News // PAX East Round-Up

By jtucker // April 30th, 2014

pax

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 jtucker // April 7th, 2014

megabooth

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 [email protected].

Screen Shot 2014-04-07 at 13.33.48

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 jtucker // 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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