Milestone 11 Update

Greetings, Captain! There’ve been some exciting developments since your last visit. Please be sure the walkway to the lavatory is clear and the trash compactor is empty before continuing. Fill, put on, and gaze in your shot, reading, and looking glasses, respectively.

If you’re short on time, here’s the highlights we don’t want you to miss:

  • We released our combat demo for all platforms on Steam and GOG!!! Go play it! If you enjoyed the demo, please leave a review. It is a huge help.
  • We reopened our BackerKit’s physical rewards for late pledges which any digital or new backer can switch to. We are going to be locking down and disabling all new, late pledges on November 30th, 2026. If you would like to change the platform (Steam, GOG, or a console) you will receive your game key on, you will still be able to change that until the end of the year. Steam and GOG versions will be released first.
  • We are working on a schedule for the game’s release targeting June 2027. This isn’t a hard and fast release date. More on that below!

Now, if you have a bit more time to spare, it’s time for the full milestone update! We’ll be walking through how we got the melee demo out the door, including feedback received, follow-up patches, and what we’ve learned so far. We’ll also be covering all the work ahead for finishing the full game and planning its release. And finally, we’ll leave you with some insight into where we are as a team along with some ruminations about how we started our mission compared to where we find ourselves today.

We know it’s been a bit of an extra wait since the last milestone update, but we have been busy. There’s going to be even more to cover this time because of the wait, so without further ado, LAUNCH FIGHTERS!

Releasing the Combat Demo

Y’all. We did it!! We successfully released our demo on Steam and GOG, and it was awesome. It was so exciting that we had to take a moment to write about how awesome it felt on our Patreon. We took the time to write about how exciting it was to have finally put it out in part because it took a ton of work. At the time of writing this update, nearly ten thousand people installed and played the demo! Now that things have calmed down and we’re not fighting a thousand fires all at once, we’ll take some time to reveal what that was like. It is a lot to cover, so we won’t go into every detail, but we do hope you’ll enjoy the peek behind the curtain!

Why is it called a splash screen if you don’t even get wet?

We covered our first pass of playtest endeavors in our last milestone update, which was largely focused on just getting a quality play experience once players actually got into the game. We tuned ships, fixed a ton of bugs, and did other work which was only evident when our legions of players were able to get into multiplayer and bang on the game a lot with one another.

Looking back at when we published our last update (June 10th, 2026), it is actually a legitimate struggle to comprehend just how much work has gone into the demo since. Seriously! This is an imperfect metric, as any software developer could tell you, but in April and May of this year, there were about 125 commits (that is, 125 discrete changes submitted to version control) per month for the Melee part of Children of Infinity. From June until September, we did about double that: 250 commits per month.

Breaking our work up into a few areas we’ll dive into, it was largely:

  • Ship polish work, ranging from simple number & design changes, to bugfixes, to audiovisual work, to even some significant reworks on ship abilities.
  • Developing Cyborg logic for certain ships’ special abilities.
  • Finalizing our UI (user interface) and, in some cases, UX (user experience, i.e. how players interact with the UI).
  • Adding and polishing accessibility and input features.
  • A lot of polish around multiplayer and performance issues.
  • Did we mention bug fixes? So many bug fixes.

We actually spent more time doing work on the demo than we expected because there were delays getting it approved on Steam. The upside is that we got to polish more things and include even more playtesters, and we’ll talk more about that later. For now, let’s go behind the scenes on the myriad things that actually went into the running demo!

Ships and Ships and Ships

By the time we started playtesting, we thought all of our ships were playable. That sounds like an obvious statement, but just because we think they’re playable doesn’t mean a random person can have fun playing them. We covered a lot of the nitty gritty for how we tackled ship changes and feedback in our last update, and this milestone had us continuing to address those items based on playtesting. There are only a few ships that have seen significant changes since the initial playtest spree.

There was a design intent with new ships to be a a bit more intentionally odder and unusual than with our returning vessels from The Ur-Quan Masters (UQM), which have a lot of very straightforward abilities and tend to be pretty pick-up-and-play (apart from a handful of the low-point-cost oddballs like the Umgah Drone). Perusing remarks players were making, I (Dan) saw one player calling the new ships “gimmicky,” which we took as a positive sign! I believe one of our playtesters described them as “requiring set-up” which is another good way of describing the target. This was fun to see, but we’ll save more thoughts on player feedback for later.

It’s a hole lot of fun.

We still wanted most ships to feel like they were pick-up-and-play with at least their primary weapon. Press the button and an immediately understandable thing happens that will probably damage your opponent—in most cases, a missile or laser shooting forward. Pretty simple, right? Even stranger ships like the Umgah Drone from UQM follow the same logic (press button, deploy antimatter cone). The goal is that even a player who has no idea what’s going on at all can learn something just by mashing the ol’ reliable primary fire button.

We have three ships which abide by that simple formula but also include some non-obvious nuance in how to push the button. One of those tricky ships was the Skald, a ship with a spinning barrel that controls the rate of fire. The faster the barrel spins, the faster it shoots. If you run out of energy while firing, the barrel overheats and requires your energy to recharge fully before you can fire again. It plays a bit like a crazier off/on version of the Druuge.

The problem was that the ship actually has three inputs. You could fire its standard ammo, fire its special ammo, or just spin the barrel. The optimal play involves spinning the barrel up, which uses much less energy than firing, and then only firing when the barrel is at top speed. You’d have to learn just how to release the firing keys before overheating for the best possible salvo. Since we wanted players to have an easy time spinning the barrel, the key inputs were as follows:

  • Primary fire: hold to shoot standard ammo and spin barrel up
  • Secondary fire: hold to spin barrel
  • Primary + Secondary fire together: hold to shoot special ammo and spin barrel up

In practice, it just became really hard to control which ammo you were using! If you wanted to do the “simplest” thing, winding up the barrel and then firing your standard ammo, it felt a bit like playing Dance Dance Revolution with your fingers as you made sure not to press both keys at the same time after you finished winding the barrel up. An attempt at flipping the logic around so chorded keys were standard ammo made it easier to control, but also was confusing because the “special” weapon was now the default primary button. The struggle was confirmed with some playtesting, so the inputs were changed to use the approach we added for the Prowler, which is to distinguish between a key hold and a key tap:

  • Primary fire: hold to shoot standard ammo and spin barrel up
  • Secondary fire: hold to shoot special ammo and spin barrel up
  • Secondary (tapped): Tap to switch the barrel on or off.

We’ve observed that players picking up on the tap/hold distinction isn’t always guaranteed, but once a player learned it, the flow was much easier. Tap special to spin the barrel, and then you’re just thinking about selecting ammo. No more funky chorded keys. The other advantage is that a few ships use the tap vs. hold scheme, so if a player learns how that works once, they can apply that knowledge to all ships that have it. 

It’s not mad, it’s just a little wound up.

One of our other oddball-firing ships is the Acrobat, which has three separate barrels that take a very long time to reload but can fire one after the other, letting you potentially get three good hits in before needing to reload. The intent of the ship was that it would pick the “best” barrel to fire when multiple barrels were available for use, ensuring the player could score hits if possible, but that scoring those hits would require a lot of skill. The problem was players couldn’t figure out how it worked and were constantly missing shots. The fixes under the hood were twofold. First, the logic for calculating the best barrel was completely flawed! Second, the lack of a visual indicator coupled with the bad logic made it too hard for most players to ever master.

Fixing the barrel picking logic did most of the work, but actually adding the visual indicator immediately made players at least think they could be more successful with it, since they could now more easily parse what was happening. The ship was still a little too weak and defenseless, so we also experimented with a few more “high skill” buffs before settling on a temporary directionally-specific shield. The theme of the ship is all about doing things with directions, and we’re happy with the end result. We were seeing more of what we wanted: players struggle to do well with the ship on any early attempts, but with some practice they can learn to be a menace.

Shot through the heart, and Juffo-Wup’s to blame.

Taking some lessons from the Acrobat, we applied some of the same logic to our weirdest-firing ship of them all, the Clipper. The Clipper has a tricky, delayed firing mechanic where you can charge up a salvo of shots which fire after a significant delay. The problem was that the delay was telegraphed through some subtle visual cues and audio—too subtle, it turns out. For a long time we weren’t sure if players would learn to intuit the required timing, even though like the Acrobat, the Clipper was supposed to be strong with some practice.

Observing players play, it was clearly too unwieldy. We addressed it in two ways! The first was by giving it a much more direct, optional weapon: a very short range shrapnel cannon that would let you do damage immediately if you happened to be very close. It uses the same tap vs. hold mechanic described above. Beyond that, the timed firing mechanic became much easier to comprehend by giving the ship a very loud and obvious visual cue for when it was about to fire, which also doubled as an aiming assistant. It had an interesting side-effect, too: the extremely bright graphic helps the player controlling the Clipper to know and aim, but it is equally helpful to their opponent! We’re pretty happy with the net result.

Hook, line, and sinker.

Beyond these major fixes, there were tons of tuning, polish, and balance changes to address ship behaviors and interactions (not to mention the oodles of genuine bugs). This got easier and easier as we got more playtesters joining. At our last milestone update, we only had about a dozen folks playing regularly. Before we released the demo, there were around 150 players who at least played it for a bit and were able to provide some feedback, data, or bug reports.

Our Cyborg still has much more work left to take it to completion for the adventure mode, but we did tons of polish on it this milestone. There was a lot of work just getting the Cyborg pilots able to control their own ships, especially for the new ships with unusual abilities. The more exotic the ship was, the harder it would be to create logic for how it should be used successfully. If we changed a ship’s abilities, as described above, then we would have to redo the Cyborg logic.

Speaking of—the general Cyborg logic which all ships use was vastly improved. At the moment, there are a few ships that the Cyborg doesn’t understand how to use optimally. There are at least a couple, like the Vaculo, that the Cyborg flies in a way that is just confusing for everyone involved. It certainly has no understanding of special match-up behaviors, like an Ur-Quan Dreadnought not wanting to launch fighters against an Earthling Cruiser.

One critical feature added was just exposing and designing a Cyborg skill level. Expert players will still be running circles around our best Cyborg opponents in the current demo, but we were much more concerned with new or novice players not having someone they could have fun playing against. We added three different difficulty levels and put the most effort into tuning the novice Cyborg to be actually beatable and fun for a new player.

An amazing, challenging Cyborg player for really skilled players which is fun to play against without being unbeatably godlike is actually a tremendous amount of work, and not something we’re even going to attempt. We want a nice sparring partner and a Cyborg good enough for the Adventure mode to be fun, but that’s about it. We can certainly make a challenging Cyborg which is no fun to play against which aims and shields perfectly, but you really don’t want that either. Technically, that’s what our first pass implementation of the Cyborg did. It was a great proof of concept that was awful to play against!

User Interface

If you check our previous update’s images against the released demo, you can see just how much UI had been remade. It’s really hard to overstate this because it was every UI element! The UX—how players interact with it—is recognizable in a skeletal form in some cases, especially in certain layouts. The visual styles for the old UI, which is still being used in Adventure mode at the moment, were built around all of the Adventure mode experience and visual trimmings. Once we got into building the complete Melee experience, from launching the game to networking to preparing your loadouts, it became quickly obvious that we needed some different visual metaphors and styles to handle the menus that happen before getting into gameplay.

Our previous UI was designed for use directly on the “tactile screens” we use throughout our in-game GUIs as framing elements. The problems with using these screen backdrops for dense menus is that they not only eat up a lot of space but are completely inflexible in how they’re laid out. 

This was not going to work.

This example from the fleet configuration screen shows just how difficult it would be to fill space we needed for other things, like the menu title and button prompts. The screen backdrops in this image were also just hacked together, and if we wanted to keep using the motif, we’d need to make final art for them, which is more complicated because they’re all pre-rendered 3D assets. The scope would get scary pretty fast—never mind the fact that, in my own words to the concept artist who I worked on the new UI with, “They’re not exactly making anything better.” It’s just a lot of pointless visual distraction on a very information-dense screen.

Glow up!

And this is just one layout! We needed many other layouts, and we also needed to be flexible because sometimes we wouldn’t even have much of a frame when we wanted to use the whole screen and weren’t focused on a 2-up motif during the fleet config screen, like in the settings menu.

I heard you liked screens for changing your screen so here’s a screen that changes your screen.

Developing the additional style was actually a fairly rapid timeline from prototyping to completion compared to how we did our previous UI elements, which were built before some of the UX was implemented. This time, since we knew what we wanted out of our UX, it was much faster to iterate on the visual skin until we got something we liked. Anyone who’s looked at our Star Map will immediately recognize some of the visual motifs in the final result, and you can see some of the process and work behind the scenes in the previous Patreon-exclusive post we shared.

UX and Menu Inputs

Beyond the aesthetics for the menus, we implemented a whole host of new UX for them and did tons of work on input—that is, how players actually control the game and its menus. A little bit of inside baseball (even more inside than usual!) for a moment: our entire menu UX is effectively built from scratch even though Godot provides mechanisms for letting players interact with buttons and other widgets with a mouse, keyboard, or controller. There are reasons we might want to manipulate some of the default behaviors because we have opinions about how things ought to work instead of settling for the out-of-the-box way, but the main reason is that Godot (and perhaps other middleware engines?) has no concept of multiple players on multiple menus at once. In fact, Godot doesn’t have a logical system of what, exactly a “menu” is at all, never mind a submenu. It just has some ideas about interactions like focus, which is highlighting a button before you press it, and things which can react to interactions like clicks with a mouse.

None of that will cut it for our local multiplayer setup! If you play the demo with another player, you’ll see that you can each interact with your own menus and submenus at the exact same time, like in the fleet config or melee ship picking screens. This wouldn’t be possible without us keeping track of each players’ own focus and menu stack. In the full game, there are cases where both players can try to drive the same menu at the same time. Playing Melee in single player against the Cyborg? You still need to be able to control the “other player’s” menus so you can set up their fleet! All of our menus need to be multiplayer-sensitive, and the handling for singleplayer, local multiplayer, and online multiplayer can be subtly different.

We have many permutations of these kinds of input interactions just in the demo. We have screens where all devices control the same menu since there’s no concept of players yet, like the title screen. We have game screens where there are two menus but one viewport (game play area), like the actual Melee match. In local multiplayer, either player can still control the singular shared pause menu, but each player can only control their own ship select screen. It gets complicated very quickly, but it was really fun to bring it to life and I had some unique experience under my belt having solved the exact same challenges on Skylanders for its local co-op play. I have a special fondness for these kinds of systemic challenges, and I honestly think it’s magical when you can make something that just works without players having to think much about it.

At a high level, the way our whole input scheme works under the hood is that each player, viewport, and menu can have a device associated with them. In single player, you’ll never think about this. You can pick up a keyboard or press buttons on a controller, and all of them will let you control the game. In local multiplayer, things get fancier! Players opt in to using a particular device (keyboard or controller) through a specific lock-in flow, and at that point we know who’s using what device. Players each have their own menus, which may or may not be associated with a viewport or a given menu. In Melee, there’s only one viewport, but in the Adventure mode, players can be experiencing totally different gameplay or menus since they will be playing in splitscreen.

It was a lot of effort but a lot of fun to get everything functioning as intended for the demo, and there’s still a few areas we would still like to tidy up in the future. Critically: it works, and the base implementation will also serve us for the full game. There were some unique challenges and weaknesses, too. The biggest challenges were the mouse and text input, neither of which is great right now but are caught in the unenviable position of not being too necessary.

Mouse and Text Input

When we started, we had never intended the mouse to be used at all since the mouse isn’t used during gameplay. The problem is that a mouse is a useful thing, and we actually started needing things which would support a mouse once we got to player text input—things like typing in an IP address for LAN play, or our in-game issue report function. Once we needed to thoughtfully support the notion of text entry, supporting a mouse was, perhaps counterintuitively, just a simple add-on to the text input requirements.

The reason is because different menu elements can change what a player’s inputs will do. Normally in the menus, pressing the left arrow on your keyboard will change the focus to a different element or possibly adjust something like a volume slider. Since text entry fields have a unique behavior which is not going to change the focus of something but may just move your cursor around, we suddenly needed a way of short-circuiting our usual left-means-go-left behavior and enter a sub-focus state on the text field indicating that you’re entering text now. Strangely, that sort of multiple-possible-states tracking is exactly what the mouse needed to get working. Beyond that, not having a mouse to help control text entry was quite the bummer, especially if you were typing in long messages or flipping between multiple text entry fields by trying to connect via IP.

Both the mouse and the text entry fields had to have custom implementations because of the aforementioned challenges. We can’t use the Godot focus internals because it’s not quite smart enough to handle multiple players. The mouse and text entry are a little bit of a special case, though, especially since we don’t expect multiple mice or keyboards. If player one is using a controller and brings up a text entry field, but player two is playing on the keyboard… what happens? Nothing good, that’s what! In the demo, our treatment of this scenario is simply to hijack the keyboard input any time a text entry field is up and prevent two text entry fields from ever being up at the same time. There’s a big kludge in there that lets the text-inputting player “borrow” the keyboard while they type.

Now imagine playing local co-op during Adventure while one player wants to change the captain name while the other player is in the middle of using the keyboard for melee. We can’t just steal the keyboard away while someone else is piloting with it! There’s still some design work to do for this one beyond the work we already did to just make a text entry field that worked at all. Never mind a keyboard scheme which would let two players play at the same time, which we are not doing in spite of its presence in UQM and will explain why later.

A similar challenge arises with the mouse. If each player is assigned a device, and they can only navigate by pressing controller buttons and keyboard keys, we can “confine” them to the menu where they belong. What happens when you use the mouse? Shouldn’t the mouse be able to manipulate buttons anywhere on the screen if the players want it to? Probably! The problem is that this idea of an input device which can be used by both players isn’t part of our whole metaphor, and we don’t want to let the mouse suddenly change who might be controlling a menu. The solution for the demo was to just never let player 2 use the mouse, which isn’t great if they’re the one trying to play with the keyboard, but is functional for our UX.

How do you go back with a mouse? Bonus points for the placeholder greenish mouse hover effect.

There are other mouse challenges we didn’t get to, either. Our UX is entirely designed and intended for a keyboard or controller. Our menus use implicit “close” actions (e.g. the Escape key or the controller’s cancel button) instead of a discrete, clickable close button. You cannot navigate the menus solely with a mouse right now because you can’t close a menu with it. The visuals for “hover” (mouse cursor on top of something before you click it) are totally placeholder. What we call the “tree and leaf” metaphor for menus like the Settings menu where you can navigate into submenus was made with keyboard and controllers in mind, and a whole different, custom bit of logic is written for the mouse which actually just spoofs input a controller would do based on what you’re clicking. It’s a pretty big hack!

We Can’t Do Everything and You Can’t Either

Like many features in software, the moment you crack a door an inch wide, suddenly it feels weird if the door doesn’t open all the way. What about your scroll wheel? What about being able to click things you’d never highlight with a controller, like a scroll bar on a scrolling menu? Now players will want to be able to highlight text. Now we have to think about supporting the mouse “hover” state because the mouse provides no control for “focus this, but don’t click it”. One player complained about not having Ctrl+C and Ctrl+V support in a text entry field. Having a mouse builds a whole suite of expectations that things ought to act in mouse-y ways for people used to mice, but we don’t just get all of that for free because we’re not an entire operating system and we have a lot of unique local multiplayer needs. Windows isn’t designed to be used with a controller, either!

When thinking about creating a good user experience in these kinds of technical scenarios where I can imagine many possibilities, I sometimes just look at what other games have done. Is there a game that has handled this well in some intuitive way that has lessons I can learn? Actually… no! I truly couldn’t find one after running piles of my own games. I won’t bore you all to tears writing about the many games I scoured, but I’m afraid we are a bit too much of a unicorn at this point. The closest comparison is Baldur’s Gate 3, but they show an entirely different UI depending on whether or not you’re playing on controller or keyboard, and even though they have local split screen multiplayer, you can only play it with controllers! Think about that, we’re solving issues even Baldur’s Gate 3 didn’t. We are so clever. Either that, or the developers were smart enough to know it’s not worth the time and energy. Good thing we put all our points in CHA instead.

Owlbear taking a nap in Baldurs Gate 3. Split screen is only playable with and designed only for controllers.

The same was true of “tree and leaf” menus. Either games are made for controllers and then a keyboard just acts like a controller (often these are console ports coming to PC), or they are made with the assumption you’re using a mouse because it’s a game that uses a mouse. I don’t think our tree and leaf menus are totally right at the moment, especially since they could use some more visual clarity, but there are many subtle interpretations of how these ought to be controlled if you look through other games! They are broadly different if the player is expected to have a mouse or not, though.

All that said, what will be the eventual fate of the mouse for the full game? Probably close to what it is now, with some clean-up to at least make it a little less miserable. This is one of those product and scope decisions. We could spend a month making the most amazing mouse experience in the world, but what does that have to do with piloting ships, playing the story, or doing anything else? Not a lot! The controller and keyboard are always going to be the optimal experience, just like using Windows or a web browser with a mouse is always going to be easier than trying to use it without one even though they have specific accessibility features to ensure it can still be done.

But We Did Some Cool Stuff

With those travails aside, there is a lot of really neat interface functionality we added in preparing for the demo release, all of which will carry over to the full game. Having a lot of playtesters trying to do things helped us identify areas where players needed more guidance, from simple rewording of text, to specially built UIs, to actually creating clearer visual cues for players. 

We enhanced our “Practice Mode” feature with write-ups of all the ship powers and their controls, which were previously only laid out in an external manual we provided to players. Players can see the explanation for a ship’s controls when playing in Practice Mode or in the Fleet Config screen when picking a new ship.

Learn to play! Some reading required.

We also put in a lot of polish on our button prompts—those humble little doodads that sit on the bottom of the screen telling you what to press. In single player, the prompts will adapt to the last touched device since players don’t have to lock in any devices there. In local multiplayer, they’ll show glyphs for the assigned device. In the lock-in screen where players are assigning devices, we show all possible buttons. We support playing with Xbox, PS4, PS5, Switch, and Steam controllers and have custom glyphs for all of them, so the button you see should match the controller you’re using. And we can always add more if we need to support additional controllers.

Who’s out there plugging in four totally different types of controllers at once? We’ve got you.

We added the long-planned-for input remapping screens and UX. Players can finally free themselves from the tyranny of default bindings! Controller input was designed to be as pick-up-and-play as possible, so there was no discrete thrust button and ships simply decided to thrust when facing close enough to the direction the player was pressing. For experts or people wanting more control, we added a discrete thrust button in addition to being able to turn off automatic thrusting altogether.

Take control!

Truly, we’d be here all day just listing off every single thing that wound up in the demo, and it probably wouldn’t be interesting to read about it unless we did some thoughtful writing about what it was like to do it and why we did what we did. We’re not going to torture ourselves or you like that, so the above are just some highlights. And this was just in preparation for the release. We’ve still got to cover how it went and what we learned!

Before we move on, the last thing to note is that getting the game through the hurdles on Steam was such a saga that we shared the entire story with our supporters on Patreon. It was initially an exclusive, but we’ve made it free to read as of now. If you would like to read a horrible story about being trapped in a Gilliam-esque bureaucratic hell where we were treated like an insignificant speck in a machine (and if you don’t feel like you get enough of that in your daily life), we encourage you to check it out. If not, the short version is that we had to delay the release of the demo by several weeks. We got some additional polish time in, but the experience was very stressful, and it prevented us from trying to lock in any plans around marketing our release since we couldn’t even set a release date.

Call and Response

On September 8th, after oodles of Steam-driven delays, we released our demo to the whole wide world! We don’t have a PR team or anyone doing marketing besides my own labors at this time, but we did create press releases and send early access keys to several online publications. In that same week, though, there was Nintendo Direct, some Apple announcements, and BlizzCon.

We really can’t compete with any of that as far as games and tech journalism is concerned, so it was unfortunate that our demo’s release was effectively buried under mountains of articles talking about more important news like the textures on Link’s hat, two thousand dollar phones, and in-game cosmetics. In response to this, I wrote and actually filmed a comedic script for a Druuge Direct stunt video, but I was too swamped to actually get around to editing and publishing it. Maybe later. We did get a very special piece our own writer Lee Hutchinson was able to do for Ars Technica and some nice coverage from GamingOnLinux too!

As unfortunate as all of our bad timing was, the demo is not our make-or-break marketing moment—it’s just one piece of our arsenal, and much of what we want to share here is about the view from inside the fishbowl, so to speak, and what we did in response to what we saw.

Getting Feedback

Speaking from experience, I know most creative colleagues don’t handle raw community feedback well without previously having had a lot of coaching through its, er, rawness. First and foremost, I took a moment to speak to some of our various contributors whose work was finally on full display in the demo. For many of them, this is their first professional game work ever! This can be one of the most terrifying things for many, and I would say about 10% of the people I’ve worked with in games are actually prepared and happy to handle it. I reached out to them and gave them some mentoring.

The message varied from person to person, but this roughly what I shared with people:

  • Most players’ “job” is to be highly critical. Even if they’re excited they will be complaining. It’s because they care.
  • You can listen to players, but you don’t owe them anything and you definitely don’t need to explain anything. It’s not your responsibility! (It’s Dan’s!)
  • “I love the community, but If I spent time listening to what players were saying, I’d never get anything done” — our own Mallory Littleton
  • Most importantly: you are not obliged to be there! About 90% of developers I’ve worked with function better just doing what they do best, not being in a community space for their own work. Please see yourself out if needed and don’t feel bad for doing it.

My preference in all aspects of life is that everyone just listens to me because I’m always right about everything. Sadly, that hasn’t happened yet. Even my birds ignore me! I can’t stop people from looking at Discord, the Steam forums, Reddit, or other community spaces. They can’t not look. It’s a door they can hear commotion behind, and they’re curious. I can tell people “this is awesome and you did a great job” one hundred times (and I do), but they will still find the negativity. It takes discipline and practice to be aware of and cultivate “the teflon mind”, and our default is to instead slough off the most overwhelmingly good things while honing in on the one thing that makes them feel like they failed. It’s a survival trait for humanity.

A rare type of person takes to this naturally. For the rest of us mere mortals, there’s a whole set of muscles one needs to train to participate in a community when your work is its focus. It takes understanding to know there are personalities and environments involved in how people give feedback. A minority of people online can come across as or even be mean. They get a lot of attention by doing it, too! Negativity gets more attention from our sticky minds. The wizened elders among us have ancient parables like “don’t feed the trolls,” because people love playing games, especially social ones.

I wanted to share the details of this process because it’s not always the kind of thing that gets talked about. It’s a very vulnerable thing for people to put themselves out there or feel like you’re obliged to do it because you’re part of a project. I’m very proud of everyone who’s worked with us because one can actually stop themselves from moving forward because of the fear of these things—never mind the fear of succeeding, which is a whole other thing we’ve talked about before. But we don’t.

So with all that said about me trying to coach our team on what to do, what do I do? I read every single thing. If you wrote it on our subreddit, Steam forums, Kickstarter, our Discord, with the in-game feedback report, or anywhere else I monitor, I read it! It’s part of my job. I am grateful for every single thing players have written. Yes, even the mean things! Even the harsh criticism! Even the off-topic absurdities! This is part of what we are creating, along with our community. The corollary to players feeling like it’s their job to criticize is also a much simpler, human aspect: if they didn’t care, they wouldn’t say anything.

Have you seen that poor alien? They feel irrelevant too. 😭

In these situations, I’ve learned to be mindful of all the things I don’t know! Especially online, you are missing so much context since you only know the words someone types. You didn’t even watch the player play, which is the most educational feedback especially if it’s in-person.

You had no idea what players were experiencing or doing that caused them to say what they said! Someone could have had two kids running around vying for their attention. Someone could have had bad audio hardware and none of the sounds came out right. Someone could have been absolutely flailing and not even playing as you intended for a reason you’d never think of. Their room could be too dark or bright. It might have been raining outside. They may have been having a bad or good day. All the context you might pick up on from observing and interacting with a person in their own play environment is lost.

Knowing all of that, you still have to enter these spaces with your eyes wide open. You can’t put your ego into the situation because players aren’t speaking to that part of it. They’re there because they care about something or want to express how they feel. It has nothing to do with you. I get mad at games too. I get annoyed when I encounter frustrating things that I feel shouldn’t be frustrating. That’s normal!

Last but not least, there is something I always use which sounds like some kind of new-agey joke, but is truly valuable. Knowing when you need to step away. That can be five deep breaths, it can be going for a walk, or it can be simply saying “enough of that for today” and shelving it for later. I’m human, too, and I can also have my own (valid!) emotional responses because I care deeply about our work.

We don’t have enough bandwidth to truly curate our community anywhere except our Discord, but in that space we really do try to be present and let players know we’re listening and participating. It’s actually quite amazing how differently people will behave and talk if they know they’re actually in the presence of other human beings who treat them with respect and empathy. Sometimes just reminding folks of that is all you need to do, and it’s worth remembering that people won’t approach every space with that in mind.

It was a nice break, thank you anonymous player!

All of that is no small thing! Like all emotional labor, it is hard to measure and can very easily be discounted, but it’s the filter through which everything goes.

[Players Helping | Helping Players] Find the Problems

Players are simply fantastic at spotting issues and we rely on them for that. However, just because they’re great problem-finders doesn’t mean they are able to identify solutions. Only we have the complete context on the full project, the intent versus the execution, and the chain of dependencies that is leading to their negative experience. A player can tell you a lake at the bottom of a mountain is dry and should have water, but the fix might be unblocking a river upstream or ensuring there is adequate rainfall as opposed to just rushing to dump buckets of water into the lake.

We benefit tremendously from feedback. It’s just not always for the reasons you might think!

Take the case of mouse input above, where we know something isn’t great but release it anyway. If players give feedback that it isn’t good, that’s a kind of sick and twisted—but very helpful—bit of validation! Players are noticing it, so that means players are trying to use the feature we put in and having a bad time, so they agree with us that it’s not ideal and it may be worth our time to improve. We don’t expect players to come up with solutions for us, though.

The inverse would also be true: players not saying anything about something that we think sucks can often confirm that it’s not such a big deal. Hey, they’re not even noticing it, so we shouldn’t work on it much more. This is a huge boon to how we prioritize our work.

The stuff that keeps me up at night. You probably didn’t notice.

We want to build and support a community around our game, so simply providing an outlet for players also says something about who we are and what we’re making. Our public bug-reporting setup in Discord includes ways for players to participate together and discuss, creating even more of the community we want. Players can find that others may be experiencing similar (or different!) issues and come up with new insights together. They have fun being able to trace their feedback through our systems.

Feedback we don’t act on still provides information. Is one player asking for something, or ten players? What are they saying about it? If players are asking for something, even if we don’t ever do it, it points out something that players are interested in. That’s valuable insight about the kinds of things we can do, especially when you compare it to things players don’t ask for at all! It can help us distinguish the difference between “someone said something” and “overall sentiment.”

We can develop insights. Twenty unrelated reports around players’ frustration in different points paints pictures of what kinds of underlying systems are either fun or frustrating in general. This also helps us develop plans for marketing and communicating about our game! Oversimplifying a bit, let’s assume players give unilaterally positive (or no) feedback around certain areas and negative feedback in others. This can tell us we should be hyping up the parts getting a positive reception since those seem to be resonating with players.

All that said, feedback we can’t or won’t act on today could also be something we can do at another time. Circumstances can change, and more games may even be made. Players’ yearnings for things which can’t be part of this game can spark all new ideas for future things!

Someone took the time to file this report. 🙂

Last but not least, our north star has always been to make the process of making our game fun for players. Part of the fun we want to provide with this open feedback and even this discussion about feedback right now is education. We think you’ll enjoy learning about and participating in it, and we want you to know what it’s like on the inside!

And Here Comes the Feedback

Going from a hundred playtesters to thousands of players felt a bit like going from the initial upward section of a rollercoaster at the beginning to the first big drop on the Giant Dipper. We intentionally provided several ways to get feedback, including an in-game reporting system and a dedicated Discord set-up along with a publicly-viewable tracker. The rate at which these systems picked up in speed and types of reports were shocking, going from a few edge-case bugs our seasoned playtesters were finding to hundreds of people catching every sharp edge, finding things unique to their hardware setup, and coming in with all kinds of different knowledge and expectations.

We learned a lot very quickly and found ways to improve on all fronts, but we only learned what was lacking once everything went into service for our droves of players. We made better reporting, improved how we filtered and sorted it, and we learned how to actually help certain players through technical issues we couldn’t fix for them.

