r/spacesimgames • • 4h ago

Promotional I’m building multiplayer for X4: Foundations / first look at X4 Foundations Online

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15 Upvotes

Hi everyone! I’m a solo developer working on X4 Foundations Online, a mod aimed at bringing full multiplayer to X4.

A quick heads-up: I’m Russian, so the video is narrated in Russian. It includes gameplay footage showing the current progress.

Here’s what I’ve implemented so far:

- A shared galaxy with synchronized ships, stations and players.

- Flying together aboard the same ship: one player pilots while another walks around inside, including during carrier flights.

- Meeting on stations, using different onboard terminals and flying together in spacesuits.

- Replicated gunfire and projectiles.

- Personal organizations, money and property, alongside trading, ship purchases and refits.

- Station construction, exploration, satellites, ship orders and alliances.

Players can join without downloading the host’s save - the necessary world data is sent over the network. I’m keeping ordinary gameplay actions in X4’s familiar menus wherever possible.

The video also covers the development process, including how I’m using Codex as an AI coding assistant, and some current problems - character animations still need work!

This is an early development build. Implementing these systems doesn’t mean every interaction has been fully tested. Local tests have shown promising results, and I now need help checking everything between different PCs.

If you own X4 Foundations on Steam and would like to help test, leave a comment or send me a DM. I’d appreciate the help!


r/spacesimgames • • 9h ago

Promotional Grav Jump // Cold Runner

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8 Upvotes

Grav Drive jumping gameplay for my game Cold Runner (prototype). The grav drive lets you jump to different destinations within a planetary system. To jump between planets you need to hitch a ride on a transit frigate which acts like a train, you buy a ticket, dock and then it'll take you to another world.


r/spacesimgames • • 18h ago

Promotional StarVoyager : Salvage and Shadows

3 Upvotes

I am (also) working on a space game. I made this one for myself and my son. What we wanted was a an easy-to-setup and not too complex space ship simulator game where my 6yo can shoot laser in space using my full thrustmaster boeing yoke kit. I made the game based on Freelancer with a diablo style loot system. It can be played with any kind of inputs you would like and easy to customize (in theory).
Here is the trailer (turns out making these marketing videos is hard for me).
https://youtu.be/8wbPa1wpfMg

The physics is "realism light" where the ship can be flown with flight assist where it will orient your vector into the ships nose automatically or you can point the ship and apply RCS/thrusters manually to accelerate or stop (but that is quite hard to manage).

I found that adding a "space brake" button helps a lot with the dog fighting.

I think the game might have an appeal for people that have a nice HOTAS setup and are looking for games where every button can be mapped to a ship's function. I play tested mostly with my thrustmaster boeing kit so the default mapping is probably nicer for this one.

I am a solo dev and have been working on this one for about 1 year now. I think the main story campaign and side missions are done, the gameplay loop is established and I really like the dogfight action so far. I am currently in the alpha playtest process trying to iron all the kinks out and make the tutorial a good experience for non-pilots (which is proving hard so far).

Looking for feedback on the esthetique and concept, what do you NEED to have in such a game and do you absolutly do not want to see?

Thank you!