A new crossover pack featuring Phantom, the fragrance by Paco Rabanne is coming to Curved Space on November 1. This out-of-this-world collab introduces the Phantom robot, a new controllable companion that will follow the player and use laser-based weaponry to decimate hordes of e
A new crossover pack featuring Phantom, the fragrance by Paco Rabanne is coming to Curved Space on November 1. This out-of-this-world collab introduces the Phantom robot, a new controllable companion that will follow the player and use laser-based weaponry to decimate hordes of enemies. Commands can be given to Phantom to act independently of the player, introducing an entirely new playstyle and layer of depth to the game. This update will also be adding a brand new song to the playlist by FiXT Neon.
We'll have more to share about this free update in the coming weeks.
Test your skills in Curved Space, a unique take on the classic twin stick shoot ‘em up. Buy it now: Check out the brand new launch trailer: Curved Space is an intense arcade-style twin-stick shooter that takes the classic formula and plunges it into the weirdest reaches of space.
Test your skills in Curved Space, a unique take on the classic twin stick shoot ‘em up. Buy it now: https://curvedspacegame.com/
Check out the brand new launch trailer: https://youtu.be/NWgPkEhm7GQ
Curved Space is an intense arcade-style twin-stick shooter that takes the classic formula and plunges it into the weirdest reaches of space. Battle cosmic space-invading spiders across curved landscapes where bullets hug the terrain while the horizon drops sharply out of sight.
Curved Space is launching on Tuesday, June 29th! To celebrate, Andrew Czarnietzki of Only By Midnight LTD is joining streamer Lobro for a digital launch party. Join us on June 29th at 10am PDT for the event which will feature a developer interview, gameplay, and giveaways of the
Curved Space is launching on Tuesday, June 29th! To celebrate, Andrew Czarnietzki of Only By Midnight LTD is joining streamer Lobro for a digital launch party.
Join us on June 29th at 10am PDT for the event which will feature a developer interview, gameplay, and giveaways of the game and soundtrack. Tune in live on twitch.tv/lobro.
It’s National Space Day! And while people pause for a moment to think of the amazing accomplishments science has made in its journeys to the far reaches of our galaxy, we’d be remiss if we didn’t take the chance to also celebrate how those accomplishments inspired Curved Space. C
It’s National Space Day! And while people pause for a moment to think of the amazing accomplishments science has made in its journeys to the far reaches of our galaxy, we’d be remiss if we didn’t take the chance to also celebrate how those accomplishments inspired Curved Space. Check out this latest trailer to catch the vibes of the game’s synthwave soundtrack and beautiful deep space backdrop.
Inspired by arcade classics, players will have to hunt for weapon power-ups and upgrades while dodging enemy fire, blasting interdimensional bugs, and wrangling some enormous boss monsters. Simple to learn as you fight your way through the branching story-driven campaign, but tough to master as you chase the glory of the leaderboards.
Space Spiders Beware! Curved Space is launching June 18! We announced the release date with a brand new trailer that debuted at the Mix Game Dev Direct this weekend. You can check that trailer out below. This new trailer showcases the different high-energy modes players can tackl
Space Spiders Beware! Curved Space is launching June 18! We announced the release date with a brand new trailer that debuted at the Mix Game Dev Direct this weekend. You can check that trailer out below.
https://www.youtube.com/watch?v=5r0SkI1M-XI
This new trailer showcases the different high-energy modes players can tackle when they get their hands on the game this summer. Take on battles of cosmic proportions in the Campaign Mode, become the best in the galaxy by rising to the top of the Leaderboards, or last as long as your ship can stand it in Endless Mode, and so much more.
If you haven't yet, make sure to try out the free demo for Curved Space right here on Steam! See you this June!
It takes a while for news to travel across the weirdest reaches of space. But we are happy to announce that our most recent transmission was picked up by MIX, Media Indie Exchange, and we will be involved in their upcoming MIX Game Dev Direct THIS WEEKEND! Be sure to tune in this
It takes a while for news to travel across the weirdest reaches of space. But we are happy to announce that our most recent transmission was picked up by MIX, Media Indie Exchange, and we will be involved in their upcoming MIX Game Dev Direct THIS WEEKEND!
