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Spacefleet: Heat Death

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Spacefleet: Heat Death

Spacezero Interactive · Published by Spacezero Interactive

Content notice: The game includes stylized spaceship combat with explosions and destruction of ships and stations. There are no depictions of blood, gore, or dead bodies. The content is comparable to sci-fi space battles seen in general-audience media. There is no sexual content, drug/alcohol use, or other potentially sensitive themes.

Positive — 82% positive (39 reviews)

Last updated 28 Sept 2026

In the 23rd century, Earth orbit is flooded with debris from constant warfare. Countries, megacorporations, and mercenaries are fighting for control. Take contracts, build your warfleets, and dominate the Earth-Luna system in this realism-focused strategy RPG!

Early AccessDJCTQ 14

£9.99

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £9.99 · Highest: £9.9911 Oct 2026

RPG, Simulation, Strategy, Early Access · 2026 · More £5 - £15 games

Command your fleet through the chaos of 23rd-century space. Take on contracts and shape the future in this realism-focused simulation experience from Spacezero Interactive.

About this game

The Expanse meets Mount and Blade in Spacefleet: Heat Death, a realism-focused tactical space RPG that combines fleet management, orbital maneuvers, and full 3D space combat in the Earth-Luna system and its Lagrange points.

OVERVIEW

Your old life was never perfect. But in orbit, you can make a name for yourself. Trader, bounty hunter, or fleet commander: become who you want to be in this hard sci-fi world. From scraping by on trade contracts and gambling wins, you will slowly but surely work your way towards building an empire that will reach the stars.

Use three-dimensional space to your advantage! Utilize lasers, railguns, and missiles to destroy the enemy as you manage your ships' heat levels and command damage control teams.

Flip-and-burn your way through the Earth-Luna system. Command fleets, dock with stations, and plan orbital intercepts. Gamble, trade resources, and hunt for bounties. HEAT DEATH's economy is based on supply and demand.

Every ship is composed of multiple modules with important functions. Lose your drive, and the ship becomes a sitting duck. Lose your crew module, and the ship won't receive orders. Lose your radiators, and the ship burns from the inside.

Group your ships into different squadrons and execute your plan of attack! 

In this game, "HEAT DEATH" takes on a whole new meaning. Careful heat management and efficient use of power-hungry systems are vital to keeping your ship from melting and its crew from baking alive.

PROOF-OF-CONCEPT

Spacefleet: Heat Death is a proof-of-concept “lite” version of a much larger game, Spacefleet: Sol, which will span the entire solar system and have more core features.

By buying Heat Death, you're supporting the development of Sol and helping shape its foundation.

A free demo for Heat Death is also available. Once Sol releases, Heat Death will become free-to-play!

System Requirements

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Minimum

Minimum:
  • OS: Windows 10
  • Processor: Quad core CPU 3.0 GHz
  • Memory: 8 GB RAM
  • Graphics: GeForce GT 1030-class (2 GB)
  • Storage: 10 GB available space
  • Sound Card: Standard audio

Recommended

Recommended:
  • OS: Windows 10
  • Processor: Quad core CPU 3.7 GHz
  • Memory: 16 GB RAM
  • Graphics: GeForce GTX 1650-class (4 GB)
  • Storage: 20 GB available space
  • Sound Card: Standard audio

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    v0.3.0 - Almost There

    Hello, just wanted to drop a quick update on where the game is at. Aside from the factions update, I wanted to improve a lot of the groundwork for the game and fix some bugs. I know it can be frustrating for development to stretch out longer than expected, but I want to make sure the game is solid when it reaches you. Thank you so much for sticking around, and for being patient with the development.(Scroll all the way to the bottom to see some of the new stuff!)The following features will be available once the upcoming v0.3.0 update releases:=== TL;DR / Main updates ===STRATEGIC- Better factions - Bounties now affect relations with other factions - Factions have different demographics and ideologies, which factor into their government representatives, which vote for decisions during events - Events: Random (like station workers striking), Cause (voted for by government, like tariffs or declaring war), Effect (can occur from a cause event, like discovering an enemy spy) - Naturally, outcomes of events affect a faction's relations, credits, stress, and reputation - Faction government types (dictatorship, oligarchy, democracy) - Player can be a representative in their faction and vote on actions. You can also bribe other representatives to force a decision. - When a representative, the player can also propose a vote (send diplomat, declare war, etc) - Election cycles (IN PROGRESS) ~ Faction councils for: fund allocation, fleet movements, relations/diplomacy ~ Faction warfleets. Moving with trade fleets or defending stations ~ War between factions ~ War events ~ Station combat- Certain ships now available only in stations owned by their faction. Good relations required. Neutral ships still sold in all stations- Better faction flags- Players can now buy stations and profit from trade and tax- You can now set what resource your fleet trades- Resource tooltip shows where it is typically sourced and bought from- Major fixes and changes for the trade system, which is now wor...
    Read full article on Community Announcements (0rpheus)
  • AnnouncementsOfficial