Priority 0: Tech Problems First

Technical issues were the top priority. Seeing reports come about problems people were experiencing was of course disappointing, but we needed corroborating reports to know if it was just one person, a swath of people, a particular hardware configuration, or any combination of the above. With the flood of reports now happening, we were able to identify a handful of common problems which we had to address in different ways:

  • Players were seeing one-time hitches as a result of shader compilation when certain graphics were displayed for the first time.
  • Players had hardware or software which did not support Vulkan, so the game was running in an unsupported-by-us OpenGL fallback mode.
  • Mac users were experiencing occasional crashes during gameplay.
  • Mac users occasionally saw some game artwork rendered as black, unlit meshes.
  • Several players were not seeing 3D objects rendering at all.

For the first two issues, we had enough information to proceed. Disabling the OpenGL fallback was a simple enough change we made in Godot, so now users would at least see an error if their setup was unsupported as opposed to playing the game in a broken state.

The shader compilation issue was a longer journey which we’ll cover in brief. If you are extremely interested in the technical nitty-gritty of how Godot and shaders work, you can read their own technical documentation. The high-level laypersons’ version is this: shaders are tiny programs that your graphics cards run, and we write them in a universal language. Those programs are translated to your specific device’s native language as needed when there’s a new graphics instruction. Each computer’s unique graphics card and driver combination will result in the need for that preparation step, so there’s no way the work can be done before the program launches (though certain pre-fab devices like the Steam Deck can because they are all the same). When you run the demo, you’ll see a loading screen, which is us attempting to put your device through its paces and prepare all of the assets so the game won’t hitch as it encounters a one-time “untranslated passage” in the shader code.

Lines going up before the action starts is good.

This is especially bad in the case of our game, where assets are shown on screen for the first time in the heat of battle—as opposed to while loading in a large level which has a static backdrop. On top of that, because the gameplay is running on a separate loop from the display behavior, the hitch would happen in the worst possible time and produce the worst possible results. A player or the Cyborg would select a new ship, and the moment battle started their screen would freeze up for perhaps a full second or two, depending on their hardware. Often the player was playing online or against a Cyborg opponent, so their opponent would continue to be able to play during the freeze. That was bad!

We had a solution in place on launch, but the problem is that the solution wasn’t comprehensive enough! It covered some of the shader code used by certain ships and their powers, but many were not actually handled. This slipped through simply because we thought we had solved the problem correctly. Especially since all of us (developers and playtesters) had already been playing for a while and had gone through the steps where we might notice this issue. It turned out the problem was quite severe, and it could be even more severe depending on hardware, platform, and even if you were playing on Steam or not.

I have about eight different test devices I run our builds on with different CPU, GPU, and OS combinations. I have intentionally awful, below-spec devices. I have things which match our intended minimum or recommended specs. The challenge with this issue is that shader compilation by definition creates cached data for reuse. Our failure was that we weren’t actually, truly purging all the cached data while testing solutions. As a result, we saw false positives indicating things were going correctly. The first step was identifying all the permutations of cache file locations, which differed across every combination of hardware and software. Nvidia, AMD, and Intel GPUs store files in different places. Windows, Mac, and Linux are all different. Even Steam sneakily stores some cache files as a way of helping other players potentially skip shader compilation steps, making GOG builds behave differently than Steam builds.

The Chromebook is jailbroken with Ubuntu and actually runs the game. Terribly! But it runs.

Once we understood all the steps to take to reproduce the issue and validate whether or not we were seeing success, the problem became solvable. We created a new shader preparation process, which did require a lot of under-the-hood reworking of our solution, but it was incredibly satisfying to see that we could finally measure our work correctly and actually know with a high degree of confidence that we were actually fixing the issue. We were able to provide a patch on September 25th.

It was longer than we wanted to wait and it was painful knowing it was impacting the all-important first impressions of our game to have every player hitting a really bad-feeling hitch. At the same time, we had to weigh it against other issues which were persistent and wouldn’t even go away. A one-time-per-ship issue is bad, especially if it will turn off players from continuing to play, but a constant issue that never goes away for a player who wants to play a lot is arguably worse.

AMD and Intel GPU Issues

For the latter three issues mentioned above, we actually needed the data players were submitting to us. First up was the non-rendering 3D art issue. Our in-game issue reporting system sends over some logging information from a player’s play session, which includes a few minor details about their device but other diagnostic messages which can help us understand what the player was doing when they encounter issues. After compiling several reports from people who were seeing this issue, we were able to spot a pattern. All the users not seeing ships were using AMD graphics cards. Some searching online turned up this known issue with AMD cards using certain drivers. On my own test devices, I was able to verify this behavior by installing a known bad driver.

Wonderful! Great news! Now what do we do about it? This is a case where we actually cannot do anything but help players help themselves. If players are having problems, we hope they find resources we provide or that they can dig up on the internet, but otherwise what else can we do? We could create some bizarre system that detects and warns if you have a bad driver, but that’s a lot of work for a very niche group of players, and it would be quite risky in case it fails in any way. Players might get stuck with a warning pop-up which introduces its own new issues, or it could be a false positive, or the detection mechanism would degrade the experience for all players because it introduces additional validation before running.

Like many PC gaming issues, the solution is ultimately up to players to figure out. We included instructions in every one of our patch notes posted on Steam/GOG/Reddit/Discord, and we added an in-game updates menu where players can read notes from them. We still get some of these issue reports trickling in, but we just hope players can find the solutions! Update your drivers! The answer is always “update your drivers,” and even in our one-on-one tech support, the first thing to do is ask if someone has updated their drivers.

That itself was a whole other learning experience. Many players came to our Discord or emailed us asking for help when they encountered issues. In working with some of them, I was honestly surprised by some of the things I learned. Most shocking were the number of people who said their system was up to date, and when I asked what graphics driver they were on, they said it was the one provided by Windows Update. I have been playing PC games for so long, it has never occurred to me that someone would do anything but visit a manufacturer’s (graphics, laptop) site to get the drivers.

This was a good lesson in not making assumptions, but also part of a fascinating look into who was showing up to play our game. Some of our players told me they hadn’t launched a game in several years. We had people who weren’t even big on playing games picking up and playing our demo! That is honestly very cool and feels quite unique, and it’s almost flattering that some people in our community are coming from that background.

More frustrating was a persistent unfixed Intel GPU bug with Vulkan where the game would frequently just crash. No amount of driver updating would help players with this! For better or worse, I was able to reproduce this on one of my test devices pretty easily. Searching through Godot’s own issue reports, it appears to be a well-documented driver issue on Windows with Intel GPUs. Since it is specific to Windows, our solution was to release a patch which allows players to run using Direct3D using a command-line argument.

As you can see, there’s a difference between tech support and actually fixing bugs in the build. One of our mistakes in the launch build was in the in-game issue report, which included some text that I believe was making players shy away from entering their email address since it was worded in a way which made it sound like the email address was optional and it might be public information. It is true that the email address is optional, but if someone is having an issue and doesn’t provide it, we quite literally have no way of following up with that individual in the case of a tech support problem! A critical change we patched in was simply rewording that text as well as improving our in-game logging information to help us help players troubleshoot things. Anecdotally, the change in text wording increased the frequency of issue reports with email addresses attached to them.

Mac Issues

Now on to the Mac. On release, it was clear that there was an occasional Mac-specific crash which we had not been able to see or reproduce on our own. That said, since the Mac represents the smallest fraction of the gaming devices out in the wild, we also were not necessarily laser-focused on porting issues beyond ensuring it works and plays correctly on our own. Even among our large playtesting cohort, we only had a couple Mac users. It was hard to isolate Mac-specific issues because of the limited playtesting, the high cost of additional test devices (we only have two between Fred and myself), and the general focus of development on non-platform-specific issues. Beyond all of that, this is also our first release ever targeting the Mac.

Once the demo was released into the wild, we got many more Mac users coming in and providing issue reports! If we can’t reproduce an issue, it’s very tricky for us to fix an issue, but with the data we got, we were able to narrow down what might be going on. Fred was able to isolate the problem under the hood by running our soak test, where Cyborg ships battle each other forever. One of our very engaged and helpful public playtesters was also able to reliably reproduce the issue, so we were able to get some critical extra validation in our otherwise Mac-starved environment. There is still one graphical engine issue specific to the Mac which we have not been able to dig into, but we have to play the numbers game for now and just accept that there’s something odd on the Mac we still need to address. This is made extra tricky because it is not specific to our game and looks more like a Godot engine or Mac driver issue.

Seeing the vast number of Mac players on the demo was a surprise, albeit very helpful for getting us the data we needed to fix the critical crash issue. We have some theories possibly related to the above assumptions about the amount of lapsed gamers trying our game, since Macs are not necessarily known for being a good gaming platform. We do appear to have an unusually high number of people playing on Mac compared to what the overall data about percentage of Macs out there playing games on Steam would tell you. Fewer than 2% of Steam devices are Macs, our community has way more people trying to play on Mac than that! You are so special!

Priority 1: Play Issues

Beyond critical issues like crashes, stutters, and graphics bugs, there were a handful of reports that pointed to some bugs and—in some cases—some missing features that we should prioritize. We’ve already covered a few important ones which would affect human behavior, but the others can be seen simply checking our update notes at the time of writing for Version 6484, Version 6506, and Version 6528.

There are many things we didn’t get to finish in time for the demo, but player feedback highlighted how important some were. A big one was adding more options for controller inputs, which we initially skipped because we ran out of time even though we had wanted to provide them. Our initial implementation of the low-crew klaxon audio was good in spirit, but after getting fresh eyes (ears?) on it, we knew we had to make some design changes to how and when it played.

Love this totally placeholder key binding menu in the game with no backdrop. But it works.

Other things that we didn’t get in but wished we could were touched on by feedback, but some were not. A more comprehensive results screen was on the wishlist, and players identified that as a want as well. We wanted a simple “how do I even play this game?” tutorial to help totally new players. We wanted a so-called “message of the day” system which could pop up information for players in the case of an update or news, too.

Letting the game run in Cyborg vs. Cyborg mode, a common request from players, is already done and we use it internally. The tricky part is exposing it to players and having the rest of the game make sense of the fact that there are no human players around. There were many, many more things we just didn’t have time for. This includes a lot of polish work we had to skip, especially for ship VFX and UI animations.

I wanted to fix the text sizes here so much.

Case Studies in Challenging Feedback

We wanted to share a few case studies in feedback that has been challenging to address! In all of these cases, we knew we’d be hearing it at least from someone, if not a handful of people. Like we mentioned above, hearing the specific feedback about these things and just how many people say things is instructive in how we might address them. In some cases, we won’t even be addressing them with any functional changes in the game and it is simply guidance for how we might communicate with players. In others, it’ll be a little bit of a lateral decision: we can’t fix the thing players don’t like, so what can we do to make them like it more?

Melee is a Square Screen

The gameplay of Melee takes place on a screen and in a playfield which must be a square. This is a challenging thing to explain to players even when an explanation is attempted since players get hung up on the “shape” of space with the wrapping edges, but my usual explanation is as such: melee must be a square screen because if it was, say, a wide rectangle, you could travel toward a point faster by moving vertically than horizontally.

So is anyone complaining about Melee being square? Of course not! Players are, as expected, unhappy that the HUD takes up so much room in the game. Whether players like it or not—and some of them are certainly put off by it—the HUD was made to take that space because we have to take the space on the edges somehow, or else the view screen of Melee wouldn’t be square.

It is our goal to recreate and modernize the Melee experience, and it’s not really Melee without the wrapping space. In the old days when you had a 4:3 monitor, which was already more square than our widescreen standards, a square space really would take up more of the screen proportionally. Now monitors are wider, and we are essentially trying to make the best out of what can feel like an anachronism—if players even pick up on it!

Get rect, noob.

All that said, it’s not like we would want to insert a screen with words or audio explaining our UI. Games don’t explain their own design decisions. That’s reserved for novella-length blog posts like this one! Players only know and think about what they see, and our job is to make that delightful. Throughout the game, which also contains other play area screen sizes, we decided on a visual aesthetic which leaned into our retro roots. We made “tactile” looking screens, mimicking physical objects and screens inside the cockpit of a spaceship.

In testing, we’ve noticed that players will immediately have a negative gut reaction to the melee HUD because it is very loud and obtrusive. On past projects, we’d often say that some games or parts of the games don’t do well in screenshots. In general, it has been a visual design trend to make HUD elements as unobtrusive as possible (cue discussions from 15+ years ago about immersion). Games started making health meters transient elements which hid when you weren’t damaged, making them transparent, or doing away with any HUD indicators altogether. The first thing every marketer asks for with the games I’ve worked on is a way to turn off the HUD just for screenshots. This is not a new phenomenon! HUDs are just deemed bad when the game is not in motion. “Show players the game!” is the conventional wisdom—but what if the game is also the HUD?

It was a conscious design to make the HUD more substantial in our game for a simple reason. Our game is a role-playing game, but you never get to see yourself. You are the HUD, truly! We wanted to provide the feel that you were sitting in a captain’s chair and existing somewhere in the game even though you are always controlling some avatar like a ship in melee, the lander, or a cursor in comms screens.

A hit-list paintover with notes on how we might address the HUD.

So back to the negative feedback to our HUD. What do we want to do, especially having seen the player feedback? We need to give the player a better value proposition! We’re taking away some of their screen space, but they’re reacting to the feeling that they’re not getting something fun in return. Part of this is in the aesthetics, which are both simultaneously too obtrusive while being a little too uninteresting. Part of this is in the lack of novel fun there is to enjoy in these spaces, with no animation whatsoever and fairly functional graphics for Crew and Energy. Part of this is that Melee is a bad case for the chunky HUD screens, since players only see one view. During the Adventure mode, players will see far more types of screens and a lot of different animations.

We’ve gotten some valuable insight in player responses for this and will be seeing how we want to address it going forward as well as how players may respond to any changes.

Two Players at One Keyboard

At the time of writing, our currently most-upvoted feedback request, which has had several duplicate reports asking for the same thing, is to have two players able to play PvP at one keyboard. Players of the classic UQM experience likely remember doing this back in the day! For those players, this likely feels just as odd an omission as if we had decided to take out the Fighters from the Ur-Quan Dreadnought.

The challenge is that two players at one keyboard is a niche feature buried in a niche feature. Before we even get to the keyboard, local and online multiplayer in a single game is an increasingly rare thing in games, period, especially outside of competitive fighting games or others intending for you to play with another person (e.g. It Takes Two). On top of that, more and more players are playing with controllers on their PCs now than ever, and that is usually the go-to input method for any local multiplayer. It is increasingly common for games to require controllers for local multiplayer to work at all. Hi again, Baldur’s Gate 3! The assignment of one logical device to one logical player just makes too much sense from an implementation perspective.

Part of our job is to make some very honest assumptions by being gamers ourselves and looking at what other games are doing. Other games don’t implement this feature. Seriously, besides some game jam games and some niche web games, what modern games support this alongside the much-more critical features of key rebinding and controller support? I’d dare to postulate that if a player has never played UQM, they would never even think that a game would or should support this. It’s physically uncomfortable, and players don’t play local multiplayer games that way. They play them with controllers. Why would we provide a weird way of doing something players wouldn’t expect when a perfectly good, arguably better way of doing it is available?

This is all subjective, so let’s just talk about the objective aspects. We already discussed the challenges involved with other niche ways of playing like the mouse and the Mac. The work on this feature would serve a fraction of a fraction of a fraction of the player base compared to those. We would have to overcome the following challenges:

  • Key assignments must be available for two players, and we would have to have arbitration logic to make sure players wouldn’t double-bind keys.
  • Both players can navigate the UI at the same time, so we would have to invent entirely new UI conventions. The arrow keys, reasonable defaults for navigating a UI, couldn’t just move the cursor anymore, since we’d have two keyboard-driven cursors.
  • Key jamming isn’t fun and is still a problem on most keyboards. Players unaware of this would have a bad time.
  • We would have to invent UX to let players opt to play with Keyboard + Same Keyboard instead of the current flow which is any device + any other device.

Beyond that, there are semi-subjective considerations. The default bindings for the keyboard were designed using both logical conventions from game input and my own body as a reference for what was comfortable. Playing with two hands cramped on one side of the keyboard is not comfortable unless you have a much tinier torso than I do. I am sure some players are that much smaller than me, but at least many adult torsos are much closer to my size. If our assumptions are wrong, that’s not a problem: players can always rebind keys. To support two players on one keyboard, we’d have to make the default single player keyboard experience worse by cramping things to one side, or do something similarly distasteful like making three whole sets of keyboard bindings: playing solo, player 1 split-keyboard, and player 2 split-keyboard.

Cue a thousand people emailing me saying their keyboard is totally comfortable for two people. Credit.

In short, this is a ton of work for something that has a very limited payoff and is actually, in some views, a regressive feature. At a minimum, it would be a ton of work for very limited payoff, which would just be a bad decision. Just like all feedback, we still record it as a task we almost certainly won’t do in our tracker with some of my own technical notes on how it would be done if we or some intrepid modder wanted to tackle it.

SFX and Audio

We were quite unsurprised to hear (har, har) that players had all kinds of feedback about the audio in the demo, running the gamut from “where are the old sounds?” to “the audio is bad,” which may have just been code for the former. We’ll be talking about this one with a combination of discussing our design process, sharing some insights on audio today compared to audio in 1992, and wrapping it up with where we think we’ll be going.

First things first, when we set out to make all our ship sounds, the core design pillars were as follows:

  • Sounds are part of the character of ships. They should prioritize expressing that character more than “what is literally, physically happening.”
  • Humor and absurdity are important aspects of character.
  • Melee is loud and chaotic, and will only get louder and more chaotic with more than 1v1 combat. We should embrace this.
  • There are a number of iconic sounds from UQM that should be preserved as being part of the ships’ identity.

While most of these are high-level high-brow hand-wavey things, we approached the last one more objectively! We cordoned off a few ship sounds which were critical to preserve because they had quite unique sounds that stood out or were part of key characters’ expression. Our list included the Ur-Quan’s sounds, the Spathi’s BUTT missile, all of the vocal-oriented sounds (Pkunk doing insults, Orz Space Marine “Go!”, etc.) as some examples. Others were just less aurally iconic to us or didn’t make sense in the game’s higher resolution context. Just like we changed many visuals, like making the Syreen crew in space not just a glowing pixel because that would be silly, we took the same approach with our sounds.

This was the intent and the execution, though we are also dealing with a game which has many iconic sounds and characters depending on who you ask. The challenge is that what we feel is precious may not be what players feel is precious. I am sure someone’s least favorite sound from UQM is someone else’s favorite sound. For the record, my least favorite is the “ship bumps into asteroid” sound that I can only assume was a foley recording of a dog snorting a tortilla chip into tin foil. But I’m sure someone out there really misses that sound. On top of that, we still had lots of new ships to make with their own personalities!

The goal was, in aggregate, to create enough familiar things that it felt like you were still in the same universe you remembered while also improving on others we wanted to improve upon. There were some clear trends on certain sounds which players felt were missed, but there were plenty of oddball outliers. As discussed above, feedback we don’t get is informative here. (As an anecdotal example, we haven’t noticed a complaint about the new Supox missile sound.)

Internally, some of our special sounds went through many passes before we settled on something we liked. Many of the original UQM sounds were actually used as foundational pieces as part of the mix even though layers had been added. The Ur-Quan blaster went through probably five or six iterations, alone, trying to get the vibrating phaser sound to be a predominant part of the mix.

After the first passes of sounds were done, we went through what we called a “Fun and Joy” pass. Our sound designer Jason’s own work, and much audio design work these days, tends to be focused on transient sounds which create action that passes through the scene. This is a little different from what we are trying to do for our game, which is to prioritize a lot of character and distinction over layers of aural texture.

Many of our ships were initially leaning toward the more functional aspects of their abilities and felt too literal. A good example of a ship I encouraged Jason to crank up the “fun and joy” factor on was the Alaki Acrobat, whose initial audio was accurate but not as playful as we wanted. The initial, creative prompt was “a squeaky toy hammer and sounds like that little fake kids’ toy vacuum full of colored balls,” and it was just a matter of re-centering back on that.

To criticize our own work and where we think we came up short, we didn’t have enough time for more “fun and joy” passes, and even though the mixing is pretty good in the demo, it still could benefit from more effort. We have a lot of clarity in the mix, but it can feel a little more dampened sometimes. On top of that, we are missing some impact VFX, which doesn’t help make the impact audio sound good or meaningful since there are no visual cues. There are certainly some missing impact audio, and we didn’t get any audio volume modulation for levels of impact (i.e. bigger collisions are louder than smaller collisions).

There are a lot of new things games do with audio, in general, and we’re doing some new things too! In UQM, all sounds play at full volume all the time, so shooting your weapons across and off the screen will always sound the same. We’d venture a guess that players are reacting to the sounds feeling “weaker” just because that would be a unique creative decision, akin to intentionally making pixel art (but maybe more unusual). There would be nothing wrong with going that way, but it would be a stylistic choice—and it’s not what we’re doing.

In Children of Infinity, we attenuate sounds based on whether or not things are on screen, so weapons off screen will fade in volume compared to ones on screen. We didn’t get to experiment with volume based on camera zoom (the larger on screen something is, the louder it gets), but it’s something we wanted to test. We have positional audio, which will pan sounds from left to right depending on its screen position. It creates a sense of space and awareness, especially when things get busy. We also have a lot more sounds for all of our ships and weapons, including looping audio for missiles.

We know UQM players will be the hardest to satisfy. They have had years to have something trapped in amber. The Yehat shield should absolutely sound like the Yehat shield in their head. Those UQM sounds truly are the audio version of pixel art: low fidelity, crunchy, and crusty. Like pixel art, for some players they are the definition of joy and more fun than anything newer! Those players are not wrong, either. It is simply a matter of taste. Beyond the creative challenge, it would feel really, really wrong, in our opinion, to create audio that sounded like that to match with the visual aesthetic we have going on.

I have a 20+ page, unfinished and unpublished blog post I started a couple years ago about what it means to have fans of your work. A critical section of it is simply titled “My Favorite Part Isn’t Your Favorite Part.” What makes UQM UQM, and what parts are important to keep for a sequel? We’ve asked ourselves this question throughout this project and everyone is seeing our answers. The good and bad news is there is no singular right answer. We simply will not be able to please everyone, and it’s okay to accept that. There are players who think we are making foolish decisions, and, amusingly, there will be players who think if we listened to those other players, then that would be a foolish decision.

Why didn’t we reuse all the old UQM sounds, exactly as authored? Simple: we think you’d hate it if we did that even if you had the context of the old sounds. We wanted to make something that captured the same spirit while also paving the way for new ships, new ideas, and, dare we say, something that might even be better. If you accept that something else is the best it is ever going to be, then why would you bother trying to do better? We like the wrapping, square playfield of Melee and think it’s part of its character, so we kept that. The audio? We have fresh ideas to try.

One of the many navigational challenges for anyone making any kind of work but especially one that is related to established work is finding yourself in the uncanny valley of similarity. If we try something new, players can’t readily compare it to the old one since it’s just a different interpretation. If we try to ape the old one, it may be even more likely to trigger a response for someone which is that the new one is just a worse version of the old one. This goes beyond just audio, but our work on the demo’s audio and the player response and discussion around it is a great highlight of the challenge.

At the end of the day, the way to navigate all of the responses to these things is to ask the simpler question: is it fun, and is it more fun than an alternative? Is the audio or any other part of the game tracking against our pillars, which were established as how we wanted to go about creating our sequel, and are we happy with the result?

We have probably shared this same hypothetical absurdity before, so apologies for sharing it again: would you rather have a game that’s 100% “faithful” (whatever that subjective statement means) but is 0% fun, or 100% fun that is 0% faithful? The answer is obviously in the middle, but if we had to pick and make any trade-offs, we’d rather it be fun.

What’s Left for the Demo

We released our demo and did a handful of fast-follow patches to address issues. At this point, we don’t intend to put more work into the Demo unless there are critical issues we can get traction on, like the Mac-specific rendering issue being fixed by a Godot change or us being able to look into it.

Even as we improve Melee for the full game, any new release is always a challenge and a risk. Moving from “release something” mode back to “develop something” mode means we’re breaking a lot of things and have an eye toward making progress, not bolting things in place. We may have broken something in the demo because of our work on the full game already! A whole additional QA cycle for the demo is a costly distraction unless we truly have something new and big to add. 

As we get closer to the full release of the game, we may have reasons to update the demo! Since the adventure mode and full game contain Melee, work we do to enhance that may be able to split off into our demo for an update. We may opt to release multi-ship combat as part of an enhanced demo, as an example, but we wouldn’t look to do it until we’re preparing the full game’s release and are back in the position of trying to bugfix and lock things down across the board. A single release is a lot of work, never mind six of them: Steam/GOG on Windows, Mac, and Linux. We have to acknowledge our limitations and ask ourselves if the demo would functionally be doing any more favors for us if we put in certain effort. Of course players might want all kinds of things, but it doesn’t exactly pay the bills.

Right now, we’re very happy with the demo. It’s hit all the marks we want it to. We’re able to collect feedback and will continue to do so. It’s a permanent installation for people to discover our game. Players might even still be having fun playing it in the coming months too! We are even able to show it to other people who might be willing to work with us on QA and marketing, our respective Achilles heels right now. More work on the demo won’t enhance the likelihood of success for our game at this point, so we are done for now.

Return to Adventure

After we were able to wrap up all of our work on the demo and its attendant patches, we were able to return to the adventure mode. Technically, we finished our work on the demo a couple weeks before its actual release and were dragged back into a few rounds of demo hotfixes as described above. Luckily, the demo fixes all benefit the adventure mode and full game, so it was work that would need to be handled one way or another.

Having focused entirely on the demo release for a few months, we had unintentionally broken a handful of things in the adventure mode. Besides the unintentional breakages, there was a lot of bit rot to address since we hadn’t even been looking at or running parts of the adventure mode. A handful of work was just accounting for everything, leaving no stone unturned, and making quick fixes or flagging problem areas. The last time we worked on Adventure, we didn’t have a lot of features especially in UI and UX land, and things were built using outdated ideas. As an example, there was a split-screen HUD and gameplay but no notion of letting two players drive menus simultaneously like we added to the melee demo.

Captain, I think the orbital scanning device may need some maintenance.

As part of the no-stone-unturned effort, we set about accounting for every single missing or unfinished thing we needed to complete the game. Combining the list with what we had learned from the realities of working on the demo, we felt much better equipped to do some estimation exercises to figure out just how much time and effort would be needed. We organized a massive feature breakdown with detailed scope for each item, trying to actually balance how much effort we thought things would take against how much time we wanted to take on them.

After breaking everything into small parts with estimates associated with them, we assembled them into month-by-month feature lists, ensuring the amount of work in each month was balanced out. Below was the result, with some items redacted for your own spoiler-free experience.

Everything in its right place.

There is a lot to cover in this seemingly innocent chart! Some will come a bit later when we talk about release timing, but the first is just getting into things in that rightmost column, which are features we’ve moved to post-launch (or post 1.0 launch). Yes, we are cutting back on things for launch, and while it seems painful in the abstract, we think everyone will be happier about the results.

Let’s talk about making tough decisions, starting with reality, the most difficult and inelastic thing we deal with. There is a finite amount of resources (time, money, people) for any endeavor, and we have to decide how much “love”—the net result of those things—any part of our work will get. Like our discussion of two players on one keyboard above, there is a pretty poor cost-benefit analysis for many things we could do, so those decisions become very easy to make. Some get a little harder and more nuanced, but cuts are actually one of the easier things to do from a practical perspective because the question is simple: would an “okay” version of something be better for the game than none of that thing at all? If the answer is no, it’s better not to have it at all.

We have constantly been making these decisions in big and small ways throughout our work—we just try to limit them after we’ve already committed to building things, especially if we’ve done time-consuming work like creation of assets. The one we feel the worst about in this case are the Interior experiences with Floyd. We have a pretty fun implementation of these, many assets ready, and we really love Floyd as a character! We also made these an actual Kickstarter goal which people pledged for, so pushing this out as a post-release feature feels like an extra disappointment that is not lost on us. There is a lot of polish work to do, though, and we don’t feel like we’d do Floyd justice given our current timeline.

Because these segments were designed to be interactive forms of “reports from planet surface,” it’s not a dramatic change to remove them. Players will see a report describing what happened, which can be its own delight, and the surrounding gameplay and story will still function. Moving this to a post-release experience gets rid of a ton of pressure and lets us focus on the core parts of the game being excellent.

The Alien Auction House (AAH) is in a similar boat except we have even less made for it. We’ve got a cool if unproven design, but it’s simple to take it out and just provide a purely functional way for players to do what the AAH was doing: convert trade goods to currency and vice versa. The Mark 2 transit sequence, where players would defend the Mark 2 in certain scenarios, is actually quite a bit further along than anything and easier to complete. Since it’s easy to pull out without changing the overall play experience, it’s a wiser decision to put it to the side for now.

Unlike flying in HyperSpace, piloting the lander on Planetside, or fighting in Melee, all of these experiences were limited in duration and—in the case of Interiors and Mark 2 Transit Sequences—quantity. There are hundreds of planets, but only a handful of Interiors. We’d rather make the hundreds of planets great since players will be spending more time there. For other things which are more limited in quantity, like conversations, we want those to shine as jewels in the experience. If we had infinite resources, everything would be infinitely great, but also the game would never come out. Even with infinite resources, we would want to release something. We’re just pushing some things out so we can release the game, especially with our very finite resources.

Beyond those, we’ve been saying for a while that we’ve been planning plenty of work as post-launch already. Console ports and localization will not be part of the initial release. We can think of these decisions as putting more items in that pile.

For those of you out there wondering when the game is coming, this should be good news: it means it’s coming sooner. It’s good news for us too. We’ll talk more about that shortly, with a brief interlude on wrapping up our Kickstarter and BackerKit endeavors.

Kickstarter & BackerKit Updates

To coincide with the release of the demo, we reopened late physical pledges on BackerKit to celebrate! We still only have a limited quantity of all of the items, but our “good problem to have” scenario where we ran out because everyone decided to back late has luckily not come to pass. That said, we are going to be shutting off all BackerKit late pledges—physical or otherwise—on November 30th, 2026.

This means all of our digital pre-orders who haven’t been charged yet will be charged on that date. This would be late pledges and folks who just pledged for a regular digital copy of the game. If backers would like to change the platform they receive their key on, they will still be able to do so up until the end of the year. If you’d like to change your platform, just contact us through BackerKit. Come January, everything will be locked down to prepare for launch unless there is some other pre-ordering mechanism before we release.

We have said many times that we aren’t a merchandise store. We run a pledge-taking setup, and our BackerKit has been built around that. We understand why backers and others would want a merch store, though, but we’re just simply not set up for that right now. Once we finish ensuring all of our Kickstarter and BackerKit folks are settled, we have some thoughts on how we can use our remaining physical goodies as part of the game’s launch and our marketing push when we get there.

We have ideas on how we could run a merch store operation, but please keep in mind all of this has been a one-man operation. That person is one of two people still working full-time on the game. It’s certainly not free labor, and running the shipping and handling part of the operation has only gotten harder.

International shipping is painful and even more expensive than ever, and it took us several attempts to get certain packages to their destinations. Some packages were returned and we still need to follow up on them or have had trouble getting in touch with the backers we’re trying to send them to. Our packaging supplier went out of business, and though we mostly have what we need, we had to find replacements for some items. The new supplier costs twice as much, though, and we can’t imagine it getting any cheaper given the way things have been doing.

That said, it’s really fun and satisfying for me to get the goodies out and interact with backers! In our last update about the increased cost of international shipping, I joked that local pick-up would be free… and someone actually took me up on it! I got to meet up with one of our backers who made a pit stop near my home where I was able to deliver his Collector’s Complete Edition in person.

This is the look of someone who doesn’t have to pay for shipping in 2026!

All that said, I have to be mindful of my own limits and all my other responsibilities to our project. It is a great boon to have the continued income from BackerKit and our physical rewards, but all the time spent there takes away from time spent elsewhere.

When is the Game Coming?

So, we did all this scoping work, made some cuts and decisions, and have a schedule we’re working off of. When is the game coming out? The short answer is that the schedule says we will be able to release in June 2027. That is the honest answer. It’s what the schedule shows, and having worked off of it for a month so far, we are on track.

