Voyager 3.3 and beyond

We’ve not forgotten about the venerable Voyager: Grand Tour. Recently, we released our 3.3 update, which improves the game in the following ways:


This was a project we started with the 3.2 update last month, finally ready for a full rollout. Voyager is now officially available in all 5 EFIGS languages: English, French, Italian, German, and Spanish. The choice is still optional, but now that we’re reasonably confident the new translations don’t break anything we’ve enabled system-language detection by default, prompting players to switch to their preferred language, and updated our store presence and screenshots.

Rewritten UI

When we first started work on translating Voyager, we ran into a ton of issues thanks to the game’s reliance on an obsolete UI framework. We decided it was finally time to drag Voyager into the modern era and upgrade it to use the same UI backend as all of our other projects. This allows us to more easily maintain the game going forward, and gives us a more solid base to build new features off of. It also allowed us to craft a more responsive design that looks better on a wider range of new devices.

Improved tutorial

Voyager’s tutorial has always been a little lackluster, thanks in part to a well-intentioned but ultimately misguided effort to avoid using text as much as possible. Now that we’ve committed to localization, it made sense to scrap the image slideshows (nobody paid attention to them anyway) and develop a true interactive tutorial to onboard new players.

Changes to replays

This is more of a fun easter egg than a full-fledged feature: all the in-game probes launched after 2005 now have “digital cameras.” What does this mean? Well say goodbye to image grain and noise, and say hello to pixels!

This adds a bit more tradeoff in choosing the right probe for a mission, and gives some personality to the individual probes. Especially Juno, which now shoots lower-res shots than the others to justify its flavor text in the probe-select menu. But we still love you, Juno!

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Postmortem: Introvert vs. Extrovert

On an unexpectedly-obligation-free weekend in August, I decided to take a crack at my first Ludum Dare. I’m no stranger to game jams, but this was a different beast altogether. Taking part in the Compo meant I would be responsible for hand-creating 100% of the code and assets in my game. It was going to be a busy 48 hours.

From my vantage point in Central Europe, Ludum Dare 42 kicked off on 11 August 2018 at 12:00 AM. I stayed up to catch the announcement of the theme – running out of space – and… went to bed. The opportunity to sleep on my idea and wake up refreshed and ready to be productive gave me a huge boost that a few dreary-eyed hours of programming would not have. And after two solid days of work – with healthy breaks for rest, food and sleep – I ended up with a nice little entry.

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Grand Finale

One month from now, on 15 September 2017, the Cassini spacecraft will deorbit, entering Saturn’s atmosphere and burning up. NASA calls this the Grand Finale. This dramatic maneuver will mark the end of an extraordinarily successful 20-year mission and prevent any possible contamination of the planet’s moons.

Cassini–Huygens, of course, has been a featured probe in Voyager: Grand Tour from the very beginning. In honor of the probe’s mission ending, we’re working on one final mission pack, the appropriately-named Grand Finale. It will feature 25 new levels, the biggest set since Grand Tour. It is also the most varied pack we’ve ever done, with levels that feature scanning, depth, landers, and more.

We’ve also created a new mission type based on Cassini’s deorbit. Voyager: Grand Tour has always been about not crashing your probe, but these new “dive” missions flip that on its head. To succeed, you must crash your probe as spectacularly as possible! Since the probe cannot transmit during reentry, these replays show the resulting fireball via telescope trained on the target planet.

This mission pack is just one of the things we’re working on for this update. Voyager 3.0 will offer new features, bugfixes, and balance improvements throughout the game. Perhaps the most important is this, our new advanced aiming option:

Voyager is made to be easy to pick up and enjoy by anyone, but almost immediately, power-users began to ask for the ability to fine-tune their aim for the trickiest levels. This new option finally provides just that, allowing players to tweak the angle and power level before launch. Simply pull to aim as usual, then make any adjustments desired with the onscreen controls, and finally tap the Earth again to launch. Even better, tapping Earth again (without aiming) cues up an identical shot, allowing for easy retries on timing-based levels and encouraging experimenting with precision.

This feature will be available in the next update as an option in the Settings menu (Advanced Aiming On).

Look forward to more news on the 3.0 update soon. And best of luck to Cassini in its final days, you’ve been an inspiration to everything we do!

Voyager 2.0: from drawing board to device (in under 2 months)

About 2½ years ago, I started a new job that limited how much I could work on independent projects (let me tell you, not a fan of policies like this). Still, rules are rules and Voyager, along with my other projects, was put on ice. It was in fine shape at the time, so there didn’t seem to be any harm in leaving it in cruise control.

