CosmoConifer
← Solvane: The Iron Reach

Archive · 2016 onward

Nine years, six names

Solvane was five other games before it was this one. I still have most of those builds, so here they are in order. Every screenshot, what had changed since the last one, and what the project was called at the time.

Each of these folders is dated by the last file modified inside that build, so what you're seeing is the day I last touched a version, not the day I started it. The oldest build I still have is dated 18 November 2016, but the project is older than that.

Nov 2016Starim
Jan – May 2017Solar Pilgrimage
Jun 2017AstRogue – The Icarus Project
Oct 2017 – 2025Cosmic Ruins – The Phaethon Project
until 2025Space Game Project
NowSolvane: The Iron Reach

Why it kept changing names

Every time I came back to the project after a break, I renamed it. I naively thought that would make it feel more real, and that a new name meant this was the run where I buckled in and finally finished it.

Some of it was more boring than that. I'd research a name, find somebody already had it, and save the project under a different one. Other times GameMaker Studio 2 changed formats and the project had to be converted anyway, and a project I'd just converted felt like it had earned a new name too.

Eventually I got sick of renaming things and saved it as Space Game Project, which is what it stayed. That's the build that got rebuilt into Solvane.


18 November 2016

Starim

5 screenshots · the oldest build that survived

The Starim title screen: the word STARIM in blue blocky pixel letters over a plain starfield, above a menu reading Play, Load, Options, Credits, Quit.

The earliest title screen I still have. Five menu items, most of which didn't do much yet.

The oldest surviving build already has the idea the game still runs on. The counter in the corner reads Planets: 1180, and nobody placed any of them. The galaxy generates itself.

Almost nothing else is finished. The HUD is just the variable list printed to the screen: crystals, missiles, bombs, scrap, and the player's raw X and Y coordinates. Mining is a red arc that fills while you hold on a rock. There's a shop with three ships in it.

Building existed too, in the loosest sense. The only thing you could build was a wall, and nothing checked whether you could afford it, so the scrap counter just went negative and kept going. That's a bug, and it's in one of these shots.

Gameplay: a small ship on a black starfield, with a text list of variables in the top-left corner and Energy, Health and Fuel bars top-right.
The HUD is the variable list, printed as-is. Note the planet count in the corner.
The ship beside several plain grey rectangles arranged in an L shape, with the scrap counter reading minus 25.
Those grey blocks are walls the player built. Walls were the only buildable thing at the time, and nothing checked the cost, so scrap reads −25.
A shop screen showing three ships priced at 50, 120 and 250 crystals, with health, energy and fuel refills priced at 10 each.
Three ships at 50, 120 and 250 crystals. Refills at 10.
The ship next to a small asteroid encircled by a red arc showing mining progress.
Mining: hold on the rock and wait for the arc to close. It has worked this way ever since.

20 January 2017 · first rename

Solar Pilgrimage

6 screenshots · two months after Starim

Gameplay showing a detailed space station marked ST.01, an asteroid, and a debug readout listing ChunkX, ChunkY, Objects, Seed and FPS.

The readout now says ChunkX, ChunkY and Seed: 463. The bones of the current engine, two months in.

Two months later the engine has the structure it still has. The debug readout picks up ChunkX, ChunkY and a seed. The world is streaming in around the player in chunks now, generated from a number instead of existing all at once.

That chunk system is the piece of this project I've rewritten the most. Three times, before it held together. This is the first build where you can see it working, and it's running at 42 frames a second with 84 objects loaded, which is worth remembering for later.

Everything else grew at the same time. There are stations now, a shield bar, an XP bar, and an upgrade screen with five tracks on it. Mining became a beam that breaks rock into ore you can see. Planets started getting names too. This one is called Izkoofio, and nobody chose that. The generator did.

The Solar Pilgrimage title screen: a smooth grey two-line wordmark over a starfield, above a menu.
An actual wordmark this time, and "New Game" instead of "Play".
A blue mining beam running from the ship to an asteroid, which is shedding small coloured ore fragments.
Mining is a beam now, and the rock comes apart into ore you can see.
An upgrade screen headed Choose your upgrade, listing Weapon, Hull, Engine, Energy and Fuel, each at Level 1.
Five tracks, all at Level 1, nothing to spend yet.
A large purple ringed planet labelled Izkoofio, with the player ship small beside it.
Izkoofio. A procedurally generated name on a procedurally generated planet.
The ship mining an asteroid with a red progress arc, with other asteroids and a second ship nearby.
Different seed, different sky. Same red arc as a year before.

22 May 2017

Solar Pilgrimage the one where it stopped looking like a test

2 screenshots · same name, four months on

Gameplay with the debug text gone, replaced by a circular minimap bottom-left and a framed stack of status bars bottom-right, over a starfield with coloured dust.

The debug list is gone. A minimap, a framed bar stack, and a sky with colour in it.

Same name as January, so this is the same run at the project and not a new one. It's also the build where the screen turns into an interface. The variable dump is down to four stats, there's a circular minimap with contacts on it, and the bars have moved into a framed stack in the corner with icons instead of words.

The background picks up coloured dust as well. That's the first hint of what eventually becomes biomes.