The longer answer is that it’s just a schedule. We are not a project with a lot of support systems. If anything goes awry for anyone, it delays our work, and the remaining work is resting on the shoulders of very few at this point. Prioritizing the completion of the demo possibly unlocks some support systems since it showcases our work very nicely, but that is speculative and we aren’t banking on it. If things change and we think we can make a much more successful release by adding a few months to the end of it, we may still do that.

It feels like a long way away, but, speaking as someone whose job has been working on this game for the past five years, it feels very soon! 

What is Taking so Long?

We’ve been at this for five years and it’s still not done? Trust me, reader, no matter how much you may want us to leap across the finish line and pop the champagne, we want it even more. Measuring the time from before the Kickstarter and pre-production period is a little tricky, since there were so many things in flight at once and not much had quite settled into place while we didn’t have a defined team, scope, or budget. Critically for our project, I hadn’t settled into place yet. I was not in the role I am now until late in 2023 when I took on the responsibility of seeing us through production.

Let’s talk a bit about that role and do a brief retrospective on how it played out. Until we successfully funded our Kickstarter, we were running a skeleton crew with a couple volunteers and a very limited budget—just enough to get a few artists to help make assets for the Kickstarter so we had something exciting to show. After the Kickstarter, we had the budget to keep those artists and get a handful of contractors to help us. We’ve noted before that we barely cleared the voice over milestone. We’re very happy to be making a game with VO, but from a fiscal perspective, it would have been much nicer to miss the goal by a little and have a buffer for the smaller number of features we wanted to commit to instead!

After the Kickstarter, our team became a larger handful of contractors along with a few remaining volunteers. I knew I couldn’t take responsibility for all of the production work myself, so we were sure to get someone who could manage the most critical aspect: the story. Mallory, our narrative lead, was responsible for managing all of our writers (thank goodness!). The rest fell to me, and about half of my time and/or energy was spent coordinating and managing all of the work everyone was doing, especially on the asset side. I’ve been fortunate to have plenty of management and project management experience, but it was still a lot.

This project was especially challenging because we had people working in all kinds of different capacities, including volunteers who needed a lot of guidance, and most of our artists were not full-time. There was a lot of overhead involved in keeping folks fully equipped to move forward when everyone worked asynchronously, sometimes for just a few hours a week; artists were just creating art while actually integrating things fell to me. To make complicated schedules work, I was meeting with two of our artists long after I finished my usual working hours at 10pm twice a week. I could only talk with our sound designer in the wee hours too, usually on Sunday nights.

The strategy was to treat our budget as the limited resource it was and try to get through as many things Fred and I couldn’t handle—assets, writing and story needs, and some specific engineering tasks (tech art, tooling, localization, and VO needs)—as quickly as possible. We couldn’t afford to keep people full-time for very long, so I had to do much more hands-on production and coordination than I was doing before. The reason we had to stop our regular development streams is because this would eat so much of my precious time.

Concept art iteration.

There were also more logistical challenges than usual because of certain development non-negotiables. The game must be free from restrictions and the content in the game has to be modding-friendly, so we had to develop our own solutions to some things like 2D animation for our comms portraits instead of using certain off-the-shelf things which would have made development easier but future distribution harder.

In short: I am responsible for many critical roles, but the production work had to be the priority since our collaborators wouldn’t be around forever. The budgeting of this overhead time was the biggest misprediction on our project, which was hard to see coming until I was actually going through the motions. We had a few financial budgeting surprises which caught us off guard only after wrapping the Kickstarter, so we had to be even more careful and limited with our spending than what we had intended. Never mind the increased costs of all of our physical manufacturing and shipping that came with the absolutely brilliant (/s) changes in America’s trade policies.

Beyond all of that, it’s reasonable to say that the last couple years have been universally, uniquely painful for people, and my own perspective is that it spilled over into our project. My years of experience told me that doing a few proven steps would produce a desired outcome. It did not. During this project, things have taken more steps than ever had been needed before. People, collectively, went through more stress than I had ever seen before. The emotional burden weighing people down was heavy. Finding security—never mind enthusiasm—in a society that feels like it is going from a pile of tinder to a full on blaze is hard. 

This is not an assignment of blame! This is an observation of the struggle even beyond the walls of this project, and it’s just how bad people have been having it for the past few years. I thought our project would be inspirational and help give people something to be excited about to overcome the dread! It certainly has been to me and many of our team, and I feel a deep sense of purpose through our commitment to what we’re creating: for ourselves, for our community, and for the world. But people are uneasy right now and it creates dysfunction and dissonance. They feel helpless and they are wondering to themselves if they even matter. It’s hard, and people had a very difficult time coming through.

Why is this Happening To Us?

Anyone who’s ever managed a project and people before will tell you that you’re not simply managing deadlines, scope, work, or priorities. You’re managing emotions, personalities, and people’s doubts and fears. People seem to have a lot more of those latter two now because they have a lot less breathing room.

Watching the general horrors of 2024 unfold as wealth inequality, corruption, and government crisis (to put it lightly) took hold made me think people would not be able to tolerate it. There would be a strike, there would be a righting of the ship, regardless of how catastrophically our own government had been failing us. People cannot continue under a forced march driven by fear for long. I was so terribly wrong. There was a different reality which I didn’t foresee,  and this is my view from the eye of the hurricane.

I live in San Francisco which has always been a bubble of sorts. It’s often a net positive bubble, creating its own culture and diversity with communities of all kinds of different people and ideas! It is quite different from the next county over, Marin, where I grew up. Sometimes it’s a very weird bubble, though. San Francisco has been the masthead of Silicon Valley; part of a petri dish for incubating venture-capital driven insanity. Remember blockchain? Remember NFTs? Remember play-to-earn games? Even Theranos is having a renewed moment in the spotlight now. Somehow we constantly produce snake oil salesmen who have got a bridge to sell you. Their booms and busts go, and we move on, but the message is always the same: “You don’t want to miss out on this thing that will change the world!” Dang, did I miss out on DRM in my food? Are all my apes gone?

This time the insanity has taken full hold and the cancer has finally metastasized. Between the national and global changes inspiring fear and business interests finding their strike-while-the-iron-is-hot moment to capitalize on the fear, we have collectively lost our minds. Because I live here, I know many people in the industry. I am a stone’s throw from a software developer at all times. Many of my friends and acquaintances are developers. My partner, herself, is a software engineer. Many work for companies you’ve likely heard of or even do business with.

You think these software companies devouring our resources and our humanity are making us feel bad? You should see how the people who work for them feel. I have never seen so many intelligent people become so stressed out, depressed, and lifeless. The light has gone out from their eyes. They carry on, dragging their feet through this unspeakable misery. It’s like watching a hungry person eating delicious food without reacting to the feeling of satiety or the flavor. The only way they are carrying on is through dissociation. They look and feel helpless. The stories they tell from their workplaces make it clear: everyone has lost their fucking minds. And everyone is too afraid and alone to stop it. It’s true: alone you are helpless.

We are all this person. Stańczyk by Jan Matejko.

So on the one hand, I was correct: people cannot carry on like this. Where I was fatally wrong was how people would react. This was articulated well by someone else, whose words I will borrow and expand upon. Instead of fighting back, people are slowly just ceasing to function. Our capitalist machinery of human production will not organize and rise up, it will just slowly break down.

Like the hoses in a car will eventually wear out with use, causing things to just not work as well until the car simply won’t drive anymore, the same is happening for us. People will stop responding to emails, people won’t call you back, you won’t be able to get help from a support person. Never mind people smiling or waving at you while they do it as they appreciate the interaction. All the “little” things people do as part of our collective endeavor to work together are degrading. People are struggling to answer these questions we could so easily take for granted. Why respond to that email? Why pick up the phone? Why do my job?

Everyone would do these little things before simply because they’re people. People like working together and helping each other. People will respond to people, even if those people are annoying sometimes. People know they matter and have value. Or… they did. Now people are questioning if they do matter; if they have purpose. What is their purpose? Does anyone care about them? Or are they just a function of their labor? And are they a tool? A replaceable part?

Person driving an oxcart. No symbolism is meant at all by this image placement, I just thought it looks neat. Credit.

Look, I wasn’t born yesterday, and exploitation of labor is not a new phenomenon, nor is the creation of different forms of it. The targets, blast radius, and willingness—no, celebration—to hop on the bandwagon is novel this time, especially as it impacts the ongoing knowledge-building and collaborative efforts of humankind. The voices we listen to have been concentrated through unimaginable wealth inequality. From my vantage point of growing up and living for years in the blood-pumping heart of a technology-leader generating factory, the shift in messaging and attitude in the last ten years is palpable.

Ten years ago, even some of our more suspect, locally-grown tech companies at least had the decency to put on an air of hope and optimism while they talked out of both sides of their mouths. Their messaging was about how you could change the world for the better, make something no one has seen before, and you—yes, even you—could be an innovator and learn to do anything. Was this all part of platform capitalism and other modern forms of market capture? Certainly a lot of it was! It wore many guises and had nefarious threads woven through it, but we could still look to find encouraging messages.

It was good, even if just for the sake of PR, to be positive. The messaging was still full of humanity and there were plenty of people who truly were interested in the dreams and hopes. I, myself, picked up doing stuff with computers when I was a wee child because it sparked my imagination for creativity and possibilities. If you’re reading this, you were likely drawn to technology in your own way too. I’ve received stories from backers who became interested in science through UQM or went on to their own software development careers. So many of us were inspired by the wonders of technology and the dreams they instilled in us!

Dan used to be fascinated by computers, games, birds, and weird haircuts. He still is, but he used to be too.

This has been extinguished now. It is replaced by cynicism and fear. The oft-derided billboards and bus stop ads in my city signal messages of dehumanization, shame, and hostility. “Win the talent war.” “Stop hiring humans.” “More agents.” Their artwork and words are often quite literally stolen from internet memes. In an infuriatingly tone-deaf (or tone-aware, you decide) choice, it’s usually a woman representing the subservient AI.

The message is loud and clear, born of previous hype-machinery language used for things like NFTs: “Don’t get left behind.” You have to be on the cutting edge of AI! (Or else what?) Media outlets often refer to the current paradigm as the AI “race.” (What’s the prize and who’s the judge?) AI is scary and you should be scared! (According to whom?) We have to build AI “literacy!” (Who’s writing the books?) Don’t even get me started on the audacity of someone to define the word “intelligence.”

Fear moves money, though, and all of this is a language of fear, not hope. We don’t hear about imagining possibilities except from ten rich people obsessed with actualizing their hope for their future born of their own resentment and insecurity. We don’t hear about the importance and value of people. We are talked to like creatures in a corn maze who have to escape before the combine runs through the field. The machine is coming and you do not want to be the first one to fall. Maybe if you get out of the maze you’ll survive. But start running, no matter what. Pump those legs.

This is terrible. This should not be happening, and yet it is. People should be organizing and stamping their feet down, refusing to move because no one, especially such a small number of people, can force us to do anything. And yet we can’t. Between the trauma of the Covid pandemic and now this, people seem deeply depressed, and our faith in one another to have each others’ backs seems frayed. I’m not a historian but there are odd parallels between now and the years after the Great Influenza epidemic, specifically in the concentration of wealth and the social instability and inequality which followed. A shock like this seems to cause long-lasting tremors in our social structures.

I have spoken before many times about how Pistol Shrimp refuses to use so-called “generative AI” and cannot support it or use it in good faith for so many reasons. This is the ultimate reason. Even if we can solve the myriad environmental, legal, and other concerns—even if we are not exhausting our other finite resources, which technology can probably solve given enough time—look at what happens.

We are exhausting the most important, precious, and irreplaceable things of all: people. The human spirit, curiosity, and empathy are being drained away.

What Are We Going to Do About It?

What are we going to do about it? We are not going to let any of this stop us. We are still here, and just like we finished and released our demo, we are going to finish and release Children of Infinity. It’s going to be really fun and we can’t wait for all of you to play it. Games, themselves, have conditioned us to never lose hope and never give up. If you like musical theater, you should go see Hadestown if you haven’t already, as it’s full of myriad songs and stories that touch on painfully relevant themes of the day: exploitation of labor, environmentalism, and the value of humanity. I think about its hopeful protagonist, Orpheus, and to borrow a line describing him: we want you to see how the world could be in spite of the way that it is.

As mentioned above, we started Pistol Shrimp with a mission: to make the process of making games better. We wanted our process to be fun, inclusive, and educational. We didn’t want to be miserable, to crunch, to be swung about by profit-greedy corporate rationale, or to make decisions which devalue our community of players. How are we doing? Seriously, that’s a real question! Let us know in the comments.

From our perspective, this has been an extremely challenging time, but we’ve been doing our best to abide by our values. Are we avoiding crunching? Unfortunately, no. There are too many pressures at the moment, and there has been a lot of overtime put in at times, especially during the demo release. As for the rest, we think we’ve been doing well. Cribbing directly from our post celebrating the demo release: we released a serverless, not-game-as-a-service, DRM-free multiplayer game in 2026. That is directly in line with our values, which include valuing people: our players.

While the games industry is beset by ever-increasing layoffs, funding disruption, and companies peddling workflows to put an end to creativity, we are not doing any of that because we think it’s the wrong direction. I’ve seen the future through my friends’ eyes as shared above, and we think it’s wrong. The future isn’t fated, though; and, we may not have a heavy finger to put on the scale, but we are still pressing down hard. I’ve probably said these exact same words before, but we hope it’s painfully obvious after reading the above that this is important now more than ever. We look forward to a time when it’s less important to be pushing so hard from our side and when we have more allies helping to fight the good fight.

We have been very open with you throughout our development, from our process, to our insights on the world we live in, to my own personal life because they’re all part of the development of our game. We might be “Pistol Shrimp,” but we’re made of people, our game is a human creation, and we experience human things. I’d like to share another one of those with you.

One of my birds, Mozart, unfortunately passed away in September. He had been ill for a few months dealing with a somewhat mysterious respiratory problem which required daily treatment with a nebulizer along with many visits to the vet. It was a stressful lead-up to his passing. Mozart was a wonderful bird who I started fostered along with his pal, Rocket, in early 2022. He and Rocket got along so well with my other two birds I had at the time, Topal and Buhar, that I decided to adopt. Rocket and Mozart were absolutely inseparable.

Mozart (left) with Rocket (right).

Mozart, despite his name, was not much for making music, but Rocket would serenade him with songs constantly. Mozart had developed a plucking habit before I met him and could not fly without his missing feathers, so I would need to shuttle him around a lot. If I picked Mozart up, Rocket would follow. Mozart’s favorite place to sit was my hand, where he’d get his daily, morning scratches, or my lap. I work standing up, so Mozart learned to pick up on the cues that I was done working for the day and would plaintively call to be brought over to my lap to get some cuddle time in. Mozart will be missed by all of us, but most of all by his loving mate, Rocket.

If you bring up the credits in the demo, you will see a section we have dedicated to our feathery and furry friends we have lost along our journey. They haven’t put in a lick of design or a line of code, but they have been part of our development because they are part of who we are. Okay, Rocket has walked on the keyboard many times when I was out of the room, so there might be some of his typing in there. Everyone who shows us what it means to love and be loved back is a part of each of our lives.

Likewise, you are part of our development. Your names are in the credits too, and you deserve it. What would be the point of making this game if not to let people play it? Games are about human connection, and this is our expression of our humanity for you to not just enjoy, but also to remind you of your own humanity. We’re glad you are here too.

One thing you, dear reader, can do which will help us tremendously is simply to leave a Steam review for the Demo if you enjoyed it.

A special thank you again to our generous Patreon supporters who continue to help fund our work despite getting almost nothing in return. Every single contribution helps so much, and while Patreon is its own platform with fees, we hope you know that your funds go to support our work and our mission. You could spend your money on many things and support many other people, but it is a statement of your own values that you feel we matter. Thank you.

Please join us on Discord, Bluesky, and Reddit to be a part of our community. You, too, can support us on Patreon as well.

Milestone 11 Update Read More »

Ready Battle Stations

Our store pages for Free Stars: Battles in the Beyond are now live on both Steam and GOG! Outgun, outfly, or outrun your opponent in fast-paced 1v1 combat with 38 totally unique ships that you can mix and match to create your dream fleet in this combat demo for the upcoming game, Children of Infinity, the long-awaited sequel to The Ur-Quan Masters. The demo will be free to play and launching soon.

Everything from the collector’s complete edition!

To celebrate our demo release, we will be making a limited number of physical pledge tiers available again for late backers to our Kickstarter. If you already backed the Kickstarter at a digital tier or missed out entirely, now’s your chance! To get you ready for combat, we’re also adding a special pledge tier, the Starfighter’s Edition ($110 + shipping), which includes everything from the Digital Deluxe Edition as well as the Free Stars patch and the collector’s pin set.

You, too, can be a pin-up with this sweet collection.

They’ll only be available for a limited time starting from when we announce the demo’s release date. Watch this space for the announcement, or you can sign up here to be notified when they are available. If you already backed at a digital pledge tier and would like to upgrade, please contact us through BackerKit if you haven’t already so we can reserve your spot.

Please join us on Discord, Bluesky, and Reddit to be a part of our community. You can still support us on Patreon as well.

Ready Battle Stations Read More »

Milestone 10 Update

Spring turns to summer, and we celebrate our long days full of sunlight with blackout curtains so we can see our gaddanged monitors. It’s time for the next Milestone update! We’ll cover what we’ve been up to—which has been mostly dedicated to polishing and playtesting Melee for our demo release on PC—as well as what to expect next.

Before we get into the full nitty gritty: if you pledged for the Kickstarter or as a late pledge on BackerKit for any physical rewards and did not receive them, please be sure to check our last post because we really need all of you to finish your surveys. I know a small group of you had shipping issues and have already reached out. If you need any help, please contact us.

For those of you at digital deluxe tiers, completing your survey also will net you the digital Lorebook and Star Map. There’s a reason to complete the survey no matter what! We will be badgering your inbox with questions if you’re on our unfinished physical pledge tier list (there are fewer than 100 of you).

Last but not least, if you did miss out on the physical rewards and would like to up your pledge, we will have a limited number of additional physical pledge items available to coincide with the launch of our Melee demo.

If you’re just here for the highlight details for yourself and don’t want to read a whole update, here is a short list of things to note:

  • Please read our previous post if you backed for physical rewards and didn’t receive them yet. You may need to complete your survey, and we need you to complete your survey!
  • The Melee Demo will be released for PC this summer. There are no plans currently to release the Melee Demo anywhere but PC, but that could change.
  • Children of Infinity does not have a hard release date, but it will release for PC (Windows, Linux, Mac) on Steam/GOG first, then Switch, and then PS5/Xbox Series.
  • We’re restarting our development streams again! Be sure to follow us on Twitch to be notified or watch our Bluesky where we’ll post going-live announcements. Miss us live? We’ll share recordings on our Vimeo.
  • Our actual development task tracker we use every day is now available for public observation.

Now buckle your hands behind your back and put on your whimsical pants while we get into all the prep we’ve been doing for our Melee Demo, which we are pleased to formally introduce as Free Stars: Battles in the Beyond.

What’s in a Melee Demo

In the beginning of the universe, there was nothing. Then there was the Big Bang. Then, we decided we should have a Melee Demo. What’s the purpose of all this, and why would we do it? Many great philosophers have pondered these questions through the ages.

The point of our demo, first and foremost, is to release something people can have fun with. It doesn’t have to be the full game, and it doesn’t need to even have every feature we’d like for Melee in the full game. But our demo actually does more harm than good if people play it and don’t have fun. If we give players a taste and the taste is bad, why would they pony up money for the full meal?

Our demo is a powerful, double-edged sword. One of the greatest risks is that people won’t even realize there is an Adventure mode and won’t bother coming back for the full release. If Melee combat isn’t peoples’ thing—and we fully expect it isn’t for everyone—then this demo does a poor job of representing the other aspects of Children of Infinity.

So our strategy is to emphasize the side of the sword we’ve got and overwhelm people with fun. We won’t win everyone over, but if enough people pick up something, play alone or with a friend, and enjoy it, then we’ve succeeded. If we get people telling other people about the demo, or the whole game, or the Kickstarter campaign and what we’ve been working on, that’s another kind of success. As long as people have fun!

Fun has a way of sneaking up on you.

Our “marketing” goal for the demo right now isn’t to get people to play Children of Infinity. First of all, the game’s not out, so that’s impossible. Second of all, while we think Melee is tons of fun, it’s not really the best representation of what the story mode is all about. It’s a fun piece of it, but it’s only a piece.

So what is our overall goal? To make people aware! If people are receptive to this and talk about it, it creates a space for all of our upcoming work. If people play one of our releases and enjoy it, or join our community, or get interested in what the heck Free Stars might be about, that’s a win. We won’t earn anything financially from a demo, but it’s an investment in our future. It may go without saying, but we also want the demo to live in perpetuity and be freely available for people to play forever. It’ll be DRM-free on GOG, and we hope players can keep playing it even if they aren’t here for the full game.

Even though we’ve adamantly stated that Melee doesn’t represent the story of our game, it does have a lot of our universe. If players see a picture of one of the aliens in the captains’ window or the colorful characters which are our ships themselves, they might get a whiff of what our world is. It’s a bit like having someone sit down before a play and seeing the set, lightning, and costumes without knowing the words that will be spoken. Players will get to see the staging even if they don’t get to experience the script. In that way, our demo is a useful teaser for the full game.

Who are these creatures? I already have questions.

Now that we know the high-level goal and what we want to include in the demo, how the heck do we (and did we) get there?

Preparations

If the number one goal for the demo is for a person to have fun, we needed to get some playtesting going to actually test our hypotheses. And before we could drag random people off the street to do that playtesting, there was a certain minimum number of things we had to finish. As developers, we’re used to turning a blind eye to all kinds of placeholders and janky interface interactions, but for fresh-eyed human players, we don’t want bright, blinking lights subconsciously signalling that things aren’t okay. That would detract from the feedback we actually do need: is the part we think is fun actually fun? We know playtesters will ignore a certain amount of unfinished elements, but we needed to clean up some of the obvious cracks in the walls.

Before and after the actual Melee parts with the shooting, there are some user interfaces you have to go through with some practical and emotional intents. Preparing for the match is where you pick your ships and decide on your fleet composition. It’s also where you connect with your friend if you’re playing online. We want players to be thinking about what ships they might like to use and to have a zero-friction experience playing around at this stage. For totally new players, we want them to be curious but not overwhelmed by the frankly insane variety of ships, especially before they’ve ever had a chance to play.

Getting the pre-match setup experience entirely up to snuff enough wasn’t something we really wanted to wait on since we knew it would be a lot of work. We knew we could get it to be good with enough time, so we spent a large chunk of this milestone getting there. We really needed people playing the game and checking out the ships, and we created a simple play guide which would guide brand new players through some of the thornier parts in the UI. At this point the UI has received so much love that the document is pretty out of date, but it was important for getting us off the ground.

My Placeholder Text can totally beat your Placeholder Text!

Even if we thought players would accept a less-than-perfect experience before the actual match, there were enough little bugs which we knew about and had just been living with. Since we aren’t sitting there live with our playtesters to help them over hurdles, we didn’t want them accidentally getting into bad states because they accidentally hit a random button we have assigned to a debug feature, or clicking in some space that would softlock the game. We just wanted them to get to the ship-fighting part. Even then, our default CPU roster when playing alone was quite evil/mean for an unfamiliar player, so just toning that down helped. There’s a lot of little things like that so we can actually run a useful playtest and see if players really are having fun.

Beyond that, since this was the first time the build was going out beyond the walls of Pistol Shrimp, we had to make sure all of our legal bases had been checked. We obviously are not using illicit materials in our game, but it doesn’t mean our internal builds have been as fully compliant as a public release must be since we’re actually distributing it. We added documents to the build and in-game screens indicating the licenses of all the materials in the game, especially for things like fonts (which can have quite different licenses). We ensured our own work was copyrighted, which is important to us too. In short, we’re happy for the build to go “into the wild”, but if someone unpackaged the build and data-mined it, we wanted to be sure there’d be no liability surprises hiding in there. We had kept good hygiene for a long time, but as is always the case, one last check did us good.

Last but not least, we needed a way to encourage and collect player feedback. To that end, we added an in-game issue reporting screen as well as a bot which could help file bug reports in our Discord where we were planning to gather all the playtesters.

Brief summary? Cotton and very comfortable.

It’s Playtime!

With all the necessary paperwork out of the way, we were finally ready for the big reward (for us!): getting people actually playing! We obviously wanted to playtest before we were ready for release, but we really wanted to playtest the Player-versus-Player experience since that’s the most difficult to test internally. For our first batch of playtesters, we turned to one of our own Discord moderators who is highly active in the UQM competitive scene and has even worked on their own balance mods. We asked if they’d been willing to give it a shot, and also to rope in a few other players from their competitive cohort for some head-to-head play. We began the test with this very specific type of player to see how they fared.

This was the most exciting moment! For the first time, we would be able to get feedback from real players who were left to their own devices and actually experiencing the game hands-on, not just watching our curated video clips we put in these updates or our development streams. The opposite side of the excitement coin is also always being a little scared, since we didn’t know exactly what could happen, even after all of our efforts to tidy up our work as much as possible and ensure they had a good time. If we knew exactly what would happen, we wouldn’t be running an experiment!

The initial result was not just positive but also incredibly rewarding for us. We got so much helpful input! Getting and responding to real-world feedback—instead of our own internal wants and observations—is an experience that feels gratifying in a quite different way since it’s an inherent collaboration.

It’s fun when the feedback matches your own sentiments, too. Playtesters have been filing feature requests for all kinds of things we have on our own wishlist but have simply been left for later polish or as a true wishlist feature. Even if we already know about it, comments and input others provide help inform our own priorities.

It’s also fun and equally helpful when the feedback is totally surprising and is something you never would have come up with on your own! Feedback in these situations generally is a mixed payload with a couple of subjective pieces in it: what they don’t like and how it makes them feel. For example, someone might say that they think a ship is bad, but alongside that sentiment is that they feel like they can’t be successful trying to use the ship (or they don’t know how). Our job when receiving feedback is separating which part of the feedback is the feeling, since that’s always the valuable piece to acknowledge even if we don’t or can’t do anything about it. If we do act on it, then we absolutely do want to address the “feeling” part, since players are great at expressing their feelings—which are undeniable, personal experiences—but not necessarily able to connect the dots between what changes in the game would address that feeling, no matter what they might say (along with the context and space the feedback comes from).

That’s where we come in as designers! It’s a little bit like mind reading plus psychoanalysis plus being willing to experiment. It’s the knowledge a physical therapist might have to know that if someone walks into their office complaining about a pain in their toe, that the toe is connected to the leg, and the start of the nerve which travels through the leg might be aggravated from the motion of the hip. Treating the toe would be a mistake! In similar fashion, we observe the collective pains our playtesters may be feeling, and try touching things in our complex chain of inter-connected parts to see what might address the pains, or at least create a more desirable experience. Melee is a competitive game, after all, and we do want players to be frustrated in a good way if someone is getting the better of them.

Buggin’ Out

We’re incredibly grateful to our testers for being our volunteer QA squad whether they realize it or not! We have had no dedicated QA team, so we’ve also gained some valuable QA time from this real-world testing. As we received playtest feedback, we prioritized the bugs first, since any bugs in game behaviors will mask the intended behavior for different parts of the game. Gameplay bugs, especially when it relates to how ships function, are some of the trickiest things to spot if you’re not explicitly looking for them. Especially if you’re not engaged in a competitive match trying to better another human being! The moment that happens, if you’re aware of how things ought to work, you’ll notice what’s wrong when your opponent is out-competing you by abusing buggy functionality (whether they know it or not).

Our playtesters quickly found a few amusing (to us, maybe not to them) bugs which they happily exploited to ruin matches. One playtester nicknamed the Melnorme Hellnorme because there was a bug where you could fire an uncharged shot for free, effectively giving you an infinitely spammy missile. Our Utwig, an already pretty powerful ship, was accidentally able to fire while shielding, giving players a beyond-unfair advantage by never having to decide between blocking or shooting.

The Jugger is already strong enough!

There are too many bugs to list here, and some of them have been much more benign than the ones listed above. The good news is that most of the scary bugs we had been afraid of, like the game getting softlocked or crashing outright, weren’t happening much. That players were able to get through multiple matches without any of those critical incidents was very welcome news. If people are unable to play at all, it doesn’t matter how much fun the game is or even if some ships have bugs in their behavior.

That said, testers were able to help us uncover a few crashes which we have fixed. As this was going on, Fred worked on instrumenting some crash reporting information so that we can collect a report of what may have gone wrong. We have one playtester who is pretty good at crashing the game for reasons we are investigating, and these tools will help us understand what they are experiencing so we can address it. In the future, if someone else finds a new crash scenario, those same diagnostics will help us.

Lastly, one reason our playtesters have been able to find so many bugs is because testing multiplayer on your own is hard! I (Dan) do multiplayer testing on my own devices just to ensure two hypothetical players can get in the game and get things going, but that’s usually laser-focused on a specific thing I’m implementing or correcting. Nothing can really simulate two humans actually trying to act like humans playing the game, besides two humans. Even more so when those humans are trying really hard to win against one another.

To that end, we’ve been looking at how to get some part-time QA helping us. We’re appreciative of our playtesters, but it’s not really a playtesters’ job, and someone purely focused on QA would be a tremendous boon. Any time we make changes, we risk introducing bugs no matter how careful we are. Our game is pretty vast even just in the scope of melee! It has tons of wildly different ships which can create totally different unforeseen interactions, and network multiplayer means we have a lot of “shallow” surface area for potential bugs to crop up in niche scenarios. That’s a big challenge for a small team like us, since we certainly cannot afford not just one but two QA members, and there isn’t enough work for them to do full-time if we could. We’ll be exploring novel solutions!

Polish Until it Shines

After the initial salvo of bug-fixing, we finally got to the scenario where things were “working as intended,” and that led to the next collaboration with our playtesters: polish! We’ve been polishing certain areas on our own and polished different rough edges in tandem with our ongoing playtests (more on that later), but since there’s a potentially infinite amount of polish to do, playtesting revealed what actually would benefit the most from polish. It’s not that we don’t know what we’re doing or what we want to clean up—it’s that once the rubber meets the road, we can see which parts of the tires are getting the most wear and need the most attention to provide a smooth ride.

One of the first things our eagle-eyed UQM pros were able to spot much more easily were little discrepancies in behavior from original UQM behaviors. Even though we’ve intentionally strayed from certain constraints of UQM to make a fresh experience, we want the old ships to feel familiar as a baseline. Playtesters noted small things like slightly wrong reload times for weapons, different relative movement speeds, altered ship mass (used to determine how ships bounce off one another), and even minor weapon characteristic differences like the energy cost to use a weapon. Little touches like those can make big differences in how matches play out, especially to a group of players who are completely familiar with how certain ships perform against one another. Once we achieved as much parity as we wanted to be pleasurable, we began to experiment with breaking some of the old rules. As an example, right now we have Ur-Quan Fighters surviving collisions with asteroids instead of dying to them. It’s a minor tweak, but maybe one that makes it more fun!

While playtesters were going at it, we implemented a boatload of other polish items we hadn’t addressed yet. Many were just small things, but some were larger elements. As an example, most weapons in the game don’t produce objects which physically interact with the game world (i.e. bounce or get pushed by collisions), but there are a few exceptions. Objects like the Orz space marines and Ur-Quan fighters want to physically bounce off the planet. Previously, they had logic to make them home in on their target just like a missile, but the problem is missiles don’t physically interact with the game world! To make matters worse, homing missiles just generally move in a specific direction with a specific speed, but these objects also want to obey gravity’s rules and be able to use gravity whips like a ship. If you’re familiar with object-oriented programming, this is a typically devilish split-hierarchy problem, where we wanted some characteristics of totally different objects to all belong together.

When you’re bored, you can always try Orz Pong.

As for the new ships, they were their own novel learning experience. While our players were plenty familiar with the old ships—and I’ve seen first-hand how players of UQM can pick up the new Melee, grab their favorite ship, and play like they are a pro—no one knew how best to play the new ships or how they’d really play out in real-world scenarios. I (Dan) used to be a pretty avid League of Legends player since their ancient beta, and I’m pretty familiar with the usual introduction curve for new characters over the years. New characters almost consistently come in over-tuned, and then as the playerbase figures out how to play them and exploit them, they get tuned down to be less oppressive. Riot does their own rigorous internal playtesting, but even that’s no substitute for players who are motivated by ranked ladders, streaming, and pro competitions.

