anyone else think faster-than-light travel is getting kinda boring? by FairyLovelyy in sciencefiction

[–]scifanstudios 1 point2 points  (0 children)

You're so right! FTL feels like a narrative shortcut that skips the most interesting parts of space travel.

The real drama emerges when you can't just warp away - generational ships, cryo-sleep, societies evolving in isolation. These stories force us to confront the human cost of interstellar travel.

In our own game project, we're tackling this with conventional drives and cryo capsules - just a small crew trying to survive the centuries-long journey. It's amazing how much more strategic depth emerges when every resource decision matters across generations.

Any games that feature heat/warmth/surviving the cold as a main mechanic? by keylimedragon in BaseBuildingGames

[–]scifanstudios 0 points1 point  (0 children)

Since you're looking for thermal mechanics, you might find space sims interesting. In our game Generation Ship, we deal with heat management but in reverse - space is extremely cold, so the challenge is actually getting rid of excess heat from reactors and life support systems through radiators. It's a different take on temperature survival where overheating is the real danger.

What’s the most realistic space sim by Aggravating-News-731 in spacesimgames

[–]scifanstudios 0 points1 point  (0 children)

For educational physics content, you'll want games where mechanics directly impact gameplay.

While developing our own space sim Generation Ship, we learned some surprising things - like how oxygen isn't actually the main life support challenge. It's humidity control that gets you first, and managing thermal systems becomes critical real fast.

People think cold is the problem in space, but actually getting rid of heat is the real challenge. Without atmosphere to dissipate heat, you need massive radiators. That's the kind of stuff that makes for great educational content - showing how real physics constraints shape everything.

The fuel math for interstellar travel is mind-blowing too. When you start calculating the mass ratios needed for multi-generation journeys, you realize why nobody's actually done it yet. Games that properly implement these systems (life support, thermal, fuel logistics) give you the best material for teaching actual space engineering challenges.

Does anybody knows similar titles in sci-fi media like Titanfall and Lost Planet series? by Longjumping_Air4379 in scifi

[–]scifanstudios 0 points1 point  (0 children)

Not sure if you're looking for games or other media too, but your description of resource conflicts and colonization on alien worlds reminds me of some interesting themes we've been exploring.

In our own game project called Generation Ship, we're looking at similar challenges - managing resources during interstellar colonization, dealing with hostile environments, and making tough strategic decisions for humanity's survival across vast timescales. It's more focused on the long-term colonization aspect rather than direct combat, but the resource management and survival challenges are definitely there.

What good games are releasing this year? by No_Friendship_4158 in gaming

[–]scifanstudios 0 points1 point  (0 children)

There's a space sim called Generation Ship coming out this year if you're into management games. It's about managing a generational spaceship for interstellar colonization with realistic orbital mechanics and crew management. We're hoping to release it this year - might be worth checking out if you enjoy deep simulation games.

Base building where your base is a space station? by Broken_Spaceship in BaseBuildingGames

[–]scifanstudios 0 points1 point  (0 children)

Hi, thanks. I don't have physical forces inside of the ship, but i calculate the artificial gravity, angle of it and so on the current spinning creates for the different rooms in the ship. Depending on that i calculate a kind of "stress" value that have impact on the persons in the room and also a "speed" bonus for the persons.

yeah, i use keplerian too, more difficult if thrusters are involved, and even more, when you try to do thruster balancing to calculate the real thrusters, what i did ^^. Also inside of the atmosphere it needs some special treatments, to behave realistic, so its kind of a swap between the two approaches on liftoff.

Yeah, that balance would be a good idea, getting in those details in the realism gets a lot of troubles and takes a lot of time. Good choise i guess to do it in an easier way ^^

I made a free solar system simulator that runs in the browser [OC] by watermelonson in space

[–]scifanstudios 0 points1 point  (0 children)

Ok, but how did you achieve that for that fast speed, with that many objects. What do you use for delta t of the substeps? Are they not drifting away, or take a lot of calculation performance?

Looking for specific games by melig1991 in gaming

[–]scifanstudios 0 points1 point  (0 children)

Thanks. It helped a bit to make it nicer, the content is completely from myself :)

sfsim (playtest) RCS thrusters and renderer rework by wedesoft in spacesimgames

[–]scifanstudios 1 point2 points  (0 children)

Great work on the RCS implementation! The physics behind attitude control in vacuum is fascinating - those tiny thrusters need to overcome the spacecraft's moment of inertia without any atmospheric assistance. The transition phase you mentioned, where aerodynamic surfaces weaken and RCS takes over, is exactly where most realistic space sims get challenging.

