Description
It is a game that does not require us to be 100% concentrated paying attention to it, so it is ideal to play relaxed while talking with friends through a call, while listening to a podcast or simply while listening to the music we like.
The game finds us as a robot aboard a massive spaceship, where an AI -acting as the captain- assigns us the task of processing an enormous amount of materials neatly presented in the form of cubes (voxels) at the back of the ship. As we process these materials, we will obtain resources that allow us to craft various equipable items to upgrade both our robot and the ship itself, unlocking different types of functions.
Our ultimate goal is create items in case eventually one day (far, far away) humanity needs them to establish a new colony.
History
Stellar Serenity was conceived as a relaxation game, in which the player can do a simple task in a harmonious environment, without shocks, where he cannot lose and the progress he makes is permanent. In this way, my idea is that the player always keep in mind that he is going to be advancing (in the worst case, slowly) but never going back.
The game started to take shape in early 2022, with a robot that at the time looked too much like Wall-E, from whom it obviously took some sort of inspiration. The graphic section is a very humble mixture between an intentional minimalism that transmits tranquility and my own technical limitations, on which I relied to establish a maximum ceiling in the graphic aspects of the game and thus be able to maintain visual cohesion throughout all development.
Regarding the graphical interface, the fact of being retro-futuristic makes sense when it is contextualized a bit around the "little / null" priority of our mission (in the words of the AI itself) and other aspects of the story that players will gradually discover as they progress in the game.
Finally, as a developer I set out to address certain game design issues by incorporating humor to simplify the gameplay while eliminating any potential seriousness that could arise in the player's mind, something that is quickly verified from the first items that we create, or in the conversations we have.