Star Explorers:

Earth has been destroyed, and humanity must find a way to survive. Your job is to help the human race, those remaining on the mother-ship, to find another earth-like world to inhabit. Star Explorers attempts to capture the vastness, loneliness and desolation of space exploration, along with easy to learn, old-school shooter mechanics.

NOTE: Star Explorers is an Early Access game. It is not a finished product. Anyone considering to purchase the game should do so in the spirit of helping the developer to improve it. Constructive feedback is always welcome. Full release is tentatively scheduled for May of 2018.

Current Features:

  • Randomly generated galaxy which the player can fully explore
  • Randomly generated planets, with features based on factors such as atmosphere, distance from star etc...
  • Randomly generated cave systems on some planets
  • Day/Night cycles on each planet
  • Resource management and survival in hostile conditions
  • Randomly generated alien life, for a unique experience with each play-through
  • Random Quests, in addition to the main quest
  • Database of Sectors, Stars and Planets in which player can take notes and customize the names of stars and planets
  • Intelligent alien life, either hostile or friendly towards the player
  • Inventory system
  • Trade System with friendly aliens
  • Melee and projectile combat with hostile aliens
  • Random weapons (similar to Borderlands)
  • Suit upgrade system, which allows player to explore previously uninhabitable planets


Planets are formed randomly, but their conditions are based on more or less scientific factors. The size and temperature of the star they orbit, their distance from that star, the type of surface, atmosphere, and liquids present (or not) determine how a planet will look once landed on. Players will be able to land, depart and return to planets, exploring their surfaces as well as underground cave systems repeatedly, while keeping the same features intact on each visit.


Exploration requires resources, which players must seek out on their quest. Fuel, ammunition and oxygen will all have to be carefully managed if the player wants to survive the long search for an earth-like planet. However, in the Star Explorers universe, there are other kinds of life, based not on water, but other various liquids that may be present on different planets. While many planets will be too hot or cold, or without an atmosphere, there are also worlds of liquid methane, ammonia, sulphuric acid and more, that have developed their own unique evolutionary cycles. Each kind of alien plant, tree or animal is pieced together randomly, making for a unique experience for each player.

The Star Explorers universe is not a friendly one though, it can be cruel and indifferent to the struggles of its inhabitants. If you're not careful, you might land on a planet that's just too hot, or too cold, or enveloped in a cloud of corrosive acid, and not live to tell about it. Upgrading your space suit will unlock these otherwise impossible worlds to further exploration.

How to Play

The interface may be a bit complex at first. I plan to include a tutorial for the final release.

For now - know the following:

  • Pressing "E" allows you to interact with things. It also will disengage you from the Spaceship Control Panel, allowing you to explore your ship - not much to explore yet, but there will be...
  • Right Clicking on stars and other objects will open an action menu. Pick from the menu to scan, warp to, or other.
  • The Hangar Bay is all the way at the back of the ship. Approach the doors and press "E" to begin landing procedure, after you've orbited a planet.
  • Inventory can be accesses by pressing "I" and closed with the same.
  • To add fuel to your spaceship, you must collect or purchase Acknexium Crystals. Then you access your inventory while aboard your ship and "Use" them.
  • Your space suit can be upgraded in the same way. Also your weapons each have an "Ammo" belt. Ammunition found must be "used" in order to add it to the ammo belt.
  • Once you find Acknexium Crystals on a planet, you must launch a beacon to orbit that planet, and inform the mother-ship of your discovery. The mother-ship will then move into the vicinity of the star system in question. If you don't see the mother-ship, you can press "M" to warp directly to the mother-ship. I plan to incorporate this feature into the computer console in the near future, along with the option to do the same for previously visited star systems.
  • Stars will automatically be scanned when warped to. Still, there may be problems in the star-database.
  • The rest should be available by playing the game, and reading the in-game messages...
  • Enjoy!

Known Issues

  • Inventory problem. At certain points in play testing, half of my inventory disappeared. I have taken steps to prevent this from happening, but each time I think I've beat it, it sneaks up on me again. I haven't seen it in a while, so it might be resolved, but I've written a piece of code that will put up an alert if and when your space suit and/or main weapon disappear. I realize this is a game-breaker at this point, but if I can collect more data on where, when and why it happens, I know I'll be able to fix it. Currently, it is very sporadic, and I can't seem to reproduce the effect. If you are playing, and you get an alert about your suit or weapon missing, please update the forum on where you were in the game, i.e. leaving a planet, leaving a cave, trading with the mother-ship, etc... Having access to this information will help me solve the problem much faster.
  • Database issues. Sometimes when leaving a planet, you computer forgets which star it was near. An alert will pop up at this point, again I would ask players to let me know when and where this happens. It will always be upon leaving a planet or loading a saved game, but I would like to see if there is a pattern, i.e. which sector(s) it happens in, what kinds of stars, planet types, whether a certain quest was being completed, etc... I think leaving the star system and returning should resolve the issue as a work around while I find out what's causing it.
  • The game is currently somewhat short. It can be won fairly quickly, if conditions are right. This will be tweaked to create more of a challenge. I'm looking for feedback about how much fuel, money, items the player should start with. How much loot is available on planets etc... I do not want to make this a game in which there is loot around every corner. it should feel like you are in outer space, not the grocery store. However, there is a balance that needs to be struck. It is a game, after all.
  • Various bugs exist, but no more seem to be game-breaking at this point. I have a long list and the game will be updated frequently until they are gone.
  • Saving and loading games should be independent of build. If the game is updated, you should still be able to load a previously saved game. Future upgrades may require starting a new game, but for now saves should be valid until all major bugs are fixed.