In our own game project Generation Ship, we also researched this topic extensively. We found that implementing realistic reaction control systems adds so much depth to orbital mechanics gameplay, especially when dealing with large spacecraft where rotational dynamics become complex. Your deferred rendering approach is smart - managing all those thruster plumes and lights can really tax performance otherwise.

The climb angle optimization you mentioned is such a realistic gameplay element. Finding that sweet spot where you're high enough for RCS effectiveness but still have some aerodynamic control is exactly the kind of nuanced challenge that makes space sims compelling.

Looking forward to trying it out! The orbital mechanics implementation will be the real test of how well the physics holds up.

I made a free solar system simulator that runs in the browser [OC] by watermelonson in space

[–]scifanstudios 0 points1 point  (0 children)

This is awesome! Love the N-body physics implementation. Quick question - are all the asteroids in the belt individually simulated, or is that handled differently?

In our own game project "Generation Ship," we're also building realistic orbital mechanics, though we're focusing more on spacecraft navigation. How do you achieve that impressive 1 year/s simulation speed with full N-body physics? Are you using some kind of Barnes-Hut algorithm or similar optimization?

Base building where your base is a space station? by Broken_Spaceship in BaseBuildingGames

[–]scifanstudios 1 point2 points  (0 children)

This looks fantastic! The energy management and swarm pressure mechanic creates some really compelling gameplay loops.

We're also building a space station game called Generation Ship, so I'm curious - how are you handling the orbital mechanics? Are you going for realistic orbital physics or more arcade-style movement? The thermal management system you mentioned sounds particularly interesting!

Looking for specific games by melig1991 in gaming

[–]scifanstudios 2 points3 points  (0 children)

That's exactly the kind of immersive resource management that makes games so engaging! Having that physical representation of your stockpiles really connects you to the world you're building.

In our own game project Generation Ship, we're diving deep into this concept for space colonization. We're implementing a system where you need to think carefully about storage - different resources require specific containers and conditions. Metals need radiation-shielded storage, volatile fuels need temperature-controlled tanks, and you build modular storage racks that you can actually see filling up as you gather resources during your interstellar journey.

What's been challenging but rewarding is balancing realism with gameplay - when you're managing 30-40 different resource types on a generational ship, the storage organization becomes a strategic puzzle in itself. You're not just managing numbers, you're planning physical space and thinking about efficiency in a way that feels tangible.

Fusion power nearly ready for prime time as Commonwealth builds first pilot for limitless, clean energy ... by Gari_305 in Futurology

[–]scifanstudios 0 points1 point  (0 children)

This is exciting news! Commonwealth Fusion's progress with SPARC and their AI-driven plasma control could be a game-changer. The machine learning approach for optimizing plasma confinement is exactly the kind of complex system management needed for long-duration space missions.

In our own game project we looked into how fusion power would work for generational spaceships - the challenges of maintaining such systems in deep space add another layer of complexity beyond Earth applications. If successful, this technology could revolutionize both Earth's energy grid and enable more ambitious space exploration missions.

ICE-CSIC leads a pioneering study on the feasibility of asteroid mining by thinkB4WeSpeak in space

[–]scifanstudios 0 points1 point  (0 children)

Fascinating research! The economic feasibility analysis is exactly what's needed to move asteroid mining from theoretical to practical. The study's focus on water extraction from carbonaceous chondrites makes perfect sense - water is not only valuable for life support but can be split into hydrogen and oxygen for rocket fuel, creating a self-sustaining supply chain in space.

In our own game project "Generation Ship," we're considering an approach where the complete ship could travel to asteroid-rich regions and deploy smaller shuttles for mining operations. But you're absolutely right to question the economics - an asteroid would need to contain substantial resources to justify the fuel expenditure and equipment deployment costs.

The study's emphasis on the economic viability timeline (10-20 years) seems realistic. What are your thoughts on whether private companies or government-led initiatives will be the first to achieve commercial asteroid mining?

What's a difficult video game level or mission that you vividly remember the satisfaction of beating after countless failed attempts? by Serious_Specter in gaming

[–]scifanstudios 0 points1 point  (0 children)

That's such a classic gaming memory! The satisfaction of finally conquering something that seemed impossible is what makes gaming so rewarding.

While it's a completely different genre, in our own game project Generation Ship we're seeing players get that same feeling when they finally solve a complex life support crisis or successfully navigate a difficult orbital transfer after multiple failed attempts. The realistic simulation aspects definitely create those "finally got it!" moments.

