The Return Of The Complex Space Games (More Than Just Flying)
304 segments
Over the past year, a number of things
have been changing in the simulation
space. And if you've been paying
attention to the games coming through
Steam NextFest, the indie showcases, and
the early access titles, you probably
have noticed all of this. So, there's a
new wave of titles that aren't at all
focused on simplifying things for you.
They don't want to automate the
complexity of these games. They don't
want to reduce everything to a single
button presses, all these things that
generally simplify games. Instead,
what's happening here is they want you
to engage with the title's systems, to
understand why your ship handles the way
it does, to feel the consequences of why
your colony's budget doesn't balance,
and to maintain the machine that's
keeping you alive rather than just
pointing in a direction. And this is
quite a change actually. It's somewhat
of a rebellion against the arcade
approach that we've seen that's been
developing. And all of this is happening
across multiple games from multiple
studios all at roughly at the same time.
Some of these are hardcore command sims,
others are survival games or action RPGs
with an unusual amount of mechanical
depth. But they'll stay roughly on the
same spectrum. And that's a refusal to
simplify. So today I want to look at
five titles that are really focusing on
complexity over simplicity and why I
feel this is a great direction for the
genre. And this really because if the
big studios are moving towards
simplification then the developers here
are moving in the total opposite
direction and this is very good news
indeed. So let's start with Seabbeams.
This is easily one of my most
anticipated space games in the upcoming
list of games. And yeah, the reason I'm
covering this again, I've spoken about
it before, is because it very much fits
in with this theme, this ideology of
complexity over simplicity. And it very
much is the right direction for this
type of game. So, this is a top- down
space action RPG or perhaps a little bit
isometric depending on how you're
looking at that. So, the game has
combat, it has loot, and it has
progression. But underneath all of this
is a structure that's all about physics.
And this is physics in the way that you
can't really ignore. The title is
developed by Distant Light Games,
someone that you'll likely know if you
watch any amount of YouTube on space
related titles because uh yeah, that's
YouTuber Level Cap. So whilst Sebeams is
kind of framed and put out there as a
action RPG, it's not really a typical
action RPG. And that's because your
ship, well, it's actually a physical
object. It's not an avatar with stats.
It means it's got retro burns for
deceleration. You've got engines that
you have to cut for silent drifting. You
got cargo that has mass, and this
genuinely changes how your ship
responds. Overload your hold, and you'll
feel it in every maneuver. Docet
Stations isn't automated either. If it's
well, it's a skill you're going to have
to develop if you want to do it right.
So, what's nice about Cbeams and it's
not out yet. It's still in development,
but it does have a lot of active ongoing
dev logs, YouTube videos that discuss
where the game is and where it's going.
And in these videos, you also find that
combat follows the same logic of all
this complexity and it's quite involved.
So, you got subsystems. Subsystem
typing. This lets you disable an enemy's
engines, weapons, or radar all
individually, which means that every
engagement you undertake can be really a
tactical decision. It's can be kind of
focus on how you want to achieve your
objective. In other words, it's not just
about a damage race to the top or to the
bottom. Instead, you can actually
a ship. You can dock with it and
raid its cargo. And all of this is
balanced against a range of different
weapons. And yeah, you got close quarter
Gatling turrets and requireless cannons
all the way to through to longrange rail
guns and guided missiles. Now, there's
no confirmed release date on this just
yet, but the pace of development is
definitely visible and it's pretty
consistent. We can see a lot of that
unfolding over on YouTube. And yeah, I'm
looking forward to getting hands-on with
this one. Perhaps one of my more
anticipated titles, space game titles
for a very long time. And then we have
Spacecraft. This is a new game from
Shirro games. It's a studio behind
Northgard, Doom Spice Wars, and War
Towers, and it's actually a common
thread here amongst these games because
as a player, you genuinely have to
understand what's going on in these
systems mechanics, ready for all
handholding. And so, it seems that
spacecraft actually has that philosophy
applied to it. Although, that said, it
also appears that it sits at perhaps the
more slightly easier end of that
spectrum, but nonetheless, it does have
complexity layered there. So, a real
good example of where this game takes
that approach is the ship design. So,
whilst you might usually be used to
loadout screens that you optimize
between missions in a lot of games, what
happens here is quite different. Every
component that you fit to your ship,
whether that's weapons, mining
equipment, cargo modules, or anything
else, it physically changes how the ship
handles. Add too much weight and the
ship will start to feel sluggish in
every turn. Strip it back and you're
nimbled but then exposed. So, the game
recently confirmed a cockpit view. I
know a lot of people have been asking
about that because right now the uh
camera is from outside the ship from the
rear, but a cockpit view will actually
take things quite a bit further because
it will actually feel like more of a
genuine sim. Now, the interesting thing
here is that the game is about far more
than just piloting. spacecraft really
lead you into building automated mining
operations, managing interplanetary
supply chains, and participating in what
could be considered a playerdriven
economy. And that means there's a lot of
complexity here, layers of it, in fact,
and all interlinking together. Your ship
effectively builds what resources you
can gather and then that in turn affects
what and where you can automate and that
in turn affects what you can trade. So
ultimately, there's a lot of potential
here. If you want to get hands-on with
it, there is a demo available right now
over on Steam and I highly recommend you
download that and check it out. After
all, why not? Because these demos are
completely free.
