News // Where to play Lovers in a Dangerous Spacetime: End of Summer Edition!

By Jamie Tucker // August 18th, 2014

It’s been quite a busy summer here at Asteroid Base. We’ve mostly been hunkering down on development to get as much done as we can on the game. We had to miss a few opportunities to exhibit the game over the summer, but Microsoft was kind enough to show the game on our behalf at the San Diego Comic Con and Gamescom, and we’re now looking forward to some upcoming events where you can play our latest build.

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PAX Prime 2014, Seattle, August 29 – Sept 1:
You will be able to play Lovers in a Dangerous Spacetime at booth 863 within the Indie MEGABOOTH area on the 4th floor. We will be debuting some super new content such as our latest constellation level and the new boss, Cetus!

Fangamer ♥︎ Attract Mode, Seattle, August 30 @ 7pm:
Fangamer and Attract Mode will be hosting another fabulous art/games/music party on the Saturday night of PAX and Lovers in a Dangerous Spacetime will be playable along with Particle Mace, as well as scores of great art.

Bit Bash, Chicago, September 6:
Hosted at the Threadless HQ in Chicago, Bit Bash is a celebration of international and local Chicago-made independent games.
Lovers in a Dangerous Spacetime will be playable during the evening.

FILE Festival, São Paulo, August 26 – Sept 7:
FILE Festival is Brazil’s international festival for digital art/media. We’re pleased to be exhibiting Lovers in a Dangerous Spacetime as a part of their programming for video games.

Fantastic Arcade, Austin, Sept 18 – 21:
Lovers in a Dangerous Spacetime will be a spotlight game at this year’s Fantastic Arcade, which means you’ll be able to play it on a sweet arcade machine!

News // E3 2014!

By Jamie Tucker // June 9th, 2014

xbox-photo

Oh My Galaxy! Asteroid Base is in LA at E3 this week and Microsoft just announced that Lovers in a Dangerous Spacetime will be coming to the Xbox One! We re-cut a trailer with new gameplay footage to celebrate.

If you’re at E3, come by the Microsoft booth in the West Hall and play Lovers in a Dangerous Spacetime on the Xbox One.

If you’re following from home then you can tune into Twitch for some sweet Lovers livestreaming this week:

News // BIG Festival Win!

By Jamie Tucker // May 20th, 2014

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Image courtesy of BIG Festival

Last week I had the amazing opportunity to fly down to São Paulo, Brazil to represent Asteroid Base at the Brazilian Independent Games Festival, where Lovers in a Dangerous Spacetime was nominated for both the Best Gameplay and Best Game awards. The week was pretty great in and of itself, but then was made all the more crazy when Lovers won the award for Best Gameplay! Our fellow nominees included Nom Nom Galaxy, Bounden, Drei, and Blek.

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BIG Festival award winners and judges. Image courtesy of BIG Festival

The festival itself was a mixture of B2B meetings, talks, awards show and playing games. The highlight for me was getting hands-on exposure to some really great games coming out of Brazil like Ninjin, Chroma Squad, Like a Boss! and Headblaster. I hope in the future they are able to showcase even more games from around Brazil and Latin America.

Finally I would like to give a big thanks to the organizers and judges for the honour of being nominated and winning the Best Gameplay award.

DevLog // #10 Bringing warmth to deep space

By Matt Hammill // May 13th, 2014

Bringing warmth to deep space

When we showed Lovers in a Dangerous Spacetime at PAX East last month, we got asked a few times about how we were handling our space backgrounds, so I thought I’d go into a bit of detail. We’re aiming for a rich, 2.5D neon fantasy look, and we wanted our backgrounds to fit this world and feel alive. We ended up combining a few different elements for the effect we wanted.

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News // PAX East Round-Up

By Jamie Tucker // April 30th, 2014

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PAX East. Wow!

It was probably the most successful show that we have done to date. By our numbers we had around five hundred play-throughs of the game, meaning almost a thousand people got to try it out while many more thousands watched.

The whole weekend was a roller coaster of emotions, starting from Thursday when we arrived in Boston and found out that our hotel gave away our reservation on us. We spent our set-up contemplating staying overnight in our booth, but thankfully after an out-pouring of love & support from Twitter we were able to secure a room in Cambridge.

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News // Lovers in a Dangerous Spacetime @ PAX East

By Jamie Tucker // April 7th, 2014

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Asteroid Base is landing in Boston and we will be demoing Lovers in a Dangerous Spacetime at PAX East via the Indie MEGABOOTH!

Stop by to play the newest build of Lovers in a Dangerous Spacetime. We will be at booth #776 in the Indie MEGABOOTH area any time during PAX or make an appointment to talk by emailing info@asteroidbase.com.

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Lovers will also be playable Friday night at the Joyful Bewilderment party that is being presented by BigSushi.fm and Rogue Ruckus

  • Tickets $10
  • Friday April 11th, 8 PM to 1 AM
  • Central Wharf Co. – 160 Milk St, Boston, MA 02109 Night

News // Lovers in a Dangerous Spacetime and Gold Egg!

By Jamie Tucker // April 2nd, 2014

gold egg project

Big news today – we’re happy to announce that Lovers in a Dangerous Spacetime has been selected as the next game to be supported by the Gold Egg Project! This is a fund put together by the amazing people at The Behemoth, and we couldn’t be more excited.

Developing Lovers in a Dangerous Spacetime has been quite the experience for us here at Asteroid Base. We have been working on the game on and off since January 2012, and throughout most of that time we have been self-funding the game by doing a few days of external contract work each week. It was really great for the first year-and-a-half because it allowed us to not only be sustainable, but also afforded us the time to figure out the kind of game we wanted Lovers to be.

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GIF // Let’s Dance!

By Jamie Tucker // March 28th, 2014

Happy Gifriday, let's dance!

News // GDC 2014 Wrap-up

By Jamie Tucker // March 26th, 2014

LOVERS

GDC 2014 was yet another amazing experience for us here at Asteroid Base. Going in, we didn’t think we could top our stint in the IGF and at Unity’s booth last year, but after five days at the Indie MEGABOOTH and a day in the OMDC GDC Play booth, talking to hundreds of developers, our minds were pretty blown.
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DevLog // #9: Pausing Without Pausing

By Adam Winkels // March 26th, 2014

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The simplest approach to pausing your game in Unity is to set Time.timeScale = 0. While the time scale is 0, Update methods in your scripts will still called, but Time.deltaTime will always return 0. This works well if you want to pause all on-screen action, but it is severely limiting if you need animated menus or overlays, since Time.timeScale = 0 also pauses animations and particle systems.

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