As the launch director for Space Hotel Ltd., you’re responsible for managing the world's first luxury space hotel, orbiting high above Earth. 

The pressure is on you to ensure everything runs smoothly. Coordinate guest and cargo arrivals, add new facilities and solve unexpected crises in the vacuum of space. 

It’s up to you to make sure your guests have a safe and unforgettable stay among the stars.

In this strategic management game, you’ll juggle logistics, luxury, and life-support systems while keeping a close eye on profitability. The future of space tourism is in your hands—are you ready for the challenge?

Created in one week for the Tavern Game Jam.  My second game jam.

Short Youtube video about creation of Space Hotel Ltd.

Protip 1 - Hover for detailed explanation of game mechanics.
Protip 2 - You will probably kill everyone a few times before learning to run a station.

Created by  Gregry Livingston

Itch   -  Discord   -  Github

Spaceship Art & Playtesting by Andrew Livingston

Sources (CC0)

1. Music by Alex McCulloch
2. SFX by Circlerun
3. Input Icons from Kenney
4. Star Shader by gerardogc
5. Orbitron Font
6. Godot Camera2D Addon by Julian

Itch Cover Art Sources

1. Space station - Shujianyang, CC BY-SA 4.0
2.  Earth - Andrew Z. Colvin, CC BY-SA 3.0



StatusIn development
PlatformsHTML5, Windows
Rating
Rated 5.0 out of 5 stars
(4 total ratings)
AuthorGregry
GenreSimulation, Strategy
Made withGodot
Tags2D, City Builder, Godot, Incremental, Indie, Retro, Roguelite, Singleplayer, Tycoon
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse

Download

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Click download now to get access to the following files:

SpaceHotelLtdWindows.zip 108 MB

Development log

Comments

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Nice game! While playing I came up with some suggestions:

1. I would like to know the dimensions of the modules. For example, 1x1 for the small hub, 1x2 for the normal tanks, 1x3 for large, etc. This helps on the planning phase.

2. I would also like to know what modules do I unlock on the technologies menu. This would help set a goal for the next run / planning the upgrades to take.

3. There isn't enough information about what consumes what. Especially about power, tools and safety. It makes planning ahead almost impossible.

4. A way to activate/deactivate modules. Some modules consume power, even if they have no inputs / full storage. I feel this type of micromanaging is necessary.

5. A 1x3 solar panel. This adds some variety in the same way large tubes do.

6. Save the sound settings and tone down the failure sound. It kills me every time.

And this are more of a game changer:

1. Allow to move structures around. At the ISS they do it all the time. Just ask the player to have clearance on both the current airlock and the target one. Can even make it a 2 day process (and reuse the code for launched modules).

2. Separate the structural part from the functional part. With this, you allow the player more flexibility at the time of building the station. It also allows for cheaper construction costs / planning expansion. Think of the tubes as Bungalow modules (the inflatable ones).

3. As for the cost of the modules, use a generic resource, like supplies. And use it in favor of tools and safety for maintenance cost (makes it more intuitive). Can make assembly/dismantling a 1 day process.

4. In order to not make supplies from the vacuum, how about adding something like taking shipments of raw materials from some mining station.

5. Separate launches by type and/or allow multiple launches per day. Nowadays, it's not rare for multiples launches to happen across the globe.

Well, that will be all for now. Hopping to see the next version!

Bug report:

1. Waste filter could produce water and Oxygen even if waste is zero.

2. Tools goes to zero doesn't cause game over.

Very much appreciated.  Updated to resolve these issues.

I started building the "hd/windows-only/paid version" of Space Hotel. 

If you would like to contribute with occasional playtesting you'll get a copy, credit and appreciation.  Discord

Working on improved gui...

(1 edit) (+1)

Thanks for the fun game. Running business in pace is awesome!

nit:

The mention/heat(technology currency) should be a number I get when the game over. It's nice we have this number dueing the game, but it doesn't effect anything before game over.
Instead, we really need to know how much money we have so that we can plan for supply and new station part. Where can I see my money? My bad, because of the cube icon in the "Order now" button, when I look for cash, I look for the cube

(+1)

Thanks for the comment.  There was originally a "heart" icon that was just ascii that broke in the web version.  The @ replaced it.  I think it is in the game over screen just might have the wrong name.

(+2)

Fun fact - the interface design is inspired by the "Lcars" GUI from Star Trek the Next Generation.

(+1)

Tough learning curve but satisfying when you finally get it right.