    v0.3.0 - In Progress

    Hello. Thanks for being patient with me. I wanted to make sure I get a lot of things done and concrete before I talk about the progress I've been making on v0.3.0. There have already been a lot of fixes on things like UI scroll affecting the camera and decal visibility range being too short. I also managed to add in nameplates and flags for ships in the Tactical Scene, to make the ships feel like they actually belong to a faction.Just a bit of info about what the factions update will look like:- Factions have a system of government with representatives and demographics- The three government types are: dictatorship, oligarchy, and republic- A faction's representatives will vote on spending, policies, diplomacy, and how the faction would react in certain events- The player will be a representative at the start and can pay for an election campaign at the end of their term to become a representative again- Aside from voting, the player can make their own proposals and bribe other representatives to force a certain vote.- Diplomatic events are a bit dynamic. For example, one of the representatives in the Xin Republic may propose sending a spy against the faction they have the lowest negative relationship with, which means they will never send a spy to a friendly faction. I found that this gave factions a lot more character and makes the world a little bit more "lived-in" instead of randomized.- I'm currently working on factions voting against other faction decisions. If Xin sends a spy to Shenzhen, there is a small chance that Shenzhen discovers it. If they do, they can vote on whether they should feed the spy false information or accuse Xin publicly.- Demographics also play a big role with how a faction acts. For example, if a faction has more "Interventionist" representatives than "Isolationist" ones, they are more likely to declare war. Each government type has a rep/election cycle that replaces all representatives after a few months.- To keep things simple, there are...
    Read full article on Community Announcements (0rpheus)
  • Patch NotesOfficial

    v0.2.4.1

    Whoops! I forgot to add a fix to the below bug. I knew there was something missing in the v0.2.4 changelog! FIX - Tutorials 1 and 3 + Tactical: Repairing a module (that has no mounts) keeps using up resource materials even when it's already at full health. This affects repairing the crew module first in tutorial 1 and prevents progression. The technical details if anyone's interested: In the DC cycle, the ship checks if the mounts in a module need to be repaired but I overlooked that if a module has no mounts, it always returns "0" (for the module's 'mount health ratio'), which tells the DC cycle that the module needs repairs. This was fixed by adding a simple check to see if the module being repaired has any mounts. *Insert Willem Dafoe facepalm* Just to be safe, I also made the tutorial proceed to the next step if Predawn Blue has no materials left
    Read full article on Community Announcements (0rpheus)
  • Patch NotesOfficial

    v0.2.4

    Work on the next major update is in full swing! I'm very excited for what I got cooking up. In the plans, I have: events (both random and faction-based), diplomacy, faction demographics, weekly councils to decide on policies and spending, government types, and more. It's a lot, and implementation and testing will take some time, so expect fewer updates as I focus on the Factions update. This system should be a good stepping stone for what I have planned for Spacefleet: Sol and yes, you will be able to set your faction's government type, vote on policies, and all the rest. But yeah, that's all from me for now. I'm going straight back to work after I post this. I hope you're as excited for this as I am. And as always, happy hunting! NEW - Store Page: Removed screenshot with "Activate Windows" text - Main Menu: Skirmish and new game setup UI buttons sfx - Skirmish Setup: Added map icons - Strategic: Faction Panel > Graphs. Shows a faction's credits, stress, and reputation over time. Faction stress and reputation are still not implemented. This features is currently just for seeing faction credits over time and will be more useful in the upcoming factions update. FIXES - Loading Screen: Update scaling from a constant size to adaptive in order to fit different resolutions at different UI scale settings - Tutorial 1: Updated starting console screen scaling from a constant size to adaptive in order to fit different resolutions at different UI scale settings - Strategic: Disallow players from setting owned fleet as navigation target when clicking "NAV TARGET" button. - Tactical: On pressing surrender, set timescale to 1
    Read full article on Community Announcements (0rpheus)
  • Patch NotesOfficial

    v0.2.3.2 - The Patch That Grew in the Coding

    NEW - Tactical: Ikazuchi railgun model muzzle hole - Tactical: Target Panel (top-right) shows ship class and missile health - Tactical: Target/Scope camera now rotates towards target instead of instantly facing it CHANGES - Tactical: Selected Squadron Panel (bottom) close button not deselecting squadron, enabled squadron deselect - Tactical: Allow repairs for mounts even when module is still healthy - Tactical: Laser damage multiplier for balance purposes increased from 50% to 75% - Tactical: Kagayaki RGT x4 module default mode changed from NEAREST to OFFENSE FIXES - Tutorial 1: Prevent Predawn Blue laser mount from being repaired and soft-locking the tutorial - Tutorial 2: Ship info button not working - Strategic: Improved notifications spam prevention for station refuel, repair, or resupply - Tactical: Fixed Ellington railguns still dealing damage to itself when firing. Projectiles currently keep a record of which ship they were fired from and will ignore any collisions against their parent ship. Friendly ships can still be damaged by projectiles. - Tactical: Added more checks to ensure players can't repair a ship that's already considered "dead" (ship integrity under 10%) - Tactical: Optimized target panel for better performance - Tactical: Drive heat output is now based on current thrust - Tactical: Radiator glow now based on "net heat flow / max heat output" ratio instead of "heat in / heat out" ratio, which made radiators black when rejecting heat from heatsinks while stationary - Tactical: Ships now avoid launching missiles towards dead ships - Tactical: Ship Control Panel (Bottom) now updates target constantly - Tactical: Radiators not taking damage
    Read full article on Community Announcements (0rpheus)

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