SuperSpace Dev Log: Solo Developer's Journey from First Commit to Live Game in 5 Months!
Play SuperSpace now at http://superspacegame.vercel.app/
Five months ago, I made my first commit on what would become SuperSpace - a real-time multiplayer space combat game that runs entirely in the browser. As a solo game designer, I wanted to build something inspired by classic space battles from games like Maelstrom and Subspace. 200+ commits later, after tons of fun playtesting with my kids, SuperSpace is live and playable with features I never thought I'd be able to implement on my own.
The journey wasn't smooth (and still isn't) - there were serious hurdles and moments of despair where I gave up entirely. But I kept getting pulled back by various forces: my kids' excitement when testing new features, encouragement from coworkers and friends, and ultimately the sheer excitement of bringing the awesome game I envisioned to life.
What is SuperSpace?
SuperSpace is a browser-based multiplayer space shooter where players pilot customizable ships in real-time combat. Think classic space shooters but with modern multiplayer mechanics, progression systems, and mobile support. Players can engage in PvP combat, mine asteroids for resources, customize their ships, and work through challenge systems - all while competing on live leaderboards.
The Foundation: Building Multiplayer from Scratch
The first major challenge was implementing real-time multiplayer. I chose Socket.io for the networking layer and built everything around real-time synchronization:
Core Multiplayer Features:
- Real-time player position and health synchronization
- Projectile hit detection across all connected players
- Live leaderboards with player stats (score, wins, losses)
- Player collision and damage systems
- Automatic handling of player connections and disconnections
Physics and Movement: One of the most critical early aspects was crafting the ship movement to feel authentically like floating in space. I spent considerable time fine-tuning the physics engine to capture the smoothness, inertia, and drift momentum of thruster-based movement. Ships maintain momentum when you stop thrusting, require counter-thrust to change direction, and have that satisfying weightless feel that makes space combat engaging. Getting this foundation right was essential as poor movement physics would have undermined everything I was trying to achieve.
Early Game Systems:
- Safe zones where players can't take damage (essential Subspace game mechanic homage)
- Basic asteroid system with destructible asteroids and mining mechanics, which was later reworked server-side to ensure all players see and interact with the same asteroid field
- Fundamental combat loop with health/shield management
- HUD system showing player stats and game information
Getting the networking right was crucial and very challenging. Timing was always wrong and took some work. Players needed to see accurate representations of other players' actions without lag or desync issues. This foundation would support everything I built afterward.
Combat Evolution: From Basic Shooting to Advanced Weapon Systems
What started as simple projectile shooting evolved into a comprehensive weapon system:
Weapon Arsenal:
- Fusion Mortar: Explosive rockets with area damage
- Railgun: High-speed, high-damage precision weapon
- Quantum Disruptor: Shield-disrupting energy weapon
- Mining Laser: Continuous beam for asteroid destruction
- Space Mines: Deployable explosives
- Seeker Missiles: Homing projectiles with realistic physics
Combat Mechanics:
- Energy-based firing system where different weapons consume different amounts of energy
- Shield disruption mechanics with visual electric shock effects
- Area damage from explosions affecting multiple targets
- Weapon switching via number keys with cooldown management
- "Disengaged" weapon mode for faster energy regeneration
Each weapon has unique visual effects, sounds, and gameplay mechanics. The homing missiles were particularly fun to implement as they have a minimum travel distance before they start tracking towards targets, making them tactical rather than overpowered.
Audio Design: Real-Time Synthesized Soundscapes
As a sound professional, one aspect I'm particularly passionate about is the audio experience. SuperSpace features entirely real-time synthesized sound and music using Web Audio APIs, creating a retro-style soundscape that responds dynamically to gameplay. Every weapon sound, explosion, and ambient effect is generated procedurally rather than using pre-recorded samples.
The music system layers multiple ambient tracks that intensify during combat, creating a dynamic soundtrack that evolves with the action. This is just the beginning - I have ambitious plans for a fully dynamic soundscape that adapts to player actions, ship types, and battle intensity in real-time, while injecting some of my quirky audio style and personality into the game's vibe.
