DevLog 09.06.2025 | English


Hello, I would like to use the first DevLog to describe my vision of Space Opera and the current status in more detail.

First of all, why am I programming Space Opera? I grew up with games like ‘Master of Orion 2’, ‘Battle Isle’ or ‘Settlers 2’. I loved the ship building in ‘Master of Orion 2’, the strategy in ‘Battle Isle’ and the hustle and bustle and economy in ‘Settlers 2’.

Over time, other games like the ‘X’ series or ‘Space Empires V’ were added.

But at some point I sat in front of the computer and always got to the point that I was missing a mechanic somewhere. A little more time and the ‘would be nice if....’ turned into ‘how would I do that...’ and so the desire for my own game was born.

Space Opera is a 2D pixel art, 4x game.

One of the main features will be the ship editor.

A cargo ship hull with a mobile shipyard?

A frigate as a drone carrier?

A space base with research facilities? All of this should be possible with the module-based system.

What is the current status of the game?

The game itself is in the pre-alpha phase. Many mechanics have already been implemented as a basis, but the complete game loop is still missing. I am currently working on replacing the original turn-based combat system with a real-time combat system.

In my tests, the round simply turned out to be too tedious and boring.

Files

SpaceOpera_0.9.7_Linux.7z 66 MB
Jun 07, 2025
SpaceOpera_0.9.7_Windows.7z 72 MB
Jun 07, 2025

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