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Deep Space Exploitation is a short game about mining asteroids in deep space using dodgy equipment for an even dodgier corporation. Use the fruits of your cosmic labour to buy new equipment and secure your future.

Press Kit

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DEMO UPDATED - v0.6!
Demo v0.6 has been released, ready for June's Next Fest. Give it a try and help me out with some feedback HERE (include your name/handle and I'll add you to the game's final credits as a play tester).

Demo Features

  • Fully destructible asteroids
  • Precious resources to mine
  • Different equipment, upgrades, and devices to use
  • Exploitative corporation trying to bleed you dry before discarding you
  • Around 1 hour of content (start to finish, without replaying)
  • Fully rebindable Keyboard and Gamepad controls



Credits
- Font m5x7 by Daniel Linssen
- SFX+Music JDSherbert

Updated 1 day ago
StatusIn development
Rating
Rated 4.7 out of 5 stars
(10 total ratings)
AuthorJuhrJuhr
GenreAction
TagsIndie, Management, Short, Space, Space Sim
Average sessionAbout an hour
LanguagesEnglish
InputsKeyboard, Xbox controller
AccessibilityConfigurable controls
LinksSteam, Blog, Bluesky, Discord, Steam

Download

Download NowName your own price

Click download now to get access to the following files:

Deep Space Exploitation - x32 - v0.6.4.zip 120 MB
Deep Space Exploitation - x64 - v0.6.4.zip 124 MB

Development log

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Comments

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(+1)

had a lot of fun playing your demo! really cool how your thrusters push asteroids around. 

I don't like having a time limit so i really appreciate the option to pay to have more time

i bought mining charges, but did not realise i had to move them from the storage to the cargo, so i couldn't use them on the job. i realised what happened after the job but i don't think the game actually informed me i had to do that? maybe add a tutorial for that, or an asterix on the inventory or something 



played for about an hour, until it crashed.

Unhandled Exception X 

Unhandled exception caught and written to log: 

System.InvalidOperationException: Nullable object must have a value. at System.Nullable1,get_Value0 at InfraRed.VelcroPhysics.Tools.TextureTools.TextureConverter.De tectVertices(ColorU data, Int32 width, Options options, List•1 verticesBuffer) in CArepos\infra-red\InfraRed.VelcroPhysics\Tools\TextureTools\T extureConverter.cs:line 228 at InfraRed.AsteroidMiner.MiningState.Entities.AsteroidEntity.ge t_PerimeterVerticesSim() in CArepos\infra-red\InfraRed.AsteroidMiner\MiningState\Entitie s\AsteroidEntity.cs:line 89 at InfraRed.AsteroidMiner.MiningState.Entities.ScannerDroneEnt ity.UpdateCore(GameTime gameTime) in CArepos\infra-red\InfraRed.AsteroidMinerWiningState\Entitie s\ScannerDroneEntity.cs:line 137 at InfraRed.AsteroidMiner.MiningState.MiningGameState.OnUp dating(GameTime gameTime) in CArepos\infra-red\InfraRed.AsteroidMinerWiningState\Minin gGameState.cs:line 364 at InfraRed.Engine.State.GameStateManager.UpdateGameState( GameState gameState, GameTime gameTime) in CArepos\infra-red\InfraRed.Engine\State\GameStateManager. cs:line 277 at InfraRed.Engine.GameEngine.OnUpdating(UltravioletTime time) in CArepos\infra-red\InfraRed.Engine\GameEngine.cs:line 391 at Ultraviolet.SDL2.SDL2UltravioletContext.Update(UltravioletTim e time) at Ultraviolet.UltravioletTimingLogic.UpdateContext(UltravioletC ontext uv, UltravioletTime time) at Ultraviolet.UltravioletTimingLogic.RunOneTickl) at Ultraviolet.UltravioletApplication.Run0 at InfraRed.AsteroidMiner.Game.Main(Stringl] args) in C:\repos\infra-red\InfraRed.AsteroidMiner\Game.cs:line 35 


Thanks! :D

Originally I was only going to have time limits, but then I saw how chill the game can be when you don't have one so I'm trying to make both approaches available :)

There is a popup when you first buy a mining charge telling you that they go in your storage and need to be put in your cargo to take them on a job, but I think this is very easily missed, especially since it will only show you it once. I'm thinking to have a popup let you choose whether to place it in cargo or storage, and then on the "job start confirmation" screen show you a little summary of the cargo you're taking with you.

