Space Haven artwork$24.9985%Very Positive

Space Haven A Ship to Call Home

Build a spaceship tile by tile, keep its air breathable and its crew fed, then jump it toward a new home. Space Haven is a colony sim about designing the ship, managing fragile civilians inside it, and salvaging what you need from derelicts, asteroids, and rival factions along the way.

Is Space Haven worth it?

Space Haven is worth it if…

  • you like designing bases where every wall placement changes daily life
  • you like juggling oxygen, heat, hunger, and morale at once
  • you like slow sandbox runs built on mining, salvaging, and trading
  • you like tactical messes with fires, breaches, boarding parties, and rescues

Screenshots

Tile-by-tile shipbuilding

You place every hull piece, wall, door, and facility yourself, so the ship can be neat and symmetric or a lopsided hobby project with engines in odd places. That freedom matters because placement has consequences: a bed beside the ship core ruins sleep, a noisy room annoys the neighbors, and an arcade machine cheers people up. Power nodes, wiring, thermal regulators, and life support all need room too. Expect to redraw the plan when comfort, temperature, and power refuse to share the same corridor.

Air, heat, and bad smells

Your crew breathes what you build for them. Life support modules balance oxygen and CO2, scrubbers clear hazardous gases released by facilities and explosions, and thermal regulators hold the temperature steady. Plants, people, and machines all react to the air around them. You recycle toilet water into growing beds, watch smoke spread after a hull breach, and learn to leave space for accidents. A tidy deck plan is really a survival plan with wallpaper.

Fragile, funny civilians

Crew members arrive with past jobs, hobbies, skills, traits, friendships, and strong opinions about dinner. One has an iron stomach and eats anything, another panics at the sight of a gun. They need food, sleep, comfort, safety, and friends, and they collect conditions like starvation, filth, overeating, and wanderlust. Push them too far and mental breaks follow: brawls, airlock exits, and other poor life choices. You set priorities and let them work, then hold a space burial when the voyage claims someone.

Salvage, trade, and ship battles

Each run generates a new galaxy with planets, asteroids, derelicts, stations, pirates, merchants, slavers, cultists, and androids. You mine ore, refine building materials, trade, board wrecked ships for cryopods and data logs, and send suited away teams with pistols, rifles, and grenades. Aliens cocoon captives to walls, pirates demand tribute, and turret duels can snowball into fire, smoke, gas leaks, and hull breaches. You target engines to stop a runner, shields to guard your reactor, and med bays to patch up whatever walks back.

Good to know before you jump?

Do I design the whole ship myself?

Yes. You lay hull, walls, doors, and facilities tile by tile, wire up power, add life support and heating, and arrange rooms for sleep and comfort. There is no required ship shape, only the trade-offs your layout creates.

How detailed is crew management?

Very. Crew have skills, traits, needs, moods, health, diseases, injuries, and relationships. You assign work priorities, equip weapons and suits, draft them for fights and rescues, set up medical care and surgeries, and use cryopods to pause disease or wait out trouble.

What do I actually do out in the galaxy?

Jump between systems, mine asteroids, salvage derelicts, grow food, refine materials, trade with factions, take on away missions, recruit from cryopods, capture prisoners, and fight pirates, rival ships, and aliens.

Does combat stay inside my ship?

No. There is crew combat with drafted squads and alien boardings, plus ship-to-ship combat with turrets, shields, hull breaches, fires, repairs, surrender, and boarding. Hits can cascade into smoke, hazardous gas, and blackouts if the ship core takes damage.

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