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Set in the future of aerospace warfare, Hardkill intends to deliver the most realistic space combat simulator based around actual science. The factions of Earth, finally realizing the critical status of its global economy, employ major Corporations to secure their share of territory in space -- Creating a lawless new frontier of profit, adventure, and space warfare.

Post news Report RSS Physics testing, concept art, and finalized title.

Sharing some aspects of the last few months' work.

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After months of messing around with the physics engine, we can say it's close if not exactly how objects work in real space. If you ram into asteroids, they will start moving at the velocity you hit them with. Following the Newton's laws of motion were some of the most important aspects of the physics in our engine (and I imagine in many space sims), but for our realism the space physics will affect more than just ship movement.

Take a look at our early attempts at playing with the engine, and trust me, it was funnier in person.

Another great tidbit comes from our newest concept artist named John Patton who also has an indieDB profile. Tasked with bringing weapons and ship asthetics from one of out several in-game companies to life, John has been a great addition to the team:

And last but not least, our finalized title:


We will be opening a public forum soon for feedback and recruitment. Stay tuned.

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