$24.99Space Haven A Ship to Call Home
Space Haven is a spaceship colony sim for city builder fans: you lay out hull tile by tile, wire power, balance air, heat and comfort, and keep a small civilian crew fed, rested and sane as you mine, salvage, trade and jump to a new procedurally generated galaxy each run.
Is Space Haven worth it?
Space Haven is worth it if…
- you like slow, careful planning around power, air, heat and layout
- you like colony sims where crew moods and traits drive the drama
- you like salvaging wrecks, mining and trading across a new galaxy each run
Screenshots
A flying settlement built tile by tile
You design the whole ship yourself, hull plate by hull plate, wall by wall. Place beds, toilets, kitchens, grow beds, life support, thermal regulators, power nodes, turrets and shields where you want, symmetrical and streamlined or gloriously lopsided.
Layout matters. A bed next to the ship core ruins sleep, noise lowers comfort, and oxygen, CO2, hazardous gases and temperature are simulated room by room. You run power distribution, scrub bad air, grow plants with biomass and recycled water, mine asteroids, refine materials, and trade with passing factions to fill the gaps.
Crew needs that punish bad planning
Your civilians are not robots. Each has skills, traits, past occupations, hobbies, moods and relationships. They need food, sleep, comfort, safety and friends, and conditions like hunger, poor hygiene or overeating change how they behave.
Push them too hard and stress turns into a mental break. One crew member might pick a fight, another might space themselves out of the airlock. You set work priorities by skill, draft them to fight fires, patch hull breaches or board another ship, and set up medical rooms, disease scans and surgeries for when battles and illness leave their mark.
A galaxy that keeps you moving
Every run generates a new galaxy of planets, asteroids, derelict ships, stations and factions. You jump system to system looking for ice, fuel, building materials and survivors, sending away teams in suits to salvage wrecks, wake frozen crew from cryopods and read data logs.
Other groups are all trying to survive their own way: pirates, merchants, slavers, cultists and androids. You can trade, take refugees, make enemies, fight tactical ship-to-ship battles over engines, turrets or the ship core, or board wrecks where aliens cocoon captives to walls and leave you to decide on a rescue.
What else should you know?
How do you build your ship?
Tile by tile on an isometric grid. You place hull, doors, walls and every facility, then connect power nodes, set up life support and thermal control, and rearrange as the crew grows. Ships can stay small or expand into large multi-deck vessels and stations, and later runs can grow into a small fleet.
Can you avoid fighting?
Not entirely. You can trade, flee through hyperspace and build relationships with factions, but pirates demand tribute, rival ships target engines and turrets, and derelicts hold armed enemies and aliens that capture crew. You will need suits, pistols, rifles, grenades and ship turrets at some point.
What do your crew do on their own?
They eat, sleep, work, socialize and rest based on the priorities you set for skills like mining, botany, medicine and combat. You do not steer them moment to moment unless you draft them, which is how you move fighters into cover, pull wounded friends out, or rush repairs during fires and hull breaches.

