Making it Shippable

Perhaps being over-sensitive to players’ potential skill ceilings, after observing the playtest, most of our new ships came in undertuned. While I had perfect knowledge of how I thought I should exploit a ship and could outwit the CPU opponent or sometimes other players who didn’t understand it, once our playtesters understood the ship and its tricks, they were usually comfortable but unable to reliably best an opponent with it. To paraphrase one of the testers: “The new ships are fun, but they seem harder to win with.”

After seeing some initial results, the new ships really boiled down to three categories, requiring different tacks to address:

  1. Good Ships! Players can understand their abilities, use the ship, and maybe even start to master it and its match-ups.
  2. Undertuned Ships! Players can understand their abilities, but they feel underwhelming to master. Why pick this ship when I can pick a different one which seems more consistent?
  3. Undesirable Ships! The ship doesn’t offer the player enough tools to succeed at. It needs some radical changes before a player would even consider it worthy of play.

The goal, of course, is to make all ships Good Ships! For ships already there, we left those alone. All they might need are simple numerical tweaks (more/less energy cost, slightly different speed characteristics), and they may even be just fine as is. In any case, there wasn’t much work to do on them since we’d learn over time what, if anything, they could benefit from.

If ships were just undertuned ships and only one step away from being a good ship, they needed the least attention. Similar to the good ships, they just needed numerical bumps here or there so that they could be more competitive. The solutions were pretty obvious for those, or were things we didn’t prioritize since the ships were at least functional to the point where players could try them.

The Lathe came out being one of the more well balanced ships with a lot of skill (or luck!) required for its deflect ability.

Undesirable ships (and their evil counterparts—more on that later) received the most attention. That’s where we applied the aforementioned clinical diagnosis. Players had lots of helpful feedback on what they wished the ship had, or ideas on what the ship needed to succeed, and I mostly looked for patterns and pain points. As you might imagine, there is a wide world of possibilities to address a ship’s needs. Players may have specific wants for a given ship, but some ships have set design goals—those goals may be purely atmospheric, or the ship may have a specific niche we want filled. Some of our ships have behaviors connected deeply to the piloting aliens’ own in-game stories, and we wouldn’t expect players to know what those stories are (yet!).

As an example, here is what I wrote down as a mission statement after observing some play with the ship codenamed “TBone”, which is a ship that can lock up an enemy with slow-deploying energy nets and charges forward with a very powerful weapon that is intentionally unwieldy and kind of crazy to use: “TBone is functioning mostly as intended as far as feast/famine but isn’t as strong as it should be when it’s feasting. We want to keep the success factor of landing your charge but it’s too easy for an opponent to avoid it ever happening. The charge should still feel unwieldy or like it requires some clever set-up.”

The problem is it was too unwieldy in ways that tweaking the numbers wouldn’t address. If TBone was given too much power, it would be too forgiving and no fun to play against since it would be strong too often. As is, it was just a worse pick than any other ship. The write-up given is intentionally not meant to be prescriptive, but it is a mission statement for what we as designers want the player to experience when playing the ship. We want to keep the ship’s character no matter what changes we apply! To follow up on this specific example, I made notes on what I wanted to try:

  • Charging into your own energy net replenishes energy (or at least stalls the energy drain from the charge)
  • Energy net deploys faster and shoots further.
  • Raise the limit (number, lifespan) on energy nets.
  • Landing a direct hit with the energy net should immediately lock up the opponent for an extended period.
  • Beam damage could be tuned to deal more depending on how close you are (if you’re hugging someone it should be toasting them)
TBone having a good day (this was pre-rework too!)

Having both our strategy and our tactics for the ship laid out, we were able to experiment with all of those possible changes and see how it played out. In this specific ship’s case, the current version received all of these changes plus a little bonus change discovered during the course of implementation. The main gun had a fairly long wind-up period before it could even start doing damage, and the compromise to letting the beam do more damage when it’s close was to immediately give the weapon a little “hot spot” when it starts charging so it can always do damage. As it stands now, the ship is now probably overtuned, but it’s succeeding at what we wanted: letting players feel like, with some skill, they could have moments of success. Now we can simply fiddle with the numbers to make it more reasonable.

Stopping the Unstoppable

For the two categories besides “Good Ship,” there are also their evil doppelgangers. The first is simply an Overtuned Ship! The TBone is now probably in this group, but fixing it is just a matter of number changes. The darkest and most insidious is the opposite of an Undesirable Ship: an Unstoppable Ship. We had a few of those by accident, and in all cases it was only discovered by human playtesting by competitive players.

A player playing to win is going to do anything they can to win, even if that behavior is not intended by the designers! My favorite was with a ship codenamed the Duo, which has a form-switching behavior that is intended to take it from “weak and useless” to “very dangerous”. Enemies would want to chase it down during its weak phase to punish it, and the player would want to play keep-away so it can build up its energy to transition into its dangerous phase. I was excited to see players play it, following the patterns we wanted them to play. How naive! One player realized that they could abuse one of the behaviors of the weak mode to permanently circle-strafe an opponent from a great distance, never even touching the intended dangerous mode and leaving their opponent effectively unable to punish them at all.

There were a couple other unstoppable ships, which was made obvious by players being players. One ship is themed around its capacity to expend and recover its own crew, but it was too good at recovery! Players could just sit there and stall fights forever by never even trying to fight. Another ship had the capacity to make a physical object in front of itself which it wants to bounce at an opponent, but a player discovered they could just use the physical object as an unstoppable, impenetrable shield instead of its intended combo. The former ship received a pretty significant rework, while the latter just had some numbers changes applied so it could still play that way if it wanted, but it would be trading offensive power if it wanted to do so.

Having a ball. Still an option!

We had a few other ships which were in the undesirable group that needed some love. One was actually a ship that was unfinished because it has a unique ability to “mount” an allied ship, but the demo is only 1v1. We still want to maintain that novel ability, but it wouldn’t do to have an effectively pointless ship in the game. We let it mount asteroids to make it more viable if no friends are around. We could (and may!) do a whole before-and-after deep dive on some of the other ships which got significant reworks—there were about four others which received significant overhauls to make them more competitive. Another time we’d love to do a showcase of the before-and-afters for all of them, but we don’t want you to be here all day.

Catch a riiiiiiiide!

As of now, we actually think every single ship in the game is playtesting pretty well! We have no more ships in the Undesirable or Unstoppable categories. If anything, we likely have a few too many that are overtuned, but that’s a great and straightforward problem to need to solve! We want our ships to be competitive, but if we remember all the way back to the beginning of this update, we also want players to have fun. We’re feeling very confident that all of our ships are actually fun now.

Last but not least, we can’t forget one of the important experiences for players when they’re not defending themselves: the victory sequence! For a long time, the camera simply snapped to frame the victor, but now we have a nice, smooth transition, giving players ample motivation to do celebratory dances to the victory ditties.

Clap for Clup!

User Interfacing the Future

At this point at least half (if not more!) of our polish and bug-fixing time is going into the user interface (UI), which is what the HUD and menus look like, and the user experience (UX), which is how players interact with the menus. In many ways, the point of the game is to get into the game and duke it out with ships, but we still have a lot of user interface required to get players there. Even if all you want to do is play with a friend right away, there are some steps we have to take:

  • Get two players linked up. If playing online, that means connecting to one another somehow. If playing offline at the same computer, that means getting each player set up with the input device they’re going to use to play the game.
  • Let players pick their fleets and indicate they’re ready.
  • Actually start the match!

That’s not quite the frictionless experience of popping into any old game since you have to make a lot of decisions before you get to the combat. The more fun players can have getting ready to play, the better, and there is a lot of fun to be had in setting up your fleet for battle. One of the highlight experiences for seasoned players—but also one of the most difficult experiences for a new player—is selecting ships. We have to serve both of them. An expert player will just want to pick out their desired ships and get ready to go, but a new player will be visually assailed by 38 ships they know nothing about, having never even played the game.

The roster configuration screen as of a few months ago.

The roster configuration may be the most important menu in the game since it is carrying so much weight and needs to satisfy a broad spectrum of needs. It’s been an ongoing work in progress and we’re still not totally satisfied with both the experience and the visuals, but it’s gotten so much better. Our playtesters, who are more of the expert sort, have at least been able to use it effectively, and the feedback is that they just wish it did more.

The roster configuration screen as of today!

We gave the humble configuration menu a lot of love for this milestone! Your roster setup is remembered between sessions, so your rosters are always the way you last left them even if you quit the game. We added the ability to save and load rosters to disk, to name them, and to share them as files if you want. We’ll be packing in some pre-made rosters for players who are overwhelmed by the possibilities and want to have some fun setups to play with. We previously limited you to 16 ships for technical and UI reasons, but now you can have a roster of up to 56 ships (which is its own somewhat arbitrary limit).

Roster loading screen. My cockatiels named all of my rosters.

One interesting permutation of how this works is in online multiplayer. Since each player is bringing their own last-selected roster into the mix, we do a little bit of cleverness when players get to the lobby because Player 1’s (the host’s) roster is going to be different from Player 2’s (the joiner’s) roster. The way our networking tech works, the only thing players are allowed to do is send input which affects the shared gameplay experience they’re having. That input is usually just literal input, like thrusting or turning your ship, but it can also take more exotic forms like pressing a button in the menu. Once we finally arrive in network play, each player sends along their roster configuration as a form of input too, manipulating their own roster based on data which is saved on their local device. It’s pretty magical, especially since players don’t even know it’s happening. Okay, well, now they do if they read this paragraph. Sorry, the magic trick has been revealed.

Old radar on the left, new radar on the right.

We could have written an entire update just about all the progress and focus that has been put into the UI. We added visual support for “multi-input” menus where two players are allowed to control one menu (think of letting both players manipulate the pause menu, for example). This is extra-important on consoles where there are often requirements to always allow a single controller to exit the game even if another controller disconnects, but it’s still a good user experience on PC. As an unintentional accident of implementing better support for typing into text entry fields like naming your rosters, setting up network games, or even in the-game issue report, we wound up with some rudimentary mouse support implemented for the menus. 

Prompts for both players controlling a menu (Keyboard and Xbox controller)

Because it’s valid for a player to play with both a keyboard and a controller at the same time, we support button prompts which adapt to the last-touched device. In local multiplayer, where each player will be using a different device, we show players prompts relevant to their device. In one of our aforementioned multi-input menus, we show both prompts. There’s a lot of permutations we need to support! We also used to have a terrible UX for assigning devices for each player when playing two players at one device. We have a much nicer one now which asks players to each lock in their devices in turn before starting a match.

Just go with the flow!

Our UI is still in progress and will be the last thing to be polished, since it tends to leapfrog with our UX as we develop newer and better ways of doing things. We love using audio to embellish things, so we also added support for positional audio in the GUI which helps add some more audio color to menus and also makes sense of some of the chaos when we have two players menuing away at once.

Last but not least, we implemented our credits screen and inserted all of your names into it! If you fire up the demo and immediately go hunting for yourself in the credits, we won’t tell. It’s actually pretty awesome to be able to run the game and see for ourselves just how many people showed up to support our work. Seriously, it’s amazing and we can’t wait for you to see too.

Nuts and Bolts

While we’ve been polishing the surface of our demo, we’ve also still been working on the scaffolding to help us support that effort. One fun innovation this milestone was creating a soak test with a stand-alone setup that you could run to have two CPU opponents duke it out infinitely. Fred became the best customer of this tool, since it simulated almost every permutation of two ships fighting, and he was able to run a stress test for Simple’s predict/rollback technology with it where it constantly advances forward and rewinds backward over and over, checking for desynchronization (which would point at a problem in Simple he would need to fix).

Beyond just uncovering novel issues in Simple which Fred was able to address and also validating that things were behaving as intended, the soak testing also uncovered issues in the designer-side implementation of certain ships. It wasn’t exactly like having a real human QA team banging on the game, but it sure was helpful to have the digital equivalent of infinite monkeys with typewriters trying to do stuff. It wasn’t much work to set up, and it’s paid off a lot.

Awwky has good karma today and will fight forever.

Even deeper below the sea, we upgraded our Godot version—mostly to make our eventual Switch release easier. Upgrades always come with a little bit of pain as the earth moves a bit around under our feet, that little bit of pain now usually gets us some real gains later. We also took a pass on a long-overdue task of getting our warning/error count down to zero. We’re used to ignoring all kinds of messages during development because we don’t care too much, and we know things are going to be changing anyway. Why fix an error from a feature which is going to be reworked anyway? Once we moved into playtest mode, though, we wanted to make sure the error output was actually a useful metric for us, otherwise we’d just be likely to ignore new errors in the sea of existing ones. That was a fun bit of housekeeping (Not joking! It’s gratifying to make a number go from 200 to 0!) that’s made our build and QA processes even better.

Speaking of builds, I (Dan) have been making all the builds we release to playtesters, and I am incredibly lazy. We have some pretty slick build scripts that handle the making of a build, but they didn’t do anything to help actually distribute the build (i.e. push it to GOG or Steam). Since we’re making builds pretty frequently and across six different platforms, I got tired of the several clicks, typing, brain-waste, and possibility for human error involved in getting a build from my machine out to playtesters. The Mac build process hadn’t been set up to actually distribute from Mac, either, requiring an even more tedious copying process! No more: we have some nice, new, even more automated distribution handling after builds are made. In addition to automating the distribution, builds also now contain version information in them which Fred and I both can use to help track issues introduced or removed between builds.

Boxed for Retail

Beyond just getting our technical ducks in a row, there’s oodles of work getting ready to actually release and distribute our demo on GOG and Steam! Since the demo and its features are quite distinct from the final game, we definitely needed it to have its own store presence. With that comes a full suite of requirements for marketing assets.

Among the requirements are text to describe the demo, screenshots that we like, a whole new trailer, tons of different specifically shaped pieces of art to match GOG and Steam storefronts, and of course an actual name. We’d had a few possible names kicked around, but nothing quite forces your hand like actually needing to prepare a release with art and a logo!

Beyond just naming our game, we wanted a new “hero image” to help serve as the digital box art for the game and be used in all those pieces of storefront art. We were extremely lucky to be able to get back in touch with Caleb Worcester who had helped as one of our very early concept artists and made the hero image you’ve been seeing for a while on the Children of Infinity store pages. We hope you love the new image, and we’ll be releasing it in a few aspect ratios for everyone who backed as part of our wallpaper set.

Vertical “box art” for your game library (or your phone wallpaper!)

We have said it before in this post, and even said it earlier when we described why we were making a demo, but the demo is going to be our biggest splash we get to make since the Kickstarter ran and before the actual release of the game. It’s our chance to stir up attention for potential players, to get people to join our community, to let people get a taste of the fun we have in store, and to get excited about what we’re doing.

While it’s great to complete a checklist of baseline requirements for the game, we also want to go above and beyond and not waste the opportunity we’re afforded by having a playable demo. We can’t share anything yet, but we’re working on plans for how we can boost our own signal and showcase our demo. One thing is for sure: all of you here playing it and telling others about it will be critical to our success. We’re grateful to have you supporting us along the way!

Finishing Touches

Besides the marketing efforts, what’s left before we can actually release the demo? There is a list of stuff we wish we could get done, and our job is to sort everything between the polar ends of things we can’t live without and things we wish we could have. We have to fix placeholder art and text, address game-breaking bugs, and stop any remaining crashes. On the other end, there are things we wish we could do but that aren’t required, like input rebinding, a better CPU opponent, or a tutorial to help new players get their bearings.

There’s not much more to it than deciding what we absolutely must have and how much stuff we can forgo. Once we’re satisfied with our playtesting results and what’s “in the box,” it’ll be ready to go. By that token, just because we release the demo also does not mean it won’t continue to receive beneficial changes from our continuing work on Children of Infinity. Most of the things we wish we could do are slated for the full game already. When we get key rebinding implemented, as an example, we could make a new build of the demo which inherits that support.

That’s all going to be at our discretion, since the main goal of the Demo is to just ensure people have fun. Would players have more fun if they had key rebinding? Probably! Would they have no fun unless they can rebind their keys? Probably not! These are the kinds of pragmatic project management decisions we make, as unglamorous as it is to accept all the constraints that come with a seven-day week and a fixed budget. But it’s helpful to be able to cast things aside and focus on what matters.

You can’t change the buttons yet, but we’ll at least teach them to you.

There’s even room for a happy middle ground if you know what you wish you could have but can’t. As an example, we wish there was a more complete tutorial, but there’s no way we can pull it off in time for the demo. We do wish new players will have a space to play and understand Melee without being totally overwhelmed, and acknowledging the desire as a separate artifact from what we think ought to be done—just like we do with our playtesters’ feedback—pointed the way to other opportunities.

What we were able to pull off was a clever re-use of our own Melee setup we use for ship development and testing purposes to make a very simple “Practice Mode”. In that mode, the player bypasses the entire roster setup menu and is just plopped down into Melee, piloting a single ship of their choice. They can switch ships at any time without penalty, and they aren’t even thrown against a CPU opponent unless they opt to add one through the menus. We also expose a setting to disable the CPU’s weapons. All that needed to be done was expose a few of our own internal dev tools to the player, since we had already built those features for our own use! This was an example of taking something we already had that wasn’t exactly the right fit but still would satisfy at least some of the need.

Practicing my favorite moves.

At the time of this writing, there are only a few placeholder pieces which we would like to see tidied up. We have only three big ones: we have an extremely placeholder-y “end of match” UI; our “ship description” UI where players can read about what a ship does in-game is missing final text and other things in many places; and what we call our “network lobby” screen where players gather for a network game is entirely placeholder UI.

Look at this placeholder lobby screen. It’s so awesome, you’ll never see it again.

Beyond that, we have a few missing UI widgets like our menu framing elements and text presentation/colors which have just been done slapdash while we worked on the UX. Now that we’re certain about our desired UX, we can put the finishing coat of paint on with the UI art. The rest will be guided by playtest and QA efforts! 

What Lies Beyond [the Demo]

Demo this, demo that! How about Children of Infinity, the other half or more of the game? We know many of you are here just waiting for that, and we appreciate the wait. The good news is that everything we wrote about above, perhaps with the exception of the unique store page assets, is all work that was required for Children of Infinity anyway. Beyond those features being necessary anyway, we have otherwise been staying the course and sticking to our plan.

Our narrative lead, Mallory, just wrapped up her full time work with us this month and bid us adieu. We are sad to see her go, but that also means we hit a positive benchmark: our writing is finished enough that she can leave! While the gameplay team was over here pushing Melee to completion, our narrative group was continuing to write. The remaining work for them is going to be polishing minor elements in conversations as well as doing prep for VO recordings. Mallory will still be around to work with the voice artists.

Players are going to miss our placeholder text so much.

As we approach the release of the demo and prepare to send it into the wild, we’ll be shifting back to working entirely on the Adventure mode. While we’ve continued to work on the writing portion of the Adventure, other elements like Planetside and HyperSpace have gone untouched for quite some time. Now that we have most of the writing stood up, we’ll be working on all the gameplay that supports the Adventure and get back to actually playing through the story with a full game instead of simply playing through the interactive sections with text-only tools. In some cases, this may impact minor choices in the writing, and we’ve scheduled around that as well. We’re very sure of the opening of the game, but there is some more work to do on the very end of the game which may inform how we present the story that we’ve written. We’ll only know when we get there.

The good news is that almost all of our work to bring Melee up to speed has a positive effect in getting the Adventure mode more finished. That said, some of the work is really just specific to the Adventure mode, like how HyperSpace is working and tuned. We’re looking forward to actually completing Melee so we can go back to just building around it too and getting deep into the rhythm of taking everything to the same completed state Melee is at. Like Melee, we’ll be planning out some playtesting as well.

Children of Finity

We know your question because we have the same one. Where is the game? When is the game?! When can we all play it? We’ll answer that in two parts.

Our best answer is entirely in these updates. We know this has been taking longer than you or we may have expected, and we want to get it in your hands too. The list of things that came up as surprise or novel challenges just for this game is a long one, possibly longer than anything Fred or I have ever worked on. If you’re reading this update, you may have been following our journey for a long time. It has been quite the journey for us, too, and we’ve shared all the successes, progress, and bumps with you too.

We have taken great joy in sharing that journey openly with everyone and we continue to find new ways to do it. We’re finally back to doing some of our dev streams, and we slipped the word to our Patreon supporters that we were making our project tracking tool completely open to everyone at https://open.codecks.io/freestars.

Do you want to pretend to do my job? Now you can, with Game Development Task Simulator!!!

We can only tell you what we know, which is that the demo is imminent and we’re excited for you to play it. We’re thrilled to have that massive chunk of work under our belts. We’re looking forward to finishing up all the parts we need for our Adventure experience.

We are a small team with extremely limited resources, and we have to choose our strategy and focus at all times very cautiously. A couple years ago I shared with the team my new favorite word for the project: streamlining. This year, I revised my favorite word to a new one: pragmatism.

Streamlining was good, but we needed something better. I continually encourage everyone to be pragmatic about the approach to things. It’s a humble, unloved, kind of ugly-sounding word in the English language, which is why I like it. I have also realized on this project just how much I take some of my own pragmatism for granted or how much I have learned to be practical out of necessity! Many games I’ve worked on have someone (the producer) whose full-time job is to remind people to be practical. I took that responsibility on this project, but I couldn’t make it my full-time job, and we have had so many unforeseen and novel challenges crop up.

So we’re here in 2026 on the practical track. This meant pivoting to getting Melee in fully ready shape and out in the wild before we finished the Adventure mode. Once that’s done, we can start seeing what’s left to truly complete the Adventure mode. We have no release date, but we know we will be doing PC platforms first, then Switch, and only then tackling PS5 and Xbox Series (possibly in tandem with localizations).

Any of that is subject to change because, in an abundance of pragmatism, we have to fund our own work and survival. Could an opportunity arise which would change our course and help us get things done more quickly? Absolutely! What would that look like? Simply: if we received investment or someone could take on some of our work. As of now, we’re self-publishing and funded entirely by ourselves, Kickstarter, and Patreon. We like that, but it also means all the work has to be done by us.

The last time we actually showed our work to anyone with the intent of seeking support was actually our Kickstarter! I took some time to meet with people at GDC this year and was helpfully reminded that it might be good to showcase our much more complete work to see if there are potential partners who could help us. When you are used to taking care of everything yourself out of necessity, it’s easy to be blind to other possibilities!

Nothing like getting some fingers-on-the-buttons playtesting at GDC.

As some examples: dedicated QA support would make our own development more predictable, and if someone were to take on the localization or porting efforts, it means we could get those done more quickly. Of course there is also marketing support, which is one critical way to ensure our own success and ability to just focus on making the game great.

Dev in the Time of Automata

We’re not done until we’re done, and we mean that in every sense of the word. We’re not giving up, and we’re not just working hard on making the best game we can, but frankly we’re fighting for it. We want our game to be successful and deliver on all of our hopes and dreams. Most of all, we want all of the players out there to enjoy it.

The second part of why the game isn’t ready as soon as we wanted is outside of these updates and requires looking at the world around us.

At this moment in time, getting anything done on our game or otherwise has truly felt like something we’re fighting for instead of “just doing work,” never mind being collectively excited about it (heaven forbid!). Never in all my years of life have I seen so many people so downtrodden. Never have I seen so many people who feel like they truly don’t matter or that no one cares about them. It has impacted everyone’s work and wellbeing, and our game is only made possible through the work of a lot of people we care about.

I’ve alluded to this frequently in our previous updates, but I need to be more direct now: it’s been a rough time to be creative, happy, and proud. In my role on this project, I want to support the team and all of you in feeling those things. I am a relentless (but not blind) optimist, but I have to concede that there are systems of despair so much larger than myself or anything our project can contain or shelter people from.

We are pleased to announce our new CEO.

How do you project manage around armed warfare, oppression, pandemics, and the disruption to peoples’ general well-being? I don’t know how to represent that in my spreadsheets and best estimations. What do you do if everyone is really struggling? We couldn’t see that coming, much less fathom it. LLMs are just the latest of the deep challenges we have been continually failing to surmount as a collective society, so it would be wrong to say they bear the entire burden for the psychological harm being inflicted right now (never mind the other forms of harm too). We have a system which has allowed it to thrive in such a disastrous way driven by the most ghoulish and unconscionable people imaginable, and we should ask why we let that happen. That said, it has suddenly cast a harsh light on how much we continue to reward the complete disregard for humanity in favor of pure greed. And peoples’ minds are going through some unsettling things while feeling unsafe.

Our game and our team is here as a representation of how much we cherish our humanity. We are proud to work with people and celebrate their individuality, their creativity, and, most important of all, their value. It has been very, very hard to keep people aware of that during this project. I take my duty to this game very seriously, and it’s heartbreaking when I see people I’m collaborating with struggling. I know they can succeed and just how much they matter—to the game, to me, and just simply as humans in the world. But there is a toxic din that we’re all collectively tuned into, like a scratchy AM radio that we can’t turn off. It’s undeniable that we are having a shared experience of being completely devalued and feeling helpless.

It’s a lot of extra effort just to speak over that goddanged radio everyone has on. We’re making the game while metaphorical and literal bombs are going off all around us. I don’t say this to shirk blame, but to simply express exasperation and sadness and let you know we’re feeling it too. It hurts me to see my colleagues and our project impacted. We always ended these posts with words trying to speak to everyone’s best self instead of feeling like we need to be unhappy. Now we just need to remind you that we know so you don’t feel alone. And we’ll still get through it.

To put a final, clear pin in it: “AI” sucks. No AI is used in the creation of this game. I have never willingly talked with a chatbot. AI and its slop can see itself out the door and never come back. If AI is just a tool, then it is a tool for hollowing out your own soul. It is Elric’s Stormbringer: it takes while it supposedly gives, and there is nothing left of you afterward. If AI is just a way of getting things done, then maybe we need to examine why we’re doing these things and what purpose they serve in the first place. We need to understand the disingenuous language being pushed in the name of profit and profit alone.

This nonsense became a ship.

Most of all, we want to remind you that you are irreplaceable. Because you are reading this, you have agency, you have a mind, and you have value. You can care for others and are deserving of care. Now more than ever, we need your humanity, even if it feels like the world doesn’t acknowledge it right now.

Our game is made by a team of wonderful people who all pour their humanity into the game. We are more than the work we do together, but that work is made up of the infinite, ineffable aspects of our humanity. We’re game lovers, parents, trans people, pet foster homes, artists, musicians, loving partners, tired sometimes, neighbors, obsessive nerds, community members, tellers of bad jokes, and everything you might imagine, and we love being here.

We believe it’s not just the work we do that makes us have value. We don’t think people are meant to be reduced to their output like a machine. We believe it’s being who we are. Whoever you are, you have value too and you make the world better just by being in it. We are excited to prepare Battles in the Beyond and Children of Infinity for release to bring some of our deeply-needed, human-made joy to you.

Please join us on Discord, Bluesky, and Reddit to be a part of our community. You can still support us on Patreon as well.

Milestone 10 Update Read More »

Milestone 9 Update

The end is nigh! The end of the wait for the next milestone update, anyway. In this update we’ll cover our finishing touches on the Melee Demo we’ve been doing, give a short retrospective on shipping our Kickstarter rewards, and detail our plans for the forthcoming Melee release.

Before the inevitable walls of text, we have a few headline items we don’t want you to miss:

  • All Kickstarter physical rewards for finished surveys should have been shipped. Have questions or need any extra information? Contact us! Want to share pictures of what you’re doing with your goodies? Share it in our Discord or tag pistolshrimpgames on Bluesky!
  • No digital rewards (game, digital lorebook, digital starmap, soundtrack) have been provided yet.
  • Backed for physical rewards but didn’t finish your survey? Please finish it by May 1st (or June 1st if you actually pledged funds during the Kickstarter) or else you risk your pledge being refunded/canceled. Need help accessing your survey? Contact us!

Tuning Ships

Our approach for tuning and improvements is usually the same: we start with the things that will have big, sweeping broad-stroke impacts, and then we move on to specific, detailed elements, like things which alter certain classes of behaviors or just a single ship.

All our ships have unique character, represented in their abilities and maneuverability—but it’s also expressed in how they fly through space and their physical properties (e.g. mass). We developed and polished a single set of flight characteristics for our last milestone, and the current milestone saw us adding more. We currently have six unique sets of flight characteristics—two for each “weight class” of ship. We have Featherweight, Middleweight, and Heavyweight ships, and then specifics depending on how powerful we want their thrusters and maneuvering ability to feel: Slow or Fast. For example, the Ur-Quan Dreadnought is a Fast Heavyweight, while the Mycon Podship is a Slow Heavyweight. A Pkunk Fury is a Fast Featherweight, on account of the wings.

Your Pkunk Fury shouldn’t knock either the Dreadnought or the Podship around much; on the other hand, if the Dreadnought and Podship bump, they’ll provide a similar bump to one another, but the Dreadnought will regain control faster. We’ll be continuing to tune these six types as we go and watch more people test, and it’s fun to dress our ships with this last bit of gameplay character. The Androsynth Guardian’s comet form presents a unique challenge we haven’t solved yet in the new physics-based world we described in our last update. Since ships now tend to confer more momentum to other ships on contact, the comet has trouble doing its signature rat-a-tat-tat maneuver where it wants to repeatedly ricochet off its opponent. That’s a good example of a fine detail which we’ll act on last, since it’s just about one solitary ship.

Hey, get back here!

For our UQM ships, we already had a template and target to hit, but for our new ships, we have the opportunity to make some different decisions since they’re all new! Is it more appropriate for certain ships to feel like lunkers or to be speedy? It’s not that we don’t have a vision for what we imagine each ship to be, but it’s also something we couldn’t fully realize until now, especially until we put them into an arena with UQM ships to see how they tipped the scales one way or another. (It’s a mass joke, get it?! You just don’t understand the gravity of this situation!)

After doing an initial pass, we found a lot of our new roster felt like an abnormal distribution, with a lot of ships at the extremes. We had a lot of light, dinky ships, and a lot of heavy, slow ships. “Balanced” doesn’t necessarily mean fun, and what’s most important for our Melee is to have a mix of ships which create interesting counters to one another and also give people opportunities to identify with the characters. Making “average” ships is not necessarily our first impulse, but they’re also helpful to create interesting distinctions against the edges of the spectrum. We wound up tuning a few more ships toward the average, and all of a sudden the new ships felt even weirder in their niches! As I said back in the beginning, the goal is to develop a cast of characters, and then we can always tune things later with point costs or numerical adjustments.

And gosh, are there a lot of numbers to play with in Melee!

High Energy

Working our way down from broad strokes, there are a few other efforts that we knew would help us change the overall feel of large swaths of ships. We wanted to address how we handle energy use for continuous powers like lasers and shields which you can start and restart at will. In UQM, the game ran at 24 frames per second, so having abilities able to be toggled on and off every frame had a certain level of impact for very skilled players, while still being relatively slow. Building rules about using big units of energy on their activation makes good sense if that can only happen once every 24th of a second. In COI, we run at 60 frames per second. If you are fast on your fingers, you could turn on—and, more critically, off—your Yehat Terminator’s shield very, very quickly!

This means a few things: the “skill ceiling” for being good at blocking with your shield goes through the roof compared to UQM, but if we deduct energy every frame, we have to be a lot more cautious not to punish players who aren’t great at pushing and releasing keys very fast. Likewise, there’s a distinct line between “repetitive motion stress” and responsive abilities! Our Cyborg pilots, for example, have computer reflexes and will act in the most inhumanly optimal way possible, so it doesn’t make sense to tune for them (we’ll discuss how we are polishing them later in this update). But what about making things fun for humans of different skill levels? For energy use, we’ve applied a mix of a few different ideas where applicable:

  • Having minimum times for powers. For example, even if you quickly tap and release the Yehat’s shield, it will still stay activated for 1/24th of a second. This gives players some grace period and ensures they get their energy’s worth. This may have even been exactly how the Terminator worked in UQM, but we just convert it to UQM times instead of our own frame times. This also has benefits in making 60 fps ship combat feel less fast and frantic, which it tends to be.
  • Deducting energy only at certain intervals. Using our Yehat example, we could deduct energy constantly while the shield is on, or we could say if you’re activating and deactivating it within a certain period, the bonus activation is ‘free’. This is simply a different kind of twist on the above thought, which preserves the in-game responsiveness without punishing high skill players for being good at pressing buttons quickly even if not everyone can do it.
  • Differing the cost of activating from maintaining. For example, it costs 2 energy immediately to start using a ship’s power, but it only ticks down 1/10th of a unit of energy per frame (60th of a second). At a minimum, this punishes/restricts rapid tapping on its own, which isn’t usually useful, but it’s part of the formula, especially combined with one of the above approaches! This has interesting applications for some of the newer ships which do have some weirder “use until you run out of energy” powers, like our TBone ship which spends some time winding up before activating a powerful weapon.
Note the higher initial energy cost. Note the non-resurrecting Pkunk. Dodo!

The net result is that with a few new tools, we can make energy use a little more nuanced where it makes sense, depending on how players wind up playing. As UQM and other competitive game players know, even different ships handling these things differently become quirks which are part of how skilled players learn to play. We expect that as players master certain things, we’ll adjust our strategies (or not, because they might turn out to be interesting already), so we’re counting on all of you to help us by playing!

Collision Course

All of the fast-paced physical interactions in Melee rely on being able to create and detect objects that collide with one another. We usually call this collision detection, but you may have heard other terms like hit detection, hitboxes, and so on. In our Simple engine, our ships and their weaponry are mostly built out of primitives: simple shapes like spheres, capsules (a sphere with a cylinder in it), and boxes. Some weapons like lasers are just lines (rays) which stop upon contacting an appropriate surface. In the ancient past, before we had any real graphics representation and could only visualize shapes, the UQM ships were generally faithful-if-creative representations of what they looked like in UQM, made out of collages of boxes and spheres.

Old, lovingly-crafted, biblically accurate collider shapes.

They sure looked neat, but that’s not quite the purpose we want collision to serve—collision is just something the engine uses for physics in the most computationally optimal way. The player also never sees the collision representations, since they’re instead looking at actual ship art (which looks even neater!). Our designer, Zach, was tasked with remaking all of our UQM ship shapes using fewer primitives and also replacing boxes with capsules, where appropriate. Did you know a capsule is computationally cheaper than a cylinder? That’s right, you’re over there thinking about rendering bajillions of polygons with your graphics card you’re now paying 300% more for, and we’re still thinking about boxes and spheres. In general, capsules also produce better collisions.

In addition to remaking the UQM ship shapes, our new ship shapes ran the gamut from “very rough” to “non-existent.” Since we were defining the new ships from the art first and focusing on getting that right, we hadn’t necessarily gone back to match up the physics representation with their final visuals. All of the new ships have now received finished collision shapes.

The future is round.

Since Simple is only in its nascent state and we optimize for “good enough to get by” most of the time, we don’t really have any slick tools for laying out collections of shapes in-game. We use Tiled for HyperSpace, but that’s more like laying out a level or play-space than a character/object. For our ships, I had developed a simple process using shapes in Photoshop which could be manually converted into numbers to plug in to Simple. What’s really cool is after I taught it to Zach, he developed an even better process using Illustrator to do the task. We don’t just get to iterate on our results, we get to iterate on our processes! Zach could likely tell a whole story about this, but I wanted to share a few of the diagrams that are produced as interstitial artifacts of the work. 

Matching collider shapes to ship art.

Polish Begets Polish

Almost at the same nitty gritty level is polishing various ship and object interactions. How do missiles interact with other missiles, generally? What about lasers interacting with missiles? We have a few new types of ship-specific objects and behaviors, but there are broader categories of things like Orz Space Marines, Ur-Quan Fighters, and Crew in Space created by the Syreen, all of which have some similarities but still need their rules for interaction configured.

We worked through a lot of these special cases and built out rules as needed for our different interaction systems. Damage used to just be numerical damage, but now we include information about the damage being done which can be categorical. We have unblockable damage, like hitting the planet or taking damage from an Orz Space Marine intruder, so Shields like those on the Yehat’s and Utwig’s won’t interfere. Likewise, the Yehat’s shield will protect it from damage, but it won’t protect it against something like the Melnorme’s confusion ray.

We re-implemented and tuned the planet’s gravity, which hadn’t been set up for a while, and also configured it to interact with arbitrary objects like Space Marines. Space Marines themselves also take no damage from the planet, which is another rule on top of the unblockable rule above.

For quite some time, most missiles (and lasers) didn’t actually interact with other missiles in COI. We had done the groundwork to make them interact properly, but hadn’t applied it to every single object—never mind tuning their interaction so that a Shofixti Scout can’t shoot down the Ur-Quan Blaster’s shot with a single missile. We’ve set those values appropriately, so now we have appropriately powerful ships able to plow through weaker missiles. This triggered some amusing visual bugs where missiles thought every time they hit something, they ought to explode because that’s how they used to work, making for some extremely explosive-looking melee matches. We fixed this (sadly), but you can see what it used to look like for posterity.

Ur-Quan Blaster shots ‘exploding’ every time they touch the ZapSat triggers. Gonna miss the lightshow.

Some interactions are new concepts, and they are sometimes hilariously silly, whether or not we intend them to be. Two of our new ships have deflection abilities where they can actually knock missiles away, and we needed to take a pass to make sure only the right missiles were being deflected (and that they were deflecting correctly). While the word missile probably just makes you think of a projectile, in our game implementation language, a missile is just a thing which does damage. While deflecting some missiles makes sense, it might not make sense to let you deflect the Shofixti Scout’s self-destruct, even though it was pretty funny. Similarly, there were some amusing bugs deflecting things like lingering Kohr-Ah blades where they’d just fly into the deflector’s face instead of being knocked away.

Get a lecture from my deflector.

Getting more specific, there’s a new ship which we’ve shown before codenamed the Undying ship, which has a mechanic that lets it collect ‘souls’ of lost crew. Its presence makes all ships create ghosts any time they take damage. This triggered some odd side-effects, since ships like the Ur-Quan and Orz technically lose crew to create Fighters and Space Marines, respectively. Similarly, when a Syreen sucks enemy crew out of the airlock and into space, that ship also loses crew. In all of those cases, it’s not like anyone died, though! We used this damage information to clarify what was actually happening. Along similar lines, we could now have ghosts come out of Ur-Quan Fighters if they did actually die in space, as opposed to ‘die’ when they returned to their mothership. While crew is a numerical abstraction in-engine, we only want the souls of the dead to come out when something with a soul actually dies! This is also empirical evidence that VUX Limpets have no souls, much like players of the VUX Intruder.

Sure, I could take the crew back, or I could take their souls.

There are quite likely more things like these which we’ll learn as we watch more people play. There are so many different types of interactions ships can have that we try to catch in our broad strokes, but the number of totally different match-ups will make new ideas come to mind only when we see it actually play out.

Melee AI

Once again, we worked from general to specific as we continued to program Melee ship AI. As of the last milestone, we still had a handful of problems. There were acute issues: the AI would frequently over-steer, its own thrusting would ruin its attempts to do tight steering, and slow ships that want to keep their distance weren’t great at understanding there’s no hope when they’re up against a faster ship. Then there was the general feel of fighting the AI: it acted too much like an inhuman robot (because it is an inhuman robot).

Addressing the acute issues mostly involved working to develop some better logic for turning and thrusting. Ships pay attention to their turn rate when considering how long it will take them to reach a destination and will know when to stop thrusting to just focus on reorienting themselves. A very fast ship can’t just bully a slow ship which wants to keep its distance into confusion anymore, as the slow ship will prioritize fighting back as the best option.

Bullying Ur-Quan is a time-honored Pkunk tradition.

The general feel of them being a little more “human” is something that will be a longer journey, and as Fred and I have discussed, there’s no simple, one-size-fits all solution. The result will likely be more of an aggregate of small tweaks which collectively create the right feel. One thing we can address pretty directly is making them “behave more like a person would.” Not in the creepy LLM chatbot kind of way, but in the fundamentals of how they behave.

Our ship AI doesn’t “cheat”: all it can do is press the same buttons a person could. It just happens to be unnaturally good at things players have different levels of skill with, like reaction time and ability to aim. One small change which did a lot of good was simply reducing how frequently the AI could press and depress buttons. Sure, the game runs at 60 frames per second, but I don’t think many—or any—humans can press and depress the thrust button 30 times per second. Now ship AI can react to changes in the environment, like trying to change direction, but we have a knob for how quickly they can “change their mind” (e.g. turn left, then stop turning, then turn right). It makes a big difference!

Over time, we’ll be cooking up more things to try, as well as considering how to support AI difficulty settings—which will make an AI weaker or stronger by changing some of those tuning values. It’ll require a lot of little experiments, since an AI that’s imperfect at hitting its shots isn’t necessarily any more enjoyable to fight against if it mechanically creates an unpredictable hail of bullets in a way a human never would, which you now need to dodge! 

Settle down there, buddy.

On the ship- and mechanic-specific side of AI, we also needed to enhance our AI senses by giving ships the ability to filter different objects. Ship AI had the ability to understand enemies (chase and shoot them!), friends (ignore them!), and the damaging things (avoid them!), but certain mechanics and ships require different behavior. Ships should chase the Syreen crew in space, but they shouldn’t shoot them, unless we’re trying to create a particularly lethal Syreen mind control effect (or punishment for mutiny). Our ghost-creating Undying ship mentioned above wants to pick those ghosts up, but no other ships can interact with the ghosts. Ships might want to shoot down enemy Ur-Quan Fighters, but they certainly don’t want to pursue them.

Lastly, we built a few proofs of concept for ships to understand how their abilities relate to one another, so they could make decisions in cases where they have a few viable strategies. The Mrnmhrm X-Form will use its faster Y-Form if it needs to close the distance with or stay clear of a faster enemy, but it will opt for its X-Form when it would be more lethal at close range. The Ur-Quan Dreadnought might avoid launching fighters against an Earthling Cruiser, unless it feels it could pressure the Cruiser and finish it off.

Come closer, let me give you a hug.

We could probably do an infinite amount of work on ship AI! But our time is not infinite, so we focus on what we think would make the AI behave in a more human way and what creates fun play experiences, especially when our tweaks can impact all ships at once. At some point, what’s there will be good enough, and other improvements and enhancements will come as we ensure a fun play experience for the Adventure mode. The last bit of work we have for AI, broadly, will just be finding ways for it to be less robotic, and that will be a slower, simmering journey.

Playing and Iterating

How are we creating these lists of things to fix? At this point, it’s by playing the game! Our vision has largely been executed, and we are finally getting to see how it holds up in the real world. Individual ships had all kinds of minor bugs that needed fixing, and we gave those bugs a thorough sweeping in this milestone. Doing this required us to actually have the game in a state that could be played for a while, in a way that we intend players to play.

During development, we are often just working on parts of the game over and over, making sure those parts actually function. Never mind how the player reaches that part, like playing a full Melee match—we need to fix a bug with a missile, or a feature for an AI, and so on. This milestone, we took the time to truly implement all of the flows players could go through, and in a surreal experience akin to watching your theoretical spaceship design actually fly through the sky, we can finally play the game, front to back, for large chunks of time!

These flows included things like setting up multiplayer matches, playing a match, then playing another one, then having someone leave, then having a different play join on the network, then going to play a local multiplayer match instead. All without exiting the program or any of the usual “in development” contortions we just accept and take for granted. We have handling for all of the different state changes players might experience, like being in the middle of your own match but getting an invite from a friend on Steam and hopping into their game.

We can assign different input devices so players can decide to play locally with two controllers, or a controller and keyboard. We’ve got a settings menu where you can change sound and graphics options. The only silly thing we were missing until a couple of days ago was a way to actually exit the game from within the application. (No quitting! Only playing!)

It’s an exceptionally exciting feeling! You want to shout “It’s Aliiiiiiiive!” as you watch mundane things like modal prompts function, guiding you, the creator, merrily through the hoops of playing the game you’ve been working so long on. It’s the symphony finally playing after you’ve been designing a hundred new instruments, planning their melodies, and positioning them in the concert hall.

A 2 player networked game where one player quits out and the other player’s game reacts.

Beyond being exciting to play (and quite the accomplishment to feel!), it’s also informative. Sitting back and playing for a while actually affords us the opportunity to really feel what the game is like, and also lets us notice things we’re usually hyper-focused on fixing. When the game runs in fits and starts or when there are too many bugs and issues, it’s hard to really feel what’s right or what’s still wrong since your brain is just overloaded by the multitude of wrong things.

This all culminated in a playtest between Dan and Zach where we actually just duked it out for about an hour. With a real Steam build of the game, we played together via network with very little observable latency even though we were playing on different coasts of the United States. We had one “hard” crash, but otherwise were able to play together for a solid fifty minutes. We had a lot of fun and also surfaced a great list of bugs and tuning elements to fix—things which were much easier to find in a human vs. human scenario, compared to the vs-AI scenarios where I (Dan) am testing and iterating.

Current end of match placeholder. Sometimes you just need your own Lorem Ipsum.

Was the game finished? No. Were we having fun? We thought so! Critically, we identified several things to tackle which were getting in the way of our fun. We always have lots of work which can be done that we know about, but we learn so much more from playing or watching others play. It helps us see what’s actually going to be most critical for others. After we fixed a handful of bugs, Zach actually ran an informal playtest with a group of his colleagues who are fighting game aficionados. Getting to the point where we can meaningfully do this is a huge accomplishment, and guess what: y’all are next!

Demo Plans and Path to Completion

We have a few different launch stages for our Melee Demo, with requirements for each one. To put it simply:

  • Internal Playtesting & QA (Quality Assurance): ← We are here!
  • External Playtesting & QA: We have mechanisms for running and observing playtests, getting feedback, collecting bug/crash reports, and tracking when we do changes/fixes.
  • Wider Distribution: We pass muster for fundamental QA, and we just want people who are following us to play it, start talking, and have fun with it.
  • Release: We have store page assets for GOG and Steam, so the thing is publicly presentable and a piece of marketing material and cause for celebration.

We’re preparing for our next phase, which is external playtesting. We’ll be semi-randomly picking a couple dozen people to become our lab rats and play around with our Melee Demo. In this case, we’re very self-serving: we want people with different types of computers, people in different places, people living with others who will play local melee with them, and so on. A playtest with UQM Melee pros is just as invaluable as getting feedback from someone who doesn’t even play games. This is both a playtest and also quality assurance. We aren’t too worried about minor bugs or unpolished bits, but we are trying to find out if people are able to play, how much fun they’re having, and if anything fundamentally stops them from playing (e.g. crashes, game won’t launch on their unique hardware config, etc.).

After that, we’ll be heading into our wider distribution. The plan right now is to simply give everyone who supports us on Patreon access to the demo in advance of its public release. We’ll want some infrastructure to collect the same kind of information we were looking for with our external playtesting, but at this point it would be more about players having fun than us getting things we need. We’d still be looking for information on critical problems like crashes or show-stopping bugs.

Finally, we have the demo’s release. This has a few extra requirements and also serves some additional purposes. Up until the final game’s release, it will be our biggest “noise-maker” since the Kickstarter! It will be available not just for everyone here who helped us make it happen, but for everyone. There’s a big sliding scale for how much of a splash we want to be able to make (the biggest one possible, duh), but the best possible outcome for our project would be that this isn’t just fun for people to play, but also garners support for and interest in the final game. There’s a minimal bar to clear by having a write-up of what the demo is and a new trailer, and we’d ideally be able to get a lot of new people interested in what we’re doing so they’re excited about Children of Infinity and being part of the Free Stars community in general.

More success and interest now can mean more success for us later, which means our work as we prepare for the full release gets easier. We’re a tiny team and have to balance all of our activities and intents, but we’d love for our work on the demo to help us do some of the lifting for the finished product. It already does, in an internal and technical sense: it proves our technology, it lets people test it out, and the work we put in to finish the demo is work that carries over to the full game anyway. It can do even more, and we’ll be measuring what the right balance of effort is and where opportunities may lie.

Adventure Mode and What’s Under the Hood

Speaking of the rest of the game: our writing team has been continuing to work on it in tandem. We take time to review the writing and iterate upon it, but the other components of the Adventure experience have been left alone while our design focus is on Melee. After this milestone, we’ll be shifting some of that focus to finishing the full game, and once the Melee Demo is fully out the door, we’ll be entirely focused on the Adventure mode.

The Adventure mode benefits not just from the work we’ve done for the Melee Demo around melee and its “window dressing” mentioned above, but also from a lot of under-the-hood technical work. As of now, we’re successfully making builds for seven different target platform configurations: GOG (Windows, Mac, Linux), Steam (Windows, Mac, Linux), and Switch. We’ve fully implemented GOG and Steam networking backends, with their attendant friends lists as easy ways to join games on those platforms. Cross-play between PC versions will be supported, though cross-play between consoles and PCs is at the discretion of first parties (e.g. Nintendo). We cannot promise anything there besides saying we’ll try.

When we prepare for release, we’ll have instructions on how you can play between PC versions. It’s a little bit of extra legwork if you’re playing on the Internet, but we may develop ways to make it easier—or our community will support their own ways of making it easier. Playing between versions on a LAN is very easy. To reiterate: our game is fully DRM free besides what first-parties like Steam require, and there is no backend service we’re required to run for network play. The demo, like the full game, will always be playable. If you want a fully DRM free game, GOG is a great platform for that. The Demo will be available there too!

There are a lot of other little features we’ve added beyond that, which we won’t bore you with too much. We have different menus and screens to handle network states like waiting for the connection to be configured. We’ve gotten a prototype for the game’s credits with all of your names in it. My first pass, proof-of-concept implementation with zero optimization takes about ten seconds just to get to the credits screen because there are so many names!

We have an implementation of shader caching which pays a one-time-only loading time cost in exchange for eliminating stutters during fast-paced gameplay when you really don’t want them. There were also some forays into our own wishlist features like how to change the game fonts or font sizes which we attempted but haven’t yet finished. There is a long list of features we need to do experimental implementations of just to scope, though they’re more for the Adventure mode than Melee.

Even deeper in the real belly of the beast, I took the holiday downtime at the end of 2025 to upgrade and reconfigure our team’s version control server to better support our release efforts. We have a place to store old versions of builds now, for posterity or just for regression testing. While endeavoring to redo ship collision shapes, Zach discovered a problem with how we visualize those shapes which was throwing off all our attempts to make collision right, which Fred was able to fix. There’s a lot of work down in the guts that just helps us work!

Kickstarter Ship-a-thon

We also successfully shipped out nearly 2,000 packages of Kickstarter rewards to all of you! The darkest, deepest depths of our project turned out to be in my (Dan’s) apartment conversion: from an already-extremely-small living space, to an international receiving and shipping center, and finally back to a relatively normal apartment where I can access my kitchen without tripping again. Down the road, I’d love to do an entire retrospective on the shipping process and what we learned, but in the meantime I did want to share a relatively brief glimpse into what it was like and some of the situations that cropped up.

It is difficult to overstate just how much of this process was simply building a “production line” where I could pack things! This place had to exist in my one bedroom apartment, which is also my office where I work on the game, which is also my home where I sleep, which is also a place other people come visit me, which is also the warehouse storing boxes upon boxes of rewards and shipping supplies. And it’s all up (and down) two flights of stairs. If the average weight of our shipment was about 8 ounces, that was about one thousand pounds (or ~450 kilos, for people who use sane units) that I had to move around multiple times in my apartment and eventually back down the stairs. I was quite literally sore from working on this part of our project!

This is (was) my life now.

We talked a bit about the prep in our last update, but I really did cannibalize half of my apartment to not just store all of the supplies, but to set up spaces where I could reasonably access things in batches to do the packing. Ignoring procuring all of our manufactured goods, shipping supplies, and setting up my production line, it probably took only a total of perhaps sixty to a hundred hours, in a mix of late evenings and weekends, to actually pack, label, and ship everything! A lot of the work was just in the set-up, and as much as I would have wanted to just set up a dedicated space for packing, I had to make my packing table setup movable because it’s also where I work, where I eat, and where the birds play.

Parrot Packed Pins™

I talked a bit about this on my surprise “packing stream” last year, but the most time consuming aspect was actually everyone’s custom orders with add-ons. I’m very glad we let people have the flexibility to add an extra pin or get some stickers and that many of you were excited to kick in funds, but it also meant I couldn’t just pack all hundreds Collectors’ Complete Editions in one big assembly line, since there were so many unique combinations of items y’all backed for! In all, about fifty percent of the time was spent packing maybe only twenty percent of the orders. With the big pile of Collector’s Complete Editions, I would just pack all of them and have them sitting in boxes, ready to get their shipping labels later. For the unique orders, I had to print shipping labels as I went or else I’d lose track!

Hundreds of Collectors Complete Editions getting ready to be labeled. And pants for some reason.
534 Collector’s Complete editions labeled and ready to go.

As all of humankind knows, printers are the greatest technological scourge on the planet. My very handy thermal label printer made my work far easier than using my laserjet, but of course it didn’t work perfectly. When printing hundreds of labels in a big batch, I noticed it would occasionally skip random labels. I would have to go back in and manually check for skipped/missing pages of purchased shipping labels. This was very error prone and scary, since I wanted to make sure I knew which packages were going out even though there are automated scanning systems at the post office. Not willing to spend the time or even knowing how to diagnose a printer driver, I applied tried and true game development wisdom to printing: I produced a simple script which would use the command line interface of SumatraPDF to print our multi-page PDF label documents a single page at a time. Success! Brute force hacks and open source software saves the day as usual.

Mozart liked the new toy… until it started printing.

Now that I had hundreds of pounds of packages packed, labeled, and ready to go, it was as simple as scheduling a pickup with the postal service, right? Wrong! I scheduled a total of seven pick-ups, and my local post office driver only came three times. I wouldn’t actually know if the driver was coming until the day was over, so I wound up with mountains of packages clogging up the shared lobby in the building where I live. I apologized profusely to my confused but understanding neighbors. Once I got down to smaller numbers of packages, I opted to instead become my own postal carrier as I schlepped them the four blocks down to my post office. If you want something done right, and all that.

Even my neighbors had to deal with this!
I only LOOK happy. This weighs nearly 100 lbs.

The last interesting challenge was simply international shipping. I could write a lot here, but there were a few things which took me by surprise which are at least amusing, sad, or both. First off, since we originally scoped our shipping costs, the price of international shipping has skyrocketed. Part of this is certainly in the hazards of not knowing the final weights of our items until they’re manufactured, but a lot of it is simply that the price of shipping internationally has gone off the charts.

In a future retrospective, we could analyze this data more deeply, but we’ll just hit you with the highlights. We collected $15 USD from international backers from Canada and $20 USD from backers everywhere else in the world. The lowest-priced international package we sent was about $23 USD (Canada and Germany). The highest-priced international packages were two at $80 USD going to Australia because our customs declaration valued the price of the package over $500, which means we have to pay an extra $30 for a fancier shipping tier. The average price of an international package turned out to be about $40 USD. Ouch! The initial 15 or 20 dollar estimate was made with buffer room for possible cost increases, but no one could have predicted how far off the mark we were.

We had a few one-off, very special case errors. A few backers input addresses in non-Romanized characters using Hangul or Kanji, which the automated online shipping systems will happily accept, but are effectively undeliverable and print as useless labels. We had to contact them to get corrected addresses. One backer is in Belarus, and we cannot deliver anything there right now. Several backers contacted me asking for the declared customs value of items in the parcel, which confused me because we have to declare the value just to put on the label on our side. I sent a message to everyone who may have been impacted by that to help them.

Did you know that mail is only classified as a letter if it contains a document, and only a document? I didn’t! Everyone internationally getting the Collector’s Lite with just a card and a patch had to have their envelopes shipped as if they were a parcel/package, even though, for all intents and purposes, it was shippable in a letter. Domestically, it doesn’t matter as long as the container is letter-like in dimensions and weight, so that also took me by surprise. And, yes, now even that humble envelope cost us more than $20 dollars to mail everywhere.

On the domestic front, we have had far fewer problems, at least. Only a few packages were returned as undeliverable, and I have usually been able to resolve that by being in touch and sending things back out. There have been hundreds of emails I’ve answered to help backers, which is a lot of work, but also one of my favorite parts of this process as I get to talk with all of you! Of course it’s also satisfying to hear that you received and like the rewards. I love seeing your pictures and hearing your stories if you share them in our Discord, on Bluesky (tag us!), or even just as comments on Kickstarter or in an email.

I’ve gotten a lot of questions about getting digital rewards like the Lorebook and Starmap out for those who pledged for them. I have some good news on that front! My work setting up all the shipping helpfully pointed me toward a strategy we can use to deliver those items piecemeal through BackerKit. We don’t have an ETA just yet, but we’ll be looking to deliver those things soon, likely some time near when the Demo releases. The soundtrack will be made available later, much closer to the release of the full game.

Last but not least on the reward front, there are about one hundred stragglers who pledged for physical rewards but still need to fill out their surveys! I have been sending automated emails, and I will be trying to annoy you with reminders frequently, but we really need you to finish your surveys or I can’t ship you your rewards. I even phoned one backer because I had their phone number!

After May 1, 2026, we will be cancelling any incomplete pledges who weren’t charged anything during the Kickstarter. After that, we will be hounding the remaining backers until June 1, 2026, when we will be canceling and refunding any pledges people did make during the Kickstarter. We don’t want this to happen to you! You don’t want this to happen to you! Please get in touch! If you accidentally made a duplicate survey/pledge, which we know some folks did, just contact us and we can cancel it for you.

After we have ensured all of our backers have been fulfilled or refunded for their physical rewards, then we can look into possibly selling the remaining extra awards for those who missed out or need more pins to battle against their current ones.

In the Future, Fun is Fun

We’ve cleared a lot of big hurdles and met a lot of big goals! So what’s up next? As we discussed above, a lot of our work will be in reaching back out into the community. With the Lorebook in the wild and the spoiler warnings supplied in some of our community spaces, we’ll be sharing a lot more information freely. We want you to play the demo! We want you to see our game’s progressing development more again, which means looking to do development streams again. It also may mean smaller, more frequent updates instead of these essay-length pieces.

We also always want to ensure we provide resources for our community to rally in places that we can support. Some people have been rightfully put off by some of the tremors around Discord’s move to require age verification. We are too, and we try to keep as much under our own umbrella as we can because we prefer being self-sustaining that way. That said, we do rely on Discord at the moment to reach some of you. If you’re here on Kickstarter, we have a way to reach you! But we’re always looking for other community resources we may want or need to provide. That can include hosting a regular old forum, setting up a wiki our players can use and maintain, or looking for Discord substitutes if the community becomes too unhappy there.

One thing we know we’ll want, which we have mentioned already, is some clear end-user bug reporting and observing mechanism. The first Demo release will likely not be the last Demo release, since we know that we don’t know everything. We’d like people to have a place to go if they have problems, and we’d like our work there to be visible.

Lastly, we know the Melee Demo is just the beginning of our release schedule. We don’t want to provide a release date for the full game since we’re still looking to learn a lot from the demo, but we are very sure of one thing: if you help us make the demo successful and spread the word, it will help us with the finished game. We’re counting on all of you, and we appreciate everyone who is able to lend a hand by playing the demo, reporting issues, or telling friends—and enemies, it is PvP after all—about it!

End Transmission

It’s time to wrap up our first milestone update of the year. We made a huge amount of progress, and there are still more hills to climb. We scaled some big peaks, though! I find it’s too easy to forget our progress when we’re always focused on what’s next, especially right now in our quite disheveled world, when “living in the moment” doesn’t necessarily mean being part of a moment you want to be in.

I don’t want to be here, but I have to be here. Free America Walkout, 20 Jan 2026. Photo ProBonoPhoto.org / John Weekes

Part of acknowledging our progress involves the important work of acknowledging our own value and contributions, even if the end result isn’t there yet because it’s not the end. Right now, as an apologetic and aghast American and San Franciscan, I can only say: it’s not the end.

While every bus stop ad and billboard carries the full weight of cynicism that seems to be trending among all of us, while I feel like we’re truly living in a post-COVID world of trauma where the people who felt victimized and hurt are taking it out on the rest of us, while it’s just a normal thing for people to be riding around in robot cars all around me, living in some surreal, Gilded Age 2.0 dystopia—I have to be especially mindful to reach out to the communities who are part of making life worthwhile and change happen.

No matter what happens, I hope you remember you’re not helpless and you are an invaluable part of our project in addition to the other communities that appreciate you. There’s more going on in your world that matters than just what’s going on in “the world.” Take time to find and appreciate those things, and don’t forget about the moments you create for yourself and others.

Please join us on Discord, Bluesky, and Reddit to be a part of our community. You, too, can still support us on Patreon as well.

Milestone 9 Update Read More »

Milestone 8 Update

While you get ready to count in the new year, we’re ready to count up our milestone numbers. We have less than usual in the way of flashy things to show for the game as we’ve been hard at work getting our track laid down for next year, but you have a lot to look forward to coming up  since that means soon we will be unleashing a lot of exciting things in a very small amount of time!

In this update, we’ll be mostly sharing progress we’ve been making on our Melee build, as well as following up from our previous update where we spent some time discussing what our plans with the Melee build might be. (In short, we’re releasing it for y’all to play with!)

We’ll also share some behind-the-scenes stories of how we’ve been getting our totally insane Kickstarter physical reward fulfillment machine going and what was involved in getting thousands of goodies made for everyone. Be sure to check our previous post for information on shipping if you’re getting physical rewards!

Since these are such long updates, here’s a tl;dr:

  • We’re finalizing Melee for wider playtesting, and have conducted our first informal tests with great success.
  • A standalone playable Melee experience will be released publicly next year, targeting Steam and GOG. Switch is a possibility but we need to weigh it as we get closer. The Melee experience will serve as Children of Infinity’s demo.
  • Adventure mode is still being worked on by our narrative team, and the full game is coming next year.
  • We have almost all of our physical goods in one place and we are starting to ship them out. Backers who are receiving Star Maps will be getting their shipments later since we are still waiting on them.

Melee: Battles in the Beyond

Last time we shared our work on Melee, we had begun to build out more sophistication for AI-controlled ships, and had functional VFX in for almost all of our ships. This milestone, our focus was on all the pieces necessary to turn the build over to another human being for them to play—and also then doing that. A few key areas for the actual Melee combat experience were polishing the feel of ships and physical interactions, starting to tune some ships, and fixing lots of bugs.

We began our Melee journey by recreating the ships and combat from The Ur-Quan Masters with dogmatic rigor. All ships were built using similar relative tuning values to one another, and those tuning values were all based on timings and sizes from UQM. Timings were used for things like motion (thrusting speed, turning, missile movements, and so on). UQM ran everything at 24 frames per second, while we run our physics at 60 frames per second. There was some conversion involved in changing how long things take, but the idea was that a lunker like the Ur-Quan Dreadnought would trundle around in as familiar a fashion as possible, and a zippy Pkunk Fury would feel as fast as you remembered.

Sizes were used for relative scales of ships, the size of the arena, and the ranges of ship weapons. The official unit of measure is, humorously, an Arilou Skiff, based on a formula and convention Paul made very early on which let us define a Skiff as one meter in diameter, since meters are our game units. Everything in our game is technically in fractions or multiples of Skiffs. Sure, they’re also meters, but Skiffs are more fun. The idea was that, by combining UQM sizes and timings, we would start by recreating the closest thing to the Melee experience from UQM, itself. 

Arilou Skiff inducted into the SI system (image from https://commons.wikimedia.org/wiki/File:Metric_standards_Rijksmuseum.jpg, CCA-SA-4.0)

Over the many months of exploration, especially in pre-production, we fiddled with introducing or tweaking other elements of UQM’s universe. One of the things we challenged ourselves with for a while was how much smoothing we should introduce with our newer, more modern framerate. We played with many different flavors of recreating the fixed firing and turning angles before accepting that completely smooth thrusting, turning, and aiming just felt more fun. Not a lot of the fundamentals changed beyond that for a long time, though.

Back in my day, we had to turn this fast, uphill, both ways, in the SNOW.

This milestone, after many months of implementing different ship powers, getting AI controls in, and effectively building on our stable foundation of Melee, we took a giant step back and re-approached the very simple question: “What’s missing from making flying a ship in Melee fun right now?” We had done a pretty good job with tuning ships relative to UQM and one another, but we were missing some of the kinetics of UQM’s Melee. Namely: the behavior of gravity (whips), how thrusting interacts with your speed, and the feel of ship collisions against other physical objects.

One of the things that’s just different in our new engine is that it uses a physics simulation very unlike the one from UQM. Our new ships were faithfully, physically bumping into one another and transferring their kinetic energy to one another, but one problem is that the player has a lot of control of their ship. You can always steer left or right, effectively negating any rotational momentum from a collision. Similarly, your ship has a thruster which could too easily override any imparted energy.

