printing stuff and smashing into it

02/25/2018 -

Jun and I frequently like to imagine that every teen in our game universe has had this conversation:

Teen: Dad, I printed the car and smashed it into a chayoha tree.

Dad: Alright, just don’t print another car between 1 and 3 this afternoon, I need the item-printer for a new set of khaki pants.

Teen: Whatever. Do we have star-paste in the fridge?

Dad: Yes. Of course.

Such a natural conversation is made possible by the ability to print items at will. That’s right. We have created an all-purpose printer meant for creating/materializing survival items of all kinds. This printer (and the resources that go into it) are crucial to getting by. Ingredients go in, items pop out. Check out the first draft of our item menu:


And here we see an iteration of what items would like once printed into existence:

printed some items

Tangentially related: we tackled the development of ground-based collisions. Development, you ask? What is so hard about coding collisions? It’s like, just stopping something you nitwits. Ok listen, we’re doing our best. But basically the code has to do quite a bit: communicate that an object is not passable, remember that the desired direction was not possible, and have all this working on a curved surface (unlike most games out there — think skyrim, pubg, etc.). We couldn’t exactly use pre-made physics engines for that reason — the collision has to recognize that objects exist on a sphere, that gravity is pulled towards a center of mass as opposed to “downwards”, like on a flat surface. So the code had to be relatively original. And here’s the kicker, collisions have to appear fluid — no glitchy skipping and the like. Well, Here’s a screenplop of objects that were identified as impassible:


Until next time, mugalo folks (and space fathers, stay strong, teen angst is just a phase). Coming up later, we got some strange creatures to show off, as well as a peek into *gasp* combat!

holy glondosus, that’s a glondosus

01/21/2018 -

Chay ho, cosmic fellow. Jun and I decided to start modeling again. It’s okay if that excites you, because we definitely think it’s sexy having to imagine, model, and animate the creatures that that will trundle and roam across the planets of the galaxy. We use Unity3D with some personalized scripts and tools to build these objects and beings. The same approach is used for plants, buildings, monoliths, and most objects found on planetary surfaces.

This here is the mighty Glondosus, a majestic horse-like creature found in the wild.

Animating the movement was tricky, since we had to achieve the feeling/look of walking without having the body seem eerily rigid. We added some “waggle” to the neck, torso, and tail. We ended up with this.

Ungulate Animation – Indie DB

But we did giggle and muse at this glitchy motion:

new year, new look

01/15/2018 -

Happy new mugalo, friends. With the passing of another earth year comes growth and really abrupt decisions about the future. For us, that means changing the appearance of the game. That’s right! We’re going low-poly. Whoa, pump the anti-grav brakes — why the sudden change? Several reasons: low-poly renders a bit more smoothly, meshes with the goofiness of the narrative, and fits an aesthetic we’ve already developed with NPCs and other models.

Here’s the difference, left pic is the new low-poly look compared to the previous “textured” look:

compare graphics

Not bad, right? One of the biggest challenges we faced so far is creating planets that don’t destroy your “average” computer’s processing power. We’d like alot of machines to handle this little project. And that goal means simplifying the graphics and animation your computer has to process.

Our solution? Ripple’s Believe It or Not! Yeah, just ripples. Sorry for the pun. We made ripples that process smoothly and achieve the “feel of water” to a satisfying degree. Check out the vid, and enjoy the awesome tunes — original score produced for the game by Them & They.

Water Shader – Indie DB

a vote of support and a sincere thanks

12/04/2017 -

Mugalo space amigos, our game is in the running to be an “Indie Game of the Year” on the popular indie game development website, IndieDB. While we may not beat out games closer to launch right now, we’d sincerely appreciate your vote to be spread awareness of our weird little dream project. Takes like 4 seconds!

All you have to do is go here and click the vote button — no registration needed:


Even if you don’t vote, we appreciate your veiwership and hope to keep the updates a-flowing.

Yours across space-time,

Jun & Pate


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: