was looking for more games in my library that i could write an interface for my button box for, and came across this extremely cool setup by the developers of Objects In Space. Time to track the devs down because i cant find documentation for their api on the internet
#objects in space
You may have seen me posting about it before, but I've been playing Objects in Space for the last week or so and it's so weird and ambitious that it's become maybe one of my favourite weird little artifacts in games.
Also let me be clear, it's unfinished, extremely buggy, and the developers (just a tiny little two-person team) sadly had to abandon it because they could not sustain work on it any longer.
Parts of the game are unfinished, some mission lines don't quite work right or respond weirdly to unanticipated states, it crashes a lot and a bad crash once ate my entire save file. It's not really possible to recommend.
But I expected to go into this game to play a fairly normal space trading sim built on the conceit that spaceships are basically submarines and the core mechanic of the game is managing how much "noise" (emissions) your ship makes. The game I ended up playing was something the developers were obviously really into, cared a lot about, and put a lot into - and had rather a lot to say about the world we live in (AND CAPITALISM), by proxy, than I would have anticipated.
I'm going to quote my friend again in saying "it is a dystopia modelled on our own dystopia"
Objects in Space is a pretty neat little very indie spaceship simulator in which your spaceships are kinda clunky garbage and running too hot in a bad neighbourhood will get you torpedoed
(also your ship has a (bad) CLI haha)