There are many great space sims out there. Some feature beautiful ship interiors, some have stunningly realistic galaxies, and others have impressive simulated ship systems. There's even software that allows you to soar through the cosmos seamlessly without any loading screens,
Wow, another stretch goal bites the dust, and this was the big one! It might not be the biggest goal financially, but in terms of what it means for the game, this is what really makes us feature complete.
Being able to take a shuttle down to planetary surfaces is really what
Step aboard a fully-simulated, realistic starship with 200+ rooms over 7 decks.
Explore a 1:1 scale galaxy driven by real astrophysics, in real-time, either solo or with friends.
Wishlist:
Discord:
Hey
#PitchYaGame
!
Join the crew on one of the most detailed starships ever made in this genre-defining space simulation, where billions of distant uncharted worlds are waiting to inspire, awe, and challenge you.
Wishlist:
#indiedev
#indiegame
#spacegame
To say we're completely blown away by your support is the biggest understatement of the century. A week ago we were wondering if we'd even make it to our goal, and yet here we are just 72 hours into the campaign, and you guys have completely smashed it already!
It's just
There are many great space sims out there. Some feature beautiful ship interiors, some have stunningly realistic galaxies, and others have impressive simulated ship systems. There's even software that allows you to soar through the cosmos seamlessly without any loading screens,
Starship Simulator is in every way an exploration focused game, but occasionally you will run into an alien species that has an entirely different agenda. Whether they're highly protective over their region of space, or just outwardly aggressive by nature, you will eventually
Wow, you guys have done it again. In just 3 days we've cleared the next stretch goal, which brings both Shuttles and procedural Alien Structures into our Early Access release.
These are two important core systems because when combined they represent the ability for players to
Head on over to Steam to download the demo!
• Explore billions of star systems
• Try the navigation tutorial
• Explore the ship, even the unfinished areas!
• Every button does something
• T for the torch!
The demo will be updated with features and fixes over the next
Step aboard a fully-simulated, realistic starship with 200+ rooms over 7 decks.
Explore a 1:1 scale galaxy driven by real astrophysics, in real-time, either solo or with friends.
Wishlist:
Discord:
#gamedev
#spacegame
#spacesim
We are astounded at how well things are going right now ( We always knew it would though😉)!
We're rapidly approaching the VR Stretch goal, our Discord community has been buzzing non-stop for three days, and everything is going amazingly :)
Thank you again, everyone!
Here are a
Without a doubt, one of the most common questions we've been asked over the past week is "Will you be supporting VR?" Well, after today we can respond with a resounding yes!
Thanks to the amazing support from our rapidly growing community of galactic explorers, we can now take
Things look like they might slowly be starting to calm down ( It's been a chaotic but exciting month!), so I'm going to try and get back into the routine of updating everyone as I work on things.
We're going to try sticking to a weekly internal dev build schedule, with new
Progress since the 29th April:
• Built the framework for the VIP quarters entrance alcoves.
• Built the framework for the B Deck stairwell floor, taking into account the planned security desk.
• Made a new carpet material that uses Nanite Tessellation for extreme detail.
•
We are currently polishing everything up for our demo/Kickstarter release.
We've been working heavily on the engineering sections, and creating the tutorials.
Every Friday we aim to put out a development build. I'm quite behind on putting these out on the socials (Claire), so I apologise to Dan, who is doing his part of the job! 🤣
Build 0.225.0.10 04/05/24 patch:
• The ship's framework around the B Deck central ring and stairwell
Greetings everyone!
I'm happy to announce that after what feels like an eternity, the Cold & Dark update is now live across the board for all players, including the public Demo. It's been a long road with many moving goalposts, but we're finally there!
COLD & DARK
New games can
Friday Dev Build - 17/05/24
This has been one of those "business" weeks where I've had to put a lot of focus on paperwork and phone calls, so there's not much in the way of new content. The joys of running a studio!