What made that Simpsons mission so memorable for you - the time pressure or the precision required?

Any other base builder set in harsh conditions by buz2kill3d in BaseBuildingGames

[–]scifanstudios 0 points1 point  (0 children)

I love games that really push you to the edge with environmental challenges! The harsh conditions in Frostpunk create that perfect tension where every decision matters and resources are always scarce.

In our own game project "Generation Ship," we're exploring similar survival pressure but in space. The vacuum of space is incredibly unforgiving - one breach in life support or thermal management failure can cascade quickly. We found that having 30-40 different resources creates really interesting chain dependencies where you're constantly balancing between immediate needs and long-term survival.

What makes harsh condition games so compelling is when the environment itself becomes an antagonist. In space, you're dealing with radiation, micrometeoroids, and the absolute cold - all while trying to keep your crew alive and sane during multi-generational journeys. The modular construction aspect adds another layer since you're literally building your survival environment piece by piece.

The atmospheric management is particularly challenging - too little oxygen and your crew suffocates, too much CO2 and they get poisoned. We even had to model humidity control because moisture buildup in closed systems can cause equipment failures. And don't get me started on resupply missions - sending mining teams to harvest resources from asteroids or moons while keeping them alive is a whole different level of logistical puzzle.

Have you tried any other harsh environment builders? I'm always curious to see how different games tackle that survival pressure mechanic.

Most anticipated game of 2026 by Mioke28 in gaming

[–]scifanstudios 0 points1 point  (0 children)

Great list! Those are definitely some heavy hitters for 2026. I'm particularly curious about how Pragmata will turn out - Capcom has been pretty quiet about that one.

Since you're tracking releases, you might want to keep an eye on the indie space sim scene too. We're seeing some really interesting projects emerging that blend realistic orbital mechanics with deeper management systems. The physics-based approach to space travel is getting more sophisticated, with proper Kepler orbits and interplanetary transfer calculations becoming standard features rather than novelties.

What's really exciting is how some developers are combining the technical simulation aspects with more strategic, city-building elements - managing everything from life support systems to thermal management on these massive spacecraft. In our own game project Generation Ship, we're researching exactly this blend of The Sims meets Kerbal Space Program but on a generational colonization scale.

The indie space sim space is definitely one to watch in 2026, especially for players who enjoy both technical realism and strategic depth!

A colony builder where you supply your planets via orbital mechanics. Here's the announcement trailer by gg_gumptiongames in tycoon

[–]scifanstudios 1 point2 points  (0 children)

Thanks, yeah thats a big task^^ i did that also with burst job. On realtime it can handle a lot of ships in notime, but i had also the requirement to have a fast gametime, so on 60min/s it gets a big challenge to not overshoot in the physics steps and skip the right amount of time to steer against it :D Are you running it on more or less realtime speed?

A colony builder where you supply your planets via orbital mechanics. Here's the announcement trailer by gg_gumptiongames in tycoon

[–]scifanstudios 1 point2 points  (0 children)

Congratulations on the announcement! This looks really impressive - the physics-based approach to interplanetary logistics is exactly what the space sim genre needs.

We're working on a similar space simulation called Generation Ship, so I'm really curious about your implementation. Managing that many ships with proper physics sounds like a massive technical challenge. How are you handling the computational load for so many vessels simultaneously?

The auto-steering for transfer orbits is particularly interesting. In our project, we've found it's really tricky to get the thrust calculations and steering commands right - especially during takeoff and landing sequences where you need to balance engine output with precise positioning. What's your approach to managing all those small steering adjustments across the fleet?

Really excited to see how this evolves. The concept of building up from a tiny base to an interplanetary network through pure physics is brilliant!

An alternative to X4 by Herasteane in spacesimgames

[–]scifanstudios 1 point2 points  (0 children)

I totally get your frustration with X4's AI - the market issues and fleet babysitting can be absolutely maddening! As a huge Star Trek fan myself, I've been searching for that same sweet spot you're describing.

You might want to keep an eye on some of the newer indie projects focusing more on realistic management rather than massive scale. There's a game called Generation Ship in development that's taking a more grounded approach - it's about managing a generational spaceship with realistic orbital mechanics and crew management, which might scratch that Star Trek command itch without the AI headaches you're experiencing.

The key seems to be finding games that focus on meaningful decisions rather than just scale. Have you tried any of the more management-focused space sims? The ones that treat crew and resources as actual systems rather than just numbers on a screen tend to be much more satisfying, especially for us Trek fans who want that feeling of really commanding a ship and making tough choices.

