Terminal Frontier
Terminal Frontier — A spacefaring idle RPG.
Inspired by RuneScape / Melvor Idle, you awaken from cryosleep aboard a space station and build your legend through 18 skills — mining, combat, crafting, bounty hunting, and more. Train skills offline via shipboard nodes, auto-battle through a combat triangle system, explore 25+ locations across the galaxy, build reputation with 5 factions, complete quests with branching dialogue, and hunt bounties across 7 tiers.
I decided to attempt making a game that's been in my head for years, rather than taking a go at a standard clicker or tycoon idle I decided to take go with this approach.
I consider it a prototype as there's much to be done such better New start tutorial quests, refine skilling nodes & combat, add more methods to train, more quests in general, deep lore, factions, make the game feel full of life, implementing radiation, & oxygen drain in destinations that require it, UI updates to scale to mobile etc but at this stage I'm unsure if its worth continuing,
I look forward to feedback and suggestions
| Updated | 4 hours ago |
| Published | 1 day ago |
| Status | Prototype |
| Platforms | HTML5, Windows |
| Author | sco-pixel |
| Genre | Role Playing |
| Made with | Godot |
| Tags | Graphical User Interface (GUI), Idle, Incremental, Solo RPG, Space |
| Average session | A few seconds |
| Languages | English |
| Inputs | Keyboard, Mouse |
| AI Disclosure | AI Assisted, Text |
Development log
- 0.0.212 hours ago

Comments
Log in with itch.io to leave a comment.
Thanks for the fun game. I think you are on to something.
Here is some though when I play it:
1. the tutorial definely need to be rework. CMost of the player doesn't needs to be teached "clicking each tab". In addition, in order to have the traveling tutorial, you need to travel to the NPC location first. It just don't make sense.
2. This game is very sytlyish. The inconveine is part of the vibe. I think most of the people would appreciate the sytle of inconveine but not appreciate the inconveine itself. For example, sure the shop in the old game won't tell what you are buying. You have to guess from the name. Sure the equement page won't have the option to chose the equement and you have to figure it out in the 2000 space inventory. However, inconveine is inconveine.
3. Will we be able to use our skill and grided resource to create equements?
Thank you for your feedback!
1. The current implementation of tutorial was poor, I wanted a tutorial but without the nasty annoyance being forced checks so went with the idea of breaking it down into quests. I do intend on condensing the "tutorial" Quests into one single quest given by a NPC on the command deck with All Dialog branch's, No scene checks for progress.
2. a. The ability able to click on item within the shop to bring up its information was an oversight! This will be fixed. I'll even look into seeing if a shop can straight up display something like:
b. I Could Also split the Equipment interface into its own Tab,
3. Its absolutely the intent on down the line! At the moment I wanted to focus on 1-1 Resource-to-crafting for testing, with recipes for armour and weapons coming in later on.