Here's what's new though:
• Created 3 new wall panel meshes
More absolutely gorgeous images taken by some of our newest Discord community members!
if you haven't taken a look at our Kickstarter page, please do so! 🚀🪐
Unix, TieChief, and Lothin. <3
#gamingpc
#GamingNews
#spacegame
As you can see The Magellan is going through some major changes!
There's still a lot to do yet but you can see the park at the front, the RCS cutouts, and the white panels that will be put across the whole ship.
We now have windows cut into decks B and C, and the engines will
Are you a SciFi/Starship Concept Artist?
We are looking for a talented concept artist with a particular passion for starships and science fiction hardware/vehicles.
The role will initially involve working with our backer community to produce polished concept art for their
Dev Update Time!
It's been almost 4 weeks since the last update, so here's a bit of a rundown of what we've been up to, and what I'll personally be working on in the immediate future.
Unless you've been hiding under a rock recently, you might have noticed that we've gone live
Galaxy Changes
I've just pushed out a new dev build, which is both a small update, and yet huge at the same time.
To begin with, I've updated the seed generation code to generate a CRC hash from the sector/star coordinates instead of using a math formula. This means that the
Weekly Dev Diary - Issue 10
Starships in science fiction typically have a small number of "hero locations" where the bulk of the action takes place, driven by budget restrictions and limited building space in any given soundstage.
#screenshotsaturday
#indiedev
#spacegame
#scifi
This is a long one!
Greetings! It's now been a month since we released the big demo update (time continues to fly), and since then it's been a bit quiet around here because I've been spread a little thin working on both game and non-game-related things at the same time. I've
Internal Development Build 0.225.0.28
• Updated the greybox layout on D/E Decks and started exploring the connection to F Deck.
• Re-jigged the crew quarters corridors to create a straight path to the outer ring.
• Doubled the width of the outer ring and placed test seating
Dev Diary 22/11/23
• Began building the new (and final) outer hull model. Currently in the "throw shapes together and see what sticks" phase.
• Began mapping out the extended deck layout for D/E Decks.
When I first started designing the game, the question I wanted it to answer was, "If I were handed the keys to a fully working starship, what would I do with it?".
The first thing I would personally want to do is explore and see what's out there, so that's the core of the
Did you know that Starship Simulator is FREE?
Be part of the crew on a capital class starship, exploring over 200 billion star systems.
Be an engineer, or the Captain, or even the ship's chef.
Wishlist and follow!
#pcgaming
#Steam
#wishlistwednesday
Internal Development Build 0.225.0.23
There's not a lot of new stuff in this build as I've been on holiday all week, but here's what's new:
• The front of the ship now has its base geometry, which at this stage is still just a hollow shell.
• The drone camera speed controls
Five and a bit days! Nervous and excited, I have no idea which one to pick 😂
Kickstarter:
19th March @ 09:00 EST (14:00 GMT/UTC)
Don't forget to try out the free demo if you're interested!
#indiegame
#GamingNews
#kickstarter
Dev Diary 28/10/23
I've had a few days off, celebrating my birthday at a theme park and then being ill. Now back to work!
• Fixed the tutorial not starting properly.
• Fixed the lift in multiplayer.
• Updated the spline tool so that it can auto-distribute spline points based
One challenge of having a 1:1 scale galaxy is generating the ~100k stars that are within 150ly of the ship at any given moment. Here's a stress test of the ship flying at 200 million times the speed of light, some 100 times faster than the game actually needs.
#indiegame
#gaming
Still on track with our Tech demo for the 3rd Oct on
#Steam
. You'll be able to explore the galaxy, fly the ship and tinker with its various systems!
Dan will be there to answer any questions you might have :)
Wishlist:
#spacegame
#gaming
#indiegame
#scifi
Internal Development Build 0.225.0.19
• Added SQLite functionality in preparation for importing a 2000ly radius of real-world stars (about 60 million real stars)
• Updated the "Hold E to use the mouse" functionality so that it no longer zooms the view. You can still hold RMB
Internal Development Build 0.225.0.29 - More D/E Deck layout refinements and all Star/Planet types are now viewable on the short range sensors.