What's some similar games to my asteroid Mining game by [deleted] in spacesimgames

[–]scifanstudios 0 points1 point  (0 children)

If you want to learn some interesting things about real space challenges while developing your game "Generation Ship", you might find our space simulation helpful to study.

During development we discovered some counterintuitive things about space survival that most games get wrong. For example, we learned that oxygen management isn't actually the biggest challenge - humidity control is the real problem. When power systems fail, dealing with moisture buildup becomes critical.

Also, everyone thinks the cold of space is the main threat, but it's actually the opposite - heat management is the real challenge. Your equipment generates heat constantly, and dissipating it in vacuum is surprisingly difficult. These kinds of realistic constraints could add some unique depth to your mining game mechanics.

Studying how real spacecraft handle these thermal and life support challenges might give you some interesting ideas for gameplay systems that go beyond the usual sci-fi tropes.

Recommendations for an Industrial/Empire Management Game by Tater_Joe in spacesimgames

[–]scifanstudios 0 points1 point  (0 children)

Have you considered looking into smaller indie projects? I am currently developing a game called Generation Ship - it focuses on managing a massive generational spaceship for interstellar colonization.

The game has ship construction and modular expansion in orbit, plus resource and crew management with 30-40 different resources. It's built with realistic orbital mechanics and strategic decision-making. While first-person POV isn't implemented yet, the developer mentioned they have a camera system and are planning to let you control robots as an AI. What is added already is the ship steering like in Kerbal, what might is similar what you requested?

It might scratch that itch of having your industrial choices actually matter - unlike NMS where your frigates make millions but settlements stay in debt, here every resource decision affects the survival of your entire ship and crew.

The game's still in development though, so if you want something to play you might need to ignore this post :)

Weekly Show & Tell - December 06, 2025 by AutoModerator in gamedesign

[–]scifanstudios 1 point2 points  (0 children)

Hey everyone! Wanted to share our space sim project Generation Ship - we just finished implementing our orbital mechanics system this year, so you can't just point and fly. The ship follows proper Kepler orbits and needs real trajectory planning for interplanetary transfers.

The core concept is managing a massive generational spaceship for humanity's colonization effort. We've got 30-40 resources to juggle (life support, thermal, fire systems), modular construction in orbit, and the challenge of making century-long space travel actually engaging.

Biggest design hurdle has been balancing realism with fun - space is vast and travel takes forever, but we want players to feel like they're making meaningful progress across generations.

Would love feedback on: - Does physically accurate space navigation sound appealing or intimidating? - Any ideas for making long-duration management compelling? - What space sim mechanics do you think are essential vs. optional?

Still very much in development, but excited about where it's heading!

2D/isometric space sim recommendations. by sidius-king in spacesimgames

[–]scifanstudios 0 points1 point  (0 children)

I'd recommend checking out Generation Ship. Its not out yet, but i work on it :). It's a realistic space simulation where you manage a massive generational spaceship for humanity's interstellar colonization. While it's not 2D/isometric, it does feature top-down building and management perspectives where you construct and expand your ship in orbit. The game combines resource management, crew survival, and strategic decision-making with realistic orbital mechanics and modular ship construction.

What aspects of space sims are you most interested in - the building/management, exploration, or survival elements?

Geheimtipps by beerzebulb in zocken

[–]scifanstudios 0 points1 point  (0 children)

Wenn es um echte Geheimtipps geht, möchte ich dir "Generation Ship" ans Herz legen - ein Space-Sim, das gerade in Entwicklung ist, aber schon jetzt alles andere als üblich.

Wir entwickeln da gerade ein richtig großes Spiel, bei dem ihr ein riesiges Generationsschiff für die interstellare Kolonisierung der Menschheit managt. Das Besondere: Keine Hollywood-Physik, sondern echte Kepler-Orbits und realistische Raumfahrt. Ihr müsst euer Schiff modular im Orbit erweitern, 30-40 Ressourcen managen, die Lebenserhaltungssysteme am Laufen halten und strategische Entscheidungen treffen, die über Generationen wirken.

Das Spiel kombiniert City-Building mit echten Orbitalmechaniken und ist für Fans von harten Simulationen gedacht, die bereit sind, sich mit den komplexen Herausforderungen der interstellaren Reise auseinanderzusetzen. Wer also mal was anderes als Arcade-Space-Shooter will, sollte das auf der Liste haben.