Player Progression: Building an Economy
A multiplayer game needs progression! I built a comprehensive system around credits and upgrades:
Shop System:
- Multi-tab interface covering weapons, ships, upgrades, skills, and challenges
- Two currencies: Credits (earned through gameplay) and Space Gems (premium currency for cosmetic-only items)
- Dynamic pricing and ownership tracking
- Visual previews for all purchasable items
Progression Features:
- Skill Tree: Fire rate bonuses, thruster improvements, and combat upgrades
- Challenge System: Daily and weekly objectives with reward structures
- Achievement Tracking: Comprehensive stat tracking for unlockables
- Ship Customization: Multiple hull designs, color customization for ships and engines
- Avatar System: Character portraits with both free and premium options
Player Customization:
- Ship skins with different visual designs
- Engine and hull color customization with real-time preview
- Avatar selection with unique character designs
- Premium content system for additional customization options
The progression system needed to feel rewarding without being grindy. Players earn credits through combat, asteroid mining, and completing challenges, while maintaining balanced progression curves. The skill system resets each run, so every session is different and you can experiment with different builds and loadouts depending on how you want to play.
Technical Challenges and Solutions
Building a real-time multiplayer game solo meant solving problems typically handled by specialized team members:
Performance Optimization:
- Efficient collision detection for hundreds of projectiles
- Optimized rendering pipeline for smooth gameplay
- Smart state synchronization to minimize network traffic
- Client-side prediction with server reconciliation
Cross-Platform Support:
- Responsive design that works on desktop and almost entirely on mobile (working on some needed fixes currently)
- Touch controls with virtual joystick for mobile devices
- Adaptive UI that scales across different screen sizes
- Input handling that seamlessly switches between keyboard and touch
Game Balance:
- Weapon damage and cooldown balancing through extensive testing
- Economic balance for the credit and upgrade systems
- Safe zone mechanics to protect newly spawned players
- Per-run skill progression that enhances gameplay without breaking balance
Current State and What's Next
SuperSpace now features:
- Stable multiplayer with real-time combat (we need to see how many concurrent players will break the game 😬 so far so good)
- 9 unique weapon types with distinct mechanics
- Comprehensive progression and customization systems
- Mobile and desktop UI improvements
- Live leaderboards and player statistics
- Challenge and achievement systems
Since launching this week, the game has attracted 15-25 daily active players over the past three days - validation that the core gameplay loop is engaging and the multiplayer infrastructure can handle real player loads.
What's Coming Next:
- Enhanced graphics with richer environmental details and improved particle effects
- Expanded ship skin collection with unique visual themes and premium designs
- New avatar characters with distinct personalities and backstories
- Advanced visual effects for weapons, explosions, and environmental interactions
- SuperSpace lore development: faction histories, technology origins, and universe backstory
- Additional weapon types and combat mechanics
- New ship classes with different handling characteristics
- Performance optimizations for smoother gameplay across all devices
The game is live and playable, with regular updates and new features. What started as a simple multiplayer experiment has become a full-featured space combat game.
The journey from first commit to playable multiplayer game taught me that ambitious projects are achievable with persistence and smart architecture decisions. Building real-time multiplayer as a solo developer seemed impossible at first, but breaking it down into manageable systems and focusing on core mechanics first and foremost made it not just possible, but rewarding.
The game is quite addictive and a lot of fun to play. Players can jump in and start battling immediately with no downloads, no accounts required, just browser-based space combat with progression systems that keep bringing people back.
SuperSpace is live and playable in your browser. The codebase represents 5 months of solo development and over 200 commits of continuous improvement.
Play SuperSpace now at http://superspacegame.vercel.app/
Files
SuperSpace
Subspace-inspired multiplayer space combat game
Status | In development |
Author | GumbyDev |
Genre | Action, Shooter |
Tags | Space |
More posts
- SuperSpace Dev Log #2: The Mobile Revolution14 days ago
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