One Man Team

Star Explorers began, and continues, as an individual effort. All the programming, artwork, and sounds in the game were produced by one artist. In my ongoing effort to bring my love for art and video games together, Star Explorers is my most ambitious project to date. Whether having one person in control of all these aspects of the game is a selling point or not, I can't say. However, it is an important part of the process for me as an artist.

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The Time Invented No Man's Sky
by Michael Klaus Schmidt
see bottom of article for disclaimers

In October of 2013, I came up with the idea for a game. The idea had, at it's core, the essential features of the now well known game No Man's Sky. It would generate a galaxy, with different stars, planets and other worlds. It would allow the player to explore this galaxy, land on the planets, explore caves, ancient ruins and alien cities. Planets would be randomly generated at the time of landing, but would remain persistent, so the player could come and go to each planet as many times as he wanted. The player could find items and upgrades for his space suit, which would allow him to survive and land on more volatile planets, being too hot, too cold or with other various surface hazards prior to the upgrade.

The idea came mainly as a result of playing a lot of Minecraft, with it's randomly generated terrains, and watching every episode of Star Trek on Netflix in a short period of time. Also, having seen programs like Celestia and Space Engine, which allowed a player to explore a galaxy (but did not allow them to land on and interact with the planets) the concept suddenly seemed feasible to make a galaxy that spawned random planets, with random terrains and other features.

I started working on my game, I called it Star Explorers. I didn't tell anyone about it. I mostly kept it a secret because I thought the idea was so unique that if anyone heard about it, they might snatch it up and make the game themselves. I did tell some close family members, however, and I showed them some early prototypes of the game.

I started working on the game in an engine called Unity. Here is a screen capture of that original version that I later abandoned.


I turned to a different game engine: 3D Game Studio. I was much more familiar with 3D Game Studio, but I knew it would be a sacrifice because 3D Game Studio only makes games for Windows. However, making a game for Windows that works is better than making a game for many platforms that doesn't work. This is not to imply that Unity is somehow deficient in any way, but my knowledge of C# was far less that my knowledge of Atari's Lite-C language, used by 3D Game Studio.

Production continued for about a year. Then my brother hit me with a bombshell. The No Man's Sky trailer. Yes, that trailer had come out in December of 2013 or so, but I had not heard of it. Here is the text message my brother sent me, and my response.

12/8/2014 - when I first heard of No Man's Sky

Here's a text he's sent me earlier. It was for Space Engine, a game I'd tried already. Notice my response, how it demonstrates I am still convinced that my game idea is unique.

Space Engine and my response

The cat was out of the bag. My game idea was not unique. No Man's Sky was already looking way, way better than my game. They had a team of developers. They had a big name publisher helping them out. They were going to beat me to it, and my little indie game would fall into obscurity. Check it out if you haven't seen it yet, the original link is still active...

What did I do? I thought about quitting. I thought, hey maybe I'll just buy No Man's Sky and play that instead of working on my game. That may have been the smart thing to do. Did I do that? No, of course not. I persisted. I said to myself, they might fail. They might not be able to figure out how to make all those ideas work and then who would come in and fill the vacuum they left? Also, even if they do make their game, which looked amazing, maybe it wouldn't be good. Maybe the gameplay would be terrible. Or, perhaps, maybe little old me, working alone, might come up with a unique approach, and make something less sophisticated, but nevertheless more fun.

I decided to continue working on Star Explorers. Whether you agree with that decision or not, whether it was the right thing to do, is not relevant anymore. Seeing that the idea itself was no longer a secret, I started telling people about it, and started showing my progress online. I even entered National Geographic's Expedition Granted contest, describing Star Explorers as a virtual expedition to the stars. I didn't win, but here's the video I used in the pitch:

No surprise that it didn't win. It looked terrible. It looked like I had no idea what I was doing. It was not the smooth, beautiful graphics people expect to see in a game trailer. It was, as we in the indie game world like to say “placeholder graphics.” I was struggling to figure out how the game would work. I was working alone. I did not have time to make it look good, that would have been self indulgent, right? I was following the approved method of game design, which is to get the game mechanics working, and then, and only then, giving it all the finishing touches, like cool graphics, sound effects etc...

So I continued. I enjoyed working on Star Explorers. It was fun, it was challenging. Sometimes I wanted to pull my hair out. Sometimes I wanted to cry. But all the hurdles I faced were surmountable. All the difficulties were ultimately overcome.