The net effect was that ship scuffles would become “sticky”, with ships staying uncomfortably close to one another. Great for your Pkunk Fury, but maybe not so great for your Druuge Mauler. Critically, it just wasn’t as fun as having all the motion and potential chaos of a bouncier universe. UQM was pretty bouncy compared to what we had, but so many things were different in our new world, so we had to re-examine how to create similar feelings.

Previously “sticky” ships having a cuddle match.

Our first step was actually questioning the thrusters’ behavior and tuning, which was based on some UQM conversion math and we just assumed was correct. Surprise! It wasn’t. After not looking somewhere for several years, it becomes somewhat foundational, so it takes some active effort to examine it.

Due to a simple mathematical mixup, thrusters were thrusting too well across the board. Toning that down helped collisions a bit, especially for ships with weaker thrusters like a Druuge Mauler which really started to feel heavy again. The problem remained, though: ships could too easily undo a collision.

Breaking the Law(s of Physics)

The next step involved getting the initial impact of a ship against another ship to feel appropriately powerful. Fred, who actually knows things about math and physics, stepped in to design this solution, which he dubbed “reactive armor”. The short and sweet version is that we simply amplify the physical bounces ships get from other things. 

The longer and even sweeter version is as follows. We look at what we think a ship’s momentum is at the end of a frame when our designer-made scripts, which do thrusting, turning, and special powers, are done. During the next script frame, we look at what physics did to our ships and the difference between how we set it versus how it came in. If there’s a difference, it means a physical collision occurred. We then amplify the difference in the new direction we’re heading. On top of that, we also inspect our rotational velocity as an additional factor to measure how powerful the collision was. Since ships can turn under player control every frame, ships won’t ever actually feel like they received rotational velocity as far as the player can tell, but if you were to hit a ball with a bat, that ball would spin more the harder you hit it. A smart person like a real physicist or a Fred could explain it better, but the net result is we have a measurement of how powerful a collision was, and then we can amplify what physics did past what real-life physics would do.

As is often the case in games, realism isn’t always fun. To borrow Fred’s words: we take the parts of reality which make fun and then build on them. We now have “real” physical collisions between ships, and our science fiction conceit is that they are built with Fred’s reactive armor which gives them additional propulsion. It made Melee feel much more kinetic and exciting! Big, hulking ships like the Ur-Quan Dreadnought will barely be moved by a Pkunk Fury bouncing into it, but the bounce the Fury will get is much greater than before. Two Dreadnoughts ramming into each other will satisfyingly rebound off each other. Ramming into the planet, though ill-advised, will send you flying away. We’ll be tuning it as we go, but if you fire up UQM and ram ships into each other, you’ll see the kind of pinball table bumper effect at play. We haven’t exactly recreated it, but we’ve made something very similar.

No more cuddling in space.

The last piece of our puzzle for making satisfying motion was in how ships decelerate when they’re over their top speed. If we return to that thruster logic, it was actually written, originally, to be a 1:1 clone of UQM’s logic with a few conversions in there for framerate. One part that was not recreated correctly was the logic for changing directions. We started by actually recreating those rules correctly. Ships trying to thrust against the direction they were traveling wouldn’t be able to change direction as easily, adding in extra feel of weightiness, while ships retain the feeling of being under the control of their own powerful (or weak) thrusters if they’re generally going the same direction.

Thraddash changing directions after being over max speed before and after.

UQM was written to be frame-based, meaning that the logic was built around doing something every time the software ran its next update (i.e. frame), which happened 24 times per second. It had rules which stopped ships from thrusting every frame, even going so far as to differentiate them with what’s called their thrust wait if you look at the source code. Ships with a long thrust wait would have to, well, wait a long time between each thrust impulse. In Children of Infinity, ships can thrust every frame smoothly. That presents a problem if we want collisions to feel like they have impact. Now ships could try to thrust against their travel direction every frame equally well. Upon reimplementing the UQM logic, this gave birth to a new, per-ship property we could tune! Though the Ur-Quan Dreadnought and Druuge Mauler have fairly similar thrusters, there’s now a factor for how well ships can fight against their own inertia. The Dreadnought is a heavyweight that can actually steer pretty well, but the Mauler is going to have a harder time changing directions. While different from UQM’s logic, the net result is the same: we can make ships feel different in their handling.

Thraddash going against its travel direction after being over max speed before and after.

The last thing we needed to fix was deceleration after a ship had exceeded its top speed, whether from a gravity whip, a collision, or a special ship power like the Thraddash’s afterburner. Our initial implementation created a fairly rapid deceleration curve—or, more accurately, a rapid ability to take control back. Following in the steps of what we described above, we replaced it with a much more gentle deceleration curve which, again, can be tuned per-ship as we see fit. The idea is that a ship should never be allowed to exceed its max speed, unless it already has, but we don’t want to take away from your ability to thrust entirely since that’s how you also change directions. With Fred’s wisdom and math, we now have a satisfying formula for what we do when you’re over your top speed, while also letting you thrust enough to change direction, lose speed, and feel more or less like your thruster has control depending on your ship.

This was a long way from our humble beginnings of perfectly recreating UQM’s Melee. We had finally gotten to the point where we had to reassess our dogma, because it was one of the last hurdles on our way to having fun in Melee. Melee will still feel familiar, but it also has something fresh and fun happening! If you get the calipers out, you will find that certain things are different. We’re talking about a quarter second of difference in the 15 seconds it might take to traverse the playfield with a particular ship. Going in and scooping out our innards allowed us to make something new and more fun to play.

Preparing for Play

All of these details are in service of validating what we just asserted: “This is fun!” Part of getting there is actually tuning and attempting to balance our ships. Before we even get there, we have to fix bugs! I (Dan) had long been happy to live with all kinds of ship-specific bugs and issues because I was more concerned with getting things working than with getting things working perfectly and holding up to scrutiny in all scenarios. No more! Of course, we will still have bugs that turn up over time, but we truly want to start tackling the show-stoppers that prevent legitimate playtesting.

There are at least 5 bugs happening during this gif.

We tested this concept by actually putting our volunteer designer into Melee to face off against AI opponents, after some thorough fix-up and after all the enemy AI was mostly functional. The designer had no idea what the new ship powers did, and was simply thrown into the deep end to experiment. This was our first legitimate playtest where we tried to simulate what would happen with a new player being given no guidance. I watched silently and offered no help unless the designer actually snagged on a blocking bug.

This whole experience surfaced far more bugs than I was originally aware of, and it also demonstrated all kinds of things a player might try to do with the ships. The testing gave us our first good look at which things were readily understood, which things were too subtle, and which things were too broken to use (even if those things were “working” as intended). Of course, this is a sample size of one—but observing our test subject generated a huge task list of things to fix and do. Being able to prioritize work informed by a player’s direct experience is a critical milestone. If we’re doing those things, then it means we’ve tackled a lot of big problems.

Santa Claws is coming to town.

As part of our bugfixing and polishing flurry, that designer also helped create the physical collision shapes for most of the new ships—work that hadn’t been done yet because it hadn’t become a priority. With ships all now having accurate and newly bouncy collisions, we also put some polish into the asteroids, planets, and gravity itself. We got our Adventure planet art generation shimmed into Melee so you can see (and bouncily collide with!) all kinds of different looking planets. As the last bit of icing on the cake, we re-tuned some of our lights and starfield backdrop to increase everything’s visibility—especially for some things that we noticed our playtester was having trouble seeing.

There are many more things we’ll be tuning for Melee, but you know when we’re getting to the point that we’re touching minor things like lights, we’re really in the home stretch! As of now, most of the work that remains for the actual melee experience makes for a pretty limited list:

  • Tuning ship characteristics (cost, crew, energy, thrusting/turning, physics interaction numbers).
  • Tuning weapon characteristics (energy costs, firing rate/range, damage, health of missiles you can shoot down).
  • Re-tuning gravity behavior as/if needed.
  • A few very-ship-specific AI features which haven’t been built yet. Most notably is being able to know how to interact with other, neutral objects like crew in space generated by the Syreen’s song.
  • Camera tuning during victory.
  • Ship audio for some ships.
  • Ship-specific bugs.

As you might observe, a lot of that work isn’t “big” or new, but simply tuning the numbers. This is some of the easiest work to do, but also will benefit the most from actually getting humans involved since the real test of how well it’s working will be seeing what interesting interactions players dredge up.

Pre-Match Setup

Ship-to-ship combat is only part of a playable Melee experience. The other half—maybe more like a third or a quarter—is in getting in and out of the actual match. That means being able to configure the match you’re about to play as easily and enjoyably as possible. At a minimum, we need to let players pick who they’re playing with: an AI opponent, a local human opponent, or a remote opponent. For remote play, there are some additional steps to link up with whomever you’re trying to play with. Then players can set up their rosters of ships to bring into battle, and in the case of fighting against AI, you can decide which ships your opponent has.

Last milestone, we wrote a bit about our work on this section. The user experience (UX) for doing this was functional enough for us to test our features, but it was not necessarily fun or intuitive to use. This milestone, we finally put some work into making a UX that we thought players would enjoy using so they could actually have some success (and fun!) getting into a match. Animations show this better than words, but the goal of the UX is that players understand the questions we’re asking and understand how to change their minds if they want to. Our flow for the game is simply:

  • What do you want to do? Play Melee, play Adventure, change settings, etc. Assume we pick Melee.
  • How do you want to play Melee? Locally, or networked (inviting someone or joining someone). Assume we pick locally.
  • Who’s the second player? An AI or a human. Assume we pick a human.
  • Select your ships and prepare for battle.
Demo showing entering a solo melee play experience and then dropping back to instead host a multiplayer match.

The idea is to have an understandable outcome with whatever choices you make, with the “questions” and ability to change the “answers” made clear. If you are playing against an AI and change your mind because you want to play with a player, you should be able to figure out how to accomplish that in the game. If this sounds like UX 101, it’s because it is! It also provides a foundation for us to change the flow if we see players struggling or wishing they could do things differently.

Demo of picking ships for yourself and your AI opponent when playing alone.

It’s not necessarily fun work to describe, but just as we had to fix many bugs in Melee so that players wouldn’t immediately run into walls, the same work happened for our menus. We actually have a pretty sophisticated set of menu needs since there are so many ways to play and control our game—keyboard alone, keyboard and controller as a single player, or keyboard and controller with two players, or controller or controller with two players.

You could accidentally get yourself into so much trouble in our working builds, by doing things like pausing over menus where we didn’t expect that, or changing which device is doing what at different times, or even when we switch between two-player and one-player controls. We have the somewhat unique need for two different input devices to be able to either control the same menu (like navigating through the settings menu)—or to control two separate menus at the same time (like both players picking ships for their roster independently). Even crazier, you might be playing with a remote player who is controlling a menu on their side that you want or need to see.

An important part of the experience of being together with a networked player involves sharing and observing player actions. In-game during Melee, that’s easy! You’ll both be watching each other pilot your ships and fight. During a menu, we want to represent what the other player is doing, even if that’s just moving a cursor around the menu. It’s not exactly world-shaking gameplay, but it’s important to the shared feeling of making decisions together. To make this work, we created a novel, low-bandwidth method to pass this information back and forth across the network so even the experience of selecting ships (especially that!) can be a fun experience. You get to both watch each other and debate what’s happening, if you have some method of voice comms.

Two networked players picking ships with the ‘remote’ cursor being indicated with the aqua highlight.

Part of the soul of competitive play can be coming up with bespoke “house rules” to follow on top of whatever restrictions the game itself puts on top of players. Letting people connect while they play in the menus encourages this! And, hey, it’s a thousand times easier to take a feature away if we don’t want it than it is to create it in the first place. We can imagine players opting into a “hidden draft” feature which conceals what’s going on in the menus for players to have fun secretly drafting their roster with only the point tally visible. 

Melee for All

Melee is coming to Steam and GOG to serve as our Children of Infinity demo. As mused upon in our previous update, Melee is not quite the perfect demo for the story mode since there’s no story mode in it! That said, releasing it this way nets us tons of advantages. Chiefly: we can get something out in the wild to get people playing Children of Infinity, having fun with it, and talking about it.

We know full well that many of you are excited for the story and might even be holding out primarily for that, but getting something out before that is for everyone else, as well as us! Player responses of all kinds are invaluable feedback for us. Everything from “this crashes” to “my sister keeps crushing me with the Druuge Mauler, pls nerf” will be something new we haven’t been able to find out yet.

On our road to this Melee release has been work on the multiplayer backbone of our technology, which has been most of Fred’s focus, but he’s also been responsible for ensuring the game runs on all of our platforms—platforms like the Switch. Thus far, the prospect of network play on Switch had been, let us say, highly speculative. Of course we want all of our versions to support the same things, but there are all kinds of limitations and nuances to each platform. All of them seem to share a common rule, though: the more players we let play together, the less performant the game becomes. And we really weren’t sure about some of the Switch’s limitations.

Our networking code is serverless and peer to peer (P2P), which has given us many advantages already, but new ones continue to be revealed to us. It just so happens that our networking solution was a shoo-in for how the Switch does its networking, and in the course of exploring what networked play would look like there, Fred was able to get a few exciting proofs of concept running.

As far as we can tell, there is an extremely limited subset of games which support the Switch’s local wireless multiplayer feature. This feature lets you and another player with a Switch play together on separate consoles just by standing nearby, even if you have no Internet connection. This was a perfect fit for our P2P networking solution, since the Switch happens to expect no server in this case, and Fred was able to prove it out.

From there, it was a baby step (for Fred, anyway) to get local area network play functioning as well. As of now, we were able to play not just two player Melee on Switch, but when I (Dan) went up for a visit, I brought my console and we proved that three player Melee would run as well! As a reminder, we’re not targeting more than 1v1 for any initial Melee version. We’re still not sure what the actual release will permit on Switch, but it was fun to see things working on a technical level. Fred continues to explore Switch’s online networking.

Artist’s representation of three Switch devkits playing multiplayer (we’re not allowed to show you).

We think it’s pretty cool that we can support such a niche feature for Switch! We actually don’t know of any other third-party (i.e. not Nintendo-published) game that does this. This is just one example of how we’re trying to cater to platforms’ specialities as the opportunities arise. If you’re used to playing with friends on Steam or GOG, you’ll know that they have friends list features for playing together. We want you to be able to use those! On platforms which allow it, we’ll also allow for what we call vanilla networking, where you can join together with our P2P networking without requiring any intermediary service. This is part of our goal of making sure our game can still function well into the future, even if Steam, GOG, and Nintendo services all vanish. We’re not expecting that, but preservation of our work is important to us—just as it was for the UQM project—as we see an increasingly software-as-a-service model take over. It’s your game, darn it! It should always work!

In a very recent and exciting extension of our vanilla support, Fred was able to add completely standalone networking to our game! Previously, we had relied upon someone running a service which was needed to connect peers together. You could run it yourself, and as you can see from the link, it’s freely available and provided by Valve. It’s not a server. It is more like a switchboard operator since it doesn’t do anything besides route the initial connection. With Fred’s new work, that functionality is simply built into the game, making it that much easier to play with friends on a local area network.

The last bit of technical work on the road to getting our Melee release ready for public consumption was, funnily enough, being able to make a decent Melee-only build of the game for the first time. We had a technical solution for splitting our data up, but we still had to go in and restructure our huge pile of data to match the intent. For example, just because an alien’s ship is in the game doesn’t mean we need its conversation assets or dialogue lines. Plus, they’re secret! You can have them when we’re done. We successfully split up most of our data so that we can add on the Adventure elements as needed, and there’s still more we can do which is largely for the sake of optimizing our build sizes/complexity. As of now, the Melee build is only 2GB, while the full Adventure build is around 6GB.

Last and but not least on our technical checklist was upgrading from Godot 4.3.x to Godot 4.4.x. This is most important for the Switch as we want to track W4 Games’ changes as closely as possible, but it also contained a few boring but important technical features and fixes which we were bumping into on our previous 4.3.1 version. Upgrades always bring a momentary disruption as the earth beneath the software shifts around, but tackling it makes life easier when we want to release something. For the layperson: number goes up = good! Editor’s Note: I am surprised if the layperson is still reading at this point.

Shipping and Handling Included

There are so many stories to tell about the Kickstarter reward creation at this point that it warrants an entire retrospective when we’re done with everything. As of today, we’ve moved to the final stages of our manufacturing and getting everything ready to ship. As if making an entire game wasn’t a big enough undertaking, we’re preparing to send out over 2,000 packages with all of your rewards! We had to acquire the packing and shipping materials, organize everything in our shipping depot (my kitchen), and make a logistics plan for how we were going to actually pack those 2,000 packages. Then we had to get the right shipping labels and, for our international folks, the right customs declarations on them.

Below are some photos of the whole journey to actually get everything here before we get it all to you.

Person in a bue shirt posing in front of a series of cardboard boxes in the back of a car
Picking up about 450 lbs of Lorebooks.
Bundles of sticker sheets!
Pins! I had to carry these (and everything else) up two flights of stairs. I also have to carry them all back down when they’re packed.
Thank you card signing party!

Since the last update, we managed to get our 10,000+ pins and thousands of patches manufactured in China, shipped here, and approved through customs. Of course, all of the boxes except one were delivered all at once, with the last one being sorted separately. It even went out for delivery once by itself, but was returned to the shipping depot.

This got especially anxious when I was taking inventory, and found all of our items accounted for…except the Yehat pins. Each of the boxes delivered only contained about 1,000 pins. I was waiting for one more box, and I was missing 2,000 Yehat pins. You can only imagine my anxiety until that last box arrived wondering what we’d have to do if everything was here except a tiny fraction of one item. I ended up contacting our manufacturing partner before the box’s arrival, and they confirmed: yes, our wayward package had 2,000 pins in it. Maybe that’s why it was sorted differently! Or someone really just wanted to get a look at the Yehat pins.

Delivered with a peekaboo hole created! Is it because they’re called Terminators?

With that out of the way, I now have over 10,000 pins sitting in my home. They’re really, really cool! They’ll be even cooler when I get them out of here and into your homes. Before the pins arrived, we started planning how to actually pack and ship everything. We covered most of this, including a video showing some of it, in our last update regarding shipping. The information there is still accurate, but backers who are receiving Star Maps will be getting their shipments later since we are still waiting on their delivery.

A few interesting tidbits not previously mentioned: we actually put a bit of work into finding the right shipping supplier. We had to find supplies which matched very particular dimensions and be as efficient as possible with size and weight while fitting our particularly-sized things that need to not become bent in transit. If possible, we wanted to find a local manufacturer and avoid America’s omnipresent shipping supplier (thanks to whoever anonymously runs that site for helping us with resources, too!).

My very sophisticated inventory system.

After checking with dozens of manufacturers for what we needed, we were able to find someone local in California. The bubble mailers have some plastic just because we don’t want things getting damaged, but otherwise we were happy to do what we could to be as conscientious as possible with our materials usage and to also support a nearby business.

The Year Ahead

As this jam-packed year ends, we look forward to the next one and all of the exciting things it will bring. While it seems like we’ve been at this for a while (we have!), and we’ve had to maneuver around many obstacles (we have!), it’s also hard to describe how exciting it feels like to see our myriad goalposts not just coming into view, but getting so dang near.

As mentioned above, we’ll have our free Melee version coming to Steam and GOG. That will be one piece of the beginning of building our marketing ramp toward our final release. We want to make a great game, and we also want people to know about it and come participate in our community. This isn’t just running ads or trying to trick people into anything, but marketing with respect: informing people about the game and why we think it might appeal to them. Just like our lead-up to the Kickstarter included things to get you aware and excited, our game release will have some pot-stirring as it prepares for liftoff too. Just as some of our awesome community helped us spread the word before, you will be a part of this important mission too!

We’ll be reorganizing our Discord to better serve our community that has been along with us for this ride. We expect new people to be joining our spaces—people who want to still participate while avoiding story spoilers, and even people meeting up to play Melee! We’ll be moving from people coming in asking about when COI is coming to asking about how to beat a particular ship. We touched on this in the last update, and we’re going to be focusing on Discord in the next year. One community member suggested cross-posting these updates to Steam so people there could be in the loop, and we’ll be going forward with that to help us reach as many people as we can, wherever they are. We can’t be everywhere at once for discussion, and it’s already some manual labor to post these updates on Kickstarter, Patreon, and our own blog. But we can manage having conversations on Discord and want people to join in there.

After over four—or five, if we include Fred’s foundational work on Simple!—years of development, it seems like it’s been such a long effort. We’ve been in full production for a bit over two years, which is longer than most of our other projects besides the first Skylanders, but this is also such a different project with a different team, too. Compared to those long-seeming chunks of time, we have to remind ourselves that being months away from releasing something is enticingly and relatively close. We’re really in the home stretch now. We can probably say it a hundred times and the feeling still won’t be expressed completely, but: oh my gosh. It’s happening!

We don’t want to give a hard or even a soft release date for the finished game at this point, but our schedule has us on track for an English PC/Linux/Mac release on Steam and GOG in Q3 of 2026. The Switch would follow (or coincide with) it, and then we’ll be tackling PS5/Xbox and localizations. Why don’t we want to give this date? Unlike a studio with a publisher or a larger staff, we are more affected by our team members’ individual needs that may arise. Any changes that could come up are more likely to make this move.

One question we’ve gotten from people is if we’re able to provide some of the physical rewards from the Kickstarter for individual sale, for those of you who are excited now that you can see how cool they are. The short answer is: probably! The longer answer is that we have a lot on our plate already and need to be mindful of taking on more. We did manufacture more than we needed, so we have extras of some items. We’d love to run a little operation to let people get their hands on things they missed, and we’ll let people know how that will work if we can get to it. It will likely not be right away, since we must prioritize fulfilling rewards for everyone who has already backed—and, of course, we also have to get the game done.

A Happy Holiday

It’s time to wrap up: this blog post, your presents, and 2025. This is the season with many holidays for many people. Many of us will be taking some time to have a quiet break, to be with loved ones, to celebrate, or to gorge ourselves on sumptuous meals. Maybe all of the above! We hope you have time for whichever of those you desire, whatever the holidays mean to you. For me, the winter holidays always mark special activities and being extra busy, but they’re also a time for reflecting.

Especially as this year of what feels to me like larger-than-previously-ever-seen tumult closes, I reflect on just how important people are to me. There are so many in my life: the people reading this message, the people who’ve supported this project at any step of the journey and sent kind messages, all the people I know as friends or work with, and my loving partner. Without those people, my life would be so empty. Our lives would be so empty without each other.

Against the often-seemingly unstoppable odds of the crushing machinery procured and pushed by those which we seem helpless to reason with and who, themselves, seem hellbent on shaping our futures from their—according to them—unassailably correct vision of the future: you, humans, are still what matters. We are irreplaceable and we are more than can be summed up by anyone, much less anything.

Happy Holidays from us at Pistol Shrimp.

A special thank you goes out to our Patreon community who continues to support us. Whether you have been loudly cheering us on from the beginning or hopped on board as the train picked up speed: thank you

Please join us on Discord, Bluesky, and Reddit to be a part of our community. You, too, can still support us on Patreon as well.

Milestone 8 Update Read More »

Kickstarter Shipping Update

Person in a bue shirt posing in front of a series of cardboard boxes in the back of a car

Hello, beautiful backers of our project who are receiving physical rewards! We wanted to share a brief shipping update with all of you. Starting next week, we’re going to be locking your address in BackerKit. You should receive an email alert on Monday or Tuesday giving you a final chance to make any changes in case you changed addresses. You can change your mailing address through your survey link at any time until we lock them mid next week. If you lost your survey link, enter the email address you used on Kickstarter/BackerKit in the “Lost your Survey” box at our BackerKit page. If you miss the email deadline and need to change your address or can’t access your survey, please contact us immediately through BackerKit! For digital-only backers, no action is needed.

There are still a few backers who still need to fill out their surveys, and Apple’s Private Relay might be causing some difficulty with our emails getting through to those folks. Likewise, we’ve had trouble charging a few cards for late backers and cannot ship your rewards until that succeeds. We’ve been trying to reach you! Please get in touch if you need help updating your payment method or haven’t been receiving emails from BackerKit.

The current plan for shipping is to have packages going out starting around December 15th for some backers, and finishing as late as early January depending on how quickly we can work. Delivery to the United States should be pretty fast, but international delivery will probably take longer! Domestic shipping will be done via USPS (United States Postal Service), and international shipping will be done via USPS First Class International or UPS Worldwide Expedited, depending on the destination. For international backers, we’ll have customs forms on our packages to help with any duties/VAT involved for receiving. If you are concerned you’ll be unable to receive a package during this time, we can ship it later! Message us on BackerKit.

We had hoped to start shipping sooner, but there was an unfortunate, longer-than-expected manufacturing delay with the Starmap. The other delay has been getting our pins and patches through customs, which should be done by next week (we say, crossing all of our fingers and toes). As the Spathi say, “We’ll believe it when we see it!” And also probably “We’ll run when we see it.”

The plan for shipping in December is contingent on those things happening on time. There are a sizable number of backers who aren’t getting a Starmap, and if that’s the only thing still delayed, we’ll simply start sending out Starmap-less packages first.

Even amidst all the delays and hurdles, getting everything prepped and seeing it come together is so exciting! We really can’t wait to get these things in your hands. We have a longer update in the works with more details about development, but for now, please enjoy this tour of our mailroom and shipping warehouse.

If you have any questions about your survey or shipping, please reach out on BackerKit.

Kickstarter Shipping Update Read More »

Milestone 7 Addendum – Release Types

This is a deeper dive considering how and when we might release Free Stars: Children of Infinity in different versions written as a companion piece to our Milestone 7 Update. Read that first for some context.

Long Breakdown

This section is going to be very information-dense and educational as we walk all the way through our decision process. If you aren’t interested in a deep dive on these kinds of decisions, feel free to skip ahead to the next section! Regardless of some universal, technical terminology, let’s just agree for the sake of this explanation, there are a few types of releases with specific names and specific targets:

  • Playtest: Something meant to represent the final result but clearly not finished, where we’re mostly focusing on getting feedback and observing results. There may be missing guardrails (e.g. things which prevent you from getting the program into a bad state, icky bugs) and places where we’d need a player to consult some documentation or ask questions if they’re confused. We might want to direct players to a specific experience because that’s the part we’re testing. We wouldn’t expect someone to necessarily want to buy and play the game after this.
  • Demo: Something meant to represent the final game which feels finished, even if the player can’t experience all of it (e.g. a time limit, the story or progression reaching a terminal point). It is implicitly cost-free to the player as an enticing sample of what’s to come. We would want someone to play this and leave wanting more, saying, “Wow, this is awesome! I can’t wait to buy and play this game and tell all my friends and enemies about it!”
  • Early Access: Something meant to represent the final result, finished enough to be coherent, and with a clearly described path toward completion. In some ways, we are focused on feedback by saying we are hungry for people to play the game even unfinished, but in other ways, we also want someone who plays this to feel like they’re getting a full experience. Players who play this would either be willing to accept some unfinished things (e.g. the complete story not being playable) or happy to see small pieces of what is done, but we would want those players to be excited to come back and see what’s new when we are finished. It’s not a necessary component, but similar to a Kickstarter, this also can be a way for interested players to support a developer financially. “Infinite” Early Access exists, but for our purposes, we would plan on a fixed time with a schedule of planned features to take us toward 1.0.

There is far more comprehensive information and case studies from other developers on these different types of release plans than we can manage to include here, so we’ll just put in a few of our most important considerations: who’s playing, what options they have after playing it, and when they could exercise those options. Let’s use our Melee Playtest version as an example with the lens of these three types of releases as a starting point! Pretend we didn’t just explicitly call it a playtest and think of it for a moment as a Melee-Only Version.

As a playtest, our Melee version would be focused on getting tons of feedback from players and doing pseudo-QA testing! We’d want to see what players have fun with in Melee, where they struggle, and what they feel after playing it. Our technology, proven internally every day albeit with a limited subset of users, would be in the hands of more people and we could find many things that way. We wouldn’t be worried about players wanting to come back for more, and we could leave half-finished and unfinished things in as needed. As a playtest, this would likely have no “network effect” where players would play and then go tell someone to play it too unless we actually do some kind of wider “open playtest” where new people could join in (not likely valuable for a team our size). There would be no guarantee on when the finished version would be available.

As a demo, our Melee version would be focused on selling the game! We’d want players to play something more limited than the full version of the game but which still represents what the game is about. You might see where this falls down quickly, as Melee alone is not representative of the whole game! It would be unfortunate if someone were to have the exact experience I had as a kid, where I played UQM’s Melee and then only found out there was a great story to play many years later. If someone loves Melee and just wants to play that, this would still work out for them. However, since there’s so much more to the game, and it’s something we’re investing a lot of energy into, this runs the risk of accidentally alienating a possible player who would be interested in the Adventure mode.

As an early access, our Melee version would be focused on getting players in the door and using Melee as a launching point for the rest of our features. Similar to the demo, we can see that it may not make sense since Melee doesn’t represent the whole game. Unlike a demo, which is intended to be a taste test for the player, an early access version may provide a clearer idea of what may be missing or coming later, since part of an early access release is like what we’ve done with our Kickstarter, where we actually endeavor to describe the final product that’s coming since players can’t experience it yet. It’s still a little weak since Melee is meant to stand alone (unlike Planetside alone, or HyperSpace alone, etc.).

Now, let’s apply this same rubric to our Adventure Lite version!

As a playtest, our Adventure Lite would, similarly to a Melee Playtest, be focused on getting feedback from players. In this case, it would simply be across a broader area. We could see how players react to the core parts of our adventure gameplay and if they can follow the story and figure out how to navigate and progress through it. If a player had never played Melee before, we could even see how they fare being tossed into challenging combat. If we’re excited for players to experience the story they’ve been looking forward to, this wouldn’t be for them since we’d be focused more on information-gathering. This would be the earliest we think a player could understand the adventure mode and would give us the best opportunity to make changes or additions.

As a demo, our Adventure Lite would be focused on a preview of the whole game. Missing features like Gas Giant Gameplay could simply be placeholders for things the player would get to experience in a more complete version of the game. Though we would be excluding features which are representative of the full experience, we wouldn’t want the game to feel like those things were just missing or unfinished. They’d be teasers for what’s to come. Unlike Melee as a demo, this version does a much better job since it has the ability to fire on all cylinders and give players a taste of the real game, which is far more than just Melee.

As an early access, Adventure Lite would be the first rung on a ladder to a complete game for a player. Like a demo, missing features would be signposted as things which would come later, and we would communicate the schedule of when those features arrive. We’d want to use this opportunity to get interested players in and observe what happens, like with the playtest, but we would want the experience to be complete and satisfying enough that we can leverage the network effect of them telling other players about it and helping us reach more players. Not having multiplayer co-op could be a negative to using this version as Early Access, since players couldn’t tell others about it with a message like “Come play this with me!” It’s very easy to see how the flow of our own development creates a cumulative experience for players as new features get added to this version. First, vertically, with gameplay being added, and then horizontally, with the complete story being done in Adventure Full.

Lastly (I swear, this is the last one!), let’s do the exercise for Adventure Medium just to illustrate how these options can turn into strategies. For most intents and purposes the statements here could also be about Adventure Full.

As a playtest, Adventure Medium would have a much, much larger section of the game completed for players to experience. Since it’s possible in this scenario that we already did a playtest of one of our other versions, we’d be looking to source information on the new gameplay experiences to help us tune them. There would be no additional story beyond Adventure Lite, so the story testing would be the same.

As a demo, Adventure Medium would be essentially the same as Adventure Lite. The messaging for players would be entirely around the hard stop in the story and we’d want players to be motivated to get the full version of the game to play through it. We’d want to make sure the story is an enticing and attractive element since it’s almost the only thing we’d be withholding.

As an early access, Adventure Medium is also about the same as Adventure Lite. It just provides a different starting point. Because it does include multiplayer co-op, it would have one advantage since playing together could be a selling point. Many players can be happier to experience an incomplete thing since the social aspect provides a great amplifier to the fun they have.

Before we move on, we just want to float one sideways possibility: what if the Melee Demo is actually the Melee Giveaway? Not to get too off-topic with what is just a twist, but there is indeed the wild notion of just having Melee be its own, fully-supported and thing we don’t even describe as a Demo for this game. We can even use a different title, if we want. Shogun Showdown released a free version called Shogun Showdown: Prologue, for example. There’s some appeal to this! It avoids some of the problems with making Melee a Demo, since it would be separate and not trying to represent the story experience. We like that it would let more people experience Melee and have fun with it forever. If you purchased the full game but wanted to introduce a friend to Melee who didn’t have the game by playing with them, you could do that. It could encourage modding, too. One big challenge with doing this is that, somewhat counter-intuitively, giving something away reduces its perceived value! It’s easy for someone to believe that if we don’t charge money for something, it must not be worth anything. (Weird, I know!)

