News // Lovers in a Dangerous Spacetime @ PAX East

By Jamie Tucker // April 7th, 2014


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

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 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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News // GDC 2014 Wrap-up

By Jamie Tucker // March 26th, 2014


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


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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News // Asteroid Base @ GDC

By Jamie Tucker // March 16th, 2014

= = = = = = = = =

Hey Friends!
Asteroid Base is off to GDC for the week, and we will have a new demo of Lovers in A Dangerous Spacetime for all to play.

What’s new?
Well, if you’ve ever played the game before, we will be debuting loads of new content: New levels, new bosses, new baddies, and a new 1 Player mode where you team up with a loyal space-pet.

The game will be at the Indie MEGABOOTH Showcase all week on the 3rd floor of the Moscone West Hall. For those of you who would like to meet with us, we will be there on Thursday March 20th from 2PM – 4PM.
More info at Indie MEGABOOTH.

Additionally, we will be demoing the game at the Ontario OMDC booth at GDC Play on Wednesday March 19th from 2PM – 4PM and we will also be available then to talk and meet with everyone.

Demo Times:
Monday – Friday: Indie MEGABOOTH, 3rd Floor Moscone West Hall
Wednesday, 2PM – 4PM: Ontario OMDC booth, GDC Play – Booth PL 306

Meeting Times:
Wednesday, 2PM – 4PM: Ontario OMDC booth, GDC Play – Booth PL 306
Thursday, 2PM – 4PM: Indie MEGABOOTH, 3rd Floor Moscone West Hall

If you wish to contact us to arrange another meeting please email us at

See you there!

DevLog // #8: Ugly Sketchbooks

By Matt Hammill // March 4th, 2014


Whenever I buy a new “Art Of” book, no matter how great the concept paintings are, I often wish I could also see the earlier, rougher, uglier stuff that must exist from when the designers were still batting around ideas and trying to figure out what they were making.

On that note, here are some sketchbook pages from the past year-and-a-half of Lovers development. Working on paper, without an undo, helps to focus on the broad decision-making stuff and avoid getting bogged down in details. My sketchbook drawings have gotten rougher over the years as I’ve moved more mid-stage work to the computer, so with that warning, let’s dive in…

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DevLog // #7: Learning How to Walk

By Adam Winkels // February 20th, 2014


We’ve had ground-based enemies, which we call Walkers, in Lovers since way back in the days of the GDC 2013 build. Until recently these enemies have been tethered to spherical (well, circular) planets, so programming their movement was simply a matter of ensuring that their distance from the center of the planet was constant and their velocity was tangential to the vector from the enemy’s position to the planet’s center. However, as we continued to add new scenarios for players to experience we needed Walkers to be able to traverse more exotic terrain. Being the lazy developers that we are, our first attempt to implement a more robust walking algorithm was the simplest and most naive that we could come up with. Luckily for us, it worked out pretty well.

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DevLog // #6: 2.5D Rendering Challenges

By Jamie Tucker // February 4th, 2014


Following up on Matt’s last devlog, I’m going to wrap up our character creation process by discussing how we are rendering the characters in Lovers in a Dangerous Spacetime. Warning: It’s very Unity-y.
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News // Belated new year’s reflectiony stuff

By Matt Hammill // January 24th, 2014

So 2013 was a crazy year.

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!

DevLog // #5: Making Friends

By Matt Hammill // January 23rd, 2014

I recently had a chance to assemble this screen-cap footage from earlier last year showing our modeling/rigging/animation process for Lovers:

Although it’s a 2D game, we’re creating the assets as 3D geometry, using flat planes with transparent textures (more on that here). This might seem like a lot of trouble for one tiny little bunny friend, but the 3D approach lets us re-use the rig for all the humanoids in the game, including the player characters, just by swapping textures. It’s handy.

Software: Photoshop, Maya, Unity.

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