Space: The Return of the Pixxelfrazzer Q&A – Cruising Through Infinite Universes on One’s Own Engine…

Such Colorful Chaos...

Such Colorful Chaos…

A little while back, I discovered a little indie space game on Desura called Space: The Return of the Pixxelfrazzer. Jim and I both immediately fell for the game’s many charms — seriously folks, it’s a really fun, charming indie game — and so I of course had to learn more about it. I reached out to the game’s developer, Sebastian “Moto” Lieb, to find out more about this curious game, and the result is in the Q&A below. Enjoy!

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Space Corp Tycoon Q&A: Conquering the Universe One Investment at a Time

Probe It, Baby!

Probe It, Baby!

A little while back, I somehow (and I forget how, but it might’ve been Greenlight) I stumbled upon a neat looking textual space exploration and conquest game entitled Space Corp Tycoon, which bills itself as “A Space Themed Text and Integer Management Sim”. Intrigued as all get out by that description, I had no choice but to contact the developer, Thomas Bacon (mmmm, bacon…) to get more details about the game. The Q&A below is the result, and stay tuned for more as they game gets closer to being released. Enjoy! :)

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Quintet Q&A: Going for the Green…Light…

Pew Pew!

Pew Pew!

A while back I was tuned into a (at the time) multiplayer bridge simulator game thingy called Quintet in which players can crew different parts of a spaceship’s bridge in different scenarios. Since then the game has had a successful Kickstarter campaign and has now appeared on Steam Greenlight. I felt it’d be fun to catch up with the game’s developer, Carmine Guida, and learn more about the game, Greenlight and so on. Check out my text Q&A with Carmine below, and go vote for the game on Greenlight.

PS. Apparently this can be played over the interwebs. Would some SGJ folks be interested in trying out a game? ;)

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SGJ Podcast #56: A Better Universe Through Mining in Space Salvager

Pew Pew Pew!

Pew Pew Pew!

Hello folks, and welcome to this week’s Space Game Junkie Podcast! This week, Jim and I sit down with the developer of the fun, open worldy space game Space Salvager, Sam Albon, to talk about his game, developing on XNA, the British school system and a lot more. We did this at 6 AM my time, so I’m a bit…woozy, I guess is the best term, so I apologize for not being as on point as I could’ve been. ;) Regardless, it was a really fun discussion covering what is a really fun game that you should all play. ;)

As always, we welcome your comments below as well as your emails at hail@spacegamejunkie.com. Thanks for listening, and enjoy! :)

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SGJ Podcast #55: Einstein was Right in Slower than Light

Pretty Planets...

Pretty Planets…

Hey folks, welcome to this week’s episode of the Space Game Junkie Podcast. This week, Jim and I sit down with John Brewer, developer of the hard sci-fi 4X game Slower than Light, which is currently going through a Kickstarter campaign. As the name might suggest, in this universe, light is indeed the speed limit, and there are no cheats like wormholes or jumpgates or any of that nonsense. This makes the game take on a whole new flavor from other 4X games I’ve played, a much…creepier…flavor. ;) The conversation is really fun, and we also talk about the trials and tribulations of Kickstarter as well. :)

As always we invite your comments below, or welcome you to email us at hail@spacegamejunkie.com. Also, the video below has a few more minutes of us chatting, if you prefer going that route. Enjoy! :)

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SGJ Podcast #54: How to Lose a Fleet with John Hemry (Without Even Trying! ;)

Concept Art from The Books...

Concept Art from The Books…

Hey folks, welcome to this latest episode of the Space Game Junkie Podcast! Now, this week we did something a bit different. Rather than talk to a game developer, as is our usual, we brought on author John Hemry. Under the pen name Jack Campbell, he has written an entire series of books called the Lost Fleet series, which in the beginning focuses on a fleet of starships trying to make it home along a long slog through enemy territory. Jim and I have both read these books (I more than him), and we were FASCINATED by the unique way space combat is handled in the series.

Basically, since light is a limitation/speed limit when in combat, the amount of time it takes light to travel affects everything you do, from when you see something to when you react to something. It’s really amazing stuff, so Jim and I were thrilled to talk to John about his military background and how that helped him come up with the concepts of movement and combat in the books. We had some technical difficulties, and I apologize for not talking much as I was fighting a cough the whole time, but thankfully Jim picked up the slack. We hope you enjoy it. :)

As always, we look forward to your comments below, and invite you to email us at hail@spacegamejunkie.com if you have any further comments or suggestions for future shows. Thanks for listening!

P.S. Since the stream had some serious audio issues, I’ve decided not to include it here, but it’s on YouTube if you REALLY wanna check it out. ;)

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