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.

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Cockpit · Pre-Alpha · 2026
1
Physics
Newtonian 2D rigid bodies. No friction, no auto-stop — burn to start, burn to stop.
2
Navigation
No map, no god view. Fly by LIDAR returns and dead reckoning.
3
Sensors
LIDAR and camera now; ESM, IRST, and radar next. Returns, not entities — cluster and classify before you commit.
4
Thermodynamics
Sun radiates, modules generate, radiators reject. The machinery is live; the survival loop is being sharpened.
5
Damage
Penetration and fragmentation, not hit points. Shells disable specific modules.
6
Power
Reactor produces, modules consume, battery buffers. Brown out and things start failing.

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

Minimum
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.