Be sure to tune in this Sunday 3/14 for a new look at Curved Space during the MIX Showcase! The show starts at 9am PDT/5pm GMT. Check it out here: https://www.mediaindieexchange.com/event/game-dev-direct/
The MIX Game Dev Direct is a two-day event focused on all things indie gaming: announcements, game footage, special events, and more! You can watch the festivities on their twitch channel: https://www.twitch.tv/mediaindieexchange
Thank you to our fans who have been supporting Curved Space from day 1 on Steam. Last year we launched a demo featuring the first 30 minutes of the campaign. Since then we have been hard at work here at Only by Midnight to improve the game based off our playtests and have gained
Thank you to our fans who have been supporting Curved Space from day 1 on Steam. Last year we launched a demo featuring the first 30 minutes of the campaign. Since then we have been hard at work here at Only by Midnight to improve the game based off our playtests and have gained the support of Maximum Games to ensure a top-notch shmup experience.
We are so excited to be relaunching an updated demo with some notable changes:
Improved tutorials and dash mechanic
The new “grasshopper” ship that pushes and glides around the environment
An improved characterization of the story with full English VO
2 new tracks in the soundtrack from FiXT Neon.
Tons of additional polish and bug fixes
Get ready to be plunged into the weirdest reaches of space!
Watch our lead developer Andrew play through the Curved Space demo and give a commentary about features in the game, the development process, inspiration and more! Join us for the demo. We'd love to hear your questions!
Watch our lead developer Andrew play through the Curved Space demo and give a commentary about features in the game, the development process, inspiration and more!
Join us for the demo. We'd love to hear your questions!
Watch our lead developer Andrew play through the Curved Space demo and give a commentary about features in the game, the development process, inspiration and more! Join us for the demo. We'd love to hear your questions!
Watch our lead developer Andrew play through the Curved Space demo and give a commentary about features in the game, the development process, inspiration and more!
Join us for the demo. We'd love to hear your questions!
We’ve got some bad news and some good news. The bad news is that due to circumstances beyond our control, Curved Space won’t be launching until early in the new year. On a brighter note, the extra development time gives us plenty of opportunity to implement player-suggested tweak
We’ve got some bad news and some good news. The bad news is that due to circumstances beyond our control, Curved Space won’t be launching until early in the new year. On a brighter note, the extra development time gives us plenty of opportunity to implement player-suggested tweaks and features suggested by our beta test players.
Today's update is a great example of what you can expect over the coming months. Inspired by our most hardcore players, we’ve added some advanced new techniques, including using chained dashes to tackle your way through entire waves of lashed enemies. Showboating like this is rewarded with massive point payouts in arcade mode, so we’ve extended the score readout to make room for some very large numbers. That’s just the tip of the iceberg, of course - cast your eyes below to see everything we’ve done this update.
Big changes: - Whole new control binding system. Should make the game a LOT more accessible, especially on controllers outside of the XBox and PS4 variety. - More customization options, including how turning works, keyboard turning, and an option to disable turn smoothing. - Refinements to Lashing and Dashing, especially the Lash-N-Dash chain behavior. Dash into a Lashed spider to damage it--if you kill it, your next Lash-N-Dash will be an instant kill and extra points. Keep the chain going! - Improvements to the bosses, especially making Fred a more balanced fight. Lashing does damage! - Weapon selection and cycling is improve--especially with additional weapon slots. You can also lock the primary and secondary weapons. - Synthwave sky toggle for Survival levels. - Arena level added to the demo and beta.
Small changes: - Survival and Arena (a taste of Survival available if you join the beta!) unlock after trying the campaign. - Lots of bug fixes and tuning. Check out our Discord for details!
Ok, big update has passed preliminary testing. This changes some core systems, but I am so happy to see these changes! Dash is much more skill based and can be used to block and deflect damage. Weapons have Ammo (starting at normal difficulty), which changes the way ammo is used
Ok, big update has passed preliminary testing. This changes some core systems, but I am so happy to see these changes!
Dash is much more skill based and can be used to block and deflect damage.
Weapons have Ammo (starting at normal difficulty), which changes the way ammo is used and encourages switching out.
Weapons have multiple slots with a nice way to switch between.
MANY small adjustments based on YOUR feedback. Thank you!
