A timeline for creating Astervoid 2000
Project Space - January 2014
One of the first games I made with the tentative title 'Project Space'. I started creating this after doing a handful of tutorials online. I was heavily inspired by watching "Indie Game The Movie" and playing a ton great local multiplayer games like Nidhogg, TowerFall, and Samurai Gunn with my friends. The best experiences I've ever had gaming are sitting next to my friends screaming and hollering at the screen and each other. I had no idea what I was doing, I just knew I wanted to make games. So I started doing it.
Evolving - November 2014
I started to add functionality to the game. Asteroids that broke apart into smaller pieces and a 'blink' ability. My significant other told me that my spaceships looked like chickens :/
AsterVoid Classic - April 2015
It took a while to get into a playable state, but this is what I affectionately call AsterVoid Classic. It's a build of the game that I took around to various exhibitions and got tons of playtesting on. At this point I brought a good friend of mine (Chuck Bergeron) onto the project to help me out with sound effects and music. We went through the Steam Greenlight process with a publisher and rebranded the game as Astervoid 2000. Unfortunately things went south with the publisher and we ended up going our own way with the project.
Astervoid 2000 - December 2016
This is a snippet from the gameplay trailer for Astervoid 2000 on Steam - https://www.youtube.com/watch?v=zV3QP60WovY Chuck and I worked super hard. Chuck went from creating sound effects and music to teaming with me to program the game. It wouldn't have even have made it to this point had he not carried the torch at one point when I burnt out. Game dev is funny that way. We both experienced really bad lows, but were there to help one another pick things back up. Countless times we were ready to give up and just move on to something else. We got some extra hands on the project to help with art and to fill out our soundtrack. Now as we finally release the game, we're proud of where we started and how far we've come. Regardless of how the game performs sales-wise, being able to release a game with the level of polish that we've put together feels great. If you're interested in checking out the game, here's our store page: http://store.steampowered.com/app/423870/ Special thanks to: Lachland Cartland, Sven Ruthner, Lyndsay Wasko, Frank Meijer and memorecks.


















