News // Bento Miso Community Arcade @ Digifest

By jtucker // October 24th, 2012

We would like to extend our thanks to Bento Miso and Digifest for giving us the opportunity to display our current build at Digifest this year. We had a great time meeting everyone who got to play the game.
Big ups to Robby Duguay for being able to explain the game better than I could.

News // First Look Trailer

By jtucker // October 24th, 2012

We would like to present to the universe, the first look trailer for Lovers in a Dangerous Spacetime

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News // Featured in Bonus Level Radio 144

By jtucker // October 23rd, 2012

We were featured this week in the Bonus Level podcast with Chris and Lance. I met Chris at Digifest this weekend and played a few games with him. On the podcast he told the story about how he immediately thought, “This is a game me and Lance need to play.” I can’t say how awesome that reaction is.
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News // Toronto After Darkcade

By jtucker // October 23rd, 2012

Thursday October 18, we were invited to show Lovers at the Toronto After Darkcade. We were also joined by Drinkbox Studios and their game, Tales From Space: Mutant Blobs Attacks. We had a blast being able to debut the game to the public, and would like to thank Alex Bethke and everyone at TADFF for giving us this opportunity.

News // Featured on Venus Patrol

By jtucker // October 23rd, 2012

We were featured on Venus Patrol as part of Dom2D’s TIGSource DevLog Magazine.

DevLog // #3: Drawing Inspiration

By mhammill // October 20th, 2012

To continue from Jamie’s last dev log with the sketches…

So after we’d decided on our concept for Global Game Jam, we started thinking about visual style. Jamie and I both have an illustration background; this is the fun stuff for us. Because a spaceship with guns is hardly a rare concept in games, we really wanted to avoid a default look, so leading up to GGJ we were gathering references from outside video games–plus I’ve always found this keeps you honest about how much you’re borrowing from any one source. Even though at the time it was “just” a jam game, we wanted to be coming from the right place.

Since the game features a ship’s cross-section, right away we hit on our nostalgia for the sci-fi technical manuals we had as kids.


Battletech Technical Readout


R2-D2 by Kevin Tong

This started leading us further back in time to older sci-fi and space illustration…
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News // Upcoming Exhibitions

By jtucker // October 17th, 2012

You guys... This is big.
Photo taken by Jennie Faber

We are pleased to announce the upcoming exhibitions of Lovers in a Dangerous Spacetime:

DevLog // #2: Great Kid, Don’t Get Cocky!

By jtucker // October 17th, 2012

Rough thumbnails
A little over a month after the Global Game Jam (where we started Lovers) we, and the rest of the world awoke to FTL. In an email chain titled “RE: uhhhhhhh oh shit” we discussed mainly how cool FTL looked and “Holy shit they raised over $200,000!” Actually we we’re freaking out when they raised $40,000, but they quickly quintupled that figure. Unfortunately for us, from then on we knew that anytime we would show our game, people would make the connection to FTL and be in it’s shadow.
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DevLog // #1: In a Galaxy Far Far Away

By jtucker // October 17th, 2012

Lovers in a Dangerous Spacetime Screenshot
Lovers in a Dangerous Spacetime started off at the Toronto Global Game Jam early in 2012. Being veteran jammers, we were invited by Troy Morrissey, who organized the GGJ Toronto space, to take part in the jam and get interviewed for the documentary he and his crew were filming, Game Jam the Documentary. We had a great experience that was filled with ups and downs and a lot of silent typing.
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