The Universe in your hands

Travel among the stars, Explore planets, starports, Trade and Combat in a procedurally generated 1:1 universe with seamless planetary flight.

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An infinite playing field

Univoyager is being developed around a custom 3D Engine that allows you to space-travel without interruption and limits. Forget loading screens and enjoy the pure exploration: Freedom at its best!

Evolving Universe

Designed to be improved and scalable without limits. Starting from the pure stellar and planetary exploration will soon be added features for a superb gaming experience!


Universe in Real Scale

No tricks. Size and Distance of Planets and Stars are Real.


Procedural Planets

Planet Maps are calculated starting from real data, where available, and take advantage of procedural algorithms to create close up details and beautiful landscapes!

Real Physics

Univoyager supports Gravity, Collisions and Planetary Orbits are calculated according to real Orbital Data. And you'll not have to travel for ages to get to your destination, your spaceship will support Warp Engines! ;)

Ready for the future!

This simulator has been developed to be easily upgraded and ported on new platforms and to support new gaming peripherals.


Your destiny at the edge of the Universe!

Look for your destiny as a Pirate, Merchant or a Mercenary


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Univoyager Project

Frequently asked questions

When does it come out?

This is a project currently in development, you can keep track of the progress through this section you can also Wishlist it on Steam to be immediately notified when it comes out Wishlist Univoyager on Steam!


Which platforms will it run on?

Currently this video game is being developed for Windows. Some years ago I developed some builds also for MacOSX and iOS but I am now focusing on the Windows version to speed up the Easrly access release. Portings to MacOSX, iOS and Android are scheduled. Please visit this page for more information.


Will it support Oculus Rift or Vive?

Yes I love VR! I will do my best possible to support all the VR devices after the first release.


Where did you get the models and the music?

Currently I use Royalty Free resources for models/audio. The 3d models are partially modified to fit the custom engine needs. More info on credits and copyrights on: credits.html


Are you using any third party 3d Engine? Which programming language are you using?

I am not using any third party 3d engine. This videogame is made entirely in C++, OpenGL and LUA.


How did you develop it all by yourself?

No tricks, it's all mostly about the passion that I have for the space simulators and perseverance: days and nights of hard work for years :)


How long did it take, how many hours do you work on it?

This game has been in development since January 2011, but the idea and the basic technology dates back to 2000 (see my old project Zetadeck). I currently work on it 50% of my working time. My main job is the development of software for analytical instruments.


Why do not you fund on Kickstarter or Indiegogo?

For now I am busy developing the game and do not have time to support the stress of a campaign. To achieve a successful crowdfunding campaign it is needed a strong marketing strategy and constant dedication. For now, I'm not going to start a campaign but I could soon change idea on this ;)


How is this project compared to [masterpiece]?

This is an indie game being made by one developer with low budget so can't be at the moment compared with [masterpiece] :) This project will be mainly focused on seamless space and planets exploration and air to air combat.


The [other videogame] has better graphics than your game, please improve the graphics!

This is an evolving project and the graphics and gameplay will be improved with later versions. I focused a lot to create a pretty decent basecode to allow any future improvement. The priority now is to get out to ensure that the fans can play the simulator as soon as possible ;)


I am a developer and would like to use your 3d engine

My 3d engine is currently not meant to be used as a framework. Although it is possible that one day it will become also a framework.


This project is awesome, I would like to collaborate with my skills/art/music.

Thi is currently a low budget project and currently I do not have the finances to pay for other developers/artists/designers. In the meantime you can send your portfolio or any info you want to univoyagergame [at] gmail [dot] com. I'll evaluate it as soon as the project takes off. ;)


I love this project and want to help!

Ok :) If you want to help me out you can spread the word by sharing a link a news or a screenshots making aware of this project other space simulations fans ;)


I want to become an Alpha / Beta tester

At the moment I am busy with the development and a test version is not ready. If you want to know when an early access version will be available please wishlist on Steam Wishlist Univoyager on Steam! you can also subscribe to the social pages and click on the notification bell (where available) so to be instantly notified every time I post an update.


