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Sol Mates News

Dev Vlog 2 - Electric Boogaloo!

[h2]Small But Mighty![/h2][p]🚀🌚 We’re over the moon to share that Sol Mates is featured in the Tiny Teams Festival going on right now, hosted by Yogscast Games! Be sure to check us out and all the other incredible indies too![/p][p][/p][h2]Dev Vlog 2![/h2][previewyoutube][/previewyoutube][p]To mark the TINY occasion, we’ve just released a brand-new dev vlog where we (we as in me, Loren, one of the devs!) chat about what the team has been working on lately, and a peek at some shiny new features, and share a few details about our upcoming demo. The release date is still on the downlow but trust us, it’s coming in for landing VERY soon. [/p][p][/p][h2]Thank You Playtesters![/h2][p]We also want to take this time to give a massive thank you to all our amazing playtesters! Your feedback has been stellar, and we’ve already started weaving your suggestions into the game. Your feedback is invaluable to us and we want to make sure we bring you the best version of Sol Mates that we can.[/p][p][/p][h2]Do The Things![/h2][p]Keep an eye out during Tiny Teams you might spot Sol Mates in action on streams. And if you haven't already please wishlist us! It helps us to infinity and beyond.[/p][p][/p][p]If you want to get more insider info join our Discord and you can chat with us directly there. Just tag me @lorenweng or @simon and we'd be happy to chat all things Sol Mates - or food... or pets...or Uma Musume because we're a bit obsessed. We digress...[/p][p][/p][p]TLDR - check us out on Tiny Teams, watch our Dev Vlog, wishlist our game, join the Discord, eat pizza. The last bit is optional but you'd be cooler if you did. 😎🍕[/p][p][/p]

🚀SIGN-UP FOR THE SOL MATES PLAYTEST🧑‍🚀

Be Among the First to Play Sol Mates!
[p][/p][p]Ahoy Mates! [/p][p][/p][p]We’ve been heads-down working on a ton of exciting updates and prepping our demo and we’re finally ready to share them with you
 sorta. We can’t reveal the public demo launch date just yet, but we promise it’s coming soon (for real this time!). [/p][p][/p][p]Before that happens, we’re kicking off a round of private playtests to gather feedback and fine-tune everything. This is your chance to get a first look at Sol Mates before anyone else and help shape its future! [/p][p][/p][h2]Join the Playtest Crew [/h2][p]To join our playtest list sign up here: [/p][p]https://solmates.firstlook.gg/signup/playtester[/p][p][/p][p]Spots are limited so sign up soon. Our game is best played with friends so feel free to share the sign up link with them too so you can all play together.[/p][p][/p][p]If selected, you’ll get keys for you and your friends to play together! When you're done playing, fill out our survey linked in the game menu. Your feedback will help us make Sol Mates the absolute best it can be. [/p][p][/p][h2]Join Our Discord[/h2][p][/p][p]You can also head to our Discord to chat with other playtesters about the game and discuss what features you liked or maybe didn't like and what things you'd like to see in the game. Your feedback is invaluable to us and we will read it all! Discord link here: [/p][p]https://discord.gg/44Pj6V2KPG[/p][p] [/p][h2]Thank You! [/h2][p]This playtest is the first real glimpse at our updated demo, and it means the world to us to have your support. We’re building Sol Mates with our community, and we can’t wait to hear what you think. Thanks for being on this adventure with us. Let’s make something amazing, together. [/p][p][/p][p]— The Sol Mates Team[/p]

We Hit 5k Wishlists!!!

