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Beyond Aphelion - What is the game?
Quigybobo replied to Quigybobo's topic in Beyond Aphelion — A Subspace Legacy
Hey Xorlof, I do believe this is it https://github.com/sharvil/dotproduct . Happy to share what information I know. I will definitely have the need for testers, thanks for the offer! -
Beyond Aphelion - What is the game?
xorlof replied to Quigybobo's topic in Beyond Aphelion — A Subspace Legacy
Sounds sweet! I am going to keep my eye on the project. Based on your description, it seems like you are trying to have a very authentic subspace feel, which I appreciate. Have you ended up reverse engineering everything (formulas, etc) or have these already been documented somewhere? While much feels like can be guessed at with reasonable accuracy, I'd be very curious to see specifics and it sounds like you're really far in the core gameplay! Holler if you want another tester. Mind pointing me to the dotproduct web client one too? My google-fu is failing me today. - Last week
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Beyond Aphelion - What is the game?
Quigybobo replied to Quigybobo's topic in Beyond Aphelion — A Subspace Legacy
Hey xorlof, welcome and thanks for the interest! It is really cool that you were thinking about a browser-based implementation — that's actually what dotproduct did (open source Subspace in the browser). Beyond Aphelion takes a different approach: it's a native desktop client built in Rust with the Bevy engine, so it runs at 60fps with no browser overhead, map editor, ship editor. What's working right now (single player): Authentic Subspace physics — 40-step discrete rotation, arrow key controls, gravity deceleration, the whole deal. If you played original SS, it'll feel familiar immediately 8 hull classes (Scout through Capital) with 28 variants, each with distinct physics pulled from real SS .conf files Full combat — bullets, bombs with shrapnel, bouncing projectiles, EMP bombs, afterburner, cloak/stealth/xradar/antiwarp Galaxy with multiple sectors, warp gates, conquest system, frontline wars In-game .lvl map importer — you can load original Subspace maps directly Built-in zone editor (the vision: single player IS your zone editor, multiplayer IS the game) Multiplayer is code-complete with server deployed — 60Hz tick(not 100% set yet), Subspace-style reconciliation (velocity extrapolation + smooth correction, hard snap only when necessary). Needs more testing with real players. Platform: Windows right now. Bevy/Rust compiles cross-platform so Linux and Mac are possible down the line, but Windows is the focus. No public download yet — still in active development. Best way to follow along and see screenshots/videos in the Discord: https://discord.gg/beyondaphelion. I did see that you joined the discord. -
Beyond Aphelion - What is the game?
xorlof replied to Quigybobo's topic in Beyond Aphelion — A Subspace Legacy
I had played SubSpace waaaay back in the day, back when it was still in the original public beta, and I loved it. The gameplay was so simple and so fun. I fell away after a while (well before Continuum). I've only recently remembered it and how fun it was, and looked for a modern version. Well, I was surprised to find out that the OG is still alive (via Continuum client)! ...but I DO think the community could benefit from a modern client. My plan today was to download Continuum and play for a while and see if I still liked it as much as before. If so, it sounded like a fun project to re-implement, but then I saw this post. 🙂 My vision for a modern implementation was to make it .io style--just open a web page, type a nickname, and go (no downloads, no logins unless you want to protect your nick, etc.) However, you seem to be actively working on a replacement and I see no need to fragment things. However, how do I go about having a look at what you've accomplished? What platforms do you support? Any screenshots? -
xorlof joined the community
