks of vacation and start doing Faction Wars feature, a massive MMO content expansion!

Learn more: http://starfalltacti...et-battle-begin

  124 Views · 0 replies


small mods by Hergot

11 Jul 2016

Posted by hergot In: Pioneer Mods

i created some small mods for pioneer/pioneer scout plus.
Instalation: add zip files into: x:\users\"your user name"\documents\pioneer\mods\ 
The Milky way skybox:
Milky way skybox created from 360 panoramic photo from eso.org 

link: http://spacesimcentr...lky-way-skybox/
If you want to use this skybox in Pioneer Scout plus, delete or rename all ub*.dds files inside PioneerSP\data\textures\skybox\ - keep only default.dds
Fake Facegen:
collection of 100+ face icons taken from various sources across the internet. There are 3 versions: basic - clear version, version with blue interlace created for Pioneer and last one with green interlace - created for Scout plus mod.
v1-clear: http://spacesimcentr...-facegen-clear/  
v2-blue: http://spacesimcentr...blue-interlace/  
v3-green: http://spacesimcentr...geen-interlace/ 



alternative download link: https://www.mediafir...p8/pioneer_mods

  254 Views · 7 replies ( Last reply by Marcel )


Star Rangers

09 Jul 2016

Nothing to do with the old 90s space game but another build em up game like Empyrion or Space Engineers, online only so no single player off line mode  http://store.steampo...com/app/333340/


Website http://star-rangers.com/




  149 Views · 0 replies

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