Spaceslingers (v0.8) | New Trailer, Juicy Stuffs, New Physics!

Spaceslingers is a fun and mind-bending puzzle game, where the only obstacles between you and your goal are the most powerful objects known to mankind! Use the gravity wells created by black holes (and other exotic objects) to slingshot your cargo ship to the correct destination.

Wishlist it on Steam!
Download a demo: | GameJolt


Past Attempt Ghosts

You Ain't Getting Outta This One



Left Mouse Button: Hold the left mouse button down and drag the mouse to adjust the angle and power of your launch.
Shift: Lock your engine power by holding Shift (lets you aim while maintaining a consistent power).
Control: Swap between the targeting reticle being locked on your ship or your cursor by pressing Control.
R: Press R to quick restart a level.
The rest is up to the universe.

Level Editor
If you feel like it, dive into the Level Editor to create your own physics puzzles. There's a ton of new features in the Editor and a massive QOL difference in using it. Still a little work to do, but that will come with time.

Update Log
22 September, 2020
Well, this devlog has been a loooong time in the making. I've been hard pressed managing my time between home and the upcoming Steam launch, so I haven't really had time to sit down and write about what I've been doing. But having just completed the new Steam trailer, I feel like I can treat myself to stopping work for the rest of this afternoon and write a bit about what's been going on. So first an (incomplete due to memory) list of things that have been done:
  • Complete graphical overhaul of the game.
  • To go along with above, a complete graphical overhaul of the promotional materials, including a new logo (Some people were unhappy with the previous font used for the logo, so here's to you folks :p ):

  • Added in proper physics. Before I had it so that you hit something and you kinda just bounced off it randomly, but now I've gone in and added juice to the collisions and also made the smaller bodies react appropriately to your collisions, which has been a lot of fun and also made the game a lot more entertaining.
  • Added in a 'ghost system' that displays all of your previous attempts upon completion of a level.
  • Reworked and updated the scoring system (although it currently only functions within the Steam eco-system, something I'll have to fix before the release date for other platforms).
  • Completely overhauled delivery selection screen, with a lot of 'bouncy bouncy' tweening going on.
  • Reworked the code behind the scenes involving the delivery editor, which helps everything function smoother and (hopefully) has led to no (or less) bugs compared to before.
  • Reworked the tutorial so that there's more of a step-by-step process involved, rather than just a "free play" area that had consequence free flying (which it was before).
  • Added in a tips system for when you're dying a lot on a delivery (currently is not customised to the specific delivery, so it's more "general advice" but that may change in the future).
  • Added in comedic criticism from your corporate overlords when you fail a delivery.
So that's all the stuff that I can remember, plus the many things that are too minor to mention. As the Steam Autumn Games Festival is approaching, I've been pushing hard to get a proper Steam demo ready and that's getting very close. I'm hoping to launch that within a weeks time from now (or thereabouts) so that I have some time that people can playtest it and find any bugs before the actual festival happens.

As I said at the start I've just completed the new trailer, it's the one at the very top of this post, which was a genuine slog. I really have to give a big thanks to all the people in this community that gave me ideas and tips during the creation, it wouldn't be half as good as it is without all of your input! Makes me feel warm and fuzzy. The amount of footage I recorded and re-recorded has done my head in and noticing minor issues and having to record whole sequences again just to fix them was pretty frustrating. Video editing is my least favourite part of releasing an indie game and I'm glad that I've got this particular one over and done with.

To go along with the new trailer, I've completely rebranded pretty much all of Spaceslingers promotional content. This keeps everything in sync with the updated graphics of the game, as well as being a breath of fresh air after staring at the same stuff for the last few months. I've also grown artistically over the course of developing the game, as well as gaining a better mastery of the graphics tools I use (Inkscape, GIMP, DaVinci Resolve). I've had a lot of this stuff just waiting on the backburner for when I finish with the new trailer so I can make everything cohesive and consistent at once, rather than having pieces of varying quality and look all over the place, so I'm pretty excited to be able to push it out into the public.

On the coding side of things, physics, juice and polish has been the name of the game in this update. I've been going through everything and adding bounce/juice/tweens/etc wherever I think it fits and I think that that, along with the new physics system, has really added to the feel of the game. I've also been muddling my way through finding the best way to store data when it comes to Steam and I hope that I have it figured out. But it's hard to test properly by myself, so I guess I'll see when other people start playing the demo. I'm also quite intimidated by the idea of having to create a system outside of Steam to hold all the data and high scores once I release on other platforms, so you might be seeing some posts by me after the Steam launch as I try to figure out online databasing and best methods for storage and retrieval, etc. It's not something I've ever done before.