[p]Ahoy there Sol Mates~ [/p][p][/p][p]Loren here, writing this dev update a few miles from LA, where we just attended the MIX to cap off a month of convention madness. [/p][p][/p][p]To recap: We've been all over the US this month, showing off Sol Mates first at PAX East, then Dreamhack Dallas, debuting a new trailer with the Shacknews Showcase and finally the MIX in LA. [/p][p][/p][p][/p][p]A huge thank you to everyone that's dropped by our booths and tried out the game! The raison d'etre behind Sol Mates has always been to bring people together, so getting to see the game in the hands of friends and families has been nothing short of amazing. There's no correct way to play Sol Mates, and everyone brought their own strategies to bear against our giant enemy crab. I witnessed the IGN crew blast their way through our boss, a group of maids abandoning their own on a space station, and strangers strategize on the fly around a particularly trigger-happy kid. [/p][p][/p][p][/p][p][/p][p]My big takeaway from all these conventions is that there's a burning love for this chaotic co-op genre we live in, and that our biggest hurdle is going to be getting Sol Mates in front of the people that want it. To that end, we'll be working hard on a demo to release this summer, something that y'all can really chew on and share with your friends to get them interested too. We do have something to show for our efforts: we've been steadily grown our wishlist count over these busy weeks and I'm happy to say that we've just crested 5000 wishlists! I appreciate every single one of you, and I hope many more will join you on this wishlist soon! [/p][p][/p][p][/p][p][/p][p]Which reminds me, if you have any questions, comments or suggestions for the game, please drop by our discord here (https://discord.gg/nbMsnwFGqY). For those content creators out there reading this, please shoot us an email at [email protected], we'd love to add you to our list of people to send keys out to! [/p][p][/p][p]As an aside, being in LA in this particular time, I am witnessing a legit invasion by people who wish to do harm to Californians, and I hope everyone stays safe while making themselves heard. We're all stronger together, be it in game or in real life, so keep your head up and your friends close! [/p][p][/p][p]-Loren[/p][p][/p]

We’re headed to PAX East + More Updates!

Ahoy Mates!

We know it’s been a little quiet here, but that’s only because we’ve been hard at work getting our demo ready! We can’t reveal too much yet but we promise it’s coming soon...ish 😅🚀

Since our last dev vlog we’ve been busy showing off Sol Mates to the world! Or well part of it anyways. In March we attended GDC in San Francisco which was nice because we are located there. We met so many wonderful people working on great things and also people who were able to give us advice on our own game!

We even got to feature an early version of our demo at the Courage XL event and BYOG. Seeing people play our game in person and getting real time feedback was so valuable to us. Since then, we’ve been running regular playtests and we’re tremendously thankful to everyone who’s playtested and shared their thoughts to help make Sol Mates the best game it can be. It’s been a dream to build this game alongside all of you and we are finally achieving that!

[h2]Now for some game UPDATES![/h2]

🩀 We got crabs! Errr.. at least a new Crab Boss that is!



She smacks you, she lasers you, she makes small crabs that also wanna laser you!

🚀 New Lobby! Now featuring an office, updated shooting range, and a cat! Each time you join the lobby the cat will spawn in a new location - if you can reach them make sure to give them some pets!


đŸŽ© Hats We’re adding more character customization. In addition to selecting your skin tone and space suit color you’ll be able to add a hat to your fit. Right now some of our hats are temporary assets to make sure it all works first. So stay tuned for more hat updates.



[h2]Next Stop: PAX East![/h2]

We’re thrilled to announce that we’re headed to PAX East and we’re bringing an even more polished demo that’s never been seen before. If you’re attending please visit our booth #15104. We can’t wait to meet you, for you to play our game and hear what you think!



Also
 we’re part of Pinny Arcade! Swing by our booth to snag one of our exclusive Sol Mates pins for $15. It’s our very first piece of swag and we’re stoked to be part of such an iconic PAX tradition.

[h2]Join the Indie STAMPede Quest![/h2]



If you’re coming to PAX East we have even more goodies in store for you! We’re teaming up with 15 awesome indie games for our very own stamp rally: the Indie STAMPede Quest!

Here’s how it works:

Grab a stamp card at any participating booth (listed below).

Play the demos and collect stamps as you go.

Once your card is full, bring it back to the Sol Mates booth (#15104)

Claim your prize: a custom trading card pack featuring 15 unique cards and characters from all the games you played!

Participating Indie Games:
Sol Mates (that's us!) Rightfully, Beary Arms Ra Ra BOOM Desktop Survivors 98 Heroes of Mount Dragon Section 13 Bytebond Coridden ManaWeaver Ultimate Sheep Raccoon Cell to Singularity - Evolution Never Ends ON ANY JOURNEY Just Shapes & Beats
Lynked: Banner of the Spark Whisper Mountain Outbreak

[h2]But wait
 there’s more![/h2]

We’re also excited to share that Sol Mates has been accepted into the Indie Playground at DreamHack Dallas! 🎉 We’ll be showing off the game there too and yes, we’ll be hosting another stamp rally at that event as well (details coming soon).

[h3]Thank you for being a part of our journey[/h3]

If you haven’t already, please consider wishlisting Sol Mates here on Steam, following us on socials for updates, and join our Discord to be part of the community and catch future playtests and updates.
We can’t wait to share more soon!

See you in space,
- The Sol Mates Team

Devlog #1: What Is Sol Mates?

