Lovers in a Dangerous Spacetime is a 2-player co-op micro-platformer set inside a pink Death Star locked in battle with hordes of space baddies. Players work together running back and forth between ship control rooms, manning turrets, lasers, shields and thrusters to rack up points and stave off a vacuumy demise.
In mish-mash terms you could describe it as Jumpman meets Asteroids meets Han saying "Don't get cocky."
Last January, Lovers in a Dangerous Spacetime was admittedly a side project, something small that we were planning to tie off quickly, since the three of us were all busy with our paying jobs. And then IGF happened, and then PAX 10 happened, and it was an amazing experience to see real live strangers playing our game and responding to it. Throughout the year, the more effort we put into the game, the more we seemed to get out of it.
It was in the spring, after IGF, that we started thinking that maybe somehow Lovers could one day grow up and be a real game, so we dove back into design work and came up with a more robust spec. As well, we went through all the super fun legal processes to make Asteroid Base into a real company, while still keeping up our other contract gigs.
For a while, this part-time development style worked great, because it allowed us to ease into the whole indie game studio thing. But needless to say, working part-time and rejigging the scope has ended up making the dev process take longer than we originally planned—-sorry about that!
So finally, to ring in the new year, we’re pleased to announce that going forward, we’re going to be focusing 100% of our time on Lovers. All we can say is that we think the wait will be worth it when it’s finally done!
Last week we had a nice long chat with the podcast Guys With Pencils, and the episode is out now! I love their show (they interview artists and animators and game designers and folks like that) so it was super cool to be part of it. We tried hard to avoid talking about our illustrious mayor Rob Ford–find out how successful we were here.
One of the best parts about showing at PAX had to have been seeing couples come up to play Lovers. At several points during the weekend we would have a whole lineup of couples waiting to play. The process was all very similar each time: They would talk strategy before they sat down, they would play the game, and they would leave arguing. Mwahaha. Ryan Letourneau (Northernlion)’s PAX @ Home serves as a preview of the arguing that I hope will become the staple.
Another highlight was when James Portnow from Extra Credits surprised us with the Extra Credits Innovation Award. It came with a hefty trophy that is now being fought over by Matt and Adam.
Extra Credits Innovation Award 2013
After PAX wrapped, we had one last day in Seattle, so we checked out the EMP Museum. It was cool to see three of the inspirations for Lovers in a Dangerous Spacetime all within 10 feet of each other in the sci-fi exhibit:
We’re happy to announce that Lovers in a Dangerous Spacetime has been chosen as an Official Selection for IndieCade’s Night Games programming. The party will start at 8pm in the IndieCade Village and Lovers will take the stage at 9pm.
Quick update–if you’re at FanExpo in Toronto this Sunday, stop by the Bento Miso/DMG community booth to play a bunch of rad games, including Lovers. We’ll be there on Sunday, showing some of the new stuff we’ve been working on, in booth 1941.
And then next weekend we’re flying out to Seattle for PAX, where Lovers is part of the PAX 10!
It’s been a while since we’ve posted any screens. Here are a couple showing some of the planets you’ll discover, populated by happy little animal friends who can upgrade your ship unless you destroy them with lasers (accidentally of course).
And here, the planet of the birdfolk has been occupied by evil drill-foot tanks, oh dear! Also yes they all have the ability to walk on gas planets somehow; it’s the future.
In other news, TowerFall for OUYA is terrific. That, along with the brilliant multiplayer minigames in Nintendo Land, have kept us shouting heartily at each other lately. Long live local multiplayer.
Thanks to IndieCade, we are super excited to be able to announce that we will be exhibiting Lovers in a Dangerous Spacetime at E3 from June 11–13. You will be able to find us at Booth #3035 in the South Hall along with over 35 other great games. Full list below.
Ahh, where to begin? We’ve been back from GDC for a month, and I wanted to post something while it’s still medium-fresh, but there’s just so much. Thanks to everyone who stopped by our booths to play Lovers and chat, and high fives to our pals at the hostel (a.k.a. secret Canadian indie headquarters) who traded playtests and beers and advised us about parties and Beauty and the Beast singalong screenings. What a week.
We had two booths on the show floor, one in the IGF pavilion, and one at Unity‘s booth. Our plan was for two of us to man the booths while a rotating third would take in some talks, but we had forgotten how humans need to intake food and output waste so we ended up just covering for each other the whole time. We’ll need to do a GDC Vault day to watch everything we missed. We did get to see a couple of indie summit talks before the show floor opened though, and the FTL and Kentucky Route Zero postmortems were great. Fascinating to see how much FTL had changed from the prototype, and also how many placeholder graphics just never got replaced before launch and are still in there–I love that stuff.
Asteroid Base will be at GDC from March 25th – March 29th.
Lovers in a Dangerous Spacetime will be playable at our booth in the IGF Pavilion in the South Hall during the Expo’s hours.
Update: We are proud to announce that we will additionally be exhibiting Lovers at Unity’s booth right in front of the main entrance to the Expo.
Wed: 10am – 6pm
Thurs: 10am – 6pm
Fri: 10am – 3pm
Press Update: We are setting aside the hours of 2pm – 4pm on Wednesday, Thursday and 2pm – 3pm on Friday where the whole team will be available to talk to at the IGF Pavilion booth. All other times during the expo we will try to have one of us available.