That's about it, I think. This update has been the culmination of nearly two months of solid work and I'm feeling pretty good about it.


3rd August, 2020
I've been doing a bunch of stuff: revamping the level editor, rejiggering the level selection screen, reformatting the way in which levels are stored, etc. There's been a huge amount of changes behind the scenes. It's now possible to create different Cosmos' (Cosmii?) and save them to disk, making them easily shareable. There's also a slick new interface to make that process as easy as possible. I haven't gotten around to it yet, but the next thing I'll be working on in the level editor is adding in a way to load other people's cosmos in to your game (I mean, the code is there, just not the GUI capability). Doing this basically required an entire rewrite of the way I was saving levels, as well as a bit of jiggering with file code that I've never done before, so it was a learning experience and I have no idea if what I ended up doing is in any way "industry standard" but it seems to work fine (for now...).

Being able to create different Cosmos' created a kind of cascade effect, where I then had to completely redo the level selection screen. This was fun, but also quite time consuming. I wanted the level selection to feel more like a place in a universe, rather than a list of names, so I've changed it into a physical place in space, where you can select galaxies and then select systems within those galaxies. It's a bit nicer I think, but I'm still not done with it, it's kind of barebones right now and some things need repositioning and some buttons/information needs to be added in, but it's coming along quite nicely (I've been swapping back and forth between the level editor and level select as I've been working which has made progress on both go half as fast, but allowed me to tune it better to what I need as problems arose).

On top of that, I've also been working hard at adding "life" to the game. Apparently, life comes exclusively from particles as that's what I've been working on. I redid the particle effects for all the major celestial bodies and I've still got some more things that I want to add particles to, but so far it's really beautified the game. A lot of this was done to try to make screenshots of the game pop more because that's literally the only thing people pay attention to when looking for games (and I'm pretty sure calling your game a puzzle game is a special kind of death knell). So making it as pretty as possible is important. Here's a video showing the things I've added so far:

I've also created a blog where I'll be posting updates, dev-logs, anything related to the game. You can find it here: Spaceslingers Blog


22nd July, 2020
Well, after making the trailer and getting some feedback on it, I've launched my Steam page. Probably a solid 2 weeks worth of work purely devoted to getting everything up and running with that. It's a nerve-wracking kinda thing, as we all know that something like 90% of games (especially indie games) make basically no money, but as I said in my last dev-log, I'm more interested in the experience rather than the cash, just hoping to make back enough to cover the steam fee and maybe a potential future steam fee or two. If you're interested in the game, I'd encourage you to wishlist it. Now that I've actually got the page up, I'm going to do a marketing push for the initial day or two and then start divvying up my time better between actually working on the game and promotional stuff. If anyone has any questions about the process of launching a Steam page, feel free to DM me or ask below and I'll see if I can answer it without breaking NDA things.


21st July, 2020
A little while ago I decided that I'm going to be putting this game on Steam when I'm done. A couple of reasons for this:
  1. I think it's a pretty neat little puzzle game and I've put a lot of work into it, especially graphically, which is a rarity for me.
  2. It's a good dry run for any more ambitious projects that I might want to put on Steam later on, I can learn the Steam ropes with this and hopefully earn enough to get back the Steam fee for this and get some extra to pay for the Steam fee for the next project I might want to upload there.
  3. The relatively small scope of this project means that I'm not investing huge chunks of time and then being desperate to recoup that in some form.
  4. I've never really released a commercial project before and I think it'll be an interesting experience, regardless of success or failure.
That's the main reasons at least. So over roughly the last month I've been delving deep into the act of setting up a Steam page and working functionality into the game so it can talk to Steam. It's been an interesting and cool process (seeing the Steam popup in the corner of the game for the first time was quite a feeling). The majority of the time though, I've literally just been making additional media and not really working on the code that much. There's roughly 4 million different images you have to upload to Steam (perhaps a tad of exaggeration there, but still, it was definitely a laborious process) and these images are all in various sizes that are not quite compatible with each other, making resizing and rejiggering a pain.