Hi! This is Loren and Simon, the developers.

First off, we just wanted to thank you for wishlisting the game! The launch of the Steam page, and premiering in the PC Gaming Show has been super exciting, and we've both been loving the reception we're getting from everyone. Seriously - wishlisting helps us so much and motivates us to make the best game we can for you all.

Loren always skips Steam announcement videos and reads the text notes instead, so we summarized the video for those readers among you. But if you would rather watch/listen you can check out our first Devlog here:

[previewyoutube][tbd link][/previewyoutube]

Now - lets begin!



[h2]WHO ARE WE?[/h2]
We're Daruma Games which is based in San Francisco. We have been long time friends and colleagues where we worked at WB Games together. After years in the industry and working on AAA titles we've decided to make our own game - and so Daruma Games was born!

Simon is the main engineer and technical director on Sol Mates who sorts the ones and zeros.

Loren started in the industry as an engineer but throughout the course of this project has slowly slid into wearing a bunch of different hats that he never had to wear before. He's doing everything from marketing stuff, business stuff, art, tons of things that aren't engineering that is required for a game to actually function.

But enough about us (for now) - we want to tell you about what Sol Mates actually is!


[h2]WHAT IS SOL MATES?[/h2]
Sol Mates is an up to 4-player cooperative chaotic spaceship management game where you and all your friends just gotta keep your spaceship flying. You have to charge the batteries, man the guns, load your weapons, and sort of keep all your systems up and running while you're dodging enemy blasts and dealing with asteroids.

We are trying to replicate all the chaotic moments that you see in these space dramas. You know, like "The shields are down!” Instead of it just being a narrative moment that happens for you, it's a literal moment that we're trying to actualize for you. Like someone's going to need to literally pluck a battery from the charger, plunk it into the shields to make sure that it continues recharging. Someone else is going to need to put out the fires that this system failure has caused and is slowly spreading. Someone else needs to go wake up the guy that's just chilling in their corner because they've forgotten what's going on and don't know what the hell is happening. And then, the last person needs to make sure that whoever caused their shields to go down in the first place is dealt with, maybe with cannons, maybe with missiles, maybe with whatever it may be.

We’re HUGE sci-fi and space things fans. And we are both huge co-op gaming fans. And so this idea of working together to run a spaceship was really appealing when Loren came up with it. This idea that we can layer on replayability and a little bit of narrative and storytelling to give you a setting, choices, things to coordinate with your friends, things to argue about with your friends, and decisions to make. It just sounded like an experience we wanted to have while playing a game. There wasn’t anything quite out there that nailed that.

Originally when we dreamt up this game like 8 years ago, we only started making this thing a couple years ago. So why such a long gap? One of the things is obviously everyone has their own kind of things going on in life but we also had a very large, life-altering event for all humanity happening on the planet. Coming out of the pandemic, there was a particular need for us and we think for many gamers in the world to reconnect with their fellow human beings. It’s just like everyone’s been stuck at home for way too long. And so we’re making this game not just for us but for people who also miss their friends.
[h2]FIGURING OUT OUR DESIGN[/h2]
Going to the early concept art phase of this game and how we ended up deciding what we wanted the eventual game to look like, we definitely started by figuring out how to talk to artists.
We love our artists but we're not artists ourselves. And so at a certain point, we're like, we need to understand how we communicate a feeling to someone that can actually draw and create that thing on paper and then make it into something that exists. And so there's definitely a big learning process where you make mood boards and find references and all that stuff that we had to learn how to do to convey our vision.


It's supposed to be a funny game. So going with a cute sci-fi design definitely felt the best. There were definitely multiple documents that were made that just had, like, the word "cute” written on them.
The visual for the game started with the player. It was the first thing where we needed to figure out what your basic astronaut was going to look like? We had our concept artists we’re working with do a whole bunch of concepts, and we came up with our astronaut bean. And sort of once we had him, it was like, all right, this is the game. This sort of round, a little bit scruffy, a little bit unpolished type of character because that’s the world we live in. Once we had that everything else grew from there, but just establishing that one little astronaut was a big step.

