Mine.
Find the material. Choose what belongs in the hold.

THE GAME / AN INDEPENDENT SPACE SIMULATION
Build it. Fly it. Find a use for it.
Then make something bigger than the ship.
No Fixed Orbit is a space sandbox about useful machines and the freedom they give you. Your design becomes the means to gather material, make equipment and grow a working operation.
Start with the ship
01 / SHIP BUILDING
NOT SELECTED. BUILT.A compact miner. A cargo hauler. A workshop with engines. Start with what you need a ship to do.
Place the hull block by block. Choose the thrusters, tools and storage, then arrange them so the machine works as a whole. Equipment takes up space; its orientation and clearance matter.
Save a blueprint, reuse a section, or return from a flight with a better idea. The first design is a beginning, not a commitment.

02 / FLIGHT
A ship makes more sense when you fly it.
Assisted flight helps you control your movement. Optional inertial flight lets the ship drift. Try an engine arrangement, feel what it changes, then bring the lesson back to the workshop.
The aim is a close relationship between building and flying: the machine you understand on the drawing board is the one you take into space.
Picture the frontier03 / INDUSTRY
NOTHING USEFUL COMES FROM NOWHERE.Useful work gives the next design a reason to exist.
Mine finite material. Keep what you need and bring it into the hold. Refine it, feed a fabricator and manufacture equipment for the next ship.
Physical cargo routes connect the process. Power, heat and storage give the machinery practical limits. An operation grows by making those pieces work together.
Find the material. Choose what belongs in the hold.
Turn the raw haul into something useful.
Make the parts that your next idea needs.
Fit the equipment. Put the next ship to work.
From raw rock to a useful machine.
See the proposed home for a closer look.
04 / FLEET & AUTOMATION
THINK BEYOND ONE COCKPIT.
A fleet is useful work moving through the world.
Assign a worker a job and follow it through the trip: travelling to a source, collecting material, docking, unloading and heading out again. Supplies have to arrive where they are needed.
Take remote flight control when a job needs a pilot, then hand the ship back to its work. The prototype is exploring the point where your own flight becomes part of a larger operation.
Read the fleet development note05 / EQUIPMENT & DEFENCE
Tools, weapons, armour and shields all belong to the ship you design. Place equipment with care, think about what it can see and reach, and make room for the systems that support it.
Component damage means an exposed part matters. Energy, heat and ammunition make sustained fire a question of capability as well as aim. These systems are being developed alongside flight and industry.
Orientation, clearance and a line of fire connect a weapon to the shape of its ship.
Equipment depends on the power, cooling, storage or ammunition behind it.
Damage and flight experience give the next version of the design something to solve.
06 / THE GAME TAKING SHAPE
No Fixed Orbit is in active development for Windows. The current prototype explores editable ships, flight, resource processing, worker jobs and a small private multiplayer slice.
The wider world, economy and release plans are still taking shape. The artwork on this site is a concept study; it does not represent final gameplay visuals.