Genre guides4 min read

Best Space Sim of 2027: Eight Things a Good Space Simulator Gets Right

Eight things separate a good space simulator from a pretty one: flight model, scale and travel time, ship detail, planets, controls, multiplayer layer, progression and hardware. With the maths on how long space really takes.

Render of the William's XASTER S light fighter in profile
Render of our own ships, made in Blender. Not an in-game capture.

In short

  • A good space sim gets eight things right: flight model, scale and travel time, ship detail, planets, controls, a multiplayer layer, progression and a clear hardware statement.
  • Real distances are a design problem: the Moon is about 384,000 km away, which is roughly 14 hours at orbital speed, so every sim compresses space and the question is how honestly.
  • COLONIZED is a space survival MMORPG with a realistic space simulation as one of its pillars. Ship flight, landing and multi-crew are in development, and its flight model has not been announced.

The best space sim of 2027 is the one that gets eight things right for the way you like to play. We do not rank other games here. This page gives you the eight, a piece of travel-time maths that explains why every simulator cheats on distance, and an honest look at COLONIZED, a space survival MMORPG for PC in Unreal Engine 5, whose first closed alpha wave is planned for winter 2026-2027. If you want the genre definition first, start with what a space sim is.

Eight things a good space sim gets right

# Thing What good looks like Ask
1 Flight model A consistent rule for how ships move, easy to learn and deep to master Is it assisted, Newtonian or arcade, and can you switch?
2 Scale and travel Distances that mean something without hours of dead time How is travel compressed: jumps, time warp, shortcuts?
3 Ship detail Cockpits and interiors with working parts Can you walk through the ship, and do systems have a purpose?
4 Planets A body is a place, with an approach and a surface Is the ground part of the same world as the sky?
5 Controls Rebinding, full controller and joystick support Is a flight stick supported, and is mouse flight optional?
6 Multiplayer layer Other people in the same space, with a reason to meet Shared world or private instances?
7 Progression Ships, skills and standing that grow with play What do you keep after a loss?
8 Hardware Specs stated honestly Are minimum and recommended specs published?

The flight model decides everything else

There are three families, and each suits a different player.

  • Arcade. Ships stop when you let go. Easy to learn, fast to fight in, light on physics.
  • Assisted Newtonian. Real inertia with a computer that cancels drift for you. The most common middle ground.
  • Full Newtonian. Ships keep moving until you push the other way. Demanding, rewarding, slow to start.

None is better. A game that offers all three lets a newcomer and an expert share a server. For more on each, see what a space sim is.

Why every space sim cheats on distance

The Moon’s mean distance from Earth is about 384,400 km, according to NASA’s fact sheet. A ship moving at low-orbit speed, about 7.8 km/s, needs roughly 49,000 seconds, about 14 hours, to cover it in a straight line. Earth’s own circumference is about 40,075 km, so a lap at that speed takes about 86 minutes.

That is why simulators compress: jumps between zones, time acceleration, or scaled-down bodies. All of them are legitimate, and the honest ones tell you which they use. Check for the sentence “how long does it take to go from A to B?” in the game’s own pages. A good studio answers it in minutes, not “it depends.” We cover the technical side in how to simulate a solar system at scale.

Planets are where a sim becomes something else

A sim that ends at the atmosphere is a flight game. A sim that lets you cross the sky and stand on the ground is a world. That jump adds survival, building and a reason to land, and it is the line between a space sim and a space survival game. We draw it in space survival versus space sim and cover the scale question in playable solar systems.

Four traps in space sim marketing

Space sims are easy to sell with footage and hard to judge from it. Watch for these:

  • A cockpit shot with a scripted camera. Ask for unedited play, with the HUD and the controls in view.
  • “Realistic” with no definition. Realistic in what: orbits, inertia, ship systems or only textures?
  • A landing shown as a cutscene. If the descent to a planet is a clip, the planet is a backdrop.
  • A ship count with no interiors. Fifty ships are fifty menu entries unless each has a cockpit and a purpose.
  • “Full scale” with no travel time. Real scale without a stated way to cover it is a promise to be bored.

The fix is the same each time: ask what you can do today, in the build, and what the studio calls it. A team that answers in one paragraph has usually thought about it; a team that answers with a trailer has usually not.

Where COLONIZED stands

COLONIZED is a space survival MMORPG first, with a realistic space simulation as one of its pillars. In the development build, you find spherical worlds with gravity that points to their centre and zero gravity outside the atmosphere, fifteen worlds generated from their lore, and ships you can walk through. Ship flight, landing and multi-crew are in development. The flight model, controller and joystick support have not been announced. We say so because it is the first thing a simulator player should ask.

If a flight-model-first simulator is what you want, COLONIZED is not that today. If you want a persistent world where a ship is also a home and a workshop, it is the direction we are building in.

How to evaluate a sim in an evening

  1. Read how the game describes its flight model. If it does not, that tells you something.
  2. Look for the controls page: rebinding, controllers, joysticks.
  3. Watch one unedited session, not a trailer.
  4. Check the roadmap for what is promised versus what is playable.

Apply for the closed alpha · Read COLONIZED in facts · Join the Discord

Questions and answers

What is the best space sim of 2027?

It depends on which of eight things you care about most: flight model, scale and travel time, ship detail, planets, controls, multiplayer layer, progression or hardware. Judge each candidate on them. COLONIZED is a space survival MMORPG, not a flight-model-first sim; ship flight is in development.

What is the difference between a space sim and a space survival game?

A space sim is built around piloting and the physics of flight. A space survival game is built around staying alive, gathering, crafting and building. Some games combine them; our guide to space survival versus space sim compares them.

How long would it take to travel to the Moon in a realistic space sim?

The Moon is about 384,400 km from Earth. At the speed of a low orbit, around 7.8 km/s, a straight trip would take about 14 hours, which is why games compress distances or use jumps.

Does COLONIZED have a realistic flight model?

COLONIZED is built around a realistic space simulation, but ship flight, landing and multi-crew are in development and the flight model has not been announced.

Sources

Third-party figures link to their source. The date is the publication date or, when there is none, the day we checked the page.

  1. Moon fact sheet (mean distance from Earth) · NASA Space Science Data Coordinated Archive · 2026-10-22
  2. COLONIZED in facts · COLONIZED · 2026-10-22