We'll post new updates on our Games In Development here.

TesserActive Demo - Available Now!

posted Sep 17, 2018, 8:44 PM by Attic Space Games   [ updated Sep 17, 2018, 8:51 PM ]

Hey, Everyone!

It's been quite a year for me, but the TesserActive Demo is now available!

Keep an eye out on that page, too. There's a devlog and I'll post updates there as well as here about the goings on about TesserActive.

Also, on our site here.

There may be some big things in the works coming up. I know, very mysterious, but I don't want to say anything too specific until it's finalized.

Thanks to everyone who came out to see us at the various conventions we've been to so far. 


Let's Play Gaming Expo: 2018

posted Aug 5, 2018, 11:21 AM by Attic Space Games   [ updated Aug 5, 2018, 11:28 AM ]

Hey, Everyone!

It's been a while, we've been working hard on completing the game. 

For those of you who know, we were at the Let's Play Gaming Expo this year.

I must say the experience is different than my past experiences at QuakeCon,  maybe I'll write one of these posts comparing the two conventions.

One of the things that bugged me a bit was the Controllers weren't working, I think it's a driver issue or maybe something with GameMaker. I need to look into this more.

Anyways, thanks for reading my quick update on the goings on at Attic Space, I swear we'll release this game someday.


QuakeCon 2017!

posted Sep 9, 2017, 10:36 AM by Attic Space Games   [ updated Sep 9, 2017, 10:37 AM ]

Hello All!

QuakeCon 2017 has been done for a while. Thanks to all who stopped by to see the booth!

I met a lot of cool people at the convention, even a few people who remembered us from last year.

I've gotten a lot of good feedback about the game, and will hopefully soon be posting another update about where you can find the demo online, in case you missed us at QuakeCon this year.

Stay tuned for future updates!


QuakeCon 2016!

posted Aug 8, 2016, 10:24 AM by Attic Space Games

Well, I'm really bad about updating stuff. Its been about a year since the release of Super Kitty Catch on the App Store and the Google Play store.

Anyways, to those of you who are reading this because you saw our booth at QuakeCon, thanks for coming by!

It was an incredible experience, and a mostly positive one. I met a lot of really great people and saw some really cool stuff from the other exhibitors in the Indie Area.

The game I was there showing off is called "TesserActive," and hopefully will be released early next year. 

I'm going to be releasing the demo I showed off at QuakeCon on GameJolt or something, very soon. 

Again, thanks for stopping by the Booth!

Super Kitty Catch Available on July 16th!

posted Jul 14, 2015, 6:31 PM by Attic Space Games   [ updated Jul 14, 2015, 6:32 PM ]

Finally, am I right?

So as you can tell by the severe amount of time between the Announcement update and this one, things did not go so smoothly through the App Review process.

I'm not entirely sure how much information I'm allowed to divulge about the App Review process, but I can say that I should really put up a poster next to my computer of GLaDOS saying, "The best solution to a problem is usually the easiest one." I seem to forget that a lot.

Basically, the In-App Purchases weren't getting restored when they should have, and I eventually settled on a "Restore" button next to the Purchase Button.

The actual gameplay has been functional for a long time now, its all the extra work associated with the two similar yet slightly different platforms I'm releasing Super Kitty Catch on. Game Center versus Google Play Games and the like.

I will say that the App Store is far simpler, or at least more intuitively designed. Google Play, however, has a streamlined way of releasing apps. This is due to Google waiting until the app is released and the Users to report the app for the "Review" process. Apple likes to make sure everything is good before launch.

Both have their caveats and positive qualities I guess, and while it could have saved quite a bit of time(and money) to just focus on one or the other, but I wanted to make sure I could reach as many people as possible with this app.

Be sure to download and play Super Kitty Catch on Thursday, July 16th(or any day after that I guess)!


Super Kitty Catch on iPhone, iPad, and Android SOON

posted Jun 15, 2015, 2:54 PM by Attic Space Games   [ updated Dec 28, 2019, 2:04 PM ]

I'm happy to announce that our first game, Super Kitty Catch, is very close to being released.

Assuming that nothing goes wrong in the Apple Store Review process, the game should be released within the week.

I'll keep you updated on when the game will finally be released.


Starblitzer Kickstarter Postmortem

posted Mar 16, 2015, 8:21 PM by Attic Space Games

If you've been following the Kickstarter, you'll have noticed that we didn't make our funding goal for Starblitzer.

As the Kickstarter was going, I started to collect more feedback from people about the game. I had been collecting feedback before, but I got a lot of new critiques of the game. These critiques could be summarized as:

Starblitzer needs something.

Something to make it stand out. I realized(or rather, I had to be told) we were making a game in a niche market that was already saturated with games just like it. It needed a "unique selling point" to really thrive.

