
Junkyard Space Agency
A downloadable game for Windows and Linux

Earth and Mars went silent almost simultaneously. The colonies soon followed. Many years later, only rumors and wrecks remain for the few scattered survivors.
Some remote outposts have survived, but fewer and fewer transmit as the years pass.
Yours once was a waste processing facility on a distant asteroid that nobody cared about. Luckily.
The “Junkyard”. Your home and your space agency. It has seen better times. The power flickers. Supplies are low. Build spaceships from scrap. Fly them to forgotten outposts and derelicts. Scavenge for resources and parts and bring home the valuable loot, as a solo, or in a pack of space wolves.
The cockpit is yours, pilot!
Features:
- Realistic Spaceflight [PLAYABLE]. A space simulation balanced between Newtonian physics and fun. Objects’ orbits are shaped by mass, velocity, and gravity. And more often than not, things explode on impact.
- Scrappy Spaceships [PLAYABLE]. Alcubierre drives, force shields, plasma scoops — all of that is either long lost or never existed. Your tanks? Beer kegs. Your hull? Pipes and sheet metal. Your dish antenna? A hammered road sign. Whatever scrap can be repurposed into a bucket of bolts capable of spaceflight is an acceptable engineering solution.
- IVA [PLAYABLE]. Control your spaceship by operating its systems from within the cockpit. Flip switches, press buttons, turn knobs, read gauges and analog indicators. No high-tech holograms or HUDs — real pilots need to feel the machine.
- Tutorial Mode [PLAYABLE]. Forget everything you learned about flying spaceships from EVE, Elite, or NMS. Real spaceflight doesn’t work that way. After completing our tutorial, your application to NASA’s astronaut corps will definitely have a higher chance of success.
- Single and Multiplayer [PLAYABLE]. Designed with multiplayer in mind, the game can be played on self-hosted servers with friends, but also locally. Community servers are coming soon.
- Survival [IN PROGRESS]. Every can of food, every drop of water, every piece of gear is hard-earned. Your agency depends on you.
- Persistent World [IN PROGRESS]. Players come and go, but the world lives on and keeps evolving. Spaceships and their crews continue flying along their trajectories, and bases operate autonomously — until the supplies run out.
- EVA [IN PROGRESS]. Step outside your ship and go for a spacewalk or a scavenging mission on the surface. Keep an eye on your oxygen, water, and food to avoid dying from asphyxia, dehydration, or starvation.
- Resource Management [IN PROGRESS]. Fuel is limited and every mission requires careful planning. Your life support system's reserves are limited, so manage inventory, keep bases supplied, and decide what to scavenge, trade, or haul between outposts
- Mod support [IN PROGRESS]. An open codebase with full support for modding parts, missions, and even core gameplay mechanics.
- Spaceship and Base Building [PLANNED]
- Real-Scale Solar System [PLANNED]
- Time Warp [PLANNED]
| Status | In development |
| Platforms | Windows, Linux |
| Rating | Rated 4.9 out of 5 stars (8 total ratings) |
| Author | nullterm |
| Genre | Simulation |
| Made with | Godot |
| Tags | 3D, Crafting, Exploration, Multiplayer, Open World, Physics, Sandbox, Sci-fi, Space |
| Average session | A few hours |
| Languages | English |
| Inputs | Keyboard, Mouse, Joystick |
| Multiplayer | Server-based networked multiplayer |
| Links | Steam, Steam, Discord, Homepage, YouTube |
Install instructions
- Download the archive for your platform
- Launch the JunkyardSpaceAgency executable
- Check out the README.md for instructions and tips
Development log
- Version 0.1.1 - QoL releaseAug 14, 2025




Comments
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Wow. I really think there should be more games like this, i think that orbital mechanics in games is an overlooked thing, but i understand that orbit is a hard to understand concept. I feel like the game should have a KSP mode, a more beginner-friendly option that allows you to play the game like KSP without turning switches on/off, looking at the map, using arrow keys to rotate camera and such, and once the player adapts to controls then they can choose to play the game the intended way. I genuinelly hope this game gets recognition.
Hey there! Thanks for trying out the demo! And actually, one much juicier and with way more mechanics will be released soon.