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www.beyondaphelion.com Beyond Aphelion — Development Roadmap 2026 Tracking every feature — built, in progress, and planned. Beyond Aphelion is a 2D space combat game carrying the legacy of Subspace/Continuum into the modern era. ✓ = Done → = In Progress ○ = Planned PHASE 1 — Ship Systems & Physics ✓ COMPLETE ✓ 8 hull classes — Scout, Fighter, Frigate, Destroyer, Cruiser, Battleship, Carrier, Capital ✓ Subspace-authentic rotational thrust (not WASD) ✓ Discrete 40-step rotation (9° per step, matching Continuum) ✓ Per-hull gravity deceleration toward top speed ✓ Axis-separated wall collision (slide along walls, not stick) ✓ Cruise mode with energy drain ✓ Strafing (Z/X keys) ✓ Afterburner — Shift held for 1.5x thrust/speed, drains energy ✓ Docking system (F dock at stations, G undock) ✓ Unified energy pool — weapons, abilities, cruise share one bar ✓ Per-hull energy recharge rates and max energy ✓ 6 upgrade tiers (engine, shield, armor) ✓ Ship hangar — own up to 8 ships, switch while docked PHASE 2 — Weapons & Combat ✓ COMPLETE ✓ 6 weapon types — Laser, Plasma, Railgun, Missile, Ion Cannon, Flak ✓ Mk1 / Mk2 / Mk3 weapon tiers with damage/speed/range scaling ✓ Hardpoint-based weapon mounting (per-ship turret configs) ✓ Double barrel fire mode (per hull) ✓ Multifire spread shots (configurable angle per hull) ✓ Bouncing bullets off walls (per-hull bounce count) ✓ Bomb system with configurable bounce count ✓ Bomb shrapnel on detonation (24–70 fragments per hull) ✓ EMP bombs — energy drain + engine shutdown ✓ Mine laying (reverse thrust + Tab, per-hull limits) ✓ Deployable turrets with tier scaling ✓ Brick walls — temporary obstacles blocking ships and projectiles ✓ Repel — deflects projectiles and bombs ✓ Safe zones — tile-based invulnerability, 3x energy recharge PHASE 3 — Abilities & Items ✓ COMPLETE ✓ Cloak — invisibility toggle, per-hull energy drain, disrupted by damage ✓ Stealth — hidden from radar, per-hull energy drain ✓ XRadar — detect cloaked/stealthed enemies ✓ AntiWarp — prevent nearby enemies from warping ✓ Prize system — 6 powerup types spawn on enemy kills ✓ Weighted random prize selection, 30-second temporary buffs ✓ Consumable generators — auto-produce items over time ✓ Cosmetic engine trails — 14 effects (Inferno, Cryo, Plasma, Void, more) ✓ All balance values in game_settings.toml — zone owners tune everything PHASE 4 — AI & Galaxy ✓ COMPLETE ✓ 9 enemy types — Aggressive, Defensive, Elite, Carrier, Bomber, Interceptor, Sniper, Support, Swarm ✓ Behavior-aware targeting (bombers prefer large targets, interceptors hunt small ships) ✓ Carrier fleet warp-ins (1 carrier + 10 escorts) ✓ Boids flocking for swarm drone formations ✓ Boss encounters ✓ Enemies rally to center when sector is cleared ✓ Hunt-down system — patrol centers drift toward player ✓ Off-screen galaxy simulation (sectors fight while you're away) ✓ Frontline war — counterattack waves from neighboring sectors ✓ Conquest — destroy all enemy stations to claim a sector ✓ Galaxy map with warp gate travel between sectors ✓ 6 enemy difficulty tiers with health/shield/speed scaling ✓ Station-based fleet spawning with configurable caps Currently In Progress MULTIPLAYER — Securing the Netcode ✓ 60Hz tick rate, Subspace-style correction, projectile sync ✓ Trailing state anti-cheat, economy validation, warp validation → 2-client stress testing of all security systems → Server-validated hit detection → Server-validated health/shield tracking → Per-slot weapon fire refactor ○ Server browser / direct connect UI ○ Host your own zone from the in-game menu WEBSITE — beyondaphelion.com → Account registration + login → Steam & Google OAuth → Family pilot system (5 pilots per account) → Cosmetics store with Stripe checkout → Player moderation (bans, warnings, reports) ○ Live server status widget ○ Leaderboards + match history ○ Stats API 3D VISUALS & AUDIO ✓ Render-to-texture 3D ship proof of concept working → Expand 3D models to all 8 hull classes ○ 3D turret weapons on ship models ○ Toggle 2D sprites vs 3D models ○ Roll/bank animation on 3D ships ○ Sound effects (weapons, explosions, engines, shields) ○ Music (ambient + combat tracks) What's Coming Next ZONE SHARING ○ Embed sector editor into main game ○ Embed ship designer into main game ○ Zone bundle export — package your zone as a shareable file ○ Zone import — load