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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. 

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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

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I'm not, so i'll check it out

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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

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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.

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Here are the logs, as it seems it is actually a Vulkan issue. Besides the crash the game ran with surprisingly high fps

Godot Engine v4.4.1.stable.custom_build.49a5bc7b6 (2025-03-25 23:11:16 UTC) - https://godotengine.org
Vulkan 1.2.318 - Forward+ - Using Device #0: Intel - Intel(R) HD Graphics 4600 (HSW GT2)
ERROR: Condition "err != OK" is true.
   at: _initialize_cache (servers/rendering/renderer_rd/shader_rd.cpp:823)
ERROR: Condition "err != OK" is true.
   at: _initialize_cache (servers/rendering/renderer_rd/shader_rd.cpp:813)
ERROR: Condition "err != OK" is true.
   at: _initialize_cache (servers/rendering/renderer_rd/shader_rd.cpp:813)
ERROR: Condition "err != OK" is true.
   at: _initialize_cache (servers/rendering/renderer_rd/shader_rd.cpp:823)

Added mission "Lift-off"
Added mission "Refuel"
Added mission "Reach Orbit"
Planet data for res://bodies/junkyard/junkyard_high.tres generated in 1.5s
Planet data for res://bodies/junkyard/junkyard_low.tres generated in 0.2s
Hosting on 127.0.0.1:56195
Server started
World started at 2025-10-14 20:39:52.944
Peer 1 connected
Local player 1 started as Boromir
Creating an NPC vehicle Hub
Creating an NPC vehicle Unidentified Ship
Unidentified Ship status set to CREATING
Unidentified Ship delegated control to OrbitFollower
Spawned Hub
Unidentified Ship status set to CREATED
Spawned Unidentified Ship
Creating a vehicle for player Boromir
Venture M-245 status set to CREATING
Venture M-245 status set to CREATED
Spawned Venture M-245
Boarded Venture M-245
Observing Venture M-245
TOGGLE device ENGINE: { &"index": 0, &"enabled": false }
THROTTLE device ENGINE: { &"index": 0, &"throttle": 0.0 }
TOGGLE device OAS: { &"index": 0, &"enabled": false }
Mission "Lift-off" started
Mission "Lift-off" - objective "Camera controls" added
Instantiated interior for Venture M-245
View mode changed to EXTERNAL
Mission "Lift-off" - objective "Camera controls" completed
Mission "Lift-off" - objective "Engine controls" added
TOGGLE device ENGINE: { &"index": 0, &"enabled": false }
View mode changed to INTERNAL
View mode changed to EXTERNAL
View mode changed to INTERNAL
Mission "Lift-off" - objective "Engine controls" completed
Mission "Lift-off" - objective "Altitude and velocity indicators" added
Mission "Lift-off" - objective "Altitude and velocity indicators" completed
Mission "Lift-off" - objective "Lift-off" added
TOGGLE device ENGINE: { &"enabled": true, &"index": 0 }
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2439)
ERROR: VK_EXT_device_fault not available.
   at: on_device_lost (drivers/vulkan/rendering_device_driver_vulkan.cpp:5531)
ERROR: Vulkan device was lost.
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2653)
execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2653)
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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

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Thanks for the Linux build!

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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.

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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!

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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! 🫡

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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.

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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!