fight me, serenade me, immerse me, indulge me

12/02/2017 -

Mugalo space masters, may your ships be fueled and your warp engines spooled.  Gonna throw some updates at you from three different directions, so there’s no way you can dodge ’em all.  And then we’re gonna make a request of you at the bottom of the post.


Fight Me

We started tinkering with ground-level planet combat. You beam down to an abandoned planet,  you see some dust porpinos skittering across the tundra. Over the horizon you see a mighty glondosus, lumbering beside the cliffs, calling for a mate. So you fashion yourself a few spears — now’s your chance to make a quick buck: a fine cut of glondosus meat can be sold to high-end restaurants frequented by space celebrities and athletes. Okay, there’s like 43.7 spears on the ground. Yep, that’s a bug.

We’re trying to establish a somewhat dynamic form of ground combat — you can create rudimentary weapons from the resources around you, in addition to bringing guns and armor. We’re starting in the stone age, testing how a spear would be thrown, the distance it travels, it’s trajectory, aim, and sound. And we’ll build out from there. Check it out:

Throwing Spears in the Dark – Indie DB


Serenade Me

You like space music? No? Oh. Well, we’re too deep into this to turn around. Developing that ever-expanding repertoire of radio hits and ambiance music, we started reaching and collaborating with other artists form around the world.  We work on the whole shebang — music, lyrics, and editing. This has been an awesome experience so far, and we’re definitely gonna keep this collab-train rolling.  (Feel free to reach out to us on Facebook, Instagram, or comment here if you want to collab in any creative capacity!) Take a listen to some teasers of hits in our simulated universe:

Better Run – featuring ONUR ÇOBANOĞLU absolutely slaying the vocals in the style of metal rock. Check out his band too:

My Dim Paradiso – featuring Michael Wells pulling off a Tom Waits sound in this brooding number.


Immerse Me

We started adding smaller details to the game play that add immersive elements. We made dark planets where you need light sources to explore, and subsequently added headlamps to spacesuits just for that purpose. Also made the animals wander less like weirdos, so their movements aren’t obviously patterned and they wander with a little more fluidity.


Indulge Me

Not sure how many humans will get down to this last section, but if you do, then a huge, sincere thanks for your interest so far.  Your curiosity, support, and/or judgement — whichever compels you to read this dev blog — are super important to us! You all form the biggest piece to this undertaking, and we are really grateful for all the support we’ve gotten so far.

I hate asking more of you, because your reading this already fills our souls with niceness, but we would truly appreciate your support in for Indie DB’s “Indie Game of the Year” recognition. Indie DB is a popular game development blog for indie projects, and your vote would really raise awareness of our game.

You can vote here, and you don’t need to create accounts or whatever —  just click the button:

Thanks again my friends. Mugalo.


Creatures are made up of molecules:

creatures look like molecules


Rough draft UI for selecting a planetary landing party:



Exploring a dark planet… with a lot of spears:


Surfing, skiing, running, peeing

11/13/2017 -

Chay ho, bodacious babes. Sit down, enjoy this free space drink, and let me tell you all about how we protoyped our planetary movement.

Right off the bat, we wanted to make movement feel intuitive and easy, so we worked in recognizable features like WASD movement, exploration “fog”, and getting the planetary rotation down as your character travels. We wanted to test interaction as well, so we added a mining action, other life forms, and terrain details all with some super basic animation. Ain’t nothing too pretty or polished about this in-game ability to land and explore, but we have it working – that’s 73% of the battle (yes hello, this is jun now… it was 4% of the battle, we have a long way to go).

Hardest part about all this was determining the correct quaternion transformation that should be applied to the planet and character when horizontal and vertical keyboard inputs are commanded by the user.

Concurrently with working on movement, we are adding more surface details to planets. These babies will be loaded with purpose. Some planets are rich with life, civilization, and opportunity – potential quest or side-quest locations. Others are deserts, harsh and void of resources. That’s just space, man. Point is, we are really preparing to detail the content we have in place, so look for more updates in that area.

For the time being, check out this video of our low-poly lifeform exploring a moon:

Mining Example – Indie DB

Lighting Test:


Planet environment window:


Buggy editor screenshot:


Similar screenshot without weird editor bugs:


Full-up screenshot! Look at this crazy UI coming together! Planetary exploration feels more tangible now.


