SpaceX - 2D Open World Space Trading
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
| Key | Action |
|---|---|
| W / Arrow keys | Thrust & rotate |
| Space | Fire laser |
| M | Toggle mining laser |
| E | Dock / undock |
| C | Toggle achievements panel |
| 1-8 | Select resource to buy/sell |
| B / S | Buy / Sell while docked |
| Q | Open station quests panel while docked |
| Tap | Open 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 | 1 day ago |
| Published | 3 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | Sl1ngShot |
| Genre | Shooter |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |



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