Starblitzer started as a simple idea: What if these shooters like Galaga and Gradius had an upgrade system that also acted as health, like Sonic's rings.

In Sonic, if you get hit by an enemy or land on spikes you lose all your rings. Galaga had a similar mechanic where the Galaga Boss can use a tractor beam to capture the player's fighter. You can rescue this fighter, and it can act as an upgrade(like the "ghost ships" in Starblitzer). You can get hit one additional time while you have the rescued fighter, and it fires bullets with you.

So Starblitzer used this as inspiration for the core of the gameplay: rather than sacrifice a life, which always made the Rescue Fighter a non-option for me, you sacrifice your upgrades.

Once I added the first four enemies AI, the game really started to take shape.

But it still needed something. Something New. Something Cool.

I realized I'm not really sure what to do with Starblitzer.

On the one hand, I've been designing it for a marketplace where simple is preferred. Mobile gamers play games while they are waiting at the doctors office or getting their coffee at the coffee shop, or while waiting to board a plane, on the bus ride home, etc. It seems unintuitive to me to design a deep and intense game to be played for 5 minutes at a time. In that respect, Starblitzer is working well. You can play it for 5-10 minutes, get a score, and come back later to try and beat that score. I've played many iPhone games that are similarly simple, and have had fun playing them.

On the other hand, releasing it in the state that it's in gameplay-wise with more enemies and AI would not be satisfying. As it is, it's not what I would want of a space shooter, it definitely needs that something. I supposed I've always envisioned Starblitzer as an Arcade game, and the arcades of today seem to be in our pockets. But the thing about arcade games is that you go someplace for the purpose of playing a game. Mobile games are generally something to do when there is nothing else to do. Don't get me wrong, I like the idea of the mobile game. But Starblitzer is not deep, intense, or difficult enough to be compared to an "Arcade Classic" and really just not appealing enough to be a "distraction" type mobile title.

I've been working on Starblitzer for a while now, due to other projects piling up and various hardware breakdowns, along with a full engine change. I'm too far deep in the game to really see what the something is that it needs.

Therefore, we've decided to delay Starblitzer, and put it on the back burner for a bit. We've got a lot of other ideas that we will be working on first, and maybe by focusing on other things we'll have a revelation of what that something will be.

Starblitzer will return when its ready.


Starblitzer - Update #1 - Enemy AI, etc.

posted Feb 28, 2015, 3:52 PM by Garrett S. Bacak   [ updated Mar 6, 2015, 12:13 PM by Attic Space Games ]

Starblitzer - Kickstarter Update #1

Hey Everyone! So we've made a few quick updates to the game.

What has been updated?
-More Enemies. There was an enemy sprite I made but hadn't yet used because its size was too different from the rest. It is now in the game with its own AI.
-Enemy AI. I've been planning to add this for a while now, just figuring out what I want to do with it in terms of the AI.
- Difficulty Curves. With the AI came the necessity to vary the difficulty as the game went on, so that it doesn't ever get too easy.

What will the Future Bring?
Continuing to polish the AI
Continuing to polish the difficulty curve
Adding more Enemies(With Unique AI)
Visualization of Upgrades(Player Sprite Variants, UI, etc.)

There is still time to donate if you haven't already!

-Attic Space Games


posted Feb 10, 2015, 8:08 AM by Garrett S. Bacak

We're finally on Kickstarter! After months of working on the game, engine changes, etc it feels nice to be able to show everyone what we've been working on.

As the Kickstarter Page says, we're asking for $1,800, which we'll use for Software Licenses, our time to work on the game, and to pay fees etc.

Our stretch Goals are to add a "Story Mode" or "Campaign Mode" into the game, and to put the game on Android.

It's currently being designed to be a sort of "Endless Mode", the enemies keep coming and your goal is to get the highest score you can. If we reach our 2nd Stretch Goal, we'll start working on a Campaign mode with distinct levels and boss battles, as well as different musical themes for the levels. This would also mean that one lucky person who backs our Kickstarter gets to see their Design-A-Boss entry in the game.  I really hope we reach this goal, because I'm excited to see what our backers create and submit, as well as I am interested in taking this game to the next level.

The game is also being designed to be exclusive to iOS devices. I admit that's only because I have an iPhone, not an Android one, and therefore I'm more familiar with iOS. If we reach our 3rd stretch goal, I'll use some of that money to buy an unlocked, high-midrange Android phone to optimize the game for. I'd like to do this because, at the end of the day, it just means more people will be able to play Starblitzer.

If we surpass our 3rd stretch goal, we've got a lot of other really cool ideas on how to make the game better. I'd love to see this game make its way onto Home Consoles and Steam.

Thanks for Reading! Go check out our Kickstarter page for more information!

Attic Space Games

1-9 of 9