hosted by sorceress – July 2013

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by karlin - 7dRTS / Mini LD 44 Entry

Space-Based RTS. Try to help humanity escape from a dying star. Created for MiniLD44 7DRTS.

The aim of the game is to build an interstellar colony ship in order to escape to another star system. Build Mines on moons to gain resources and try to move as many people from the inner planets to the safer outer planets.

Thanks for playing, If you have any comments, criticisms or bug reports please post them below.

WASD / Mouse / Shift - Camera
F1 - Show Help
+/-/Mouse Wheel - Zoom
esc - Exit Game
R - Restart Game

All This by Kevin MacLeod (
Trio for Piano, Cello, and Clarinet by Kevin MacLeod (

Downloads and Links




7heSAMA says ...
Jul 30, 2013 @ 10:38pm

Game crashed when I tried to send a small colony ship from Icarus to Earth :/
It looks very interesting though, a little tough to figure out, but I'd like to.

PaidGEEK says ...
Jul 30, 2013 @ 11:33pm

I love the solar system presentation, it looks pretty good and detailed. Gameplay looks really interesting but not easy to understand at first.

karlin says ...
Jul 30, 2013 @ 11:44pm

Thanks for playing.

I've had a look and managed to find the cause of the bug. I've got it fixed in the post-7drts release at

karlin says ...
Jul 30, 2013 @ 11:58pm

I've upload a fix, should (hopefully) work okay now.

Magnus says ...
Jul 31, 2013 @ 3:11am

Awesome game. I love the clean look and the polish. Very interesting. I got a crash when I sent a ship to a planet though. Here's the error:

DogShitEmpire says ...
Jul 31, 2013 @ 3:23am

At the beginning it's unclear what you're supposed to do, but I think that goes well with the hopeless mood of the game. Very atmospheric and sad game, I like it.

avh4 says ...
Jul 31, 2013 @ 4:25am

Unfortunately I don't have a Windows box to try this on, but from the screenshots and description it looks great!

karlin says ...
Jul 31, 2013 @ 9:37am

@magnus Thanks, I think I've managed to fix it. Third time lucky?

Crimsoneer says ...
Jul 31, 2013 @ 8:55pm

Wow, this is kind of awesome...

AVataRR says ...
Jul 31, 2013 @ 11:45pm

Whoa, yes it is awesome. This is only one of two games that I've actually been able to play all the way through to a win screen for this entire 7drts. The sense of urgency given by the music is entirely fitting. Seeing a planet's population burn to a crisp actually made me care about them - even though they were just numbers on my screen.

There were a few clunky issues that I'm very ready to forgive. I couldn't select multiple ships - had to click on them one by one. Telling the transport ships to move between planets seemed unnecessarily laborious. Also... why do planets continue to keep populating even when the sun is right up their face, lol.

chasepettit says ...
Aug 1, 2013 @ 2:12am

Great game! A bit unclear upfront about what to do (took me a moment to realize how to use colony ships), but quite fun after that. Very polished presentation.

MiniBobbo says ...
Aug 1, 2013 @ 2:22am

I very much enjoyed this. It did take a little while to figure out what was going on, but I was a little sad when the Earth was engulfed by the sun, even though I'd already abandoned the planet...

vincepascoe says ...
Aug 1, 2013 @ 5:18am

!!! I second Crimsoneer commnet. I'ts hard cause I liked that I didn't know what to do... I just watched a planet be engulfed into the sun.. my first thought was get the hell alway from the sun. I won just after the earth was eatten. great game loved the battle star galactica theme. the GRowing sun problem was a great clock. it took me a minute to figure out that more population ment faster building... and yeah the controls I thought I could command multipule star ships.... and I thought you could build multipule things at once but over all.. WOW loved it.... !!!!!

flap says ...
Aug 1, 2013 @ 8:38am

I loved it and would like to play more !
However, the latest version bugged on my netbook : the screen is not refreshed, so every new frame keep drawing on the last one without erasing it. So the game can't be player on that computer...

flap says ...
Aug 1, 2013 @ 9:57am

It would be useful to be allowed to accelerate time as the game progress (long distance travelling with not much happening)
Some other improvements :
- disallow colony ships to colonize the planet which created them. And make colony ship deselection easier.
- Display mine production on abandoned planets
I have spotted a few bugs (planets destroyed reporting a negative number of citizens)

flap says ...
Aug 1, 2013 @ 10:08am

Sorry for multiple posts, but I can't edit previous ones...