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Development Status

This table shows the current status and the scheduled working steps. (*)

Feature Status Date
[Release] Portings (MacOSX, iOS, Android) Scheduled TBD
[Content] Allow Users to conquest and create their own Starports, Spaceships and Cities. Scheduled TBD
[Modeling] Buildings and Spaceships Interiors Scheduled TBD
[3D Engine] Exiting from the Spaceship Scheduled TBD
[Peripherals] VR Support Scheduled TBD
[Graphics] Physically Based Rendering Scheduled TBD
[3D Engine] New Space Objects: Quasar, Galaxies, Black Holes, Comets. Scheduled TBD
[3D Engine] Improve Cities with Roads Scheduled TBD
[Modeling] Assets (Avatars) Scheduled TBD
[3D Engine] Oceans Scheduled TBD
[AI] Trading, Mining, Communications Scheduled 2026
[Gameplay] Campaigns Scheduled 2026
[3D Engine] Instanced Asteroids Scheduled Early 2026
[Modeling] Procedural Exoplanets Scheduled Early 2026
[Release] Alpha (Windows) Scheduled Late 2025
[Gameplay] Lua Scripting: Training, Missions Scheduled Late 2025
[Modeling] Complete Assets: Spaceships, Stations Scheduled Mid 2025
[Modeling] Complete Solar System Planets Scheduled Mid 2025
[Milestone] Steam Store Page Wishlist Univoyager on Steam! Completed Mid 2025
[Milestone] Video: Deaparting from Earth, Station Flyby and Moon Landing Completed Early 2025
[Modeling] Earth Like Planets Modeling Completed Late 2023
[Modeling] Planetary Rendering Improvements Completed Mid 2023
[Modeling] Assets (Trees, Rocks) Completed Late 2022
[Graphics] HDR and Bloom Completed Mid 2022
[Milestone] Video with 3d Clouds Completed Early 2022
[3D Engine] 3D Clouds Completed Late 2021
[3D Engine] Planetary Elements Support (Trees, Rocks, Buildings etc.) Completed Early 2021
[Graphics] Improved Shadows (Planetary Elements, Clouds, Terrain Self Shadow) Completed Late 2019
[3D Engine] Planets Graphics Improvements with Texture Arrays Completed Late 2018
[3D Engine] Planetary Generation Speed and Memory Improvements Completed Mid 2018
[3D Engine] Graphics Routine Abstraction for future Vulkan and Metal support Completed Early 2018
[Graphics] HDR Rendering Completed Late 2017
[Graphics] Gamma Correction Completed Late 2017
[3D Engine] Multithreading Completed Late 2017
[3D Engine] Craters Completed Mid 2017
[3D Engine] Memory Manager Completed Mid 2017
[Graphics] Missiles Trails Completed Early 2017
[Graphics] Cascaded Shadows Completed Early 2017
[Graphics] OpenGL Instancing Completed Early 2017
[Graphics] OpenGL ES 3.0 Porting Completed Early 2017
[Porting] Windows Completed Late 2016
[Modeling] Assets (Cockpits, Spaceships) Completed Late 2016
[AI] Reaching a Target, Wandering Completed Mid 2016
[3D Engine] Lua Support Completed Mid 2016
[AI] Atmospheric Dogfight Completed Mid 2016
[AI] Space Dogfight Completed Early 2016
[AI] Follow, Escape, Destroy Completed Early 2016
[Graphics] Improved Shadows, Lighting and Particle Effects Completed Early 2016
[Physics] Wind and Turbolence Completed Late 2015
[Graphics] Fog and Haze Completed Mid 2015
[GUI] Main Menu and Peripherals, Sound and Graphics Configuration Screen Completed Early 2015
[Content] Exoplanets Completed Late 2014
[Web] This website ;) Completed Late 2014
[Graphics] Asteroids Procedural Rendering Completed Mid 2014
[Modeling] Cockpit Completed Mid 2014
[Graphics] On Screen Display Rendering Completed Mid 2014
[Peripherals] Joystick Support (MacOSX) Completed Early 2014
[3D Engine] Particle Effects Support: Explosions, Dust, Collisions Completed Early 2014
[Graphics] Planet Terrain improvements Completed Late 2013
[Graphics] Planetary Rings Completed Mid 2013
[Physics] Atmospheric Effects: Drag and Lift Completed Early 2013
[Physics] Collision Detection Completed Early 2013
[Graphics] Clouds Procedural Rendering Completed Early 2013
[Graphics] Planets Procedural Rendering Completed Mid 2012
[Graphics] Starfield Rendering Completed Late 2011
[Physics] Orbits Management Completed Late 2011
[Physics] Gravity Completed Late 2011
[Content] Space Stations Management Completed Mid 2011
[3D Engine] Multi Models Support Completed Mid 2011
[Peripherals] Keyboard [MacOSX] Completed Mid 2011
[Graphics] Basic Shaders and Graphics (MacOSX) Completed Mid 2011
[Graphics] Stars and Planets Rendering (Spheric models) Completed Mid 2011
[Peripherals] Touchscreen (iOS) Completed Mid 2011
[Graphics] Basic Shaders and Graphics (iOS) Completed Early 2011
[3D Engine] Basic Data Structure, no Spaghetti this time!! ;) Completed Early 2011
[3D Engine] Main Idea. First Spaghetti coded Planetary routines. Completed 1999-2001

(*) Date are aproximative and can vary. Scheduled steps can be modified without previous notice.

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