Avorion

Avorion

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Any other games like this pertaning to ship building?
My whole space adventure started with elite dangerous. than to no mans sky. then when I played that horrible game with awesome ship building in it. "starfield" ive been looking for games that have in depth ship building with combat that inst first person. I am loving this so far, I was just wondering what else you guys recommend to put on my list.
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For ship-*building*, not just loadout selection or color-by-numbers, there's this, Space Engineers and Empyrion, with StarMade, Interstellar Rift, Starbase and Starship EVO as projects that just never quite gelled.

There's also some hardcore combat games where there's shipbuilding but it's not a main attraction, Nebulous and Children of a Dead Earth.
If you want to try water navy ship building, there is "From the Depths". It has evolved at lot since I last played it, and has become a bit more in-depth than I care for, but it does scratch the "build things and then blow them up block by block" itch.
Kaetho Mar 31 @ 5:37pm 
You may also find that "Final Upgrade" might be for you, in a more 2D sort of way. (It wasn't for me tbh, but ymmv)
Originally posted by StaXks:
My whole space adventure started with elite dangerous. than to no mans sky. then when I played that horrible game with awesome ship building in it. "starfield" ive been looking for games that have in depth ship building with combat that inst first person. I am loving this so far, I was just wondering what else you guys recommend to put on my list.

Genesis Alpha one maybe?

It doesn't have much in the way of ship to ship combat and the away missions are in a lot of cases closer to wave shooters than actual missions but the whole building and defending your ships interior is pretty well done.
Cosmoteer is kinda like this game in 2D but with a very basic mission system (kill pirates, deliver goods) and being locked behind maximum crew limits until you clear a zone to increase it and move onto the next one, which effectively limits how many systems your ship can have at every stage of the game.

I guess there are plans to improve the economy and add player owned stations but given the glacial pace of development this may or may not happen in our lifetime.
Second shout out for From the Depths. Has a very similar design process, and I often found myself wanting for some of the bits in that game, here (particularly some of the block shapes). If you want a more much more detailed system, this one's for you.

It has spaceships, which can fight submarines, tanks, airships, or... whatever this thing is.
btw KSP also has combat mods, yeah? KSP is basically fundamental, they made it so moddable and so delicious. It's in the pantheon of all-time greats with like Terraria and Warband and Civ (and more).

Hadn't expected to see spaceships in a game that starts you out with galleons, From the Depths is looking very fun. Edit: wow, a build mode so clunky I couldn't take it.
Last edited by Blueberry Muffins!; Apr 2 @ 2:50pm
StaXks Apr 2 @ 5:19pm 
Originally posted by Blueberry Muffins!:
btw KSP also has combat mods, yeah? KSP is basically fundamental, they made it so moddable and so delicious. It's in the pantheon of all-time greats with like Terraria and Warband and Civ (and more).

Hadn't expected to see spaceships in a game that starts you out with galleons, From the Depths is looking very fun. Edit: wow, a build mode so clunky I couldn't take it.
oh no no no. KSP does not need combat mods for me lol.
Originally posted by StaXks:
oh no no no. KSP does not need combat mods for me lol.

Ah. Then let me recommend Juno: New Origins if you're after more hardcore vehicle-design challenges and can take a comparatively heavy dose of small-shop jank lurking just under the surface.

In particular the career mode missions are deceptively well structured, KSP's suborbital contracts seemed like throwaways, I never really bothered with them. Doing Juno's early Fireworks contracts profitably for instance is tuned to a chef's kiss, they will progressively teach you things. Also true of the Explorer contracts.

No combat, and the game's trying with remarkable, entertaining and irritatingly partial success to straddle the divide between phone game and a full-on CAD-lite/engineering design workshop. The more hardcore stuff (thoroughly hardcore by game standards, still pretty much toys in reality) is basically there if you want it, you're left to figure out a lot yourself.

The thing that irritated me most early on was that only designated cargo holds can contain payloads, the boxes and whatnot some contracts ask you to carry will just clip right through fairing walls and also through anything they intersect in your designs; and while the boxes will attach to surfaces in the designer they don't stay attached in the game world. Which the game does kinda tell you somewhere appropriate, but you probably won't see it until *after* you discover that fairings won't contain small objects like payloads. You really have to bring a ready supply of forgiveness and tenacity, I'd say if that doesn't feel like a showstopper to you then call this a hard recommend, the game's fully worth the money and time if you've got that to give, for the subtleties in vehicle design you can achieve and several missions require if you're going to do them profitably. Dune buggies were giving me fits until I dove in to real-life suspension-tuning-hobbyist websites; airplane stability was giving me fits until I remembered about dihedral and looked up some other stuff, you can wedge your progression if you're just nabbing techs off the tech tree without a plan to recoup their cost, la la.
Last edited by Blueberry Muffins!; Apr 2 @ 6:01pm
I definitely liked the building in Empyrion. I haven't played it in years. Some of the things I remember might have changed.

It was good though imo
Originally posted by Blueberry Muffins!:
Edit: wow, a build mode so clunky I couldn't take it.
Were you using the keyboard building or mouse building? I found the keyboard building they try and shoehorn you into in the tutorial (going off memory years ago) was absolutely ♥♥♥♥♥♥♥, but the mouse building was essentially the same as Space Engineers and Stormworks
Yah, that wasn't my only beef tho. That tutorial also carefully had me install the ship's wheel and pilot's chair backwards, the chair facing away from the wheel and the wheel facing the stern. Most part orientations were very hard to distinguish, the parts themselves were mostly dark and unidentifiable low-contrast anonymities, the tutorial *had a part labeled "obsolete"* front and center. Not sure when I've gotten a worse first impression off a game, not even Starbase was this bad. Of the games I've refunded I think From the Depths took the record for quickest punt.
Originally posted by Blueberry Muffins!:
Yah, that wasn't my only beef tho. That tutorial also carefully had me install the ship's wheel and pilot's chair backwards, the chair facing away from the wheel and the wheel facing the stern. Most part orientations were very hard to distinguish, the parts themselves were mostly dark and unidentifiable low-contrast anonymities, the tutorial *had a part labeled "obsolete"* front and center. Not sure when I've gotten a worse first impression off a game, not even Starbase was this bad. Of the games I've refunded I think From the Depths took the record for quickest punt.

The game has been redesigned so many times now that nothing is quite right in that regard.

I used to play it a lot but found that every time I returned all my designs were now defunct and I had to relearn much of it.

I have just stayed away the last few years, hoping that at some point it will hit 1.0 and I can return to it without more drastic changes.
Niuq Apr 5 @ 2:10am 
Eymprion Galactic Survival

Wonderful building.
Once you have an understanding of what is going on in EGS the Reforged Eden overhaul mod will add alot more challenge and things to do.

Star Valor
Top down view no building, but tons of customization of the pre made ships.
Last edited by Niuq; Apr 5 @ 2:18am
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