SPACE X

An open-world space trading sim with teeth.

You pilot a lone ship through a procedurally generated 8000x8000 space sector — no hand-holding, no tutorial, no safety net. The economy is alive, the pirates are patient, and every session is a new world.

What you'll do

Mine — Blast through asteroid fields. Large rocks split into smaller ones until they yield raw resources. Use your mining laser to extract ore, fuel, and parts without destroying the rock.

Trade — Dock at any of 7 station types, from Ore Refineries to Bio Domes. Buy low, sell high across a dynamic market that shifts every few seconds. AI ships are real competitors — they buy, sell, mine, and drive prices just like you do.

Fight — Or run. Laser combat is twitchy and inertia-based. Pirates spawn from their base every 40 seconds and will hunt you across the sector. Three AI factions patrol, trade, and occasionally decide you look like easy prey. A fearsome battleship roams the sector with 6 turrets and 5000 HP — and it remembers who shot it.

Upgrade — Invest your earnings into 5 upgrade tracks: Weapon Damage, Cargo Hold (+25/tier), Reinforced Hull (+50 HP/tier), Faster Engines, and Reduced Fire Cooldown. Each upgrade has multiple tiers requiring credits plus specific resources.

Complete Quests — Every station offers 4 kill-based quests targeting pirates or rival factions. Higher kill counts mean bigger rewards — and bigger risks.

Earn Achievements — 18 achievements across Mining, Combat, Trading, and Wealth categories track your progress. Unlocks persist between sessions via localStorage.

Survive — Manage your health (regenerates over time), 30 rounds of ammo, and a 100-unit cargo hold. Repair hulls, refuel, stock up on medkits. If you die, you lose 20% of your cargo and half your credits.

What makes it different

  • Living economy — Stations manufacture goods from raw inputs via recipes. AI ships are active market participants, not price-taking NPCs. Supply chains emerge, break, and shift — and you can exploit them.
  • Procedural everything — World layout, station names, asteroid fields, pirate positions, and economic conditions are all generated fresh each session.
  • Asteroids-style physics — Thrust, rotate, drift. No point-and-click. Movement has weight and momentum.
  • Boss encounters — A named battleship patrols the sector, hostile to pirates and anyone who draws its attention. It respawns 120 seconds after destruction.
  • Persistent progress — Achievements carry across sessions. Your mining, combat, trading, and wealth milestones are never lost.
  • Zero dependencies — Pure vanilla JavaScript and HTML5 Canvas. No downloads, no build step, runs in any modern browser.

Controls

KeyAction
W / Arrow keys Thrust & rotate
Space Fire laser
M Toggle mining laser
E Dock / undock
CToggle achievements panel
1-8 Select resource to buy/sell
B / S Buy / Sell while docked
QOpen station quests panel while docked
TapOpen ship upgrades panel while docked

Resources

Ore · Fuel · Parts · Food · Scrap · Ammo · Electronics · Medkits

HUD

Ship status bar, minimap, inventory, station proximity indicators, floating notifications, achievement popups, and low-health warning border.

Built with vanilla JS. No engines, no frameworks, no external assets. Every sound is synthesized, every particle is hand-drawn.

This project is an experiment on what can be achieved using an entirely local AI LLM. Built with Qwen3.6 27b and OpenCode

Updated 27 days ago
StatusIn development
PlatformsHTML5
AuthorSl1ngShot
GenreShooter
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

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