Carlos | SpaceGameStudio
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spacegamestudio.bsky.social
Carlos | SpaceGameStudio
@spacegamestudio.bsky.social
Hi!
I’m Carlos, a self-taught indie dev working on my first game, MOTHERSHIP, which combines space trekking and real astronomy.
✔️ Wishlist on Steam : https://store.steampowered.com/app/1818290/MOTHERSHIP/
👾 Join the Discord: https://discord.gg/QuqaUpB7XD
This is #PitchYaGame !

⭐MOTHERSHIP⭐
A pathfinding-sim

👩🏼‍🚀 A life-span adventure through space and time
🧭 Find and retrieve the cores of huge space wrecks
🪐 Explore mind-blowing exoplanets on ground or orbit

store.steampowered.com/app/1818290/...
November 7, 2025 at 10:11 PM
Dust Devil !
Just experimenting with particles and physics ^^
#IndieDev
October 22, 2025 at 12:05 PM
Another self-surprise. This is a place the player can physically reach even if it is way out of the main path. That's why I had never visited by myself before. It is a little tricky to see but this is the dark underside of the asteroid belt.
#Gaming #GameDev #UnrealEngine
July 23, 2025 at 11:39 AM
July 9, 2025 at 12:29 PM
Happy surprise. I was placing spinning rings in the Asteroids level when I realized they could align if timed just right. I wanted to make some "organic" spinning eye trick since I saw the first Tomb Raider movie (original sequence in comments).
#Gaming #GameDev #UnrealEngine
July 9, 2025 at 12:28 PM
I finally made the Jungle level work from a performance point of view. This was the last remaining technical challenge of this project. Now is where the fun begins :D
July 1, 2025 at 3:55 PM
#ScreenshotSaturday
This was a simple test for the basic density and plants variety for the Floating Jungle level.
#Gaming #GameDev #UnrealEngine
June 20, 2025 at 6:58 PM
#ScreenshotSaturday
Just a funny bug. The flying plant medusas are supossed to be slow and friendly, but I forgot to clamp their speed ...
#SoloDev #IndieGame #UnrealEngine
June 13, 2025 at 2:04 PM
This is #PitchYaGame !

⭐MOTHERSHIP⭐
A pathfinding-sim

👩🏼‍🚀 A life-span adventure through space and time
🧭 Find and retrieve the cores of huge space wrecks
🪐 Explore mind-blowing exoplanets on ground or orbit
June 7, 2025 at 10:04 AM
I simply found funny to rappel down through the middle of this hanging vine I just made 😄
#GameDev #IndieGame #MadeWithUnreal
June 4, 2025 at 3:23 PM
#ScreenshotSaturday
Hi ! Here are other jungle dangers I have been working on this week.
#SoloDev #IndieGame #UnrealEngine
May 30, 2025 at 3:04 PM
Spring Mine #WIP:
May 29, 2025 at 4:10 PM
#ScreenshotSaturday
These last few weeks, I've been working on the volcano level (Antares). Here's a sneak peek of the first moments on the planet. I hope it's not too dark. 😅
#SoloDev #IndieGame #UnrealEngine
May 3, 2025 at 9:17 AM
Looking for the right slope and lenght of the volcano slope:
March 5, 2025 at 2:12 PM
I love when you are trying the game and sudenly something happends that surprises you. Sometimes is that you actually feel what you was trying to make feel to the players. Or sometimes is something completely unexpected. Like the flare light inside this huge vertical ice crack.
#MadeWithUnreal
March 4, 2025 at 7:34 PM
#ScreenshotSaturday
This week I have finally created the StarMap tutorial sequence. On each flight phase there is a descriptive text and a ship axis movement is conveniently locked.
#SoloDev #IndieGame #UnrealEngine
January 25, 2025 at 11:56 AM
#ScreenshotSaturday
This week I have begun the consolidation of my "Sky System".
The video shows the different configurations depending on which game chapter you are in.
#SoloDev #IndieGame #UnrealEngine
January 11, 2025 at 8:58 AM
NEW FEATURE: HULL REPAIR
Inspired by Outer Wilds' repair system.
The reason is to make the players train the space movement in every level. And at the same time create anticipation by teasing the planet.
I have developped three types of hull damage, so far. Trying to make them all easy to spot.
January 4, 2025 at 12:28 PM
NEW FEATURE: CROSSAIR
I didn't want a crossair in the game because I wanted a clean HUD. But I realised that space movement was somewhat difficult without it.
Luckily I found a "meta" UI to justify it thanks to the emissive helmet shapes.
January 4, 2025 at 11:46 AM