About 2½ months ago, everything had changed. I was my own boss and beginning the Latin American leg of our journey. BuildDown had shipped, other projects still too green to talk about, and I was looking for a quick win. Voyager was an obvious choice. Problems that had trickled in while I was hands-off grew larger and more serious. The solutions were relatively straightforward… they just needed doing. There were also neat ideas I’d been sitting on for years that I regretted not having in there. A little bit of love would go a long way, so my course was clear: I was going to turn around an update to Voyager, and I was going to do it fast.

But what were those problems anyway, and where did they come from?

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Work from Anywhere

One of the reasons the digital nomad lifestyle is such a good fit for us is that making games solo is pretty location-agnostic. As long as I have my computer and electricity, I can develop. Throw in a solid internet connection and I’m happy. Once those basic needs are met, the biggest challenges are trying to approximate a good work environment, and maintaining a healthy and productive work-life balance.


Ergonomics are usually non-existent; an ironing board makes a decent makeshift standing desk

Most rentals are aimed at sightseers, so dedicated workspace is vanishingly rare. We’re usually left to fend for ourselves when it comes to managing ergonomics and comfort. Many throw pillows end up as temporary desk chair upholstery, and our first walk through a new apartment includes testing any torso-high surface for standing desk feasibility. Likewise, a minor nuisance like nearby construction or street noise can be torture when trying to concentrate on a challenging task. It definitely pays to give extra attention to complaints about noise levels in apartment reviews.

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Voyager: Grand Tour 2.0

In addition to all the other fun stuff we’re working on, we decided to do something fun to celebrate the end of the year. Voyager: Grand Tour is getting its biggest update ever, including our first content update since we launched! What’s included?

New lander levels, improved replays, and more

The highlight of this new update is the Touchdown mission pack, which features 20+ new levels, including a new type of mission where the objective is to land a probe on the planet surface.

Reach drop zone, release lander, navigate gently to surface

But it’s not just new missions. Everyone benefits from this update, with new probe-specific special abilities (including new free probes available just for rating the game or trying one of our others), upgrades to replays (now probes are smart enough to look for an interesting shot even on the night side), and tons more fixes and improvements.

Finally, we’ve dropped all paid advertising from the game. If you enjoy what you see, we’d love if you’d purchase our new levels and keep playing, but we’re no longer forcing anyone to pay to get rid of banner ads.

Special thanks to our fans over the years who supported us and offered up their valuable feedback. We always listen, and we are so grateful. Thanks for playing Voyager: Grand Tour!

Voyager: Grand Tour 2.0 is out now on iOS and Android:


BuildDown, Rebuilt

Part 3 of a discussion on the development of BuildDown. For design decisions, read Part 1 and Part 2.

Coming from a software engineering background and with some WPF on my resume, I’ve long preferred the MVVM pattern to Unity’s more laissez-faire component approach. Don’t get me wrong, components are great. The trouble comes when trying to organize one’s code with some semblance of separation of concerns, since Unity mixes business and presentation at nearly every level.

There have surely been countless pixels spilled on this paradox. My impression is that for many, the choice seems to boil down to capitulating to bad practice, or completely beating Unity into submission: some combination of physics proxy, startup sequencer, singleton, “MyMonobehaviour” with “MyUpdate” called by “MyUpdateManager,” tool-prescribed workflow e.g. define a model and generate codebehind, etc.

With BuildDown, I aimed squarely for a happy medium. Build an event-driven, model/presentation-distinct architecture where the cost was low and return on investment was high, but leverage Unity where it made sense. For one, it made implementation that much simpler. And realistically, I’m not about to jump ship for another engine anytime soon, so saving myself some minor future refactoring was hardly worth the headache or heartache of fully platform-agnostic intermediary layers and proxies muddying up the codebase.

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Digital Nomad – Year One

Today marks the anniversary of the day we departed* from our home country to live abroad for an extended and indeterminate amount of time. Six months ago, we’d lived in six different countries; since then, we rounded out our stay in Romania and added seven more – Ireland, Hungary, Poland, Estonia, Mexico, Peru, and just recently, Argentina. We’ve traveled 63437 kilometers, more than 1½ times around the entire Earth. And now that BuildDown is released, I’m excited to talk soon about some of the other projects I’ve been working on. But today, a look back.

*Actually, the anniversary our “lost day” – we left Chicago December 6 and landed in Chiang Mai December 8. Long flight, long layover and international dateline!


Romanian Architecture, Irish Whiskey, Hungarian Parliament, Polish Headstone, Estonian Park, Mayan Pyramid

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BuildDown, Monetized

Part 2 of a discussion of game design decisions made for BuildDown. Part 1 is here.

BuildDown is a simple, action-oriented game, which made it somewhat challenging to figure out how to monetize. There are no levels, so I can’t exactly sell more content. The mechanics are not friendly to puzzles to force such a content model, either. Instead, I had to weigh the various popular approaches to see which played best to the strengths of the game.
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