Closing the game without warning when pressing "esc" is really cruel... I was starting to colonize the last planet, with a good stock of metal and 300 000 people, when I accidently closed the game.

I understood the negative population bug : sending a big colonization ship takes 100 000 people from the planet, even if the population is less that that (creating people out of nowhere).

vincepascoe says ...
Aug 1, 2013 @ 10:12am

Liked this so much I just played your inversion great design stuff...

flap says ...
Aug 1, 2013 @ 2:11pm

Argh. I have just failed with only 1700 minerals missing to build the interstellar colony ship...

I have also found that the description of fusion inhibitor a bit ambiguous : at first, I thought that it would reduce the heat emitted by the sun ; while it actually makes it shrink for a while.

flap says ...
Aug 2, 2013 @ 7:16am

(Once again double posting. Don't shoot !)

The bug about screen refreshing is gone from version Thank you ! I also like the ship range display when hovering over the buttons to build ships.
2 remaining issues are the big colony ships sent from planets with less than 100 000 people keep displaying that they have brought 100 000 people with them.
On small screens, when zooming out to the max, it is not possible to move up or down. But the outer planets trajectories don't entirely fit on the screen (it is cut up and down)

Comparing compo version and latest release, having only the central system explored is a great thing.

Somes suggestions :
If you were to increase a bit the complexity of the game maybe would I not add hostile AI, but rather have ressources to be localised on planets instead being shared globaly : deuterium and metals would be stocked on every planets and have to be moved around in specific ships (similar way as population).

Doing this would require more micromanagement, so to reduce it then maybe could we have building lists in planets and moons (maybe the same one for a planet + its moons). As a side note, it would use more deuterium... (when leaving all the population from a planet with mines, maybe could we leave some pre-built transports to carry material later produced by automated mines. Or could there be an option to leave 10 000 people on the planet to keep maintaining the mine and build transport until everybody has to go)

Also, it would fell more challenging if only the population on the planet with interstellar colony ship could escape. So a new "depart" button could be created to let it wait for other colony ships to arrive.

Another suggestion :
To increase the drama, maybe when a planet from which noone has been saved is engulfed by then sun, could it have a general temporary and negative impact on productivity (both mines and construction). This would give more importance to small colony ships.
A message should be given so the player understands what is happening...

The other way around a planet that has enterilly been evacuated which is destroyed could grant a temporary general bonus.

Bonus/malus could be more or less important depending on the previous agony (number or proportion of the population that has died due to the heat)

Well, goog work. That game has great atmosphere !

flap says ...
Aug 2, 2013 @ 7:26am

Bug with : the red circle (extreme temperature, immediate evacuation) grows slower than the sun. It is rapidly contained in it.

karlin says ...
Aug 2, 2013 @ 7:41am

@flap Thanks for all the suggestions and bug reports. I'll try to fix all of the bugs tonight and try to add some of your suggestions. It's looking like I might have to rewrite a lot of the code to add a few of them, but I'll see what I can do.

Thanks for all your support, really great to get such great feedback :).

flap says ...
Aug 2, 2013 @ 8:50am

Thanks for your reply Karlin !

Another bug/glitch : when more population arrives at a planet while something is being built, the project is often automatically finished.
It is particularly obvious when sending a large colony ship after having sent a small one. I think that it reevaluates the times that the project would have taken if it had started from the beginning with that many people.

Also, the parameters in make it extremely easy (or maybe do I understand better the game) : I saved the mankind while there where still 5 planets left. The feeling of doom is not that strong there.
You could maybe propose different difficulty levels with different sets of parameters. (or stick them in a separate text file, so we can play with them !)

Well, I'll to stop there, or I will keep suggesting more and more things (what if we played close to a dying star, which reduces in size and where further planets do gradually freeze...
What if we could conquer the new system we get in, and some AI were there... )

I understand now planets and moons colors, but I still don't get what the yellow and purple figures under the planet mean.

phi says ...
Aug 2, 2013 @ 5:51pm

This is awesome! I could seriously play this for hours. I love the idea, the graphics, how it's balanced, and especially the ancient greek names <3. The only thing that bugs me a little bit is that the GUI is sometimes a bit confusing, when it's overlapping other stuff.