Experimenting with atmospheres, lighting, gas planets, and rings.


alien gates and first tastes

10/29/2017 -

Chay ho, space hunks. We’ve been working on that sweet, sweet launch screen, fine-tuning ship flight dynamics/sensitivities, and just filling out content since last post. So that accounts for much of the radio silence.

Now let’s talk first tastes: the game’s opening sequence. The game opens with branding and title scenes, from where we try to jump right into immersion. Since the game itself is played within a simulated galaxy, we did a lot work with the loading UI to make it feel like an alien software is loading onto your PC. As nostalgia boys, we have a soft spot for those computer processing sounds of old (or like, from the mid 90’s) so we draw from that to get a “DOS-like” effect as the simulation boots up. We’re shooting for that feeling of having everything SEEM familiar, but not being our world. Kinda twilight zoney… toned down surrealism, maybe.

The alien software loads, and boom, you’re given a gate – the point of entry into the simulation. We wanted to create “default” feels to the UI. Like when you open a fresh new PC and everything on the desktop is kind of ‘lame’ and un-personalized. So yeah, we’re having fun with that. Check out the pics!


This here’s that monolithic title screen, in your face baby. You’re about to start a massive space journey. It’s gonne be epic.

lilith open


Some loading action as the alien software boots on your PC.



Here we go, your personal gate. From here you can go ahead and enter the simulation of an entire galaxy. Of course there are translation glitches — this is bodacious alien software on your PC dangit!

Gate 4


we made your favorite galactic gas depot!

08/20/2017 -

Mugalo dudes.  We took a little detour from coding and what not and drove along the gamedev scenic route this weekend. We created some goofy content for the galaxy we’re making, including a gas station called J.T. Dickies and Cousins as well as a radio ad for it.

The concept is that these modest gas babies are located across the galaxy here and there, available for landing in case you need a quick refuel, food, or general supplies. I wish I could tell you that this gas station franchise is run by a professional… but well… just listen to the ad at the bottom of the post. Ole J.T. Dickie is doing his best…

The gas station as you approach it:


The entrances have various billboards/ads for items in the galaxy. You know, like star-paste.


Once you land, you can head on in to purchase a refreshing Moop Light ™.


Check out the radio ad for this fine establishment:


Here are some other cool pictures (from lately):




A robot is in your spaceship — chat with it! (tell it your secrets)

08/13/2017 -

Chay ho (greetings), surfers. I bet you’re wondering what we’ve been up to for the past few weeks. Oh you know, not much, just trying to create a working version of a dynamic chatbot that’s supposed to mimic AI technology. Did we actually pull that off? Lol, umm, well let me tell you what we do have…

First off, if you wanna skip this reading crap, here’s a link to our website built for the chatbot. We’re using the site to log the different questions people may care about, but we can’t track who is using this thing. Just remember to add a username of some sort before starting. Ask/talk about anything you’d care to know about. Some chatbot answers may be a bit funky because it references game-related content and information, but hopefully that’s “shway.”

This chatbot, called  C.A.M,  is be the basis for your spaceship’s communications system. It’ll be an informational swiss army knife as it defines names, things, and places, and also reports on ship and weather conditions when prompted. We gave C.A.M.  a bit of a personality as well — think chill surfer with encyclopedic knowledge — because honestly that is what Jun and I aspire to be every minute of our existence.

Building the chatbot’s brain is a mix of coming up with prompts — ANYTHING someone may reasonably ask it — and then writing answers to those prompts. Kinda tedious, kinda fun. At it’s foundation, the chatbot has a call-and-response system and no, Elon Musk, it doesn’t have AI learning capabilities that will make it conquer all our human technologies. (yet). We added dynamic elements to the chatbot as well so it’s not just having a flat conversation over and over again, and we hope that creates an ~iLluSioN~ of an AI brain that is looking to learn. C.A.M. can ask you questions, react to your responses, and vary his own interjections and answers so they don’t all sound the same.

If you got a few minutes, have a chat with C.A.M.

We imagine the chat bot will work something like this in the overall UI:


And a video!

Ai Chat Interface! – Indie DB