Thanks for this crash report! I'll get it fixed ASAP!

(+1)

I found a "bug": if you scroll while your cursor (invisible) is above an asteroid, the asteroid rotate. I suppose that's a debug feature that isn't correctly disabled.

Yes that's a debug feature haha, good find!

In the current build it's under a compilation flag, so at some point I must have correct that.

You should be able to left click and drag the asteroids and other things around too...

(1 edit) (+1)

Finally, game works for me, thanks to itch.io Windows app.


Pixel graphics looks really nice. Controls are very good for me. I keybinded controls to WASD for ship so this is a huge plus for this game. Everything is used by keyboard so it gives a vibes about old style consoles and technologies. I will play more. I want to see upgrades how it will change my mining strategy to mine faster. Time is money. Especially for corporation.


Well done, JuhrJuhr! I will wait for updates and I will look forward for your project because your game is really promising and good. I will wait for game release on Steam also to buy and support you! :)

Thank you so much for you feedback and support!

What did you rebind all of the controls to, of you don't mind telling me? I'm updating the default control scheme and want to get something that works best for people.

(+1)

I think best steering for ship is:

W to move forward,

A to turn left,

S to reverse,

D to turn right.

For moving through game UI, I use arrows and confirming with Enter.

Cool, thanks! And the rest of the controls you kept the same?

I changed also control over cargo:

cargo right -> c

cargo left -> v

But this is my personal change.

Other controls are kept same.

Cool, thanks for this!

(1 edit) (+1)

I run InfraRed.AsteroidMiner.exe, then game is trying to run in 1920x1080 resolution, but it can't so it's throw me to desktop or on previous active program. I must close your game by clicking x. I think this is a bug.

You're right, it shouldn't do this. I've already changed it in the latest dev build to default to 1280x720 and windowed.

If you want to play now and not have to wait a few days for a new build then you can find the settings file on your PC at: "[Your User]\AppData\Local\InfraRed\Asteroid Miner\settings.json"
Then change "WindowMode" to 0, and "Resolution" width and height to what you need.

Thanks for the report!

I opened folder in path that you given but there is no files, no settings.json. What should I do now?

(1 edit)

Okay, everything works now. I runned your game through itch.io Windows app. I will write an opinion about game because your game looks really nice

Good to know! Thanks very much for getting it to run :)

(+1)

I really enjoyed what is present so far. I'm looking forward for what's to come!

(1 edit) (+1)

Thanks :D There's plenty more to come!

I just read through your feedback, thanks so much, lots of useful things I've made a note of :)

(+1)

Well done! This is exactly the type of game I would have gotten addicted to when I was a kid.

Thanks! It's inspired by a lot of the strange small games I played as a kid and now I have no idea what they're called

(+1)

Nice game

(+1)

Update when? We need more story, more action, more everything. Throw me a bone, damn it.

(+1)

It's a fun demo with i think a lot going on but its still to the nature of the demo not so obvious yet.

Some thoughts:

  • Mining is fun
  • I understood that i could take damage and it made sense
  • I ran out of ammunition quite fast having only harvested two crystals. That was not ideal for me
  • Then I didn't know what to do. The mothership came only later and I was literally flying around without a goal 
  • Having a clear goal in the UI would help "mine as much...or whatever"
  • The two crystals only gave $2 which was a downer looking at the cool stuff I could bye 
  • I didn't understand how to refill my ammunition

So...its fun...keep working and improving ;)
Hope it helps

Hey! Thanks a lot for the feedback :)
Yup, these are all common issues people have been having, and I've already addressed them in my dev build. I think I made a mistake calling this a demo as it's actually an alpha, haha.

(+1)

Looking forward to the next build

(+1)

Awesome game! Here’s the feedback and a recorded session with commentary.

Wow, thanks a lot for this! Really great feedback :)
You'll be glad to know a lot of your issues are either already fixed or next on my list. It would be awesome if you would revisit it later on in development.

(+1)

What are the controls? I figured out arrow keys to move and WASD to move around the inventory, and space to shoot. It seems like there is more and I can't scoop up materials.

(+1)

I found it, going into the pause menu shows the controls.

In v0.2 this is a little more clear now :)

I'll add a little run down in the game description