SHOTA ORBIT
Independent game development · Early prototype

A living universe.
Ships that bear the scars.

A 2D space game about ships, their systems, and the consequences of combat. Built in Godot, with a long-term vision of connected sectors, competing factions and fleet-scale strategy.

Watch the destruction demo
Captured in the current prototype

Kordon vs. Rezets: damage in motion.

Watch Kordon fire on Rezets in the ship-combat lab. Impacts damage the hull and ship systems, with fire, smoke and visible hull damage developing during the simulation.

Recorded from the local development build · October 2026 · 720p / 30 fps · Scripted combat scenario. Fixed-frame recording; this is a mechanics demonstration, not a real-time performance benchmark. No audio.

Click a screenshot to view it full size. Prototype visuals and mechanics may change.

The direction

From individual ships to a wider world.

For players who enjoy tactical ship combat and space strategy, the goal is a world where damage to individual ships shapes the outcome of wider conflicts.

01 / SHIPS

Damage with consequences

The prototype explores local hull damage, internal systems, fire and structural breakup. Where a ship is hit matters to how the battle develops.

02 / COMBAT

Tactical encounters

The current focus is combat simulation and performance: developing the architecture needed for larger future clashes between faction fleets.

03 / UNIVERSE

A sector-based sandbox

The planned game connects exploration, factions and fleet progression with elements of 4X strategy. These broader systems remain part of the development roadmap.

In development

Building the foundation for larger battles.

Prototype first.
Scale through iteration.

The project has moved beyond its initial concept into a ship-combat prototype. Development includes destructible hulls, ship systems, impact effects and performance measurement.

The next focus is improving simulation architecture and frame-time stability before expanding the number of ships and adding wider faction interactions. Large-scale battles are a development goal, not a shipped feature.

Early development · No public release date announced · Final game title to be decided

Development began

Work started on the Godot project, establishing the ship-combat prototype and its damage systems.

A working combat prototype

Hull damage, internal ship systems, fire and structural breakup are implemented in the prototype. The footage above shows a scripted two-ship encounter.

NEXT MILESTONE

Prepare for fleet combat

Improve simulation architecture and frame-time stability for larger encounters. Sectors, factions and wider strategy systems follow on the roadmap.

Development overview updated .

About the developer

Built by Shota.

Solo developer · Georgia · Project started September 2026

I am developing an original 2D space game in Godot. Shota Orbit is the name of this independent project and its website; Godot Space is the working game name while the final title is being decided.

How I use Claude in development

Claude assists me with code implementation, architecture review, debugging and performance analysis. My current focus is improving the combat simulation and investigating performance bottlenecks as the project grows toward larger fleet encounters.

Claude is used during development. The current game prototype runs in Godot without an in-game Claude API integration.

For questions about the prototype or development enquiries:

[email protected]