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This game is not actively being developed anymore.

  • We have the basic gameplay and art. But we can't see a platform or way to sell this game. There is still a lot of work to do to get it into a releasable state, so development has been halted indefinitely while we work on new projects.

Super Space Bucks is a 2-button arcade game.
Orbit planets and maneuver by timing your release from one planet the next.

The game is really easy to learn, but quite hard to master. There are several tricks you can pull off and we've always been saying how we like that "oh-shit" factor in games where players mess with each other and get themselves into tricky situation. We're aiming to have several different whacky ways for the players meet their demise through different powerups and hazards/enemies in the levels.

  • Features
  • Singleplayer Mode
  • Online Multi-player
  • Local Multi-player
  • Randomized Levels
  • Cutesy Artstyle
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One year Later


So it's been a year, a crazy year..

Initially, we were aiming to release this game quickly as a simple multiplayer game, but we were worried that no one would play it online and it would die really quick, so we decided to start work on a singleplayer game mode, where you collect coins and avoid enemies endlessly until you die. Then rinse and repeat and aim for highscores and unlockable upgrades.
But we gravely underestimated how long this would take..

So, in the late summer, while still struggling with singleplayer and multiplayer, we were worried that it would be a huge hassle to maintain and release on different platforms, mainly on the OUYA but potentially also on tablets.
Then we found Unity and before we knew it, we were porting the game to unity.
But we gravely underestimated how long this would take..

Right now, we're pretty much at the point were we had been this summer with our pre-unity version.
With some additional bells and whistles, with a more manageable project and of course both art and sound has made a lot of progress.
Learning Unity was easy, but mastering it, not so much.

What remains is hard work and there doesn't seem to be any use in aiming for a release date when development is so unpredictable, we keep underestimating the work required, but we'll get there eventually, feature creep be damned..

We've been neglecting all kinds of marketing and promotion, heck we release news here annually!
We have to work harder, communicate better, promote ourselves and our game much much more!

Our indieDB page has been updated and hopefully there will be a steady stream of updates from this point.

Super Space Bucks for OUYA

Super Space Bucks for OUYA


A 2-button arcade multiplayer game being developed for OUYA. We had hoped to win a devkit during the #MyOuyaGame contest on Twitter. Seeing as it's only...


Well, I'd like to say... yeah, it's tough to manage stuff, tough to port stuff, and tough to add a completely new system... but you guys didn't give up! You're still struggling to see this come true! Props to the whole team! And about the yearly updates... bah! At least to me, as long as the game itself keeps moving, I don't need any fancy reminders and such, if it steals away time from your life and from your development. Keep up the great work and stay strong!

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Seiseki Creator

Thanks! This is our first game so we're trying to make it the best it can be, even for a "small game"..

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Super Space Bucks
Voltwar Games
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