Summarized in two words: Sell it.

karlin says ...
Aug 2, 2013 @ 6:06pm

@flap I think I've fixed that bug. Now when a colony ship arrives the build time should decrease to reflect the increased population, but it should never fall below 0. The fix has meant I've needed to change build times so I'll need to do some balancing before I release it.

The yellow and purple figures are the metal and deuterium production levels for that planet (excluding moons) based on the planets population and size.

I'm still torn on the idea of adding AI but I was thinking along similar lines with the new system having an enemy AI, Kind of similar to games like Homeworld. If I do decide to I'm probably going to go for a complete recode, at the moment it's pretty impossible to add any new features easily due to the code being a complete mess.

Anyways thanks again for all your bug reports, suggestions and feedback. It's really great to hear and given me loads of great ideas.

flap says ...
Aug 2, 2013 @ 6:53pm

There is an article about your game on a french blog :

w23 says ...
Aug 3, 2013 @ 4:11pm

Pure awesome.

terrorcell says ...
Aug 4, 2013 @ 3:37pm

Pressed 'esc' and the game crashed (stopped responding). Besides that, fantastic setting. Very nice!

klianc09 says ...
Aug 5, 2013 @ 7:06pm

One word: awesome.
The only thing this game needs, is more clarification on the HUD. It's not always clear what all numbers mean and how they influence each other, but otherwise, simply cool.

Halleflux says ...
Aug 9, 2013 @ 9:24pm

A few problems, partly the web browser not liking changing tabs and then back, and also the fact that it was WAY too easy, but otherwise, I really don't have much to say about it. It is an amazing game, easy to learn, and well designed. Great job.

Halleflux says ...
Aug 9, 2013 @ 9:58pm

Alright, I think I know why this game is so easy: The fusion inhibitors. They do too much, to the point where I was actually able to slowly push the sun back from my closest planet, and I only got more of them from there. Makes the game impossible to loose. Maybe if you made it so they did less and less each time? Or maybe a hard mode where the sun expanded faster. Or maybe just have the sun expansion rate increase over time. This would also be a great intro to a bigger game, just one thought of mine. A shorter version of this, where you could only save a portion of your population on the final ship, and had to rebuild from there. Honestly, if I could use that idea without people pointing out that you came up with this first, I would.

karlin says ...
Aug 9, 2013 @ 10:21pm

@Halleflux I've fixed the difficulty a little in the updated version, fusion inhibitors are cheaper, but don't reduce the solar radius as much. I think it works a little better, but it's hard to tell. Thanks for the feedback though - getting the difficulty right is always something I've had problems with. Every LD entry I've made, the major complaint has been the difficulty.

I'm working on a new version now, pretty much starting from scratch and doing it properly (the code was a mess). I'll be posting it on here and tigsource in the next few weeks when I start to make some progress.

Halleflux says ...
Aug 9, 2013 @ 11:36pm

@karlin: I also played your updated version, it was also far too easy. At first it seemed harder, but it quickly became easy once I colonized a few planets, terraformed and shielded them, and then started using inhibitors.

karlin says ...
Aug 10, 2013 @ 12:00am

@Halleflex Thanks, good to know. I'll make a few tweaks over the weekend and see what I can do.

flap says ...
Aug 11, 2013 @ 8:09pm

Ha ! Difficulty... I have hardly ever used the inhibitor, but even without this, found the game incredibly easy after a few games. The main reason is that the population increases at a very high rate. My gut feeling would have been to see the population remain the same on green planets, and decreasing in any other, making it more important to save the original population.

But, it also a game that conveys a strong experience, even it is played once or twice only. So for most players, the main difficulty would to understand what is going on, an trying to save as many people while slowly mastering the technology...

I'd love to try the new version, Karlin !

karlin says ...
Aug 11, 2013 @ 10:24pm

@flap That's a great idea. I need to do a few playthroughs before I upload it so I should be able to get it up tomorrow.

I'm rewriting the whole thing from scratch right now as it's very difficult to add anything to the game in it's current state but I'll continue to update this version as I go.

I've got a devlog up on tigsource now and I'll try to post there with any updates.

Oh and flap, you're awesome :)

flap says ...
Aug 15, 2013 @ 6:31am

Wouhou ! Karlin, you made it to the first place !
Well done.

bitboy says ...
Aug 22, 2013 @ 10:22am

Well done!

tonydemot says ...
Nov 30, 2013 @ 1:10pm

Nice game although I got an error when sending convoys to different planets, something about dividing by zero :/

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