The Solar Pilgrimage title screen again, now set over a faint purple nebula, with the words Press Space below it.
Same wordmark, but the menu is gone and there's a nebula behind it.

12 June 2017 · second rename

AstRogue The Icarus Project

2 screenshots · three weeks later

The AstRogue title screen, with the subtitle The Icarus Project beneath it in spaced capital letters.

Three weeks after the last build, under a different name.

The subtitle was doing real work. The original concept was rogue AI that had turned on the people who made it, with the player stranded in the middle of the space they'd taken.

Icarus flew on wings he'd been given, went too close to the sun, and fell. Building something as intelligent as ourselves was meant to be the same mistake, with the same ending.

Mechanically it's the same build as three weeks earlier with the edges filled in. There are tutorial prompts telling you which key accelerates, and a red warning vignette in the corners of the screen.

Gameplay near a space station with red and blue projectile trails, a red vignette at the screen corners, and an on-screen prompt reading Press to accelerate.
Red at the edges of the screen, and the game starting to explain itself to the player.

26 October 2017 · third rename

Cosmic Ruins The Phaethon Project

3 screenshots · four months later

The Cosmic Ruins title screen, with the subtitle The Phaethon Project below it.

New name, same idea, and a subtitle that tells the same myth about a different son.

Phaethon talked his father into letting him drive the sun-chariot for a day, couldn't hold it on course, and was struck out of the sky before he could burn the world down with it. Icarus and Phaethon are the same story twice over, which is why I used both of them.

The interface gets its most decorated version here: a brass-rimmed minimap, ornate framed bars, a missile counter. Underneath it the debug readout is unchanged, still reporting 110 objects at 43 frames a second.

Gameplay with a brass-rimmed circular minimap, ornate framed status bars, and a missile counter reading times three.
The most decorated the HUD ever got.
Gameplay with the debug readout switched back on, showing chunk coordinates, an object count of 110 and a framerate of 43.
Objects: 110 · FPS: 43. Worth holding onto for the next section.

3 March 2018 – 25 October 2025

Cosmic Ruins seven and a half years in one folder

10 screenshots · and then it became Space Game Project

A planet labelled Ede sitting on a drawn white orbital ring with a reddish moon further along the same ring, the debug readout showing 1553 objects at 60 frames per second.

Solar systems with real orbits, with the orbital paths drawn in for debugging. Objects: 1553 · FPS: 60.

This is the long one. Most of the project lives inside this folder, under a single name, and somewhere in here it stopped being Cosmic Ruins and became Space Game Project. That's the build that was rebuilt into Solvane.

I can't date the steps inside it, but I know the order they happened in.

First, what the ship should look like

Three of these shots are me flying different player ships around, seeing what read well at that size against that background and what disappeared into it. No feature work, just looking at the thing.

Which turned into letting the player decide

Spending that long on how a ship looks makes it fairly obvious that the player should be picking. So: a fitting screen with hull, engine and weapon, and a grid of parts to put in the slots. That's the ancestor of the ship configuration in Solvane now.

Then, things worth flying to

After that I moved onto chunk biomes and spectacles, which is the reason to fly anywhere at all. Solar systems with real orbital motion, with the orbit paths drawn on screen while I was debugging them. Stars close enough to matter. The first plasma storm, which is the green one.

And the part that doesn't photograph

The 2017 builds ran around 110 objects at 43 frames a second. These run over 1,700 at a locked 60. Fifteen times the world at half again the framerate, and that is most of what those seven years actually went into.

Objects loaded
1101,751 Oct 2017 → the last build in this folder
Frames per second
4360 while carrying all of the above
Names used
12 Cosmic Ruins, then Space Game Project
The Cosmic Ruins title screen with the Phaethon Project subtitle, over a dark starfield.
Still Cosmic Ruins at the start of this stretch.
A player ship flying through empty space, seen at a distance against a plain starfield.
Ship design, take one. Does it read at this size?
A different, larger and more detailed player ship hull in the same empty space.
Take two. Bigger, and more of a silhouette.
A third player ship variant flying past small distant asteroids.
Take three, with something in the frame to judge it against.
A ship fitting screen showing the ship in the centre, a readout of Hull, Weapon and Engine values, and buttons for Hull, Engine and Weapon.
The answer to spending that long on ship art: let the player choose.
A grid of six selectable ship part slots, the first highlighted green, with a Back button.
Parts in slots. This is the ancestor of the loadout screen in Solvane.
A large white and red mottled star with visible flares, with the player ship nearby.
A star close enough to fly up to.
A large green plasma storm filling most of the screen, with a ship at its edge.
The first plasma storm. Chunk biomes meant space needed weather.
Combat: the player ship firing a stream of blue projectiles at a red enemy ship.
The part that hasn't changed since 2016: something is shooting at you.

What survived all of it

Six names, a pile of rewrites, and gaps as long as nine months where I didn't open the project at all. A few things never went away.

  • The galaxy was always generated. The first build I have counts 1,180 planets, and no one placed any of them.
  • Mining is still a thing you hold and wait for. A red arc in 2016, a beam in 2017, the same idea now.
  • The seed and the chunk coordinates have been on screen since January 2017, through every rename, in the corner of nearly every one of these shots.
  • Walking away never ended it. The longest gap was about nine months, and that's still the thing I'd point to before any feature.