In SpaceJourney, you assume the role of a lone space pilot in a small cruiser. You fly through space, exploring the unknown.

Being that you're the sole commander of your ship, you command it manually from the inside. And not only can you walk inside your small ship, but you can also walk outside of it, with anti-gravity.

Through your travels you'll run into hazards (like meteors and spiders) which you will shoot with a gun in the style of a first person shooter and enemy spaceships which you will battle through your ship's systems in the style of a tactical combat game

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Gun GUI Overview Ruddah mode! Final Interface for v1.2.1
Blog RSS Feed Report abuse Latest News: SpaceJourney Version 1.2.1 Preview

0 comments by Lava589 on Dec 5th, 2013

SpaceJourney Article coming soon...

Hello everyone

Its been a few months since the last SpaceJourney update 1.2 (well ok...its been alot of months...) and since it became an overwhelming beast by the time I got it all done, I've decided to make each of the future updates smaller. So I thought I'd give a little preview of what's to come! (gotta make that desperate grab for attention and votes)

For those of you who haven't heard of SpaceJourney, it is a sandbox game that combines first person shooting, space simulation and eventually adventure elements.

You're basically a space captain in a ship piloted by only yourself. And there are plenty of dangers out there in that big unknown wanting to either eat or destroy you. You can walk inside your ship, walk outside of it (using anti-gravity) and walk around locations you've docked at (so far I only have a measly little space station you can tromp around in, but its better than nothin' right?). There are enemies that you'll fight with your gun (i.e. spiders, blasting meteors, etc) in the style of a first person shooter and enemies you'll fight ship to ship with your vessel's defense and weapon systems, in the style of tactical combat games.

(this article has to meet a self imposed quota of 7 pictures and I was short by one)

To the new stuff! One thing I want to put in are save games; a feature I left out because I thought the game was too short to really need it. But I also didn't anticipate the fact that I made the game confusing to a lot of people! So save games are now a high priority in the next update.

So the question is, how will the save games work? I admit that I'm not experienced enough to do quick saves, but one thing players don't want to lose if they quit in the game is their inventory, because this version of the game doesn't focus on upgrades and each level's situation depends on what items you've obtained. So a bare-bones "continue" feature will be there. The goal is that you will have the option to start the game new or continue, and when you continue, you'll be taken to the last sector you successfully warped to and then given back your inventory.

Gun GUI Overview

I will also try to optimize performance the best I can. For one, I'm looking into smoothing the mouse look feature to make aiming better. And oh yeah, the gun will be moved back to the middle of the screen. As for the graphics department the gun is now smoothed out (and a more detailed hand is intended to accompany it down the road).

Final Interface for v1.2.1

Lastly, I don't like to release new versions of the game without adding a new part of the gameplay, and that part of the gameplay will be an interface for the gun.

So for those who have played version 1.2....remember that awkwardly useless blue rectangle on the laser gun? Well, now that will have clickable buttons on it! For now there' will be 3 key features; ship status, jump status and rudder mode.

SpaceJourney v1.2.1 Preview: Gun GUI #2

Ship status will tell the player what the strength is of the ship's hull and shields. This will help the player know how the ship is doing when they're physically not on the ship, like when exploring a space station (as depicted above: SHD = shield strength, BDY = hull \ ship body strength).

SpaceJourney v1.2.1 Preview: Gun GUI

In version 1.2, there was a progress bar added when you starjumped-- telling you how much longer the jump sequence would last. But this wasn't very useful if you weren't in the cabin of the ship. So now that feature will be able to be displayed on the gun. Also, the score that the player has, when they blast rocks away, will be displayed as well. The picture above depicts the gist of the "jump status" feature.

Ruddah mode! 
(I promise that this will look like a real laser in the future)

Rudder mode allows the player to steer the ship from the roof of the ship and regulate the speed from the gun. Basically, you press the trigger button and the ship will steer in the direction of the blue laser. This is useful if you don't like the cramped screen in the cabin, as it gives the player a 360 degree view of where they are \ going. However if you get attacked, the front console in the cabin will still be useful to defend yourself with shields, weapons and the like.

Well, that's the gist of it! I hope this was interesting to anyone reading!

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SpaceJourney v1.2

SpaceJourney v1.2

Jul 19, 2013 Demo 11 comments

In this small demo, the objective is to go to four different sectors and find pieces to an artifact (one in each sector), using your tractor beam.

Post comment Comments  (30 - 40 of 59)
Heartbroken May 22 2013, 3:59pm says:

Could be fun, tracking and downloading the beta.

+2 votes     reply to comment
Lava589 May 22 2013, 4:00pm replied:

Thanks man! I appreciate your interest and support!

+1 vote     reply to comment
Vladiskov May 17 2013, 7:57pm says:

Waiting for the posting of the update, ^w^

+2 votes     reply to comment
Lava589 May 17 2013, 11:02pm replied:

It is coming! Been mostly working on the sector 2 puzzle, which is almost done.

Thanks again for asking! haha

+1 vote     reply to comment
Insolent. May 12 2013, 7:30pm says:

Looks fun - tracking!

+2 votes     reply to comment
Lava589 May 12 2013, 8:02pm replied:

Thank you very much for the follow!

+2 votes     reply to comment
Vladiskov May 11 2013, 8:47pm says:

Waiting for a upgrade ^__^

+2 votes     reply to comment
Lava589 May 12 2013, 12:02am replied:

Thanks for posting!

The update is coming. I'd say I have 90% of the sound effects put in the game. After that, the big things to do that's left is the options screen, help screen and sector 2 puzzle. There's a few little things left too, like I want to add "space buoy's" around the main perimeter of each sector.

I'm also planning to post an article that talks about the main antagonists in the game. I'll post it sometime before I release the next update.

Thanks again for the comment! haha

+1 vote     reply to comment
BrandonZ201 Apr 24 2013, 8:29am says:

I see a huge potential in this game! I rarely see this kind of genre because i mostly see this type in game in a voxel game such as scrumbleship and starmade and i am really interested in this kind of game.
I hope you really also release it o Steam Greenlight and i will vote for it. Best of Luck and Thank you for taking your time reading this.

+2 votes     reply to comment
Lava589 Apr 25 2013, 12:31am replied:

Thank for you taking the time to post a comment!

Yeah, I would say the biggest difference between this game and the others mentioned, is that here, exploration of pre-made worlds has a greater emphasis than building stuff (as cool as building stuff is!)... and there might be some slight construction aspects in the future (but within the somewhat strict confines of the game).

My vision is to make this a free roaming action-adventure game. And I'm glad this kind of game has peaked your interest.

I am definitely considering Steam Greenlight, if finding a publisher doesn't seem like it will work out. Thank you very much for the suggestion and support!

Many thanks!

+2 votes     reply to comment
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