Weapon of Choice

As you can see from reading the above, there are a lot of options, and all of them can have different impacts on our game. To oversimplify a bit, there are three main avenues where these choices can create impacts positive and negative:

  • Players: a better, more complete game is a better, more complete game! For some players, being part of a playtest and contributing to development is also fun. For some players, even seeing a game has or was an early access is a turn-off. Playing a demo can, counter-intuitively, convince a player not to buy the game since the try before they would buy was enough to tell them the game wasn’t for them.
  • Community: the moment there is a game everyone can play is the moment we can include everyone in our community! When thinking about bringing new players into our community and getting people interested in the game, having something playable, especially something people can play together like Melee, gives people a reason to show up. It’s awesome to see how many people are still talking about the fun they had or are still having with UQM, and we think even more people new and old will be happy to participate in something fresh. It would be a net negative, however, if we don’t create a great environment for people to interact or aren’t participating in and supporting our community because we are too busy, for example.
  • Us and the Game’s Success: playtesting, QA, and time spent polishing is incredibly valuable to us when trying to make something cool. If we are able to follow a strategy which creates a great game, we want to do that! The better our game is, the more it makes everything… well, better. We’re not ready to throw in the towel after this game, so its success will afford us future possibilities.

If you’re reading this, you’re likely a backer of our project, which means you are one of the coolest, most likable people on the planet. It also means that there’s no purchasing consideration for you, since you’re already getting a copy of the game whenever it becomes available. For console players, you know that you will be getting later, but for PC players, all of these options could be available to you.

Believe it or not, I really do read everything people say in comments here and in our Discord as well as on Bluesky and on our Subreddit. Sometimes I’m slow to respond, but I read your emails too! This is one of those cases where I have been keeping track of various sentiments people have shared and have seen a couple predominant ones:

  • “Take your time!” Some people seem happy to wait and just want to play the best, most finished version of the game possible. We might assume they’re Adventure mode players, but it’s possible that’s not the case! They might even not be reading these updates because they don’t want spoilers.
  • “How can I be a part of this?” Some people actively want to help and be involved even past just the Kickstarter. Whether we’ve gotten voice acting submissions, offers to help with localization, and all kinds of things big and small, we have a really passionate, excited group of people who want us all to feel successful and want to contribute to that success.

Is there a way to answer the questions about if we want to release our versions to wider groups of people somewhere in there? How much of the above expression is geared toward creating a setup for people who would be interested in being part of a Playtest or Early Access? Is there an even better plan than our original one (just finish the game and release it) which gives everyone what they want, including making the game better?

Seriously, we’re curious: what would you think? Would you be excited to just play a version of the game which is only Melee? Would you want to play the game without voice acting? What about just a part of the story? If you have thoughts and feelings, I will read them!

We covered some of the considerations above, especially as they relate to people who hadn’t already purchased the game, and how having something playable but not finished could actually make our game less appealing to people when we’re trying to market it. There is also the general wisdom that we want to make as much noise as possible with a singular message and push: our game is out! We want to spend our time and funds getting the word out well.

If we did a traditional Early Access, for example, that hamstrings that potential a little. Of course we can have a push with the 1.0 release, but it also means many of you might have already played it. We’d need to be very clear about the Early Access plan, make sure the first Early Access release does provide a satisfying experience worth hyping up to others, and truly give people a reason to come back. Even then, there’s a lot of games vying for your and everyone’s attention.

One last thing to consider is the difference between getting feedback and responding to or reacting to feedback. If we are doing playtesting, we’re setting aside time to gather information and use it to make the game better. If we release something but are still busy making more stuff ahead of it for a future release, then it will also divert our attention from playtesting. It’s nicer to have dedicated time where we can just incorporate what we learn.

If you want to let us know what you think, share it on our Milestone 7 Update or with us on Discord, Bluesky, or Reddit.

Milestone 7 Addendum – Release Types Read More »

Milestone 7 Update

Humans of Earth! It is that time again, or possibly past that time. No matter: grab your favorite liquid, prepare a good repast, and buckle your eyeballs into their sockets for the thrilling text adventure that awaits as we review the progress we’ve made on Children of Infinity and its attendant parts!

Before we go deep, there are two important pieces of information we want to make sure you see, even if you read nothing else: spoiler warnings incoming as well as cards being charged in BackerKit for late backers or those who got add-ons.

First: going forward, this is the last update you can expect which we guarantee has no game spoilers at all. That’s not to say all future ones will all have some, but we expect information to breach containment slowly as we show more and more finished work. Names and images of aliens in the game are likely to start entering the wild, at a minimum. Nothing that you wouldn’t find out from reading marketing material, and we do want to tell people about what’s in our game! Our Lorebook, which we’ll get deeper into in a bit, contains bits of information that we almost certainly won’t share, but that backers will receive before the game is out. They might share information and we can’t really stop them! As we start to want to explain more of what the story is about, it will become clear just who from UQM or The Beyond is involved, along with vague story arcs and possible names of villains and friends.

Second: if you pledged funds on BackerKit either as a late pledge or to get add-ons, this is your final heads-up that we’ll be locking all the orders and charging your cards shortly. Please be on the lookout for emails around this, especially if we have trouble charging your credit cards. BackerKit will send emails nagging you, but be sure you’re getting them! As a reminder, we know we’ve had trouble with Apple’s private relay bouncing emails in the past. If you signed up with one of those addresses and aren’t receiving any emails from BackerKit or have any other troubles with your order/survey, please contact us. If you don’t have your survey link, just use the “Lost your survey?” section on the BackerKit page.

I Wanna Be Updated

Some of this update will be sharing the progress and what we’re working on, but we’re also going to be sharing some of our plans that are about to go into motion as well as look for your feedback on the things you’re excited about. We are in the middle of some big decisions, and they all revolve around all of you! If you pledged for physical rewards, we’ll have some information and updates on those as well.

We have been mostly focused on polishing a very narrow, essential part of the game: Melee! In particular, the ‘stand-alone’ melee experience where you can pick a bunch of ships, get into a match with an AI or human opponent, and start playing. We’ve been creating VFX, updating ship hit boxes, finalizing ship designs and fixing bugs, and putting in all the work so that we can reasonably put a player who knows nothing into the Melee experience, let them pick whatever ships they want, and see if they have fun. This is a critical benchmark for being able to do what we had brought up before, which is playtesting.

Getting this all right has caused our plans for what the released version of the game looks like to spread out a bit, and we’d like to share these plans with you.

When our previous games were released in the 90s, they were technically two games released in sequence! Before the Ur-Quan Masters, there was a game before it which had a little taste of the story and universe told mostly through the 1v1 combat of Melee.

We’re not suddenly making a separate game, but we decided it would make a lot of sense to take the Melee experience to completion as soon as possible so it could get into more hands. We put together a plan which would actually give us a total of four possible versions which would serve as our next milestones and also allow us, if we wanted to, to even make them into releases to certain audiences. We’ll talk more about our thinking and our questions about that, but let’s first talk about the four iterations of our game we’re going to be building towards. When they come out and if they come out (beyond internal playtesting) is separate and covered in a bit.

Introducing our four builds: Melee Playtest, Adventure Lite, Adventure Medium, Adventure Full, and, finally, the one which is most certainly released to all of you: Version 1.0.

Like a Version

The Melee Playtest is what we’d consider the first, fully playable version of the game. It just doesn’t have the Adventure mode with the story! It will have 1v1 melee play in all of its intended forms: local against an AI, local between two players, and networked between two players. Whether or not we include all of our ships is an open question if we want it to be, mostly revolving around who plays it and if we release this version. There are actually a lot of things in this version from a tech backbone standpoint: support for different input devices (controllers and keyboards), nuances around just playing a network game, and also being able to carve our game data up into a melee only subset. This and our subsequent versions until 1.0 would be for PC/Linux/Mac working with Steam & GOG (i.e. not consoles).

Adventure Lite is the first playable version of our Adventure mode with a very small slice of the story centering around just a handful of aliens. Only single player would be supported, but along with the Melee gameplay experience we’d also have HyperSpace, Interplanetary, Planetside, and Comms. The storyline would be set up to focus on a particular climax of our characters’ stories in the middle of the game. Think of it as the first third of the game’s main story, but with a lot of caveats about order since it’s an open world game. In a full playthrough, players might find other things first! It’s possible we’d actually use a limited Starmap or other barrier in HyperSpace to further contain the experience. Likely included in this version would also be the work from the Melee Playtest, just as a standalone Melee mode a la UQM.

Adventure Medium is an extension of Adventure Lite but with more gameplay features. We would include Gas Giants, Interiors with Floyd, and Trading Posts. We’d also allow multiple players to play cooperatively. The amount of additional story and characters we include in this version is a bit of a sliding scale, but the main focus would be on features and not additional story.

Adventure Full is what it sounds like! It is the full experience of the story. All of the game’s story would be playable from the very beginning to the end along with all of our aliens available. It would include all of the intended gameplay we had built in the prior versions and be playable solo or cooperatively.

Lastly, for the purposes of the current releases, we come to version 1.0, which is just Adventure Full but with full VO support. There may be platform-specific features we didn’t fully implement which would be available here too, like Achievements or being able to play network games via your platform’s native tools (selecting your friend on GOG and joining their game through that interface, for example). It should go without saying, but we always expect some number of bugs in everything we do. 1.0 would strive to have as few bugs as possible from Adventure Full.

There will be some amount of post-1.0 work, as well. At the very least, this will include localization and console versions, with the Switch taking precedence before we do the Xbox and PS5 versions. Depending on how things go, Switch and localization might just become part of a 1.0 release. One thing on the edge is really extensive modding support. We have planned for it from the very beginning, but it’s possible focusing on making it awesome will take our limited resources away, and we’d rather have a great game out first. There is a wide world of possible post-1.0 work, with plenty of people asking about things like Switch 2, but we want to finish all of our commitments we made first before making any new ones.

The only date we’re firmly committed to and track for right now is our Melee Playtest being done in October. Beyond that, we have some working dates, but it depends on a few other decisions: namely what versions we release and to whom. We can at least say the absolute earliest that Adventure Full will be done is May 2026. We are going to need some time to get all of our ducks in a row to our satisfaction.

Wait of the World

Our choice to spend more time is simple: it will make the game better. However, we didn’t want to just say to ourselves and all of you that it would be that long before we can get more people playing it, since getting it in players’ hands is also a key part of making it better. The compromise became putting Melee in front and working on our Adventure Lite slice. So why did we put Melee in front and what does it have to do with the time it’ll take for Adventure?

Firstly, it’s not just a fun observation to point out that we’re following in the footsteps of the originals, since there’s a reason to approach it that way. We bit off a lot for our adventure mode, and one of the challenges there which does echo the originals is that improving one area of gameplay doesn’t intrinsically improve the others. Making Melee really nice doesn’t improve gameplay on Planetside or improve the experience conversing with an alien. By freeing ourselves mentally from trying to lift the quality bar of everything needed to experience the story across the whole galaxy all at once, we can get a better, more focused result.

Secondly, our writing has taken longer than planned for a few reasons, and we want to allow for that time. The one we could see coming was simple: doing voice-overs for a game like ours is hard. We don’t mean just finding a great voice actor and getting lines recorded and in the game—we mean that once we record something, it’s pretty much set in stone. We can sometimes have the opportunity to do additional recording sessions, but that involves a lot of coordination and budget concerns and is overall something we want to avoid. There’s a reason it was our costliest stretch goal, and it is a real stretch as we had predicted.

Because there was a knock-on effect of slower writing leading to a further delayed voice recording schedule, it adds an extra slice of work for our Narrative Lead, Mallory. She is the one who holds the whole story in her head and can effectively communicate what’s needed to writers or voice actors. If she’s helping a voice actor, she isn’t helping a writer, building a conversation flow, or writing herself. If we had finished with our writing sooner, she wouldn’t be having to split focus. Getting everything truly, one hundred percent polished so it could be recorded involved a lot of playtime and feedback from not just Mallory, but myself as well.

By creating our Adventure Lite and Adventure Full versions, we are giving ourselves permission to build and play our game without having the VO deadlines constantly in front of us. There are still some VO deadlines we are trying to hit because we have found voice actors and have a lot of writing truly done, but otherwise we get to put that on pause.

After doing the scheduling shuffle where we scoped our different versions, we were immediately able to work in a more productive fashion! With new deadlines leaving more time for reviews, we also didn’t have to put time into helping voice actors do the recordings too. We feel much happier and confident about the end result since we have more time to play the game and truly experience the writing in situ, especially for characters which have longer, more complex arcs that interact with others (okay, that’s almost everyone in the game, but some are more sophisticated than others). We’ve built in additional buffer time for some of those characters so we get a chance to revisit them too.

The last reason our writing has been taking longer is that our writers needed more time than we gave them. Some reasons were not on the writers as we called out above. If we can’t review it, they can’t finish it! However, some of our writers were directly impacted by international, armed conflicts. For obvious reasons they have needed more time to finish their work, and we really couldn’t have predicted or imagined the impact because we’ve never dealt with it. We all wish for a world where people aren’t dealing with life and death decisions, but they are far more important than any work for our game.

These are just the things that slowed us down, with a few nods towards the advantages of taking our time that we’re already realizing. There are many upsides to having these versions, and our biggest questions are around what our strategy ought to be for actually playtesting them or trying to spin them into full releases.

Left to My Own Devices

There are effectively three types of releases to consider for any of the versions we’re working on:

  • Playtest: Something meant to represent the final result but clearly not finished, where we’re mostly focusing on getting feedback and observing results. We wouldn’t expect someone to necessarily want to buy and play the game after this.
  • Demo: Something meant to represent the final game which feels finished, even if the player can’t experience all of it. We would want someone having played this to leave wanting more: “Wow, this is awesome! I can’t wait to buy and play this game and tell all my friends and enemies about it!” 
  • Early Access: Something meant to represent the final result, finished enough to be coherent and fun, and with a clearly described path toward completion. Players who want to try this would be willing to accept some missing things, but we would want players to be excited to come back and see what’s been added along the way or upon 1.0.

We have written a deep dive as a separate piece if you want some more context and information on the three release types. Give it a read if you want to explore the myriad considerations we’re putting into our decisions!

Here’s what we’re thinking right now.

We would love to get Melee in the hands of people to play with as soon as possible. We’re not sure how wide that group of people is, but we’ve been the only ones playing Melee for far too long, and especially the 1v1 version is at a point where we’re all curious what people will do with it. Because it stands alone from Adventure mode and there’s not a lot of story secrets contained in it, we’d just love to let people play with it and have fun! We think it’s fun. We want you to try too!

We have already decided to take our extra time for the story to make it just the way we want. The more we can just focus on the Adventure mode being a great experience, the better it will be. It really is like a separate game! Having an Early Access period does feel like it would be a marketing risk, since, although we aren’t labeling it as a Demo, if it feels like the game is unfinished, it can still leave a bad taste in players’ mouths. As Greg Kasavin has said regarding his own Early Access release of Hades: players pretty much expect a finished game. Parts can be missing, but what’s there better be fun to play! This tends to point us toward at least some sufficient playtesting and polish level before an Early Access, if we did that. Would Adventure Lite be a good Early Access? Or would something a little further along serve it better?

If we did go down the Early Access path, we’d be pretty strict about the duration and our schedule. It wouldn’t be an indefinite, “finished when it’s done” development effort, but something with a clear schedule with deliveries we’d provide. We think some of our Adventure Lite to Medium to Full lends itself well to Early Access, since we can graduate some of the things in Medium. For example, one release could include Adventure Co-Op. The subsequent one could include Gas Giant and Interior gameplay. Then we could add on the Trading and the full HyperSpace experience. Then the one after it would be Adventure Full with the whole story, with the subsequent 1.0 release being our 1.0 release.

One last simple advantage to Early Access is also income! Right now we have gotten ongoing support from Patreon as well as plenty of late backers supporting us in BackerKit, which is wonderful, but not everyone is going to pay for something they can’t play yet. More funds means more investment in our work, especially things which are at the end of our ‘feature tail’. For example, we don’t have the bandwidth to work on our ports or localization in tandem with our initial 1.0 release, but what if we could afford to bring in additional support to do that? That would be a win for us and the players looking to play on other platforms or in other languages! 

The final consideration is simply: what about our players who don’t need convincing about anything at all, like our Kickstarter backers? We know there are some people who are happy to wait. We also can imagine there are people who are champing at the bit and hungry to get their hands on some of our work. Is there a serendipitous path that lets everyone get what they want? For example, using the Early Access concept above, if you wanted to play it as soon as possible, you could do that! It might not have voice overs, for example, but with the above strategy of clear deadlines for features we’d be hitting, you’d know how long to wait for the features you care about.

As you can see, there isn’t yet a clear decision, but there are some possibilities. We are pretty certain we want to get Melee out there as a standalone version, whether it’s a playtest or some other form. Where we’re still weighing our options is in the Adventure mode and if using one of the more limited versions as an Early Access or a Demo makes sense.

Whatever we do, if we are able to follow a strategy which creates a great game, we want to do that! The better our game is, the more it makes everything… well, better. It’s better for you, and it’s better for us, since our success with this game means a brighter future too.

What do you think? We want to know! While you mull that over, let’s take a look at some of the work we’ve been doing besides just planning!

Take a Chance on Melee

As you might imagine since we’ve narrowed our focus, Melee has progressed by leaps and bounds since we last shared it! All of our 38 ships are fully playable as intended and have visual effects tied to their weapons. While we finished the ships’ core art, visual effects are a separate effort to add character, color, and in some cases communicate gameplay. Shields and other unique behaviors need a visual language so they are understood by a player.

Several ships have gotten audio passes, which couldn’t happen without the visual effect to indicate what the audio might be, and we started adding some of the more general audio behaviors like collision sounds for when ships bump one another, or asteroids, or the planet. All of the captains’ windows are connected, including some which have special behaviors like the Scout and the Spirit (a new ship).

Last but certainly not least, we’ve put in a little bit of polish work on the theatrics of ship destruction in Melee with the one moment of calm: the sequence between destruction of your ship and picking a new one. We are very excited to bring forward a favorite feature from UQM by having a unique musical ditty play depending on the victorious alien! They were all composed by Justin McGehee who had a ton of fun making unique, expressive tunes which players will relish—or loathe, depending on which side you’re on—hearing.

We put a pass into our HUD (the non-interactive UI elements on screen) to support our intended vision as well as some of our new design features, like a minimap, which is possibly nifty in 1v1 mode but will be an important part of communicating target selection when more ships get involved. 

There’s a lot of things which can happen before you actually start duking it out in standalone Melee. Having what we call a “lobby” where players can join up and configure their ship rosters is an important part of a match. Right now, we only support setting up a 1v1 match against either a local player, remote player, or local AI, but in the future we’ll add controls for setting up other match types with more players. The core 1v1 experience is finally working, and completing it lets us provide a setup where players can configure a match, play it, and then return to either play a rematch or reconfigure things for a different type of match. This required a lot of under-the-hood work and also was a lever for building some more complete menus.

Beyond just what was needed for the lobby, our Menus (interactive UI) have also seen a ton of progress and new features. We had completed their art assets last milestone, but there was work to actually hook them up and get the correct behaviors in-game. We implemented a few of the first art pieces for regular buttons and menu frames along with unique widgets that have different interactions like checkboxes (e.g. ready?), sliders (e.g. volume), and toggles (e.g. language). are starting to have menus which don’t just look like a bunch of placeholder items and even have some of the intended user experience for buttons which interact differently, like a slider. We’ll still have more work to do here, especially for the Adventure modes with a lot of unique menuing needs, but, ironically, Adventure has already received a bit more UI love since we knew it would have some more bespoke elements like the Starmap.

Local 1v1 Melee presented a unique UI challenge which was somewhat different from our other modes we had been putting effort into (online Melee, split-screen Adventure co-op). Both players share one viewport (physical gameplay screen) but each player will often want to have their own menu screen, possibly at the same time. For example, when players are selecting their ship rosters for a match of Melee, each of them should be able to independently play around in their menus to pick and change ships.

Local two player roster building experience example in engine (controlled with two devices). UI art is placeholder.

This was previously possible in split-screen because the menus were tied to the viewports, one-to-one. Some work had to be done for the special case of local co-op with a shared gameplay space, since that rule wasn’t valid anymore. Now we can have menus for both players in a shared viewport, and we can even follow that same rule when playing single player by letting one player control both menus—think of playing 1v1 against an AI and wanting to go change the AI player’s ship roster. We also are able to have shared menus both players can interact with locally, like the pause menu, which can overrule gameplay-specific ones like ship selection.

Describing some of these nitty-gritty features, all of these things seem like features which ought to exist! They don’t until they’re created, though, and it’s not always trivial to make them. It is, however, a lot of fun to see our vision come to life for all of these seemingly small touches, which will make controlling the game fun and not frustrating. Of course we want friction and frustration in gameplay challenges that require it, but “getting into a match to play with the ships you want” shouldn’t be the hard part.

We Are the Robots

AI was our term first, folks.

Most recently, Fred and I have been putting work into our Ship AI for playing against computer opponents, which is important since it is needed in both stand-alone Melee or the Adventure mode. We could do a really deep dive on the ship AI at some point, but the short version is that it’s a collaboration we’re developing that combines some flexibility on my side to support different ships’ powers and creating some unique character when a human isn’t behind the helm, while also ceding the “smarts” to the smart half of the operation, Fred.

We spent a couple weeks creating a decent proof of concept Melee AI probably two years ago and even showed it during our development streams. I was able to script a few unique ships around it, from simple ones like the Ur-Quan Dreadnought which just wants to shoot you to more complicated ones like the Kohr-Ah which has a more specific version of shooting based on how it controls—holding the key to launch a blade and releasing the key to stop its flight. It was enough to convince us the strategy was sound, but we left it on the shelf until recently.

The way it works, at a high level, is that the AI has access to a few pieces of information: things it wants to pursue (usually the enemy ship!), objects it might want to avoid (enemy missiles, the planet), and what steps it would need to take to land a shot with its weapons. Fred’s AI code just tells me which of those are most imminent and what direction a ship should go if it wants to achieve that goal.

In the case of the Druuge Mauler, it is just going to do its best to keep its distance, train its weapons on you, and fire. Its secondary power, sacrificing crew for energy, doesn’t really have much to do with the state of the world, so it doesn’t need to know as much. It’s not a terribly maneuverable ship, so it’s unlikely it would ever try to dodge fast moving things, but it would still try to steer clear of the planet. The “winning strategy” for the Druuge is just going to be focusing on the weapons all the time.

In the case of the Yehat Terminator, it wants to get pretty close to you and fire as much as possible, but it also has a shield to block damage. Using the avoid rules above, a Yehat knows it doesn’t need to dodge things like enemy weapons, but it can detect when a collision is imminent and react by raising its shields. An incredibly rude version of the Arilou Skiff was also made by having it teleport any time a collision is about to occur. It’s absolutely infuriating (success!).

For a Pkunk Fury, it also wants to get close to you, but it’s a fairly maneuverable ship with a very short range weapon and slow energy regeneration. The Fury pays more attention to avoidance and keeping out of range of its opponent’s weapons until it has enough energy to do some damage when it tries to close in. Since the Fury can avoid a lot of weapons fire, it will actually try to steer to avoid missiles. Once it gets in close and expends its energy, it’ll soar off until it can come in for another pass.

What’s especially cool to us about this AI approach is that, while the AI can have a spectrum of ‘knowledge’ about the battle and the physical relationships of objects, ranging from perfectly calculating all trajectories to maybe being a little imperfect sometimes so it’s not too good, it can’t cheat. All the AI scripts do are emulate key presses! While they can be really good at timing the presses, they can’t do anything a human can’t do. If you’re familiar with some tool-assisted speedrunning which just plays back a sequence of inputs that a human could hypothetically do, it’s a bit like that.

I could go on and on explaining the nuances of how it works, but the last, important take-away is that we’ve only found what makes a good ship AI by trying a whole bunch to make good ship AIs. As I go through each ship and try to make it behave in a way which is fun and at least understandable, I might stumble on new questions which Fred and I figure out answers to together. Until we started to make ships like the Pkunk Fury, who can avoid a lot of weapons, and the Earthling Cruiser, who can’t avoid many weapons but pretty much always wants to stay at an ideal range, we didn’t have the concept of separate chase and avoid information. Fred’s code would just give me one option, but we quickly discovered that both pieces of information would be relevant.

At time of writing, we’re through almost all of the UQM ships and have done a few of the new ships as well. As we polish the AI more, we can give them additional pieces of information, like inspecting the flight and weapon characteristics of an enemy ship to slightly alter its optimal play. For example, an Androsynth Blazer should prioritize use of its comet form against a Dreadnought because it’s so slow, but it might want to consider more bubbles against a fast ship that it can’t ram as easily like a Pkunk Fury. There can be special case matchup tables as well, so a Ur-Quan Dreadnought knows not to even bother with fighters against an Earthling Cruiser, since they’ll just get shot down. 

It’s really cool to see our design panning out and the improvements we’re making having an impact on playing against AI in Melee. From a design standpoint, even setting up ships to just “play a certain way” that’s fun and unique, even if a human player might not always do that, is also a surprise treat. Ships have a lot of unique identity even just in the hands of a human player, but having their AI do specific things will make them even more characterful and even possibly give players ideas about how to play them.

Space to Face

We can write and write and write—and we will write and write and write—but it’s at the point where a video will be a lot easier to appreciate than our explanations. Check out the video below which just showcases some Melee gameplay as it can be experienced now. Audio levels and mixing have not been tuned yet, and there is still polish to do, but it’s pretty close to feeling real at this point! For now, we’re only showing UQM ships per our spoiler warning above, but the rest are there too.

Let’s Get Physical (Rewards)

Regardless of our game release date(s), we are on track to deliver physical Kickstarter rewards this year, barring any extreme surprises! We’ve been updating everyone about our progress on these as we go for most of them, but we’ve started on (and in some cases finished) our print items, the Starmap, Lorebook, and Thank You Card, which we were saving for the end.

We talked about the sticker sheets and the patch in our previous updates, and we were awaiting one last revision on the sticker coating to verify our work. The bulk sticker order is ready to go and should be going out by the time you read this. Our patch was already perfect, and we’re just waiting to finish tweaks to our pins to do the bulk order together, since we’re using the same manufacturing partner for both.

Dan’s transit card is way cooler now

Speaking of pins, let’s talk about the pins! They have been the most complicated to manufacture. Mandy, our pin artist, has done manufacturing before, but we’ve had a few extra challenges thrown at us that have slowed us down. Since our last update, we did one round of samples where we were able to see the results and then make corrections as needed. In one case, the first pass was already perfect (Chmmr). In a couple cases, the design worked just fine, but we had a few color corrections based on how they looked in real life (Spathi, Yehat) or needed to tweak the metal treatment for better results (Ur-Quan). You can see what the samples looked like here. They’re super cool, even the ones which needed fixes!

Yehat and Chmmr pin samples
Ur-Quan Pin Sample
Spathi pin sample

Ironically, the villain of UQM has been the villain of our pin production: The Kohr-Ah Marauder! We’re sharing this with you because it’s funny, not because it’s what the end result will look like. With that in mind, in the first pass of the Marauder, you can see how beautifully shiny it is, and also the polishing has stripped away some of the red details on the runes.

Captain, are you SURE their ships were black as space?

Look, we all know it’s not supposed to be silver, but there was a mixup with the manufacturer, and I’m guessing they’ve never played UQM either (their loss!). This is why we’re taking our time to do samples! Once we clarified that it was supposed to be black—black nickel plating, for the metallurgists following along from home—we still needed some back and forth to figure out the way forward. The original design called for a black and bronze metal treatment as well as the red color parts, but the factory was actually having trouble with this process. Most two-color metal pins, if you look around, tend to be silver and bronze/gold, not black and bronze like ours. So the factory actually needed to do some of its own learning to figure out how to do it. Even then, once it did, the metal process would have made it hard to create the red details because they’re so small.

Intended Kohr-Ah colors

We’re now waiting on the next round of samples, which will include a modification the factory was able to do to the mold which will let us use a UV printing process for the small color details. We used it once on the Yehat to make the hazard stripe motif, so the factory and we think it will work well here. After years of the players racing against the Kohr-Ah clock in UQM, it is fitting that now they are the ones holding up us Earthlings with delays.

Even more fun to hold

Next, on to the Lorebook and Thank You Card! We’ve been working with a local printer down in Santa Clara on these, and they have come out amazing. It would be hard to measure exactly how much time and effort was put into the Lorebook, but it does all come out to about 13,000 words across all of its pages. While we were working on it, we thought it was going to be really cool and unique, but once I received a printed copy for proofing, I became truly excited. Maybe it’s just because we spend so much time making virtual things exist or I spend so much time reading text on a screen in our game, but getting to hold something physical full of words and art about the game really makes me envision one of you getting the same feeling of excitement. We really think you’re going to love it, and it does feel extra special since we never would have done it without the Kickstarter as motivation!

The Thank You Cards have also come out wonderfully, and Fred and I are loading up on markers in preparation for a sign-a-thon where we are going to personalize almost two thousand of them. We’d love to show you what they look like, but we also want to make sure you’re surprised by at least one thing that’s delivered to everyone who is receiving physical rewards. I will at least share that it’s a two-sided print, with one side being nothing but beautiful art done by Robert and the other side with the writing. If you just want a nice piece of art to hang up, it will be great as that!

Original Star Map mockup

The Starmap is the last printed item we’re making, and we went on a bit of a journey to get it made! Our printer we’re working with couldn’t handle the many folds the map would require, so I had to do some calling around until I found another local shop here in San Francisco that had specialized equipment for doing multiple folds on a big, big sheet of heavy paper. We’re currently wrapping up the final art for that now, and then we’ll start doing that print run.

You gotta know when (and where) to fold em

Though we think it’s a fun nod to getting goodies folded into a box as was often the case with games of the 90s, we do know some of you asked about having unfolded starmaps. To address this again: the logistics and price of shipping and tube mailers is just too hard for us to take on right now. Down the road when and if we have more bandwidth, if enough people absolutely love their Starmaps and wish they could just have one sent to them in a tube mailer at the high cost of shipping it’ll work out to be, we’ll circle back and find a way to create and ship some flat ones. If we can get a minimum number of folks interested who already got a Starmap, we’re thinking we’d just charge the cost of shipping and handling as a fair middle-ground for folks who had already purchased one.

Virtual (Reward) Insanity

How about digital Kickstarter rewards? There are a few special ones like the Precursor Legacy, Private Playtest, and Design Tutorial experiences, but there are also things like the Digital Deluxe Edition which includes the Lorebook and soundtrack. For the unique/limited ones, we’ll be in touch with backers who supported us for those things individually. We’ve already been in touch with our Precursor Legacy folks, but for people who backed for the Private Playtest, we’ll be figuring out scheduling slots with all of you. We’d love to have you be some of our first playtesters of the Melee version, but we also understand how busy lives can get or that you might rather wait until the game has gone through more polish! For the Design Tutorial, that will be easier for us to do later and we won’t be scheduling that until next year.

How about the digital deluxe version of the game? This depends on a couple factors: when we finish things and how we distribute things. The Lorebook we made is designed for printing, not distribution. It’s oversized and laid out specifically to allow for clean cutting with bleeds. We could just distribute it, but giving it proper chapters and cropping will make it much more fun to read on a device! The digital version of the Starmap is in a similar state but with a lot less work to prepare digitally. Finalizing the soundtrack, however, will take us into next year.

As far as distribution, there are at least two ways to do it. The most straightforward is to pack it in with the digital distribution of the game. That is, if you have a Steam or GOG key for the digital deluxe edition, you get the extras along with it. It also sets us up to sell that version on Steam/GOG if we want, but that’s neither here nor there, since we could decide to do that at a future date anyway. Without having launched some version of the game, distributing through those platforms will be a little trickier, and if you backed for a console edition, we’d still need a way to deliver your goodies. That takes us to our second approach, which would be to distribute them as totally standalone objects on separate platforms (e.g. a link to download a PDF, a Bandcamp page where you are gifted a copy of the soundtrack, etc.) and not packed into the game.

