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.
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 demoWatch 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.
Click a screenshot to view it full size. Prototype visuals and mechanics may change.
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.
The prototype explores local hull damage, internal systems, fire and structural breakup. Where a ship is hit matters to how the battle develops.
The current focus is combat simulation and performance: developing the architecture needed for larger future clashes between faction fleets.
The planned game connects exploration, factions and fleet progression with elements of 4X strategy. These broader systems remain part of the development roadmap.
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
Work started on the Godot project, establishing the ship-combat prototype and its damage systems.
Hull damage, internal ship systems, fire and structural breakup are implemented in the prototype. The footage above shows a scripted two-ship encounter.
Improve simulation architecture and frame-time stability for larger encounters. Sectors, factions and wider strategy systems follow on the roadmap.
Development overview updated .
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.
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]