Then there was the trailer...Oh, the trailer. This was by far the biggest pain in my arse. I haven't done any video editing really and it was quite a steep learning curve getting comfortable with how everything works. On top of that I started with an editing program that ended up being broken in a hidden way (intentionally broken by the company that owned it because a new version had been released and they clearly wanted everyone to upgrade), so about three quarters way through the project I had to restart in an entirely different program and relearn everything coming from that programs perspective. But I soldiered through and eventually came out with a little trailer. It's not perfect, but it's as close as my currently shallow skills are going to allow, so here it is:

I'm interested in some feedback on the video, is there anything egregious that I might be missing? Does it excite you? I was trying to strike the right balance between "showy" and not lying about what the product was and I think I got there in the end, but I'd be interested in hearing from both people who've played the game and people who haven't what the trailer says to them.


5th July, 2020
Not much fanfare for this update, just a million little tweaks that collectively make it more of a game than it was previously. Options menu works properly now, with the only thing that's not functional being the resolution changes. I still want to add a v-sync option, but I forgot to do it when I was making the graphics and haven't gotten around to adding it in yet. Making the nebula was both fun and frustrating. Originally, I had a single image that tiled, which you can see in the last spoiler screenshot above, but I really didn't like the obvious tiling so I always knew that I was going to redo it. Problem number 1 was making nebula images. I use Inkscape for graphics and I didn't really have a clue how to make a nice looking nebula, but after a lot of trial and error and deep diving into the internet, I came out with a relatively simple method that ended up making some really nice looking nebula. They pop a lot if they are on their own on a black background, but it was much too noisy to simply add them in, so I had to lower the opacity a lot, which removes some of the impact of them, but ends up being much better for the game overall.

Then I had to come up with a nice way of getting them to exist without tiling. I went into optimisation mode and tried a few techniques to get them filling the screen nicely without hurting performance. I eventually settled for placing them on a surface and then only drawing the part of the surface that is in view. This meant I could draw them all with a nice gpu_set_blendmode(bm_add) so that they would combine their visuals in a glowy way, rotate and scale them and not have the constant impact of batch breaks (the game barely chugs along without any nice visual flair, due to my poorly optimised physics code). And I could also save the surface to a global buffer so that when the level gets restarted due to failure, it can just read the buffer instead of recreating the whole scene (also prevents me from having to save the positions and settings for each nebula). I'm really happy with how they turned out.

Then finally, there's various tweaks to little systems throughout the game and a lot of rejiggered graphics: blackholes, whiteholes, planets, asteroids and moons all have new graphics, as well as the popups that occur upon failure or completion throughout the game. The audio options took a lot of work to function smoothly, and they still need a touch more work to get perfect, but there's always tomorrow. That's about it, it's one of those major, but somewhat minor updates.


14th June, 2020
The list of stuff I did for this update
  • Graphical updates to a lot of things (new ship design, title screen rejiggered, celestial objects have had some tweaks, lots of new particle effects, etc).
  • The new Puzzle Editor is way better than the old one (it's been rebuilt from the ground up and has a ton of new/better features and heaps of QOL changes).
  • Lots of little adjustments to things have been made (like the targeting reticle, ability to lock your engine power so you can aim consistently without changing the power, etc).
  • Camera updates (though, I'm still working on some of the kinks in the camera).
  • New puzzles (I've literally redone everything, so even the very basic tutorial levels are a little different).
  • Sounds and music are now properly a thing.
  • Plus a ton of other things I'm forgetting to mention.


8th May, 2020
Like pretty much everyone else on the planet, I've been getting bored being stuck inside. I took a break from my other projects to create this fun little puzzle/physics game. The physics is coded from scratch, which was...interesting. It's mostly done, just polish, a few bug fixes/optimisations, some more puzzles and it'll be completed.

Last edited:
Did a bunch of graphical tweaks/updates and added in a few new game mechanics, namely white holes which push the ship away from themselves, asteroids which are generally used as a wall to cut off specific routes and moons which introduce a timing aspect with their orbits. Here's a teaser of me playing through some of the introduction levels I've made
Edit: Just realised the new version I had uploaded to Itch was not in fact the new version, so just saying, I have updated it properly now lol.
Last edited:
I've been hard at work over the past few days getting the Puzzle Editor up to scratch. I'm close to finishing, but still another days work or so left, so in the meantime, here's a little video showcasing it:



Hey, i tried your game.