We are definitely going to need a way to distribute digital goodies to people regardless of platform or location, so it’s safe to assume we’re going to do that at some point. The question is: do we do it now? Right now, we’re leaning towards no, not because we’re mean and want to withhold things, but because it will feel better when we can launch a truly complete digital experience for backers that’s been done well.

The soundtrack won’t be done in short order, and, as for the Lorebook, it’s not that we don’t love it, but it’s more that it’s meant to be a companion to the game in digital form. As a physical object, it’s extra special and we don’t want to hold up shipping physical things out; digitally, it’s a little more tied in to the game experience. The Starmap as a digital thing is a bit more neutral. Would backers be excited to have a gigantic digital map of a game they can’t play yet? We’re not sure! It could be great fuel for fan wikis and stories! The most important consideration is that it’s simply one more logistic hurdle to figure out how to distribute multiple things at different times while also juggling our other things, versus doing it all at once and likely doing a better job.

If we see a path to doing this nicely in a staggered way, we’ll take the opportunity! We might figure it out accidentally as we go just distributing our wallpapers (we didn’t forget the small things everyone is getting!).

Together Again

Before we get into the wrap up, we wanted to cover a few more odds and ends with communication and our communities.

We did an open casting call for voice acting and got your submissions! Unless you type like a robot trying to sell me on AI-powered lead generation with 10 business acronyms I don’t understand and are asking to schedule 15 minutes of my time, which would send it to junk mail, I got your email. If you haven’t heard back from us, it’s because we’re going to be doing voice overs for a while and we’re not ready to say yes or no to anything. I’ve got a big ol’ casting sheet with all of your emails, and we’ll follow up with everyone when it makes sense, whether that’s a few months down the road when we’re looking to start voicing a character or we’ve finished all of our casting and will at least let you know when we’re done.

We know there are long spells between these updates! This one felt especially long, but we also had even more to say too. It’s not because we have things to hide, but it’s because we really are busy focusing on our work and have a lot of it to do. We’ve been considering some ideas to bolster our communication and our community, especially thinking about what our ideal community looks like and what kinds of things we can foster with it. Though it’s quieted down now, we’ve already created a space where people are able to grab on to Simple and use it if they want to, for example; so we’re thinking about what other things we would love to see happen.

This becomes especially important to us as more and more things start getting into more hands. Imagine if we were going to launch an Early Access version that anyone could play! We’d want to have our communication cadence and schedule down since we’d be opening up the floodgates to anyone willing to come and join us.

With that in mind, our most successfully active place is still our Discord, and we’re thinking about how to best set up our communities for success, both within our Discord and without. That includes setting up structure for making our already great community even better, like adding more moderators or ambassadors who can help us talk about the game, organize thoughts, and help direct people to resources (whether we make them or just foster what the community wants to create). Our subreddit has been intentionally closed (i.e. only we can make posts) for a while since we had formed it as a community to mostly help us speak with you and ask questions. Now it would probably serve everyone better as an open forum to talk about what we’re talking about. We could likely do that with the help of a few moderators, too, but that may be more aspirational compared to “doing one thing well” in the places we’re already doing well, like Discord and Patreon.

Since we’re going to be letting some more proverbial cats out of proverbial bags, it also brings us closer to returning to another place we had a great community: Twitch! Part of the journey we set out on is more than just completing our game, but sharing the process with all of you. We want to educate, inspire people, and wear our transparency on our sleeves. We think we have unique assets others don’t have, and we want to use as much of what makes our process special as we can. Sharing openly is one of those important ones. Once everyone can know the names of our aliens, for example, I’ll feel a lot less shy about going on stream with those names clearly visible.

No More Words

We feel comfortable sharing because we also know you have been along for the ride and all of us are better off for it. One thing we want you to get out of reading these updates, watching a livestream, or participating in our Discord is that making games is hard! Not just that statement in a vacuum, but all the different ways it can be challenging. It is no walk in the park to have to juggle all of the parts of the game, all of the responsibilities we have to our players, and also do it in a way that’s true to our values. No DRM, no microtransactions, no live service, no <insert-investment-fad-of-the-moment>.

The time we spend sharing these updates, working with someone to manufacture an object, or describing a single thing to someone is all time that we are choosing to spend on top of just creating our game. It meshes with our own mission to share how exciting and dynamic working on this is, but also just how challenging it can be. We hold a lot of responsibility for the game but also a responsibility to all of you to show up as our best selves by being honest about what’s involved. When we imagine our ideal community, that’s part of it too—people who are there to be honest and bring out the best in everyone, themselves included.

We alluded to this when talking about our writing schedule, and it bears repeating: right now is an especially challenging moment to find and bring out the best in everyone because of our global social environment. There is a pervasive air of helplessness that I see in all my interactions and everyone is fighting against it in different ways, through escapism, denial, or even paralysis. There is a world of difficulty out there that we can all find and are tapping into, whether or not we want to admit it, and it gets projected and reflected by others. Things must be difficult. Things can’t be easy. One challenge of my work is navigating that with everyone! Must things be difficult? They might be outside, but why are we bringing or creating that in here?

When we are surrounded by suffering (real or imagined), what does it mean to be happy or succeed? It’s a little scary. Our game alone has had more than a few unforeseen bumps in the road, from legal challenges, to Paul and Ken moving on, to trying to get some objects shipped into the country which suddenly can’t be delivered under budget, to having to rearrange our schedule around immovable parameters. It would be pretty easy to focus on those as emblematic of what our work must be like: hard, uphill, and just one thorn after another. It’s easy to feel despair, but I mean this honestly: what’s the point of despair? It’s a trap. Don’t fall for it! Optimism is much more reliable because it lets you access curiosity and growth, and the upside of challenges is that they require us to grow. The challenges we didn’t ask for or anticipate are more than an opportunity, they’re a demand. We must define our own future. How will we do it? 

To paraphrase David Deutsch: optimism is not to be confused with blind optimism—the hope that things will be better because the alternative of acknowledging challenges is too hard. It is understanding that even if solutions to overcome obstacles are not immediately apparent in the present, they will become available once sufficient knowledge has been acquired. There is a proven track record of that in our history, and he would probably argue it is part of human nature—or the human spirit, if you want to wax poetic.

I don’t think I’ve written this out in a while, but I often say to people I work with, “Aren’t we all here to learn?” Not be perfect, not get it right, but just learn. What’s the most fun thing we can do with the constraints we have? What’s the path forward? How do I do this thing I’ve never done before, or this other thing I’ve done before but now I get to do again but better or with different constraints?

I see that if we ask people to just show up and be as amazing as we know they can be, they can, paradoxically, instead react by choosing to forever stay safe in their comfortable pillow fort of self-doubt. Ask someone to move out of it and believe in themselves, and out of nowhere is an unconscious monkey-wrench thrown into a process because if it went well, it would be scary. Now more than ever, I can see that people are actually afraid of succeeding. What does it mean for the people who can’t do it? If we believe our project can be successful, what about the ones that weren’t? It’s a disquieting thought that people may not even know they’re having. If misery loves company, then self-doubt and fear of what lies beyond that are the communal instigators

With that in mind, a big thank you to our generous Patreon community who continues to support us. While I am writing about my experience encouraging people to believe in themselves, you are encouraging us very directly, and we all feel it.

We are glad to continue to share this journey with all of you and have you here.
Please join us on Discord, Bluesky, and Reddit to be a part of our community. You, too, can still support us on Patreon as well.

Milestone 7 Update Read More »

Milestone 6 Update

“Here comes the summer!” I sing, moments before being torched on the surface of an alien planet by the 1000 degree centigrade sunrise.

Speaking of “centigrade,” if you are well versed in counting to ten, you already know what’s coming: that’s right, it’s our update on Milestone 6! This update will be a little different than other ones, as we have been finishing pieces of work in an order which doesn’t necessarily make the game look or feel better in the immediate. We’ll be a little light on showing parts of the game, and a lot heavier on content which will be going into the game, as well as describing where we are and where we’re going in our development cycle.

As we often say, polish is not the focus right now! As you see images or animations of the game, this is just what the game looks like right now, and in many cases the parts that look unfinished are just that: unfinished. We’re happy to show you the foundation, unfinished drywall, and loose wiring of our metaphorical house. Even our numbering scheme is now goofy, since we technically had two short milestones since our last update. Welcome to game development life.

The Big Production

Broadly speaking, our time has been spent with a heavy amount of production, meaning the creation, maintenance, and decision-making about our list of assets and features. Think of it like a packing list for a trip you’re planning, and you’re trying to both plan the trip and source the items at the same time. As mentioned in the last milestone update, I (Dan) have been mostly at the beck and call of the production’s needs, and working to ensure everyone has what they need to continue so our long chain of dependencies keeps up. We’ll have more of a dive into this with our voice acting workflow as an example later.

This last milestone, our goal was to hit what we called our “soft alpha,” which means that we should be able to lock down a subset of assets and features which are done—and the focus is on that locking down, rather than making more things. We are now content-complete for all of our 2D and 3D in-game art, meaning we’ve got all our hand-made creatures, ships, comms screens (with the exception of one final portrait coming this month), and placements (reports from planet surfaces and other space oddities). The last pieces of 2D artwork we’re making are for our Lorebook and standalone in-game things like the intro, outro, or splash/loading screens. There will be a lot of polish to do with how our assets get used—things like ensuring planetside creatures are behaving properly, or tuning animation timings in comms windows, but their actual creation is done.

The final pieces of audiovisual content, like user interface art, sound effects, music, and visual effects, have been created and only need to be iterated or expanded on. As we pass this milestone, we’re focused on the completely missing assets. An explosion visual and sound effect can be not polished or perfect, but there’s something there. We can decide how much polish everything ought to get after alpha, and this will include things like tuning our many planet colors and environments, lighting and color tweaks for different scenes, and polishing our hundreds of procedurally generated space backdrops.

One reason our alpha was “soft” is because we will be needing time to finalize our alien conversations. Some are completely finished and have been for a while, while a few are still just structural placeholders with the real writing still happening. Most are pretty much done and are going to go through some polish passes. All of that said, we have to truly finish the writing before we can record any voice over. We’ll detail some more of that in a later section, as well as talk about the roadmap for what I know we’re all excited for: getting something released.

Before we get there, we want to show a few more of the things we have actually been getting done. Some of this hasn’t been seen (or heard!) before, and one of our more difficult decisions is deciding just how much to trickle out versus keep close to our chest. I’ve actually started a “reveal list” which is just a spreadsheet of things we have shown, things we haven’t shown, and things we want to show at a particular time just to have a plan for the coming months.

We aren’t sure what different people following along will want, like not being spoiled versus knowing all of the intimate and gruesome details of our development, but one thing that we do care about is leaning into transparency. As Mallory joked with me recently on one of our calls, she is used to not even being able to tell anyone the name of the project she’s working on, much less the gritty details. It’s been largely true for me, too. This is the first game that’s been announced at the same time I started working on it!

Shipping Out

We showed two of the backer-created ships last milestone, and we finished the other two this milestone! Their gameplay still has some polish to do, but we wanted to show off our backers’ cool creations.

First up, we have a ship we’ve codenamed the Warp, which is actually a combination of a ship prototype I had built months ago and a unique power the backer designed, with art that they concepted. Because of its aesthetic, this is one of the few ships we built in full 3D. The Warp’s primary ability shoots a beam which does damage proportionally based on the distance to the enemy ship while also doing a knockback, like the reverse of the Chmmr Avatar’s tractor beam. The resulting gameplay rewards you for getting close to the enemy ship, while also letting you use your ability to play keep away. A very fast ship can quickly overpower the Warp, though.

The Warp’s secondary ability and namesake is lifted straight from an old prototype, which allows for the ship to warp back to a previous point in time, restoring its recorded position, orientation, and velocity. We’d like to experiment with other statistics, like restoring crew or removing VUX limpets, but it needs more playtesting first. The fun part of this mechanic is that, while it seems powerful, going back in time is not only gated by energy, but may not even be a good idea depending on where you were. You might put yourself in a worse place than you were before you activated it! We also want to play with how much information is provided to both players about this behavior—like showing a ghostly trail so a player could predict its trajectory if it were to warp back.

Our second ship is called the Spirit, and was made very sweetly in memory of the backer’s departed brother who was a huge fan of The Ur-Quan Masters. Making this ship was a special experience for me, since I got to not just meet the backer and get their own story, but that of his brother. A few “messages from Earth” were written for their brother as well, and we’ll be sharing more of his story in the Lorebook. Our artist concepted the ship based on the idea of a sort of beaten up junker jalopy in space.

The Spirit’s primary power is a very close range circular attack, like a colorful, miniature Kohr-Ah special. The secondary power launches a pair of Ur-Quan Fighter-like drones which start seeking toward an enemy ship after a delay, exploding on impact or after their lifespan. Homing missiles are usually quite powerful, but the Spirit has a little twist to tamp down on them beyond our usual tuning knobs. Occasionally, the Spirit loses power, halting energy regeneration and possibly disabling the thrusters or turning. If the player can manage to jump-start the ship’s power, it will hum back to life. We still have to play around with the power loss mechanic, since it might work better in response to non-random things so players can predict and play around it.

We have all of our captains’ windows completed as of this milestone, too! Robert and Mandy (our 2D artists) had tons of fun with these, and the captains’ windows are one of the charming, direct carry-overs from The Ur-Quan Masters. We’ve made a combination of direct “remasters” for old ships, and imagined new things for all our new ships—and it’s all been possible because you helped us meet the stretch goal.

Penetrator Captain
“Prowler” Captains
Torch Captain
Guardian Captains?

Know Your Placements

Our universe is more than just ships, creatures, stars, and procedurally generated things. We are creating tons of artwork for telling our story, which we call placements! After aliens tell players about something hidden somewhere on a planet, we want players to be excited when they finally discover it. Most of the things players will find are on planet surfaces, but some of them, like space stations, are floating in space. We’d rather not reveal much of what these things are for, but simply show you some of the work that’s been done because we love sharing.

Just like in The Ur-Quan Masters, some things aren’t giant space objects and will instead be items going into the player’s inventory. While Wimbli’s Trident may or may not be making its return, the player will be encountering a colorful collection of new items in Children of Infinity. What on Earth (or somewhere else) could these things be?

Progression of Note(s)

We’ve been showing at least slices of almost everything as it’s been in production, except for one thing: music. In the future when we have more time, we’d love to do another deep dive on the whole story of the making of the music for Children of Infinity, but for the time being we want to at least tell the short version and share some of our work in progress!

Everyone put your hands, tentacles, and pseudopods together for our amazing composer, Crill! We were directed to him by Eric Berge, one of the original composers from The Ur-Quan Masters, as they had been collaborators in the past and worked together on something you may have even heard before: a lyricized version of the Melnorme theme, POTATOJUICE.

After giving some of their published music a listen and thinking they’d be a great fit, we were able to get in touch with him and start talking about our project and what we’d be looking for. At the same time, one of my friends from a LAN party group I’m part of in southern California suddenly reached out to me and asked if I was behind the project their friend had been asked to compose for. It turned out to be a very small world, as a group of my friends had been long-time friends with Crill too!

At that point, around a year ago this time, he started producing some tracks for us. We prioritized several different types of tracks, like exploration, combat, and communication screens, and he started putting together some different sketches of what it could sound like. In some cases, we wanted something new, and in other cases, we intentionally wanted to remix or reuse parts of Eric Berge’s tracks from The Ur-Quan Masters.

We think the music speaks for itself and we are finally ready to share it, so we’ve put together a sampler platter of some of the tracks in progress for you to hear. We’re keeping the spirit of the tracker music that UQM used, with some of the weird variety from song to song, while also bringing it forward a little into the present, and we’re really happy with the results so far. 

We’ll talk a bit more about the scope of our music later, but if you like what you hear, you should definitely check out Crill’s other music! You can hear it on Bandcamp or follow him on Twitch or Bluesky.

Manufacturing

As we mentioned in previous updates, we have been finalizing our order counts for all of the Kickstarter goodies we’re manufacturing for everyone who backed for physical rewards! We have a lot of physical items we’re making, and we wanted to show a bit of the process we’ve been going through.

We started by prioritizing our most complicated items, things we might have difficulty manufacturing locally, and things which would have a longer production time—meaning anything that isn’t printed. We started with the pins first, which are just about to have a sample run produced, which involves making a reusable mold. Below you can see some of the CNC imaging showing the shape of our 3D pins (the Kohr-Ah and Chmmr).

Chmmr Avatar CNC Image
Kohr-Ah Marauder CNC Image

While those have a much longer turnaround time, we were able to do test runs for a few of our items. Here we have a 2” and a 3” version of the Free Stars patch. We’re going to be going with the 3” design, but these 2” samples will no doubt be worth thousands of dollars as super-collectors items some day.

Lastly, we have our sticker sheets! We created a few different types from different manufacturers so we could get a sense of which ones we liked the most.

Three different manufacturers of stickers side by side.

Mandy (the artist making all of these) and I did some QA tests with the stickers comparing their durability, how they looked, and the quality of the material. We peeled and unpeeled them, we stuck them on stuff which went through the dishwasher repeatedly and got scrubbed with soap, and I even left them out in the sun for a few days to see what would happen. We want to do one more test print to see if we prefer glossy or matte coating, and then we’ll be making thousands of these to fulfill our backers’ orders.

Sticker torture device.
Sticker QA environment.

Lastly, we have our printed items, like the Lorebook, Star Map, and the thank-you cards Fred and I will be signing. We finished the Star Map before our Kickstarter, so most of our work is going into the Lorebook, which is going to be our most special thing we’re making. We’re filling it with as much “off stage” information as we can, with background information on the characters of Children of Infinity as well as tons of concept art and development stories we know you’ll be excited to have. While our mock-up we put together for the Kickstarter was just an idea, having all of our art assets compiled and done gives us the opportunity to make something real. Here’s a little sneak peek of a couple pages.

We’re manufacturing our printed items last because they’re more than just art, and beyond just the Lorebook, we want to have time to put final touches on them. They will have the shortest turnaround time and are much easier and cost-effective to manufacture nearby at one of our local printing shops. It also helps that we’ll be able to communicate more closely with them based on our needs.

This is the worst deck of cards I’ve ever played with.

There is a whole budgeting post-mortem to write about our Kickstarter, but one sticker shock which no one could have seen coming was the impact of suddenly rising manufacturing, importing, and shipping costs rippling out from American policy. We assumed we’d have some margin of error when budgeting these things, but some very abrupt changes caused costs to rise dramatically. When sanity checking our duty costs when importing things, we were very fortunate to come across a community member who had expertise in this area and could confirm we were doing things correctly. Thanks, helpful community member, for confirming things are as awful as we thought!

We have to finalize our manufacturing pipeline before we can commit to a hard date, but we expect our physical rewards will be shipping out later this year. For those of you who are late backers on BackerKit who pledged for physical rewards, we won’t be charging your cards until we have that clear date.

One often-asked question is if we’ll be making some of these things available even after our campaign. The simple answer is: we don’t know! It would make a good deal of sense, and if people like what we make, of course we’d want to make more for people. On the other hand, we are a very light crew and need to prioritize finishing our game too, no matter how much fun making ship pins are (and it is fun).

It was kismet that we were able to bring Mandy Draeger to our art team. She has the unique experience of not just making 2D art, but in turning it into stickers, pins, and other swag! Check out some of her other wonderful designs at the shop she runs for Rocket Cat Rescue.

Backer & Kickstarter Tail End

We’ve covered backer-designed things like creatures, ships, and lander skins. We’ve covered physical goods we’re making for our backers. One thing we haven’t talked about in a while are some of the special experiences backers pledged for, like our private playtest and the design tutorial! We haven’t set a strict date for either of these experiences, but for both of them we want to have a more fully-finished game to share with those backers. While we’re happy to just shoot the breeze with someone in our private playtest, we would much rather have our Super Melee experience polished up and ready for a good play session if that’s what someone wants!

At this point, our timing commitments around those will be based on our game’s schedule as it shapes up.

Production Snapshot: Writing Lockdown Workflow

As described earlier, the most critical set of assets we’re working on finishing up right now is our writing. That’s because even after we finish the writing, there are many other steps we need to take involving other people outside the team. Once the conversation is fully written, then we can record the audio. Once we record the audio, then we can slice and process the audio. Once the audio is processed, then we can actually call that conversation finished.

What does it mean to finish our writing for a conversation, though? It’s important that we not only have actual writing in all the spots we intend, but we also have to make sure it makes sense in the game. This is part of our own, internal playtest process. While we’ve had our overall narrative structure clear for a long time, we learn new things once we actually put all the parts together. It’s important to play the alien conversation. Imagining ourselves as a player, we might want to make sure some things receive more time and attention, or we’ll see how maybe some parts have too much valence and drown out other more critical pieces. There is also a whole role-playing element to the player’s voice—there might be situations where the alien has said enough to communicate a plot point or objective, but we want to let the player have some fun with additional, expressive conversation choices.

Adding voice acting to the game is an additional pressure to really finalize things in our schedule. If we had the license to change anything we wanted later, making minor changes would feel safer. Now, though, we really have to make sure the words are right because someone is going to record them, and then we’re going to process them! It’s one thing to have to redo some of our own work, but it’s a much bigger logistical challenge to change voice lines since we have to coordinate with another person. We call that kind of additional recording “pickup sessions,” and we can do them, but it’s always tricky.

At this point, we have four characters we consider signed off on and ready to record. One has even already had their recording finished. As for the rest, we’ve staggered their sign-off dates over the next two months, placing characters we think will undergo more revision and changes toward the end, with characters who might already be done but just need a final sign-off toward the front. We can always sign off on someone early, but the purpose is to give us time and also allow us to predict when we will have our finished voice assets.

We will talk a bit later about our thinking on when and how we release our game, but you can see that there is a real amount of time necessary for each step in the process, and by choosing to take additional time in one step, we run the risk of causing a chain of delays at a minimum, or lose the ability to get work done at a maximum.

Last but not least: I have been flooded with voice acting auditions! If you sent one in, don’t worry, I got it. I can’t respond to all of them just yet because of the schedule above, and there’s a dependency jigsaw puzzle of peoples’ availability and our budget. As we progress and fill in some of the holes, I’ll be reaching out. If we do fill in the whole puzzle, then I’ll be in touch to let you know the window has closed.

By the Numbers

I wanted to share a bit of data from our production flow. We just use it to help us work, but to outside parties might be exciting as far as building expectations, intrigue, or other primal emotions! Plus, at some point we’re going to have to write some really nice marketing copy for our game, so this helps us get some practice.

One of the questions we scratch our heads over a lot and we are asked often is: how big is the game? This could mean so many things, but people usually think of expected playtime. The true answer is, we’re not sure yet! We need to playtest it more and polish the pacing, and the play time almost becomes one of the last things to tune when we see what is taking too long and what players get into that we can give them more time to enjoy.

However, we do know how many bits and pieces are part of our game, and while we can’t answer how big the whole is, we wanted to start sharing some of the parts we’ve itemized. Think of it like a production shopping list! Our game contains the following:

  • 38 unique playable ships and 39 captains’ windows (the mismatch can be a source of your intrigue!)
  • 26 comms screens
  • 27 characters with voices
  • 30 planetside creatures
  • 36 tracks of music (at least! this will almost certainly be greater)

We could have forgotten, but that might be the first time we announced some of those stats! We’ve talked about stars, planets, and procedurally generated things before, but not so much the hand-made pieces. Enjoy and speculate away!

What’s Next?

We’re running all of these production pipelines focused on finishing things intentionally! One of the reasons we ran this Kickstarter was to raise funds so that we could hire help to create those things. In the evolution of our project and our team, we’re wrapping up the current content phase in two significant ways. First, we want to finish the content so we can put it all in the game. Second, our game does have a budget, and we have crested past the point where we can afford to create more things.

In some of our previous updates after the Kickstarter finished, we mentioned some of the new members who had come on to join our production. As I write this now, most of those people are either done or are wrapping up their stint with us—not because we want them to go away, but because we actually have no more work for them to do or can’t afford to keep them even if we did! Mallory and our writers are staying on a little longer to finish their work, but our hired, full-time art help is wrapping up.

If pre-production was determining the sites where we wanted to mine and setting up facilities, and production was the quarrying process, now we’re about to take all of our rough stones and start cutting, polishing, and setting them in jewelry. At this point, we’re going to be winding back down to how we handled our pre-production process: working as a very small team.

One thing that is hard to explain, much less believe, is just how gigantic this game is compared to the size of our team! Even when we were at our “biggest” with a total of six full-time contributors, it required a lot of production effort to just manage everyone’s contributions. We reached really high and really wide by focusing on supporting our temporary staff. For the next phase, we narrow down and go deep.

The question we all want to answer is, “When is the game coming out?” It’s probably come up in every one of our updates, including the one prior where we asked, “What is the game coming out?” Our last full-time artist, Mandy, will be wrapping up with us this July, and at that point we can actually take a deep breath, and start to really consider the work that remains and how we want to approach it. The only sure thing we can say relates to our writing assets and schedule: we will need until September to finish our voice overs.

This gets into some of the personal stuff for me which I’ll talk a bit about in the next section, but when I talk about our small team and our production overhead, I’m talking largely about my own efforts, which are about enabling the team to make progress. Once those responsibilities subside, I will be back into one of my other roles: the manual labor of finishing features, polishing things, and fixing bugs. At this point, until I know how quickly that process goes when I have my hands free again, it’s too hard to estimate when we’ll be able to finish up.

The upside of this, and part of our plan all along, is that our operating costs for our limited crew will diminish back to our pre-production levels. As I enjoyed reading all of the responses from our community, one of the frequently-occurring ones is “Take your time!” Often I would think, “Sure, but on whose dime?” We’re finally coming to a point where we actually can make those kinds of decisions because we aren’t funding a giant (relative to our team size) production, and Fred and I can decide what would be best.

What would be best is going to be what will produce the best possible game.

We’ve discussed it a bit in the past, but one of the big puzzles to solve as we get ready for releasing something is how we can get some playtesting done. We have our very small internal team of volunteer contributors who we can likely wrangle into playing, but figuring out how to open the game up to a larger set of players to actually help us playtest will make the biggest impact on our end product. Can we playtest the game without voice over? Absolutely! Do we want to release the game without voice over? Probably not. Are there parts of the game that don’t require voice over? Yes! Super Melee as a standalone thing has crossed our minds many times, and there are no alien conversations there.

Our next update will likely focus on this plan, including what we’re thinking for how, when, and what we will release. To recap, the only thing we’re pretty sure of for our releases is that we’re focusing on the English versions of the Steam and GOG versions for Windows, Mac, and Linux  as well as the Switch first. Localization and the PS5 and Xbox versions will be a step afterward.

A Longer-than-Usual Personal Note

This takes us to my closing notes. I referenced having my hands free because a lot of this upcoming work is on me, at this point, apart from the narrative pieces which Mallory and her team are taking to completion. This is actually my favorite part of every project, and I am looking forward to pivoting my role back into where I started: doing a lot of manual labor and polishing to make sure our work is as great and shiny as it can be. Running our big production-sized team involves me all the time, and there isn’t a back-up to help cover for me when I’m not around or trying to polish something for the game. I had to drop all of that to support the team!

This means some things didn’t happen as fast as we had hoped. It doesn’t mean they won’t get done—it just means we couldn’t do as many things in parallel. I couldn’t do as many things in parallel for this very demanding project, and the last couple months included some additional demands on me. What I’m going to share is truly personal. As this is a small team with a big project, I hope you can appreciate how much of the project is in a small set of hands and how intertwined our lives become with working on our game. It’s why even this update is coming a few weeks later than we wanted.

On May 13th, my bird Topal passed away. Unlike with Buhar, his sister, who passed suddenly, I at least knew Topal’s passing was coming. Since about February, I started making regular trips to the vet to monitor him and was giving him end-of-life care. I gave him medication twice a day, which he hated. Three times a week, I would give him subcutaneous injections with the help of my partner who learned to hold him for me so I could insert the needle on his tiny leg. He really hated that. This was just a small part of his fifteen years with me, but it was a daily stressor and was quite devastating to me when he finally passed. He was a longtime friend and a frequent voice on our live streams, and I will miss him dearly.

Topal and Buhar enjoying a treat together, and Topal in his signature singing pose.

In June, just in time for my birthday, I came down with Covid. Unlike the previous stints I had with Covid where I’d get knocked down and then get right back up within a week, this one actually plagued me with symptoms for over three weeks. I have had to fall asleep in the middle of the day, I have been unable to exercise (usually about 10 hours of my week), and my mind has been so addled that it has often been hard to even work at all. With deadlines coming up and contractors I only have a limited amount of time with, you can imagine the stress! I thought I’d catch up from the four days I took off during the initial infection, but there I was, weeks later, still trying to recover. When I asked my doctor about it, he said “Think of it like recovering from a concussion: you’ll feel confused by what isn’t happening day to day, but you’ll improve week by week”. Fortunately, I have not had a concussion, but the frustration that I cannot do what I ought to be able to do and knew I used to be able to do is exactly how I feel. As I write this, a whole month later, I can say I am finally better.

On another team, one person’s bumps in the road may just be someone else’s work to pick up. On this project, there is no other person! I don’t have a back-up Dan who is doing the same kind of work and can fill in. This is the same for everyone working on the game in their domain. Apart from these unforeseen hiccups, we wouldn’t have it any other way, though. This is a very personal project in every sense. And people are, well… human!

Made by People, for People

It’s nice to be human, though. One of the interesting experiences I’ve gotten through backer communications is seeing how surprised people are to hear from me. I’ve noted it before, but it continues to surprise me (and them!). I think it’s emblematic of what’s going on in the world that people are actually shocked to talk with a real human, and, moreso, that they are treated like a real human! Sometimes people will send support emails in very, ahem… colorful language, sometimes in quite a demanding tone. I’m not offended! I can tell they are used to cutting through the noise of corporate machinery in the hopes of talking to a real person. There is no “support department” here. There isn’t a ticketing system. I don’t have a form response I copy from. There’s no chatbot. I’m just a person on the other side of the Internet like you, and so are the people working with us. I value every interaction, even if it’s just an email with someone!

It’s a reminder that people—especially in technology settings—don’t always get that experience. It makes me think that people have just gotten used to being dehumanized, told by so many things in the world that they don’t matter. But you do matter! Our game matters too, otherwise you wouldn’t be here reading this, having supported our work. There’s a direct correlation! If you, the player of our game, didn’t matter, then why would we bother making a game for you? This isn’t for me or for us (the developers). This is for you, a person who matters because our game was made with the intent of you enjoying it. It shouldn’t feel remarkable, but it is when we point it out.

Why is it remarkable? It feels sorely missing right now. Speaking from my American point of view living through current events, it feels like our humanity has been sacrificed in the pursuit of profit. The amount of control, funding, and messaging being concentrated for no other reason than generating revenue is not only deeply disturbing, but also insulting to our collective well-being as people creating community, life, and joy. If a person’s value to society is just the profit they make, what does that even say about how we treat people? I can’t even leave my home without seeing a bus stop billboard which proudly claims “stop hiring humans”. Yes, I know it’s just real-life clickbait to get attention, but if your marketing involves a race to the bottom to demean people, what, exactly, are you selling and promoting?

If the only thing that matters is the bottom line, why bother applying your humanity—your most valuable and unique asset—to anything? This reductive treatment isn’t a new phenomenon, but it is coming to a head in America. It’s beyond sad and distressing, and I am seeing how it takes a toll on our collective well being. Of course people I’m communicating with sound stressed. They probably are. We all are.

I’m not sure we can heal the world even if we wanted to, and I’m not sure how that will be resolved. We feel it’s important to do the work we can do, which is in our game. It’s a statement of our values which we want passed on to you. For me, this game and being able to do it in the open with all of you is a celebration of our humanity and what we feel is calling upon the best in everyone.

We want players who pick up our game to feel they matter, they are welcome, and they are included. Right now, we need you to know that you matter, in spite of the many flashing lights surrounding all of us which might be saying otherwise. Especially if you feel like you are one of the “othered” people with a scary spotlight shining on you. You don’t deserve that, and you’re more than that to the people around you.

I want to again take a moment to thank our Patreon community for continuing to support us after our Kickstarter in return for essentially nothing. Everything you’re contributing goes to supporting our work and our game. If what I wrote above is about how much you all matter to us, getting your direct support certainly makes us feel important to you. We continue to have no obligations to any investors, and we are committed to making the best game possible without strings attached or deleterious choices made to maximize profits.

Please join us on Discord, Bluesky, and Reddit to be a part of the community. You can still support us on Patreon as well. All of it means a lot to us.

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