In August of 2016, No Man's Sky was released. Again, I went through the process of figuring out whether it was worth it to continue working on my game. Then the reviews started coming in. Bad … terrible … liars! To many people, No Man's sky was a wreck. False advertising … outright lies … the game didn't do what it promised. My hopes were rekindled. Maybe my little project would be received with open arms by those people who were let down by No Man's Sky.

I looked at the list of complaints though. “Multiplayer doesn't work” – my game was single player; “You can't fly your ship over the planet's terrain like they showed in the trailer” – my game doesn't let you do that either, in fact my game uses (gasp!) loading screens when landing and taking off from a planet; “The graphics are worse than what they showed in the trailer” – well, my game's graphics were worse than the No Man's Sky trailer too.

Even with its flaws, No Man's Sky was a bigger, better and obviously way more popular game.

So what's the purpose of all this? Am I trying to prove that Hello Games stole the idea from me? Or that I should somehow be credited with creating their game? No. No I'm not.

The purpose is to tell my story, and to perhaps help others to learn the lessons I learned. First, a game idea is just an idea until you make it real. As such, the first person to put the idea out there, along with the ability to show it, will be given the credit for it. Was No Man's sky a working game at the time they put out their first trailer? I have no idea, but the trailer looked great and it conveyed the concept. People accepted that it would do what they said it would do, and that created excitement, and also linked that concept with their game and their company. My big take away is that I should have talked about my game right away. If the idea caught on, who knows … maybe some big publishing company would have helped me make it. Stranger things have happened, right?

I didn't do that though. I hid my idea, guarding it jealously. I would not have said anything about it until it was done. Then I would have revealed it to the world and … probably nothing would have happened. Without sharing your idea, telling people about it, it seems you can't build up any excitement. When it comes out, if there is no excitement, it will take a long time to create some.

I soon learned about a thing called “Simultaneous Invention.” It has happened throughout history. People from different parts of the world, in different situations, will occasionally come up with exactly the same discovery or invention. I didn't know about this at the time, but I'm quite familiar with the concept now. Ideas by themselves are not unique. Many people have ideas. It is the ones who act on those ideas, who talk about them, who implement them, that make the difference.

In fact, as it turns out the whole concept of my game, and No Man's Sky was not unique. In 2001 a game called Noctis allowed a player to travel to a huge number of distant stars, to land on planets and explore their unique surfaces. It did not include many features like inventory or any kind of combat, but the basic building blocks were there.

This was another blow to my ego, as I found out about Noctis after I actually released Star Explorers on Steam (in Early Access) in May of 2017. Here's the current trailer:

Of course there were the doubters, “Hey isn't this just like No Man's Sky?” “Well, actually ...” I would respond, but I don't know if anyone believed me. Not everyone has heard of Simultaneous Invention. Not everyone saw me working and struggling to make my game all those years. That's why I'm writing this. I felt I had to lay down the facts as they were … to set the record straight as I experienced it.

Actually I'm quite happy about my game and its progress. It's not a best seller, but it's my game, that I came up with and made from scratch. I designed the assets, programmed the gameplay, figured out how to generate a galaxy and planets, and even wrote a script that generates unique music for each different planet you visit. There are a handful of people on Steam who have bought the game, some of whom have actually played it for many hours. They tell me about bugs, and I fix them as best I can. They give me ideas about what could be improved, or new features to add, and I have added many of them already.

Perhaps this is just the start of my project, and as it nears a full release, perhaps I will find an audience that enjoys a smaller, more intimate galaxy to explore. As an independent game designer, with an ambitious idea like this, this is much more than I could have hoped for.

DISCLAIMERS: In now way should this article be taken to imply that I created the game No Man's Sky. I created a different game called Star Explorers. The title is an attention grabbing piece of journalistic swashbucklery and nothing more.

If you felt, after reading this, that it is a thinly veiled advertisement for Star Explorers disguised as news, you might be right.

NOTE: Star Explorers is an Early Access game. It is not a finished product. Anyone considering to purchase the game should do so in the spirit of helping the developer to improve it. Constructive feedback is always welcome. Full release is tentatively scheduled for May of 2018.

An Open Galaxy Time Travel Simulation

An Open Galaxy Time Travel Simulation


It would be possible to add a time travel mechanism to my open galaxy exploration game Star Explorers. This would, to my knowledge, be the first "Open...

The Big Idea: Guidelines on How to Complete an Ambitious Project

The Big Idea: Guidelines on How to Complete an Ambitious Project

Other Tutorial 4 comments

Conventional wisdom states that solo developers should not make big games. Leave that for the more experienced teams ... I say no. Here are some guidelines...


game looks cute, but please upload any version of the game, i want to play it.

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Love the trailer of the game. Can't wait to try it

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MKSchmidt Creator

Hey thanks! If you are a risk taker, you can try the early access on Steam right now

It's rough around the edges, but most players have been problem free for a while now. I will also be announcing when the full release is ready, if you'd prefer to wait.

Reply Good karma+1 vote
MKSchmidt Creator

Check out the crowd funding campaign on IndieGoGo

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