
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.
- Mod support [IN PROGRESS]. An open codebase with full support for modding parts, missions, and even core gameplay mechanics.
- Spaceship Building Mechanic [PLANNED].
- EVA [PLANNED].
- Base Building and Resource Management [PLANNED].
- Real-Scale Solar System [PLANNED].
- Time Warp [PLANNED].
- Persistent World [PLANNED].
Status | In development |
Platforms | Windows, Linux |
Rating | Rated 5.0 out of 5 stars (5 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 |
Download
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Comments
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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!