Now, moving on, we come to a possible
one Luna Industries. So where spacecraft
really applies a whole uh kind of
systems thinking approach to the space
sandbox. What happens here with this
game is that you've got conley
management and this is built entirely on
a real world proven technology. So not
plausible technology not near future
speculation but technology that exists
right now or is genuinely feasible with
current engineering. Now, I have spoken
about this a couple of times before, but
it bears bringing up again because it
very much fits into the theme of this
video, which is space themed games,
which are focused on complexity rather
than simplicity.
So, Impossible One, you're running a
Luna mining operation. And the focus
here isn't between you and an alien
threat or anything like that. It's
actually about having a balance between
the survival needs of your colonists
there on the moon and the financial
demands of a board of directors back on
Earth who ultimately are funding the
entire venture. So that means you've
really got to focus on housing,
radiation shielding, as well as the
psychological effects of low gravity and
isolation of being up there on the moon
away from anyone. And of course, this
all costs money and resources. But if
the board back on Earth doesn't see the
returns that they demand that they're
funding here, then they're going to cut
your funding and shut you down.
Ultimately, then what you end up with
here is a game that is fun, but it's
also a game that's built on the idea of
the real world actually being
complicated. Again, there is a demo
available for this one. Do check out
that over on Steam.
Now, next up, we've got Atmosphere. And
this one is well it's not a genuine
space game but it does have a very heavy
sci-fi and spacele leveled theme and
well ultimately approves that it's not
just about space either this developing
levels of complexity in their upcoming
titles. So Amosphere is a survival game.
It's set on Tyos which is an planet of
floating islands. And at first glance,
it might seem like a bit of an odd fit
alongside Colony Sims and Physicsdriven
Combat and other such titles that we got
in this video, but what's going on here
is that well, the title was developed by
Apoch Labs, which is a Swedish studio.
And this is important because yeah, it
underpins their entire focus because
their previous game is called Airport
CEO and it's a tycoon game that sold
over 330,000 copies and it's built on
the entire experience around
interconnected systems and driven
management. In other words, it seems
that they may be taking that learned
complexity and applying it to a sci-fi
themed game. So here your primary
vehicle is a cloud cruiser. It's mobile
air base that isn't a static home you
actually teleport back to. Instead, you
pilot it. You manage its fuel,
electricity, and oxygen, upgrade its
sections, and use it to support
expeditions that grow more demanding as
you push further across the planet. You
also have some smaller craft known as
wasps. And these each handle differently
depending on which engine parts, hover
sections, and whole configurations that
you've actually fitted. Now, in most
survival games, your vehicle is
transport obviously, but here, your
vehicles are machines that you have to
maintain and configure, and the way
you've built them determines what you
can actually do in the rest of the game.
Thankfully, this also has a demo
available right now. So, if it sounds
interesting to you, do take a look and
perhaps check it out. And finally, we
come to the game at the real far end of
this spectrum. It's called Iron Nest.
It's not a space game, but it's
definitely a sci-fi inspired. This is a
firstp person diesel punk artillery
simulator and it's set in an alternate
history 1920s Spain. Now here you
operate a colossal walkin turret
battleship caliber weapon and it's on
well it looks like it's on spider legs
really and this one really goes for the
heavy simulation because every
interaction with the turret with this
mech is actually manual. You've got to
decode radio transmissions. You've got
to plot coordinates. H you've then
physically got to align the turret as
well and then fire. So if you really
like heavy simulated games then this
could be something worth keeping an eye
on and primarily because this is a pure
uncompromising machine operation. So
yeah, we've got five games here that
come from different studios, different
countries, even different genres as
well, but they all share a similar
conviction that players are certainly
ready for more that that we want more
depth, that we're tired of the
simplicity in games, that we want more
consequence, more systems to learn and
master. And that to me appears to be a
trend. Let me know what you think about
this in the comment section below. As
always, thanks for watching. Do take a
look at the other video on the screen
right here. Take care and I catch you
next time.
Ask follow-up questions or revisit key timestamps.
This video explores a growing trend in the simulation and sci-fi gaming space where developers are rejecting simplification in favor of deep, mechanical complexity. The narrator highlights five upcoming titles—Cbeams, Spacecraft, Impossible One: Luna Industries, Atmosphere, and Iron Nest—each of which requires players to master intricate systems, from realistic space physics and industrial management to manual machine operation.
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