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Space Station Continuum is a building/management sim inspired by the past, present, and future of human spaceflight. You'll assemble a Space Station that can last through the decades, evolving with new technologies, eventually becoming completely independent from Earth. Your loyal crew will work hard to unlock new equipment for research, power generation, manufacturing, and more. If you can keep them happy and healthy, that is!

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This past weekend I was at the Insomnia Gaming Festival in Birmingham, UK, showing Space Station Continuum in the Indie Zone. This year's Indie Zone was hosted by the excellent guys & gals at Payload Studios - creators of TerraTech.

My journey to Insomnia began way back in November with an optimistic application to have my game featured in the Indie Zone after reading about it in a tweet. Perhaps all the time I spend on Twitter isn't completely wasted after all! Back then I was very much in the ugly prototyping stages of development, so the demo and screenshots I sent with my application weren't the best. I wasn't holding out much hope, but to my surprise I was contacted in February to say I'd been accepted! I quickly ran through a roller coaster of emotions that began with excitement and ended with the terrifying realisation that now I actually needed a working demo, and I only had one month to build it.

By some miracle I managed to pull this off, and before I knew it I was driving up to Birmingham to setup the day before the show. After getting more than a little bit lost finding my way around the back of the NEC, I arrived to find the HUGE collection of Indie games signposted by the signature inflatable tentacles of the Tentacle Collective.

Setting up

A lot of the other developers weren't there to setup at the same time I was, so I didn't get to say hello to too many people yet, but that did mean I was able to dive right into installing the demo and praying that it worked.

Tip: Bring your build on at least TWO thumb drives in case one decides to die

Success! The demo worked, was relatively bug-free, and it looked great on the AOC monitor provided for the show. That was pretty much it for Thursday. I was staying with a very generous friend near the venue for the weekend (thank you Vesna!) so I didn't have far to go to get an early night and prepare for the opening day ahead.

Friday started bright and early - arriving at the NEC an hour before the doors opened to make sure nothing had broken overnight, and cover every available space on the table with badges.

Badges. Badges everywhere. These were very popular

It didn't take long for the Indie Zone to start getting busy, and within the first hour more people had played Space Station Continuum than ever before!

The Indie Zone got VERY busy

Over the next few days around a hundred or so people played the game. This was an incredibly valuable opportunity for me to see how different people reacted to the game, and how I could improve the tutorial to better explain the building mechanics.

And I'm pleased to say the reactions were great! A lot of people instantly understood the game and where it would be going in the future, and were eager to talk about all the features they'd love to see. I had an especially interesting chat with Ben Moss-Woodward of Lave Radio - some of which you might get to hear on his show in the coming weeks.

Of course, a playtest wouldn't be a playtest without a healthy list of bugs. Some of these were fairly mundane UI issues (most of which I was able to fix in the mornings before the show), and some were truly spectacular game-breakers. Including this demonstration of what happens when you destroy a few dozen solar arrays that have all been built in the same spot:

So if you were at the show and you came to play the demo, thank you! All the feedback you gave will go directly into improving the game, and at least a couple of the ideas we discussed have already been added to the list of planned features.

Extra special thanks to my friend Rob, who sacrificed his weekend to help me show the game and look after the booth when I couldn't be there. You rock, Rob.

I'd also like to shoutout some of the other developers who were there, and say thank you for making me feel welcome at my first event as an exhibitor. Make sure you check out:

And of course, TerraTech by Payload Studios.

The next opportunity to play the Space Station Continuum demo will be at EGX Rezzed at London's Tobacco Dock from the 13th to the 15th of April. Can't wait to see you there!

- John

Space Station Continuum Announcement Trailer is Live!

Space Station Continuum Announcement Trailer is Live!

News 2 comments

And it's going to be playable at Insomnia 62 and EGX Rezzed!

Space Station Continuum: New Year, New Modules

Space Station Continuum: New Year, New Modules

News

Progression in Space Station Continuum is separated into Eras. Each Era has its own technologies, challenges, and design styles. All of the new Modules...

Introducing: Space Station Continuum

Introducing: Space Station Continuum

News

Introducing: Space Station Continuum! A 2D Pixel Art space station management sim based on the real history of human spaceflight.

Pixel Art, Screen Resolution, and Zooming

Pixel Art, Screen Resolution, and Zooming

Textures Tutorial

Pixel Art and Camera Zooming are not the best of friends. Today we'll talk about why, and how you can overcome these problems.

Comments
BazlikMaster
BazlikMaster

What pieces is a real question.Don't been bothered by fake Nasa explanations, and create game with your own heart. For example, create game atmosphere with constant challenges. Universal threat(aliens), station defences, turets, cloning facilities ..give life to that game.
Sandbox with creation of station under moons in deep space.
Combat scenarios where survivors on planet take supplies from stations and fight for freedom. That`s the ticket ..
Lunch pod with commando teams to cover humans on planets under danger. Teraform generators on planets, science missions on asteroids.Water extractions and delivery to hot zones. Stealth devices to mask station presence, monitors with linux fling words, radars who detect movements in deep space. Don`t fall in trap of Celestial Command clon.
Forget real history of human spaceflight. Out there in nothing real(?). Real is only sense of flying moment in player heart.

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N-Body_Solutions Creator
N-Body_Solutions

Hi there, thanks for the feedback. Space Station Continuum is based around realism and near-future possibilities. Combat, aliens, and visiting other planets will not be a part of this game.

Have you seen Starmancer (https://www.indiedb.com/games/starmancer)? You should take a look, I think you'll like it!

Reply Good karma+1 vote
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Space Station Continuum
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Windows
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N-Body Solutions
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Unity
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Sci-Fi
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Single Player
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Latest tweets from @continuumspace

This week I will be mostly editing videos for... a thing. Stay tuned. #gamedev #indiedev T.co

May 23 2018

The first Block V version of the @SpaceX Falcon 9 is launching in less than 20 minutes - paving the way for rapid r… T.co

May 10 2018

300 followers huh? T.co

May 7 2018

French Youtuber @DanField_YT taking the @EGX Rezzed demo for a spin on his channel. Merci Dan! Youtube.com

May 5 2018

Go @NASAInSight!

May 5 2018

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