Space Haven artwork$24.9985%Very Positive
Colony sim pick

Space Haven A Ship to Call Home

Build a spaceship tile by tile for a ragtag civilian crew searching for a new home, then keep its air, heat, power, food and moods balanced as you mine, salvage derelicts, trade and fight across a procedurally generated galaxy.

Is Space Haven worth it?

Space Haven is worth it if…

  • you like slow, careful planning around air, heat, power and hunger
  • you enjoy building and rewiring your own ship piece by piece
  • you want colony sims where small crew dramas shape the story
  • you like boarding derelicts, mining and trading system by system

Screenshots

A ship built tile by tile

You place every hull piece, wall, door and facility yourself, symmetric and streamlined or gloriously lopsided. That layout matters, because the gas system tracks oxygen, CO2, hazardous gases, temperature and noise around humans, plants and machines. You add life support, scrubbers, thermal regulators and power nodes, and wire power where it needs to go. You learn not to put a bed beside the ship core when the crew cannot sleep. It is colony plumbing with vacuum outside.

Civilians with appetites and nerves

Each crew member has skills, past occupation, hobbies, positive and negative traits, plus needs for food, sleep, comfort, safety and friends. An iron-stomach eats anything, a wimp hates gunfire, and someone who ate too much feels exactly that. Push stress too far and mental breaks follow: one crew member picks a fight, another heads for the airlock. You assign priorities, grow food, recycle water, set up toilets and an arcade machine, and watch friendships and grudges shape the voyage.

Salvage runs and strange neighbors

Each new galaxy holds planets, asteroids, stations, derelicts and factions from pirates and merchants to slavers, cultists and androids. You mine ore and refine building materials, trade for what you lack, and send away teams in suits to board dead ships. You pry open holds, salvage parts, read data logs, and find activated cryopods with someone frozen inside. You decide whether to take refugees aboard, return them, or hold a small burial for a fallen crew member so the rest can say goodbye.

Fights inside and outside the hull

Boarding actions are close work: draft crew, equip pistols, rifles and grenades from personal inventories, and move them to attack or drag friends clear. Aliens incapacitate crew and cocoon them against walls in their lair, and you choose whether to mount a rescue. Between ships, crew run to battlestations, load turrets with projectiles, fight fires, patch hull breaches and target engines, turrets or the ship core. Wounds and disease send survivors to the medical room for scans, treatment and surgery.

Useful to know?

How does ship building work?

You design hull and rooms tile by tile and place facilities where you want. Life support, scrubbers, thermal regulators, power nodes, shields and turrets all need space and power, so comfort, safety and future damage control shape every deck.

What do crew members need?

Food, sleep, hygiene, comfort, safety, entertainment and relationships. Traits, skills, conditions and mood change how they work, fight and get along, and severe stress can end in fights or mental breaks.

What happens on away missions?

You equip a team and visit derelict ships, stations and other faction vessels to salvage resources, find data logs and cryopods, capture prisoners, or fight aliens and hostile crews in person.

Can I avoid fighting everyone?

You can trade, return refugees, build relationships with factions, or jump away before pirates arrive. Combat still finds colony sim fans sooner or later, through boarders, aliens, or ship-to-ship turret duels.

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