• Further explored and refined the internal layout of D/E Decks.
• Added the ability to zoom the Short Range sensors properly on the
I reckon it's time for our first dev update of 2024!
This week I've pretty much exclusively been working on the new ship model, with a lot of effort being put into measuring rooms and nailing down the exact location of various features. The biggest challenge by far is making
2022 In Review
• 24 alpha builds on Steam
• 252 development builds
• First fully public playtest garnered "Overwhelmingly Positive" reviews on Steam
• We came third place in
@IndieDB
's "Best Upcoming Indie 2022"!
Read more on Steam: link in comments
#spacegame
#gamedev
#games
Approaching Mercury from outside of the Sol system on autopilot, demonstrating how you can now see large system objects moving in real-time while you're flying at FTL speeds. WIP
Wishlist:
Discord:
#gaming
#indiegame
#spacegame
It's time for the not-Friday dev build (0.225.0.17)!
I've been doing a lot of optimisation work on the galaxy side of things, and I've also implemented a YouTube player for the conference room. I need to investigate YouTube API compliance some more before we can call that
The new planetary rings are looking awesome!
You're also able to see your friends running around the ship from the external camera, and flying is much easier with another person or 12! 🤣
Happy New Year!
We have a lot of exciting things planned for 2024, but before we get into that let's take stock of what we managed to achieve in 2023 - our third full year of development.
We pushed a total of 231 builds to Steam, of which 18 were release builds. That's an
Building our new Orrery Map display, which is now presented fully in 3 dimensions and focuses on the ship instead of the central star. This allows for much greater freedom of scale when zooming in and out of the ship's current location.
#Space
#spacegame
#gamer
#indiegame
I've been determined from the outset to give players the freedom to customise their ship as much as possible and to really make it an extension of their personality. I think deep customisation options really help in that regard.
#Gamedevs
#gamingpc
#spacegame
#indiedev
#scifi
T-11 Days
With the new ship build coming along steadily, I decided to take another look at the new sensors UI while streaming last night. Not having working sensors right now is preventing the release of playable dev builds, so I want to get that sorted so we can get back to a
Internal Development Build 0.225.0.18
It's the first post-stream build! Rather than putting out new builds on Fridays, I am going to instead put out a new build every Wednesday and Sunday after the regular dev streams.
()
• Created a new isolated data
Time for a Friday Dev Build!
Most of the work for this build has been in preparing the various template pieces for C Deck, but that job is now 99% done. All I need to do now is extrude all the segments from the templates and add the details.
- Created detailed segment
I'm spending this week making crazily large cables and monster-sized distributors!
Happy
#wishlistwednesday
#indiedevs
!
👉Feel free to post your
#indiegames
on this post!
Wishlist Starship Simulator today!
Or come and say hi!
Our newest Discord engineers have created a new server, so if you're interested in some deep and interesting chats about Starsims engineering, come on over!
'United Nations Space Fleet (UNSF) Naval Engineers is a fan-run organization and acts as an extension of the community for
Weekly Dev Diary - Issue 09
This week is the 6th and final week working on the ship's infrastructure! Every light on every deck is now powered by the ship's electrical system (6.8km of wiring), and we're also now up to 5.2km of HVAC ducting for the life support system.
#indiedev
Dan will be doing a dev stream tonight around 20:00GMT ( around 5 hours from now) if you're interested :)
P.S We're halfway!!!!!!! Dan and I have no words to tell you all how grateful we are. Please, keep sharing and let's get this funded! 💜
I've been working on the UI for the door panels in the game, with the goal of having a tabbed interface so functionality can be added and removed on a per door basis. Private doors can also go frosted via the panels.
This is just the first draft, but it's coming along nicely :)
It's been one of those 'everything is so intricate, so it doesn't look like I have completed much work' kind of weeks! :D
👉What do you think of the reactor alert lights?
Happy
#screenshotsaturday
everyone!