This is a single-player space mission simulator. U can manage launches, orbit operations, and critical events in real time. You should make strategic decisions to keep your crew and spacecraft safe.
debugging and some explanations.
This is a single-player space mission simulator. U can manage launches, orbit operations, and critical events in real time. You should make strategic decisions to keep your crew and spacecraft safe.
debugging and some explanations.
I built Mission Control Simulator, a hardcore resource management game where you guide a spacecraft through 4 critical phases: Launch, Orbit, Crisis, and Landing. It’s an experience where every decision triggers a chain of consequences, affecting real-time telemetry like G-Force, orbital velocity, and ship integrity. The biggest challenge was moving away from “decorative” animations to a functional simulation. I replaced my SVG scenes with a custom Canvas engine so that the rocket’s movement, smoke trails, and lateral drift aren’t just loops but they react directly to the thrust and gravity values in the code. Syncing the Web Audio API to generate procedural alarms and engine sounds without using a single external audio file was also a deep dive into browser capabilities. I’m proud of the “Vanilla” philosophy. Zero libraries, zero frameworks, and zero external assets. Everything, from the flickering CRT glitch effects to the synthesized “victory fanfare”, is hand-coded. I also implemented a “Consequence Engine” where early-game choices set flags that determine which rare events (like alien signals or hypoxia) spawn later in the mission.
I did a massive sweep across gameplay, UI, and audio. The main goal was to make the feedback feel less like “decoration” and more like a simulation that reacts to the code in real-time(pretty similar to the last devlog I know, but this one is fire(I hope)).
What’s new:
Landing Sequence: I finally fixed the timing. The mission success/failure now waits for the rocket to actually touch down before triggering (Before it ended without the rocket landing).
Telemetry Expansion: Added G-FORCE (reacts to real-time acceleration), ORBIT (shows path data), and ETA for phase completion. Everything updates dynamically based on the current state.
UI Feedback: Resource values below 20% now animate with a subtle shake to grab your attention. I reworked the button interactions, tested dozens of glow and flash combos to make sure the clicks feel responsive but still not too “intrusive”.
Audio System (Web Audio API): More “hand-coded” sounds with zero external files. Added audio cues for the boot sequence, distinct chimes for phase transitions, and a radar-like “tick” every second.
Consequence Chains: Certain choice outcomes now set flags that trigger follow-up events later in the mission. Your early decisions can actually come back to haunt you.
Gameplay & Replayability:
Commander Profiles: Added AGGRESSIVE PILOT, SAFE COMMANDER, and CHIEF ENGINEER. Each has unique starting bonuses and score multipliers.
Rare Events: Introduced 4 rare events with custom visuals (like alien signals or space junk) that spawn randomly.
Scoring Streaks: The scoring system now rewards “decision streaks.” Making consecutive good choices builds bonus multipliers for higher final ratings.
The game feels a lot tighter now, with better player feedback at every level.(Last devlog).
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I tried to make the central animation look more like a simulation and less like a decoration(I also needed to do it with canvas instead of svg).
In the launch phase the rocket altitude changes a bit, there is a smoke trail, a flame size, and a lateral drift that all react to the current thrust value. In the orbit phase the rocket orbits Earth at the velocity that shows in the telemetry(bad decisions can slow it down), the radius also changes based on the altitude, and debris can also appear. In the crisis phase it didnt change a lot, the screen shakes, theres sparks and warning text, but the shake intensity is tied to the integrity.
Still no libraries.
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I copletely remade the center panel. Replaced the emoji rocket animations with hand-coded SVG scenes for each mission phase. Each phase has its own fully animated illustration such as:
LAUNCH — rocket ascending from Earth with animated flames, smoke particles, and atmospheric glow on the horizon.
ORBIT — top-down view of Earth with continent details, atmospheric ring, dashed orbit path, and the craft rotating around the planet in real time.
CRISIS — dark red-tinted space, flickering stars, damaged rocket shaking with sparks firing off the hull, sputtering engine, and flashing warning text.
LANDING — rocket descending toward a landing pad with retro-burn flames, deployed landing legs, heat glow, and blinking runway lights.
All animations are pure SVG — zero external libraries, zero image files. Runs entirely in the browser with no server needed.
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I think that the game is starting to fell like a real simulator. The telemetry is finnaly something “interactive” cause decisions affects it. For example, if you take a solar flare hit, the integrity of the ship degrades. I also added new telemetry values, thrust and integrity. The game went from 8 to 16 total events across all phases. NEW consequences, like, a drop in speed below 5,000 m/s in orbit triggers an uncontrolled “deorbitation” penalty or the altitude reaching zero outside the landing phase instantly ends the mission. But what i liked the most were the conditional events, that basically makes the game read the state of the ship before spawning events. Such as, Low fuel during landing triggers a dedicated fuel crisis, Critical oxygen in the CRISIS phase spawns a hypoxia event or hull integrity below 30% in orbit triggers a structural failure event.
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I added a sound system, built entirely with Web Audio API, zero external files. Events trigger an alarm beep sequence, decisions have a confirmation tone, mission success plays a victory fanfare, and failure has a descending sawtooth crash. The last 5 seconds of each decision also have an urgent ticking sound.
Added a decision countdown and every event now has a 15-second timer bar. If you ignore it, the worst option is chosen automatically.
Also added a score and rating system, that, in the final screen, shows your score (based on resources preserved + time bonus) and a rating: CADET, PILOT, or COMMANDER.
Now there are more events it went from 2 events per phase to 4 per phase. 16 total events now, each with 3 choices. The new ones include bird strikes, gyroscope failure, comm loss, micrometeorite impacts, fire onboard, navigation corruption, heat shield failure, and parachute deploy failure.
Now the game has some visual consequences, for example, when resources drop below 40% the cockpit turns yellow. Below 20% it goes red, status flashes CRITICAL, and telemetry starts glitching with —ERR— errors randomly appearing.
I think that the game is something good now but there is still a lot to add.
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The core gameplay loop is done: the player manages a mission through 4 phases (Launch → Orbit → Crisis → Landing) with limited resources (fuel, power, oxygen) that drain passively over time. Random critical events fire during each phase, like fuel leaks, solar flares, debris fields, power failures, and the player has 15 seconds to pick one of 3 responses, each with real consequences on the resource bars.
If you ignore a decision, the worst option is chosen automatically. If any resource hits zero, the mission fails.
Right know the game is fully playable from boot screen to mission success/failure. Visual polish pass done alert flash on events, countdown bar per decision, animated phase icons, shake effect on low resources.
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