There's a Map Screen that you can invoke with the M key, for a better overview, but otherwise, yeah, a less steep curve, perhaps in form of tutorial missions, could aid more into getting into the game. Nevertheless, we don't plan to make another KSP, there's... well, KSP for that :) And our approach is for a more hands-down, cockpit-first flying.
Thank you, i really liked the demo and i can't wait for the new one! I am sure the game's gonna be great!
We post regularly in our Discord work-in-progress stuff. If you're not overloaded already with Discord servers, might wanna jump into ours. Feel free to keep it on mute, we're not spammy tho
I'm not, so i'll check it out
Looks very cool, but the game crashes when I try to lift of :( I am on Linux, maybe it’s because of my old graphics card with no proper Vulkan support
Sorry to hear that. Could you share the logs? The game runs on some very old laptops, so maybe with some tweaks we can manage to let it run.
Here are the logs, as it seems it is actually a Vulkan issue. Besides the crash the game ran with surprisingly high fps
Does the crash reproduce always at the same point? From the logs seems like Godot's Forward+ rendering pipeline fails to properly initialize and the crash seems to occur when attempting to fire the engine. Perhaps, the particle system makes it crash... did you manage to lift-off and see the plume of the engine?
Also, please try to run the game with the option --rendering-driver opengl3
Thanks for the Linux build!
Although nowadays with Proton a lot of Windows games run just fine, Godot gives us native Linux builds export for free, would be a shame to not use this feature. :)
Also, we're switching to Linux as main development environment, and so far it is a good experience.
I love the graphics so much, and I love the "junky" aesthetic. One thing about the v.0.1.0 build though, is that I'm on a laptop and I'm unable to zoom and un-zoom the MFD, instead page down sends me into orbit. I'm also unable to use [ and ] as my laptop doesn't have dedicated keys for those characters, and a bunch of other problems with binding.
Hey! Thanks for the feedback! The controls remap feature is one of the most requested, especially because of various laptop keyboard configurations. A proper controls settings screen is in the top of the priority list, stay tuned!
It's not just kerbal space, it could be a new level. i always wanted a game where you could play with a friend to compete with rockets, if you understand what I mean😁
in general if the idea is like rust, it could spawn many new genres, from space combat like crossout to cosplay factorio because there is exists dedicated server
I'm inspired 🫡
Thank you! We're far from being comparable to those games as we're far from the Moon. But as the old saying goes, "you just need more boosters". Who knows, where this will go...
The road is made by walking. A journey of a thousand miles begins with a single step. Good luck! 🫡
This looks very promising! Well done! I played the 3 tutorial stages. I tried to figure out how to get back to the main menu but ESC just brought up the 3 tutorials again and when I tried to switch to another the game crashed. (Windows build)
I'm curious if you plan to handle time warping in multiplayer? Or will the overall scale that you're planning on not require it? Is the plan to have the setting stay around an asteroid?
I don't know that I'm a fan of games with in-game UI. I like to be able to fly from map view but I think that wouldn't fit with your game design/aesthetic. I appreciate the clear effort and attention to detail in the ship's internals and was able to use them to align my orbit to the station but didn't play far enough to attempt a rendezvous or docking.
Hello, and thank you for trying out the game!
About multiplayer, at the moment we're sticking to the idea of "parallel universes". Basically, everyone normally plays in the "main" universe, where time doesn't accelerate, just matches real time. But when a player wants to warp, they are put in a copy "shadow" universe, with their spacecraft only (or a willing friendly spacecraft). Time there can accelerate at any rate, but spacecraft and bodies still move along realistic orbital mechanics, and on-board consumables are still consumed as function of the elapsed time. Once the player exits the "shadow" universe, they'll be reconciled back to the "main" one, i.e their spacecraft position relative to the orbited body will be the same as in the "shadow". From other players' perspective, it'll be as if they just popped out from one place and reappeared in another. This mechanic is not implemented yet though, and will come in future versions.
We're aware of the difficulty to plan complex maneuvers from the in-game cockpit UI, so there's a more KSP-like map view, that you can toggle via M key. But if you use the Orbit tab on the MFD, you'll see a lot of useful stats that'll allow you to perform precise rendezvous maneuvers. Just make sure to select the rendezvous target in the Map tab.
If you need more help, hop in to our Discord server!