and play someone else's zone ○ Community zone gallery / browser GAME MODES & SYSTEMS ○ Flag / Capture the Flag ○ Team & frequency system ○ Bounty system — accumulate on kills, lose on death ○ Wormholes & portals with gravity wells ○ Timed door system ○ Rocket consumable ○ Asteroid mining & trade routes SOCIAL & PROGRESSION ○ In-game chat (public, team, private messages) ○ Friends list ○ Guild / squad system ○ Tech tree & faction reputation ○ Missions & contracts ○ Achievements ○ Ship skins, paint jobs, decals THE FINISH LINE ○ Stable sessions without crash ( Doesn't crash now) ○ Full audio pass ○ Public alpha release ○ Community feedback cycle ○ Ongoing balance tuning https://discord.gg/XUWxsvDPmd
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Beyond Aphelion — A Subspace Legacy Carrying a torch forward in a collective vision. Built from scratch in Rust. What is it? A spiritual successor to Subspace/Continuum. Same physics DNA — discrete 40-step rotation, 80-step rotation for large ships, axis-separated wall collision, gravity deceleration per hull, values pulled from .conf files and validated against 40 client. Arrow keys + ctrl. No WASD. If you've flown in SS, you already know how to fly here. What's playable right now? Ships & Combat 8 hull classes, 28 variants — each with unique stats from TOML config All original ships from subspace.so that is even more ships. Bullets, bombs (per-hull bounce count), burst lasers (wall ricochet) Double barrel, multifire spread Cloak, Stealth, XRadar, AntiWarp — per-hull energy drain Repel — deflects projectiles and bombs Strafing, cruise mode, docking Enemies 9 types with boids flocking behavior Chase, converge, rally when sectors clear Deployable turrets with configurable ranges World Galaxy map with sector-to-sector warping Conquest — destroy stations, claim sectors Frontline war with counterattack waves Galaxy simulation — sectors fight each other off-screen Editor In-game sector editor .lvl import — fly your old Subspace maps All tuning in TOML files, just like .cfg In game config editor.; Multiplayer TBA Single player is the zone editor. Build sectors, place enemies, tune your settings. Multiplayer is the game. Fly what you built with other people. I am back in school currently for computer science. I have 2 other silent partners helping develop as well in their spare time. More updates coming. Happy to answer questions. Come join our discord. https://discord.gg/XUWxsvDPmd
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Quigybobo changed their profile photo
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I haven't moved forward yet as IPB hasn't responded to my contacting them. Going to try 1 last time, then might try and figure out how to convert to a free software. It is funny that my invoice expired 2 months after it was issued, yet my previous invoice had been good for over 10yrs. To renew the license, I have to contact them to create a new invoice... wtf. 3rd time is the charm? Do you not want my $200?
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Hi, I am currently working on the lobby feature of the game. I am working on supporting polling for many servers including population, ping and other data. Additionally I am adding support to login to, exit and login to another server or the same server. This is much more complicated than it sounds. When a client disconnects from a server it renters the lobby. To do this the client has to free all resources and data which is involved and a bit prone to memory leaks if I get it wrong. So am doing a lot of testing in addition to development to make sure I have no memory leak issues. I am also implementing multiple server support in the lobby. This also is very complicated and requires the lobby to establish contact with all available servers, establish a encrypted connection, poll and hold the connection. Once the client logs into a server all other server connections are closed and their data removed. . . and more. I will be working on this and I hope to have an example video showing the lobby and support for multiple server login's, this weekend. More soon... Vidiot_X
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