Space Forge


SpaceForge builds systems you can actually cross. Gas giants with weather that turns. Rings with the planet's own shadow lying across them.


by Auxilium


Price History +

🌌 HOW IT RUNS


🎨 ONE CUBEMAP DOES THE HEAVY LIFTING. Almost every distant object is painted into a single backdrop cubemap that costs nothing and never moves. Only two or three bodies per system are real objects, and those are the ones actually worth flying to.


⏱️ A WHOLE SYSTEM IS A TEXTURE AND A PILE OF NUMBERS. That is why warping between systems takes one frame with nothing to load, and why ten of them can sit in a scene at once.


🪐 PLANETS ARE GENERATED, NOT TEXTURED. Surfaces come out of the shader, so a whole world is a handful of floats instead of a texture set. Nothing to import, nothing to stream, nothing to run out of memory.


🌗 THE TERMINATOR IS REAL. Fly around the far side of a planet and the shadow line moves across it properly, because the light genuinely comes from where the star visibly is.


🎲 ONE SEED, A DIFFERENT WORLD. Change the seed and everything reshuffles. Change Banding and a rocky planet becomes a gas giant.


🌀 TURBULENCE AND RIDGES. Turbulence tears bands into curls and gives continents real coastlines. Ridges fold the noise into craters and canyon walls. A fine detail layer keeps something worth looking at when a planet fills the screen.


🎨 THREE COLOURS, ANY WORLD. The same planet becomes ice, rust, jungle or sulphur from three palette slots. Every setting is live in the inspector, so you can watch a blue ocean world scorch red while the game is running.


🧭 NO SEAMS, NO POLE PINCH. Surfaces are sampled by direction from the planet's core rather than by UV, so there is no stitch line down the back and no smear at the poles. Ever.


📷 OR BRING A REAL MAP. Prefer the genuine article? Drop in a NASA map and lay procedural detail over the top, so it gains detail as you close in rather than turning to mush.



🌈 ATMOSPHERE SHELLS. A real scattering shell that glows past the silhouette instead of stopping at it. Put the star behind a planet and the limb lights up the way it should.


☁️ CLOUD DECKS ON THEIR OWN SPHERE. Turning at their own rate, independent of the surface. Stack two on a gas giant and the shear between them is what makes it look alive.


💍 RING SYSTEMS WITH SHADOWS. Rings that catch the light, thin to nothing at the edge, and take the planet's shadow correctly across them. Saturn does exactly what you are hoping it does.


✨ STARS WITH A SURFACE. Limb darkening, churning coronas and iris spikes, from a shader written for stars rather than a bright ball with a glow sprite stuck to it.


🌠 RAYMARCHED GAS CLOUDS. Nebula gas with genuine depth, lit by the local star, that you fly straight into and lose your bearings inside.


🌑 INSTANCED ASTEROID FIELDS. Thousands of rocks for almost nothing, in a handful of draw calls, cluttering nothing in your hierarchy. Ring them for a belt or scatter them for a field.


💨 SPACE DUST. Motes streaking past the hull, stretching with your speed. This is the single thing that separates an empty scene with planets in it from actually moving fast.


🔒 APPROACH LIMITS. Dive at a planet, get close enough that it fills the screen, then slide smoothly to a halt at a distance you set. It is a place you visit, not a level you load.



🕹️ A SHIP THAT FLIES


🛸 KINEMATIC FLIGHT CONTROLLER. Throttle, pitch, yaw, roll and boost. No rigidbody, no physics tuning, no drift you did not ask for. It goes where you point it, and it stays exact across solar system distances.


🎥 EVE STYLE ORBIT CAMERA. Drag to swing around the ship, scroll to pull in and out, one slider to decide whether it hangs loose or falls in behind you. It never rolls with the hull, so it never makes anyone seasick.


🔥 MODULAR ENGINE PLUMES. Real geometry, not a billboard, answering to your throttle and speed. Three shapes are included so it fits a round nozzle, a slotted one, or the long flat exhaust on a wedge shaped hull. Put one on every engine your ship has.



🌀 GOING SOMEWHERE


🚪 WARP GATES. Place one, point it at another system, done. It swells as you approach and glows the colour of wherever it leads.


💫 A WARP TUNNEL YOU WATCH. The streaks reach full strength before the screen darkens, so the player sees themselves leave rather than sitting through a loading screen. The last of it is still trailing off as the new system comes into view.


📍 IN SYSTEM WARP. A solar system at any believable scale is far too wide to cross under engine power, which is why the outer planets in most space demos are never actually visited. Pick a body from the list and warp to it, arriving just outside its approach limit and already pointed at it.


🧭 SILENT WORLD RECENTRING. The world slides back to the origin so your ship never wanders into coordinates where floating point precision falls apart. It happens behind the fade, and nobody ever sees it.



🌟 TEN SYSTEMS, READY TO FLY


☀️ Sol, with all eight planets at true proportions, four moons, and rings on Saturn and Uranus.

🔴 Kessari, a red dwarf with its worlds huddled in close.

🔵 Vex Binary, two blue giants and nothing that survived them well.

🟠 Ember, a dying giant already taking its inner worlds apart.

🟣 Nursery, a young system still inside the cloud that made it.

🧊 Frostmarch, the frozen edge where the star is just the brightest thing in the sky.

⚫ The Cold Deep, a brown dwarf that never caught fire.

🟢 Verdigris, sulphur and standing acid.

🌋 Forge, young and still molten.

🌪️ Maelstrom, four gas giants and no ground anywhere.


🏗️ AND YOUR OWN IN MINUTES. One menu adds a planet, a star, an atmosphere, rings, clouds, a gas cloud, an asteroid field, a dust field or a gate. Set a radius, pick a colour, keep going. There is no import step and no baking.


🖼️ CUBEMAP BACKDROP BUILDER. Turns six generated cube faces into one clean cubemap, stitched so there are no seam lines and no colour banding through the nebula.