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The spacecraft dismantling sim HARDSPACE: SHIPBREAKER -The works born from internal game jams [Developer interview]

This project is an interview with the developer of the new indie game that you are interested in. This time, we will provide a mini-interlock to developers HardSpace: SHIPBREAKER developers HardSpace: SHIPBREAKER , which was officially released on May 25, developing Blackbird Interactive Development and PCs.

This work is a simulation game that dismantles spaceships in unreasonable space. Players are engaged in the demolition of the spaceship to repay a large amount of debt of 1 billion credit to the largest spacecraft salvage company, Lynx. Cut the spacecraft with a laser cutter while moving with a cutting-edge technology grapping tool. We will collect valuable resources and upgrade various tools used for dismantling. At the time of writing, it is not compatible with Japanese.

HardSpace: Shipbreaker is being distributed for 4,980 yen.

— First, please introduce yourself. What is your favorite game?

Iain myers-smith (hereinafter Iain) Hello! This is the lead producer Iain Myers-Smith. He grew up mainly by playing home games. First is NES and Super Nintendo. My favorite game when I was a kid was Super Mario World, and I still love the Mario series. Super Mario Odyssey is a masterpiece of recent years, and it's my favorite game in the last 10 years. The dynamic and new gameplay of catching enemies was purely fun.

It's difficult to choose one of your favorite PC games, but Portal is a special one for me. A unique game system is very attractive. It is a work that has raised the standard as a puzzle game and proves that humor and story create fun experiences.

――Why did this work developed?

Iain in January 2016, Blackbird Interactive released the HOMEWORLD HOMEWORLD SFRTS SFRTS. After that, Blackbird Interactive decided to hold a weekly game jam in the company. It was to make five teams of six to seven people and make whatever they like. One of the games created was Hello, Collector, which focused on the movement of the non-weightless space and collected rare resources from the discarded spaceship.

We immediately felt that this idea and prototype had a big potential, so we first developed with 10 teams. Later, dynamic cutting and physical systems evolved. This allows the players to cut and salvage, rather than just moving the discarded spaceship, and gained more satisfaction.

―― Please tell me the characteristics of this work.

The IAIN dynamic cutting system and the spaceship based on random generation are two major features of this work in terms of technical aspects. However, what players can do with these are specially made this work. It is very satisfying to use a high-power laser cutter and a grap ring tool to make a huge spacecraft fall apart. You will not be able to experience it in other games.

――What kind of person do you want this work to play?

IAIN This work will like various types of players. First of all, those who like space, spaceships, and science fiction will enjoy this work. Next, those who like to solve puzzles or those who like the satisfaction of doing their jobs will also like this work. Finally, those who are looking for something that can be relaxed because of stress is accumulated, and you will notice that it makes you feel surprisingly calm to drift in outer space and dismantle the spaceship.

— Is there any work influenced by this work?

The work in the game jam, which was the source of IAIN, was greatly influenced by the film Zero Gravity directed by Alfonso Curlon. However, this work, which was the finished version, is influenced by more. It is a retro bubu-rhythm of the movie Alien series, music in the Midwest of the United States, and ultimately the world's historical workers. For example, those who are currently engaged in the dangerous ship demolition industry in India and Bangladesh.

――Do you plan to support this work? Is volunteer translation possible?

At this time, there are no plans to localize Japanese, but we have heard good stories about volunteer translations that already exist. I am only grateful to those who can translate volunteer. But please understand that these translations are just unofficial. The accuracy cannot be guaranteed. Please see this guide for Japanese volunteer translation in this work.

――What had an impact on the development of the new Coronavirus?

In the pandemic of the new Corona, our studio has completely switched from the office to work at home. I had to get used to working in a new environment and collaborative work with other employees, but I don't know how much it actually affected development. I am very proud of the development team that I was able to get used to this new environment during the development of this work.

――Is it okay to distribute or monetize this work?

IAIN is okay! I want you to do it. Please enjoy the distribution of this work with the viewers!

-Finally, please give a message to Japanese readers.

IAIN Our development team is gathering from various places in the world. By gathering a lot of voices, you can create better games. The message you want to deliver to Japanese players is the same as the message to all players. Please enjoy this work made for every1. And I'm glad that we can convey this joy to everyone as much as we enjoyed the development of this work.

--thank you very much.

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