A few bearings before you go.
Questions from
the frontier.
A clear beginning is more useful than a promise of everything. Here’s what No Fixed Orbit is exploring, where it stands, and what you’re looking at in this preview.
Start with the game ↗The game.
What is No Fixed Orbit?
No Fixed Orbit is an independent space simulation about building useful ships and deciding what to do with them. Shape a vessel block by block, take the controls, turn raw material into equipment and put worker ships to work.
The current development work focuses on making those systems connect into a practical first loop.
Explore the game ↗What do I actually do in it?
Build and fly a ship. Mine material, refine it and manufacture the parts for your next idea. Fit equipment, test how the ship handles and improve the design. Give worker ships jobs and follow their travel, cargo and deliveries.
The aim is freedom through useful machines: your next step grows from the things you choose to build and the work you choose to organise.
Is it a finished game?
No. It is an early, evolving Windows prototype. Core systems are being implemented and tested; the wider world, final presentation, balance and release plans are still taking shape.
See the development overview ↗Ships & systems.
Do I build the ships I fly?
Yes. The prototype uses editable voxel ships with connected block construction, equipment placement and named blueprints. Thruster direction and the space equipment needs affect how a design works.
Build something, take it into flight, then return with a better idea. Reusable layout modules help with the next iteration.
How do mining and industry connect?
Mining extracts finite material. Refineries process it, fabricators manufacture useful equipment, and physical cargo links connect the machines. Storage, power and heat give the process practical limits.
Making the next part requires actual inputs. The first ship can become the means to build the next one.
What do worker ships do?
Worker jobs involve ships travelling to sources, gathering material, docking, unloading and repeating useful work. Fleet status lets you follow the operation, while remote flight control lets you take the controls when a job needs your hands.
These systems are being tested in small prototype situations. The website does not establish a final fleet-size limit or promise unlimited scale.
How does flight feel, and is there combat?
The prototype supports assisted flight and optional inertial movement. The arrangement and orientation of a ship’s thrusters matter to its movement.
Combat systems include fitted weapons, component damage, armour and shields. Building, flight, power, heat and equipment decisions are intended to remain connected. These systems and their balance are still in development.
Can I walk around ships or their interiors?
Walking and physical interiors are not part of the current prototype’s established experience. They remain later work. Current interactions focus on ships, flight, construction, machinery and their controls.
Playing & development.
Which platforms are being developed for?
The current prototype is a Windows PC build. This preview does not announce other platforms or provide final system requirements.
Is there multiplayer?
Early private multiplayer work exists alongside the offline prototype. It is being developed and tested in a limited setting.
That is not a claim of an MMO, a completed public-server service, or proven support for large player counts. Multiplayer scope and capacity need further development and testing.
Can I download or buy it? Is there a release date?
This website preview does not include a public game download, store purchase or announced release date. It is a first presentation of the project while development continues.
When public access is ready to be announced, this site can provide the relevant information and links.
Where can I follow what is being made?
The Development page explains the current foundations and the questions being worked through. It is the best place in this preview to understand the project’s direction.
No newsletter, public community invitation or account system is attached to this review site.
Read the development notes ↗This preview.
Are these images from the game?
The media gallery and video posters use temporary concept art to explore atmosphere and composition. The homepage’s blueprint, spacecraft and production scenes are schematic website illustrations.
They are not gameplay captures or promises of final graphics. Real game artwork and footage can replace them later.
Browse the concept studies ↗Why do the play buttons show a placeholder?
The play signs mark where a trailer or feature film would appear. They open a labelled poster and a short explanation because no video footage is attached to this preview.
How can I share useful feedback?
Tell us what you thought the game was after the first minute, whether the homepage journey was easy to follow, and what made you want to learn more. Anything confusing, hard to read or awkward to use is useful too.
The feedback page gives you a few prompts and a way to keep your notes.
Leave your first impressions ↗No bearings found.
Try a shorter word, or clear the search to see every question.
The beginning is open.
What would you
build first?
Go back to the drawing board, look closer at the systems, or share the question this preview left you with.
Return to the beginning ↗Leave feedback ↗