Empty Spaces
Empty Spaces is an open-world 2D space sim with realistic physics, cockpit instruments, sensor-driven navigation, thermodynamics, damage, and power.
You start with a rusty bucket, some debt, and a sector that doesn't care you showed up — mine, haul, refit, read the instruments, and try to get back in one piece.
Roadmap
SHIPPED means playable in the current pre-alpha surface. BUILDING means the simulation substrate exists and is being turned into a player loop. PLANNED is the design target.
Physics
- SHIPPED Newtonian flight 2D rigid-body dynamics. Velocity conserved, no friction, no auto-stop.
- SHIPPED Collisions Impact transfers momentum and energy. Both bodies take damage.
- SHIPPED Fragmentation Impact-seeded fracture. Fragments inherit mass, cargo, velocity, and spin.
The Ship
- SHIPPED Modular hardpoints Hulls expose typed hardpoints. Modules slot by category, with mass and power budgets.
- SHIPPED Power bus Reactor produces, modules draw, battery buffers. Brown-out cuts low-priority loads first.
- BUILDING Solar thermal Sun, shadow, conduction, radiators, and overheat damage are live. Shade-as-terrain tuning is underway.
- SHIPPED Fuel economy Fuel mass tracked per burn. Empty tank, no thrust.
- SHIPPED Module damage Locational hit routing. Modules degrade with damage and fail at zero integrity.
- PLANNED Wear & tear Modules degrade with use. Maintenance pressure independent of combat damage.
Cockpit
- SHIPPED Cockpit-only view Normal play is instruments only. No free third-person camera, no top-down command view, no minimap.
- SHIPPED Instrument layout MFDs assignable by role. Player composes the panel.
- BUILDING Cold start Subsystems cold-start dark. The richer guarded master-switch sequence is being built out.
- SHIPPED Hardware sound Synth voices for reactor, relays, RCS, weapon fire, locks, alarms, and cockpit switches. Event coverage keeps expanding.
- PLANNED Radio Tunable receiver for navigation beacons, station traffic, distress calls, and direct communications.
Sensors & Navigation
- SHIPPED LIDAR scope LIDAR returns drawn as a phosphor point cloud. Range and intensity authored per sensor.
- SHIPPED Contacts Tracked contacts with range, bearing, closure, and IFF state.
- SHIPPED Chart & routes Drop markers, author routes, designate tracks, and watch the live autopilot overlay.
- SHIPPED Autopilot Goal-mode flight with context-steering avoidance, route following, and manual override latches.
- PLANNED ESM Passive listening. Track emitters by signature without painting them.
- PLANNED Jamming Active sensor denial. Effective, but visible to anyone listening.
- PLANNED EMCON Emission control. Reduce signature at the cost of sensor range and certainty.
Combat
- SHIPPED Fire control Designation, ballistic solver, lock state machine, engagement gate.
- SHIPPED Kinetic weapons Mass drivers and PDCs. Per-mount recoil, dispersion, capacitor cycle.
- PLANNED Energy weapons Beam and laser mounts. No projectile mass; thermal load stays with the firer.
- PLANNED Guided weapons Seeker-equipped ordnance. Lock and release within authored envelopes.
- PLANNED Countermeasures Chaff, flares, decoys. Defeat lock and degrade incoming guidance.
- BUILDING Hostile pilots NPC command adapters are next: one hostile ship using the same hulls, sensors, damage, and control paths.
Economy
- SHIPPED Mining Crack rocks, scoop fragments, stow into cargo. Mass affects flight.
- SHIPPED Assay scanning Geometric LIDAR shows shape. Hyperspectral LIDAR paints resource shares on the scope.
- PLANNED Salvage Wrecks remain in the world. Cargo and modules recoverable.
- SHIPPED Dock services Sell ore, buy fuel, repair modules, equip from market.
- SHIPPED Shipyard refit Buy a new chassis at station and continue in the refit hull. Hangar ownership comes later.
- PLANNED Hangar Own multiple hulls at station. Swap between runs by role: miner, freighter, combat.
- BUILDING Processing Stations already buy ore out of captured rocks and run processor cycles. Player-owned production comes later.
- PLANNED Living economy Stations consume, produce, stockpile, and run dry. Traffic and prices respond to supply.
- PLANNED Job board Procedural work generated by the economy and local politics: deliver, retrieve, protect, destroy, survey.
World
- SHIPPED Asteroid field Procedural asteroid cluster. Field density gates navigation difficulty.
- BUILDING Identity & reputation Transponders, IFF, station access, and pairwise standing are live. Faction consequences are the next layer.
- PLANNED NPCs Named commanders, station operators, patrol leaders, and traders tied into identity and standing.
- PLANNED Sector ecology Miners, haulers, patrols, raiders, and independents moving through the same economy.
- PLANNED Storylines Authored threads carried by people, signals, wrecks, debts, and persistent consequences.
No dates. Solo dev. Ship when ready.
Latest
System Requirements
- OS
- Windows 10 / macOS 12 / Linux
- Processor
- Quad-core, last decade
- Memory
- 4 GB RAM
- Graphics
- Integrated graphics
- Storage
- 2 GB available space
- Display
- 1920 × 1080
Written in Rust on a custom code stack.
The simulation is fixed-tick and deterministic, profiled per commit.
Rendering is 2D, so the frame budget goes into instruments, sensor returns, and scopes.
Modest hardware is enough.
Pre-alpha. Specs may shift before launch.