
Screenshots

Watch trailer on Steam ↗Delos: Space Traffic Control
HV · Published by HV · Official site ↗
Very Positive — 80% positive (56 reviews)
Last updated 28 Sept 2026
In Delos, you are the space traffic controller managing the flow of ships at a bustling space station. Direct docking, allocate resources, and prevent collisions in a real-time strategy setting. Balance efficiency and safety to maintain order in the interstellar hub.
£2.49
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Simulation · 2025 · More under £5 games
As a space traffic controller in Delos, direct ships and allocate resources to prevent collisions. Navigate the challenges of maintaining order in an interstellar hub while balancing efficiency and safety.
About this game
-- Update 2026/08/16 --
Hi folks, thanks so much for having played the game. I can't promise any updates since I'm entering job-land, and I wish the game could have been more than it was. If some day I don't need to worry about paychecks, hopefully I can get back to working on this.
Thanks again so much, it has truly meant the world to me that folks tried the game :')
-- /Update --
Take command of your own named space station as its traffic controller. Your mission is straightforward but challenging: guide ships safely to dock while maintaining your station's resource balance.
-- quick preamble from the developer hv --
Hi all, thank you for checking out Delos: Space Traffic Control. I've been working on this game for a few months in my spare time - probably accruing a few hundred hours worth of development. That being said, the game is --buggy-- at this current juncture. It will crash. There are missing features. If revenue allows for it, I would absolutely love to keep working on this, adding new features, and gradually bumping up the price by a dollar or two as it becomes a more substantial game. As it is now, I hope the price point is acceptable with the current state of the game!
For full transparency, here are some things currently missing:
- Sound effects (really)
- Visual effects for ship collisions
- Any sort of progression (i.e. station upgrades)
But, my favorite feature is in game - it is a singleplayer game, but you can chat with other players in the comms menu!
Here is what I'd like to add to the game should revenue allow for continued development:
- Lane drawing: Draw and assign lanes for ships to travel on
- Ship patience timer: Get the ship in and out of your sector within the allotted time or else it incurs an incident
- Reputation system: Gain reputation with pilots/corporations to facilitate more gameplay options between them
- Narrative: Learn about the world through talking with the pilots that dock at your station
- Station upgrades: Bigger berths, bigger ships, station infrastructure, etc.
- And a lot more
Anyways, I hope you enjoy your time with the game should you purchase it. Beyond the money exchanged (my deepest thanks), it also means the world to me that you would take time out of your day to try out the game. Please hop in the Discord and share your thoughts!
I hope you have a great rest of your day and thanks for reading.
-- on to the marketing speak --
KEY FEATURES:
TRAFFIC MANAGEMENT
- Direct two types of ships to appropriate docking berths
- Prevent collisions by managing traffic flow
- Approve or deny docking requests based on your station's needs
RESOURCE BALANCING
- Manage ships that sell resources to your station
- Coordinate with ships that purchase resources from your station
- Maintain a careful balance to avoid resource depletion
STATION OPERATIONS
- Name your space station to establish your identity
- Chat with other players about strategies and experiences
- Track how long you can keep your station operational
SURVIVAL CHALLENGE
- Your station consumes resources continuously
- Strategic decisions determine how long you can survive
- Score is based on operational longevity and efficiency
The game focuses on the core challenge of resource management through traffic control. Each ship that docks either provides essential supplies or depletes your reserves. Your task is to maintain this delicate balance for as long as possible while ensuring safe docking procedures.
How long can you keep your station running before resources run out? Take control and find out.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Quad-core Intel or AMD, 2.5 GHz or faster
- Graphics: DirectX 10 or above
- DirectX: Version 10
Supported Languages
Latest news
Patch NotesOfficial
fixed: ship collisions -> incidents
tl;dr: ship collisions now produce incidents. The physics/effects aren't the greatest but it's an immediate unblocker! fingers crossed I can get around to better effects.Read full article on Community Announcements (hanz)Patch NotesOfficial
Update: Ships actually have sounds and thruster effects
Ships - New movement system: Ships move using physics resulting in an overall smoother and more fluid result. Ships have thruster VFX: a light gas for the RCS thrusters, as well as a bright red flame for the main thrusters. - Ships now have thruster sounds: unique (albeit similar) sounds for RCS and main thrusters. Consider the current SFX/VFX as a first pass at just having it functional. It could go through more polish passes in the future, but I wanted to get something in all of your hands ASAP. Fix - fixed bug where overlay labels for gates, ships, and berths might dissapear if you unfocus the game when looking near 180 degrees away from them Restart steam or verify integrity of game files to force steam to updateRead full article on Community Announcements (hanz)Patch NotesOfficial
Update: Berth Panels & Balance Tweaks
Berths * Berths have their own panels. User can pause and abort transfers from them. * Prevent an incident due to a failed transfer by pausing a berth's transfer ability while waiting for another ship to complete it's transfer. Balance: ship spawning Tweaked destination spawn parameters: * Martian North Pole Waypoint: Profit margins are slim due to ships having to paying more gate fees to enter into your sector * Phobos: Consumers buy in less quantities due to it mostly being a supply hub * Earth/Phobos: Suppliers sell equal amounts. Profit margins same amount. * Earth: Consumers buy the most amounts. Arrival time takes the longest Restart steam or verify integrity of game files to force steam to updateRead full article on Community Announcements (hanz)Patch NotesOfficial
Update: Camera, Tutorial
Camera - Hover your mouse over a gate or berth and press 'V' to switch to that camera group. Press 'V' again to go back to the global camera group (two different cameras that can see everything) - Press 'tab' to switch between cameras in the same group. - Camera rotations and zoom levels are preserved upon switching back to it Tutorial - Added steps to teach the new camera system - Added steps to teach how to assign a gate's destination - Tutorial text is a panel that can be moved. Destinations - Destinations can only be linked to one gate at a time Fix - Sometimes a gate's overlay would dissapear. I THINK this is fixed. Please let me know if a gate's name dissapears for you,Read full article on Community Announcements (hanz)Patch NotesOfficial
Update: Sector Gates, Destinations
Destinations - Destinations include Earth, Phobos, and Martian North Pole Waypoint. - Ship arrival time depends on the distance the destination is from the player. Earth is further than Phobos and the Waypoint, so ships will take a longer time to arrive. - Ship types are dependent on destinations. Phobos will spawn 75% supply ships, 25% consumer ships. Earth is swapped. Waypoint is 50/50. More destinations TBA. - The bulk of the introduction of "Destinations" is an under-the-hood implementation that will surface more in a few feature sprints from now. Basically, a "destination" (i.e. Phobos, Earth) is now an actual entity. They will soon have their own detail panels, characteristics, points of interest (i.e. a research laboratory that you can develop a relationship with, call the facility manager up and see if they need certain kinds of resources, etc.). This will be the inception of the narrative in the game, including the types of ships they spawn becoming variable based off of things having transpired in the game. Gate Clearances Panel - Sidebar button renamed to "Sector Gates" - Completely new panel design - gates have max range and can be paired to different destinations (destinations to be fleshed out in a future feature sprint) Sector Gates - Gates play an animation, VFX, and sound when ships spawn. Very much WIP, but it's better than nothing. Sorry, still no effects when ships de-spawn - Ships don't immediately spawn upon their request being granted - they spawn when their arrival time counter reaches 0 while having also been accepted. - Sector Gates have their own range - some are for short distances, some are for long. For now, this just means that one gate can reach close destinations - Phobos and the Martian North Pole Waypoint, while another sector gate can reach all the way out to Earth. - Clicking on the label for a gate will open its respective panelRead full article on Community Announcements (hanz)