[h2]GAME DEVELOPMENT[/h2]
So, in terms of how we built the game, it all started with what we call "gray box." It was all gray cubes and spheres and simple stuff for a very long time, about the first six months or so. It was quite a while before we even had a character that walked. And that first character was a very, very low-poly, simple astronaut that we didn’t replace with our cute little bean-shaped astronaut for quite a while.
It was a lot of just blocking things out, trying things, moving them around, building tools that let us customize the layouts of spaceships, trying different enemy mechanics, different layouts of weapons, and then the nitty-gritty of how things interact with each other. Like, what does it actually mean to put a piece of ammo into a weapon? Can you fire it immediately? Does it need time to load? Can you load it when it has power? How does power even work in transferring between things?
Then you start building out systems. And then usually there’s a point where the first time where you sort of forget you’re making the game, and you’re just like, "No, let’s try that again. We almost beat that guy. Let’s do it again."

It was around the time when we had shields, ammo, power, enemies, and steering where we then started adding other stuff you would have to deal with because we added solar flares that would light parts of your ship on fire and energy storms that would discharge your batteries. Sort of once a lot of that stuff started coming together was when it started getting actually pretty exciting to play.
[h2]OVERCOMING DEVELOPMENT CHALLENGES[/h2]
Technically, making a multiplayer and specifically an online multiplayer game, is not easy. Getting everything to connect and sync between the server is quite difficult. We weren’t going to give up or anything, but we had to start from that point which meant there was a very early prototype of the game that we built with just the basic picking-things-up-and-putting-them-down mechanics, and we had to completely scrap that because it wasn’t going to work with multiplayer.

So, that was a challenge, and it continues to be a challenge. We are currently facing other challenges right now like there’s a thing in the lobby where if one player switches characters while holding something, then the thing they’re holding disappears, but just for them, and everybody else can still see it. So there’s weird network sync issues that are always going to be a challenge.

Gameplay wise - what we've had to rework the most is how ammunition works. We know there needs to be ammo and we know there needs to be special kinds of ammo so that you can upgrade your systems. For a while, what a piece of ammo was and what its special effect was were two different things that you both had to load into a weapon. But that doesn't make sense and is hard to explain. For a while, we had different-colored ammo and different-colored enemies. You needed to shoot the right enemy with the right color. That was interesting, yet felt too much like a puzzle game.

Then for a long time, ammo was one bullet, but then we added a ray gun which shoots a continuous beam. So now that connection had to be broken. The system that has given us the most challenge has been that core, because it is very core to the game. It's just picking up a piece of ammo, loading it into a gun, and firing it. But the specifics of what that does have been rewritten, majorly rewritten two or three times now, and it gets tweaked every time we do an update.

[h2]OUR FIRST BIG ANNOUNCEMENT[/h2]
We just announced at the PC Gaming Show, which has been super exciting. Up until now, we've been working on this for a while, but only recently have we started to get the look of the game and some finalized art. It’s really neat to have something to point to and say, "Look, this is the thing we're making." It's cool, it's fun, it's so full of explosions and fire and lasers. It’s just really neat to finally show it to our friends, colleagues, fans, and the public, and say, "Look at this thing we're making." We cannot wait for people to play it.

It's definitely the most exciting announcement we’ve ever been part of. We all got online wherever we happened to be and watched the same moment together when they played our trailer that we worked very hard on. It's definitely a surreal experience.

[h2]WHAT’S NEXT?[/h2]
Now that we've announced the game, there's still a lot more to do. I think one of the toughest challenges for indies and this is definitely not something we were prepared for, is that game development is not just making the game. We’re getting to the point where there’s enough of the game to show that we also need to make sure people know the game exists. People need channels to talk to us, give feedback, and say, "I like this thing" or "I don’t like this thing."

Our next big step for the game is working on a demo. One of the big challenges is making sure the whole user experience is clear. Recently we started demoing the game at the Museum of Art and Digital Entertainment in Oakland. Seeing new people play the game for the first time has shown us the learning curve is tough.

We need tutorials, an amazing main menu (right now, it's just a black screen with text), and so much more work to make the game presentable. Above that, there are many gameplay things to finalize, things that have been temporary for months, over a year even. At some point, "maybe someday" has to become "now." When it's time to add more sound effects and music, it’s going to be interesting technically.

There’s this mysterious unknown step of going from being just two people working on this thing to having a community. We’re curious what questions you have about Sol Mates. Are you curious about the game development side of things? About what it’s like being two indie devs in San Francisco? We’re happy to answer them!

If you’ve made it this far and haven’t wishlisted us yet - please hit that wishlist button! It means everything to small indie developers. It’s how more people find our game on Steam, which means hopefully you’ll have more friends to go on space adventures with.

Find us where you build your online communities, we’ll be there, and we’re excited to share more of the game with you.