Space Game
A top-down space sim set in null gravity, where money is fuel, so you salvage scrap to keep flying and mind every shot you take.
What we're about
Tiny studio, big ideas
A handful of people building the kinds of 2D games we always wanted to play.
Built in the open
Follow every milestone, misstep and happy accident on our DevLog.
Player first
Approachable controls, generous checkpoints, and worlds worth getting lost in.
Latest from the DevLog
View all →Clunky is fine for a prototype
The first mission in Space Game was hand-wired and bespoke. That’s fine for proving an idea, but a real game needs a system, so I turned the mechanic into one and built the tooling to go with it.
Versioning a Videogame: Semantics
I borrowed Semantic Versioning and moved one rule: the minor number now belongs to gameplay, which is why a new feature can land in a point release.
I have been thinking about this a long time
The honest history of one small idea that refused to die, dragged through four engines and twenty years before it finally found one that could hold it.