Development Update- May 2023
Hey all, welcome to the first progress update for Star Rift Saga. My plan is to start doing these monthly as things have been ramping up in development.
In this update, we’ll be going over the state of development and the road forward. There will be a sneak peek at some of the new sprites and a look at the new art style, as well as a quick listen at a song from the soundtrack.
The summary: a demo is coming sooner than originally planned. I want to get the game into a playable and polished demo sooner rather than later so you can see what I have been working on.
Up until now, Star Rift Saga has been a fully solo developed game. I have designed and coded everything myself, as well as drawn all of the art that is currently in the game. While this has worked, this has been a slow process that I’ve been doing in my free time.
That said, the game is currently playable from start to finish for the most part. You can start a new game and play it through to the final boss, with some walls blocking off some side areas as well as some other side content that’s not currently in the game.
That said, there are some problems with this when making a game for Steam:
I am not a good artist.
I am not a musician.
I'm just one guy who makes games, and I'm a coder but not an artist. That’s why I’ve made the decision to work with pixel artists, a sound designer, and a musician to get Star Rift Saga to the level it deserves.
Working with people costs money. Artists should be paid for their work. The original plan was to run a crowdfunding campaign to get people paid for their work. Luckily, this would be able to have a much lower goal than most video game crowdfunding campaigns and be a much safer bet for backers, since the game is already made.
That said, while it’s a reasonably safe bet for backers, the art problem rears its head again here. My placeholder art is not great, which makes it a much harder sell.
With that in mind, I’ve decided to fund the start of the game, and make a demo publicly available before any crowdfunding for the rest, if any. The current plan is for a demo up to the first boss with art and sound done by people far more talented than me. This means you get to preview the game sooner before other steps start moving forward.
With all of that in mind, let’s take a look (and listen) to things that have already been done for the game as development ramps up.
The character art will be done by an artist named Merlin. He’s a talented pixel artist (and coder too) who has already brought a lot of really good ideas to the table. You can check out more stuff on Twitter.
The original character art I drew came from a template that I added an arm to. It was always meant to be a placeholder, and didn’t really lead to very dynamic poses because those are hard to draw. There has been a total redesign of the character, as well as some new posing. Here’s the preview.

Notably, your weapon has changed with this to a gauntlet rather than a handheld gun. This solves a few story problems, and just looks cooler.
The capsule images for the Steam page have actually been based on this character design. These new sprites will result in better feeling action with more dynamic poses when standing and shooting (as opposed to just lazily lifting an arm) as well as just looking better in general.
As things get implemented in the game, expect to start seeing some changes to the screenshots in the store page. A lot has changed since the current ones were taken, which really just shows how much things are progressing.
Here’s a sneak peek at a song from the soundtrack. The soundtrack will be composed by Vincent Colavita. He has worked on other games including Red Ronin, Luck be a Landlord, and Raven’s Hike. Check out his website here.
[previewyoutube][/previewyoutube]
The game’s soundtrack focuses on using Indian and African instruments paired with sci-fi synths to create a sense of being in a new and unfamiliar place. This work in progress song is from a late game area called the Endothermic Forge. It’s a frozen factory from an ancient civilization.
This has been a very exciting process for me personally. As art and sound has come together, I’ve been super excited to take a look and listen at each one. I look forward to sharing more stuff with you in the coming months, and hopefully getting the game in a playable demo form in your hands before the end of the summer, but not promising anything specific quite yet!
In the meantime, you can wishlist the game on Steam, and follow along on Twitter, Instagram, and Facebook.
See you next month!
In this update, we’ll be going over the state of development and the road forward. There will be a sneak peek at some of the new sprites and a look at the new art style, as well as a quick listen at a song from the soundtrack.
The summary: a demo is coming sooner than originally planned. I want to get the game into a playable and polished demo sooner rather than later so you can see what I have been working on.
Roadmap
Up until now, Star Rift Saga has been a fully solo developed game. I have designed and coded everything myself, as well as drawn all of the art that is currently in the game. While this has worked, this has been a slow process that I’ve been doing in my free time.
That said, the game is currently playable from start to finish for the most part. You can start a new game and play it through to the final boss, with some walls blocking off some side areas as well as some other side content that’s not currently in the game.
That said, there are some problems with this when making a game for Steam:
I am not a good artist.
I am not a musician.
I'm just one guy who makes games, and I'm a coder but not an artist. That’s why I’ve made the decision to work with pixel artists, a sound designer, and a musician to get Star Rift Saga to the level it deserves.
Working with people costs money. Artists should be paid for their work. The original plan was to run a crowdfunding campaign to get people paid for their work. Luckily, this would be able to have a much lower goal than most video game crowdfunding campaigns and be a much safer bet for backers, since the game is already made.
That said, while it’s a reasonably safe bet for backers, the art problem rears its head again here. My placeholder art is not great, which makes it a much harder sell.
With that in mind, I’ve decided to fund the start of the game, and make a demo publicly available before any crowdfunding for the rest, if any. The current plan is for a demo up to the first boss with art and sound done by people far more talented than me. This means you get to preview the game sooner before other steps start moving forward.
With all of that in mind, let’s take a look (and listen) to things that have already been done for the game as development ramps up.
Art Update
The character art will be done by an artist named Merlin. He’s a talented pixel artist (and coder too) who has already brought a lot of really good ideas to the table. You can check out more stuff on Twitter.
The original character art I drew came from a template that I added an arm to. It was always meant to be a placeholder, and didn’t really lead to very dynamic poses because those are hard to draw. There has been a total redesign of the character, as well as some new posing. Here’s the preview.

Notably, your weapon has changed with this to a gauntlet rather than a handheld gun. This solves a few story problems, and just looks cooler.
The capsule images for the Steam page have actually been based on this character design. These new sprites will result in better feeling action with more dynamic poses when standing and shooting (as opposed to just lazily lifting an arm) as well as just looking better in general.
As things get implemented in the game, expect to start seeing some changes to the screenshots in the store page. A lot has changed since the current ones were taken, which really just shows how much things are progressing.
Music Preview
Here’s a sneak peek at a song from the soundtrack. The soundtrack will be composed by Vincent Colavita. He has worked on other games including Red Ronin, Luck be a Landlord, and Raven’s Hike. Check out his website here.
[previewyoutube][/previewyoutube]
The game’s soundtrack focuses on using Indian and African instruments paired with sci-fi synths to create a sense of being in a new and unfamiliar place. This work in progress song is from a late game area called the Endothermic Forge. It’s a frozen factory from an ancient civilization.
What's Next?
This has been a very exciting process for me personally. As art and sound has come together, I’ve been super excited to take a look and listen at each one. I look forward to sharing more stuff with you in the coming months, and hopefully getting the game in a playable demo form in your hands before the end of the summer, but not promising anything specific quite yet!
In the meantime, you can wishlist the game on Steam, and follow along on Twitter, Instagram, and Facebook.
See you next month!