GameMaker · GML · In development
Solvane: The Iron Reach
An infinite procedurally generated galaxy you mine, build in, defend, and fly through in a ship you configured yourself.
What it is
Top-down, infinite, procedurally generated. You fly out from your base, scan asteroids to see what they're actually worth before you spend time on them, break the ones that pay, and haul the ore home.
Home is a factory you lay out yourself. Solar arrays make power, conduits move it, and processing turns raw ore into the parts you need. Drones get built to repair the base and help defend it. Turrets cover the approaches, because the galaxy eventually notices you're out there.
Weapons are built rather than bought, so a loadout is a decision instead of a menu. The short version: Factorio and tower defense, in space, in pixel art.
- An infinite galaxy generated as you fly, with planets and moons on drawn orbital paths
- Asteroid mining that tells you the yield before you commit to the rock
- Base building with power generation, conduits, processing and storage
- Turrets and constructed drones that repair and defend what you've built
- Ship and weapon configuration from parts you manufacture
- Developer
- CosmoConifer
- Engine
- GameMaker Studio, GML
- Platform
- PC
- Started
- August 2016
- Status
- In development
- Release
- Steam page in progress
Screenshots
Where it came from
No Man's Sky launched in August 2016 and the reception was brutal. On a Discord call I told my friends I could probably make something with that much depth in GameMaker. That was a joke, and then it wasn't.
The early weeks were easy, which is the trap. Ships moved, asteroids broke apart, things exploded. The moment I started building systems that had to talk to each other, the actual size of game development turned up all at once.
Nine years in, the thing I'd point to isn't a feature. It's that I've walked away from this project for months at a time and always come back to it.
There's a longer write-up on the engineering side of Solvane — the chunk system I wrote three times, the shader work, what nine months away does to a codebase — over on my developer portfolio.
Follow along
The Steam page is being put together now. Until it's live, email is the best way to hear about it, and the press kit has everything a write-up or a video would need.