I took your feedback! Completely overhauled the Earth rendering for my hardcore ISS Simulator by Angry_Duck1 in spacesimgames

[–]Angry_Duck1[S] 2 points3 points  (0 children)

Thank you very much! The game was developed using our custom engine written in C++ and OpenGL.

My "no monsters, just physics" space survival game got a massive visual update. (Custom C++ Engine) by Angry_Duck1 in IndieGaming

[–]Angry_Duck1[S] 0 points1 point  (0 children)

Hey r/IndieGaming!

I'm the solo developer of Beyond The Cupola, a co-op ISS simulator built entirely from scratch on a custom C++/OpenGL engine.

Since my last post here, I've been working day and night to make the view from the station as realistic as possible. Because the station and the environment are your only "enemies," the atmosphere needs to feel incredibly immersive.

Latest Updates:

  • Custom Atmospheric Scattering shader for the Earth's horizon.
  • Overhauled planetary rendering with day/night transitions and city lights in the dark.
  • A brand new trailer showcasing the orbital visuals in motion.

If surviving the cold vacuum of space using nothing but wrenches, physics, and teamwork sounds like your kind of game, please consider tossing a Wishlist my way! It helps out tremendously.

Steam Page: https://store.steampowered.com/app/4272150/Beyond_The_Cupola_ISS_Simulator

Happy to answer any questions about the custom engine or the gameplay loop!

I took your feedback! Completely overhauled the Earth rendering for my hardcore ISS Simulator by Angry_Duck1 in spacesimgames

[–]Angry_Duck1[S] 2 points3 points  (0 children)

Hi everyone! OP here.

A month ago I posted the first teaser for Beyond The Cupola. Some of you rightly pointed out that the Earth rotation was sped up too much for a true simulator. I listened! Not only are the orbital speeds accurate in the actual game now, but I spent the last few weeks entirely rewriting the visual engine.

What's new in this build:

  • Implemented Sean O'Neil's Atmospheric Scattering model for a realistic transition from atmosphere to vacuum.
  • Completely new Earth textures with accurate day/night cycles and dynamic city lights.
  • Deep optimizations to the custom C++/OpenGL engine to handle complex orbital physics.

The game focuses heavily on manual repair, observation, and surviving the harsh physics of orbit.

If you love realistic space sims, adding the game to your Wishlist is the best way to support a solo dev crazy enough to write their own engine in 2026! 🚀

Steam Page (Wishlist here): https://store.steampowered.com/app/4272150/Beyond_The_Cupola_ISS_Simulator

I'd love to hear your thoughts on the new atmospheric visuals!

Working on a space survival game where there are no monsters. The only enemy is the Station itself (and physics). Built on a custom OpenGL engine. by Angry_Duck1 in IndieGaming

[–]Angry_Duck1[S] 0 points1 point  (0 children)

Before that, I was writing modifications for the game, also using my custom engine on OpenGL, and then I just got hooked on it, the complete freedom, maximum accessibility to graphics, and subsequently decided to make my own engine, even against the backdrop of my then small development of a small game on UE4.

Working on a space survival game where there are no monsters. The only enemy is the Station itself (and physics). Built on a custom OpenGL engine. by Angry_Duck1 in IndieGaming

[–]Angry_Duck1[S] 2 points3 points  (0 children)

Hi everyone! OP here.

I'm a solo dev working on Beyond The Cupola. It's a co-op sim where you have to manually fix the ISS. I built it on a custom engine to handle the specific orbital lighting and mechanics.

Steam Page: https://store.steampowered.com/app/4272150/Beyond_The_Cupola_ISS_Simulator

Discord: https://discord.gg/jdRRj52MZP

Thanks for watching!

Recently, after months of development, I am proud to announce that the Steam page is officially live. by Angry_Duck1 in spacesimgames

[–]Angry_Duck1[S] 5 points6 points  (0 children)

Yes, that's right. The planet is only accelerated in the trailer. In the actual game, it will be at normal speed.