Pretty cool game, kinda wished there would have been more levels.
Somekind of sound effect when reaching planet could make it feel more satisfying.

I love how you can see whole trajectory in editor, made it really easy to plan levels. :)
I was about to suggest being able to change moon rotation speed and map size but looks like you are already working on it.

Got this error when i was playing one of my custom levels:
action number 1
of Draw Event
for object obj_level_select:

ds_map_find_value argument 1 incorrect type (undefined) expecting a Number (YYGI32)
at gml_Object_obj_level_select_Draw_0
stack frame is
gml_Object_obj_level_select_Draw_0 (line -1)
Thanks a lot for trying it out =) There'll be a lot more levels when I'm actually done, getting the puzzle editor working better was kinda necessary before I built more levels (as you probably noticed, it was a little clunky and not many options). There'll be sound effects and some more graphical flair sometime in the next few updates, they always seem to be the last thing that I focus on. And thanks for linking the error, but it should already be removed because I rebuilt the level editor from scratch.
Wow, that took awhile, but I've finally gotten to the point where I feel comfortable releasing the new version. There's way too many changes to go through, so I'll just list a few things:
  • Graphical updates to a lot of things (new ship design, title screen rejiggered, celestial objects have had some tweaks, lots of new particle effects, etc).
  • The new Puzzle Editor is way better than the old one (it's been rebuilt from the ground up and has a ton of new/better features and heaps of QOL changes).
  • Lots of little adjustments to things have been made (like the targeting reticle, ability to lock your engine power so you can aim consistently without changing the power, etc).
  • Camera updates (though, I'm still working on some of the kinks in the camera).
  • New puzzles (I've literally redone everything, so even the very basic tutorial levels are a little different).
  • Sounds and music are now properly a thing.
  • Plus a ton of other things I'm forgetting to mention.
I've still got a fair bit to do before I get to the point where I'll start calling it "complete" but it's more finished than it's not right now, a lot of what has yet to be done are things like bug fixes/optimisations, juicing some more stuff, getting the options screen running (a lot of the behind the scenes code is there, but there's just not a GUI to change anything yet), a lot of optimisation for the physics (especially the prediction system which can tank FPS in some very specific circumstances) and a million other little tasks that still have yet to be completed, but it's really coming along nicely. I feel like I'm in an 800m race and I've just passed the 600m mark. One or two more "pushes" like this update and it'll be done.

Head over to my page for Spaceslingers to download the latest version.

(Also just wanna note, I'm specifically looking for feedback on how fast it runs and any suggestions for quality of life improvements to aiming/camera/etc).


I downloaded Spaceslingers, and it's pretty fun!
I agree with the more levels sentiment, but I'm sure those will come.
The only other thing I can think of is a restart button (I couldn't find one, at least,) that lets you immediately restart the level, so you don't have to wait for your ship to (sometimes slowly) fly out of bounds to retry.

Good work!
@Crimson thanks a lot for giving it a go :D

I've been meaning to put in an instant restart, but it's one of those things that slipped my mind before I uploaded. I'll chuck one in soon. And yeah, definitely more levels coming, my focus for this update was really the puzzle editor (because I needed it to create the levels efficiently, hahaha). But it's starting to get to the point where I don't have too much else that I need to add/fix and I'll be switching my focus from programming stuff to properly designing a bunch of levels soon.
Just uploaded a minor update that added the ability to instantly restart the level by pressing R. I've also fixed all the camera problems as well as a few other minor tweaks not worth going into. Currently working on one last celestial body: the Layover planet. This is, in essence, both a new launchpad and a check point, it's useful when crafting longer levels. Once you've hit it, you can launch again in the same way you do at the start of the level and if you lose afterwards, you'll restart on the Layover planet, instead of at the start.

I'm close to having that finished and then it will just be optimisation and creating as many levels as I humanly can.
Another update! A lot of reworked graphics, the options screen working, nebula in the background, it's all coming up Milhouse! Have a read of the main post to see the more in-depth devlog for what actually went into this update.
Last edited:
So, I've posted a bigger update edited into the main post, but there's been a lot of behind the scenes work involving Steam over the last few weeks and I've got a trailer going. Interested in hearing some feedback on it:

Added a new devlog to the main post. Shareable cosmos', updated menus and a bunch of particle effects are just a few of the things I've been working on.