One of our players made one billion points!
Here's more details:
- Adds "Ammo" challenge. Weapons (outside Blaster) have ammo depending on difficulty level. At Nightmare difficulty everything has ammo. Still working on ammo pickups, but I'm liking how this affects the gameplay. (Difficulty levels beta-only) - Added level preview to launch config page - Fixed the challenge 'fragile' from not doing anything - Added level name, gametype, and portrait to pause screen - Fixed missing story-upgrades in pause screen (not tutorial yet) - Allowed story-upgrades to be picked up in Survival (beta only) - Tried to make boss strike sound louder - Add "extra weapon slot" upgrades, supporting up to 4 - Getting stuck in a Rift will cause you to teleport to safety after taking some damage - Weapon pickups get destroyed by Rifts - Upgrade pickups teleport to random safe position if they enter a rift - Health pickups get destroyed by Rifts - Pure-Energy pickups get teleported to random safe position on rift contact - Weapons can be Discarded by holding prev/next weapon - Weapon pickups (including discarded ones) can be blown up. Damage increased from previous - Flamethrower deals more than zero damage to armored spiders. Overdrive flamethrower does a lot of damage to armored spiders - Empty weapon slots will be visible on the HUD - Survival starts with Blaster - Game Over exit has a confirmation event - Bleed power node tutorial no longer ends in an explosion - Alt-tab should release mouse control - Objectives that require you to go to a place will restart purple arrows if you move away from the target location - Survival upgrades also include health - Should no longer see non-stacking upgrades if you already have them - Out of Ammo should show in the pause screen - New primary / secondary weapon switching system. Should feel the same unless you have multiple slots - Added option to turn off controller vibration - Added motion sickness recommended camera settings - Changed layout and structure of Controls option menu for larger sensitivity bar and new controller toggles (may break controller navigation) - Prototype Arena / Challenge mode structure (includes Steve (demonstration of boss specific fights) and Sniper (weapon specific time challenges) - Fixed issue with incomplete object pool (causing boss mortars among other things to not cause damage or play audio) - Updated alt-tab behavior--should pause, but not conflict with the pause menu - Added motion sickness quick settings button - Entering a rift will cause you to teleport away after a second or so - Pickups will teleport away if they enter a rift - Pickups will be pushed away by rifts - Turrets are no longer invisible on Disc - Only a small amount of health from lashing spiders--and not on higher difficulty - Moderate amount of health gained from killing lashing spiders--basically a % of damage they received while lashed (about 0.25-1 cell for a single spider on Nightmare) - Vampiric Lash upgrade to increase both forms of health from lashing - During peak dash, you don't take damage (not a new feature--confirmed this always worked this way) - While this was there, if you block damage you almost always take more damage due to lines of bullets. So now blocking damage triggers a longer iframe - Dash iframes cause the health cells to be white - Fixed issues with Dash shockwave functionality - Spider melee/spike damage during dash iframe results in a shockwave - Any spider related damage during an iframe with the Reflector upgrade results in a shockwave - Shockwaves no longer cause player damage on higher difficulties (whoops) - Reduced the discard time for primary and secondary weapons - Lethal Dash now causes dash to damage spiders. Restored as an upgrade, description updated - Dashing a spider while lashed causes an explosion - Dash now has a cooldown bar, because it was becoming an instant win button (spam lash, take no damage, kill enemies...) - Added upgrade to reduce dash cooldown - Nightmare damage not quuuuite as harsh - Blaster bullet damage slightly higher, primarily in higher difficulties (weak vs entirely worthless) - Tangle sunlight intensity reduced (you should be able to see bullets) - Megablaster uses ammo in Normal - Fixed a critical issue where picking up two weapons with ammo would just add more slots. Should be two slots unless you have upgrades, and then up to 4 slots - Fixed controller support in Arena - Minor internal fixes
Thank you everyone who's played the demo! We've had to change how the leaderboard works because you were scoring too high and broke things. Silly us thinking 4 billion points would be enough for the limited demo. ːsteamfacepalmː We've also made the following changes thanks to the
Thank you everyone who's played the demo! We've had to change how the leaderboard works because you were scoring too high and broke things. Silly us thinking 4 billion points would be enough for the limited demo. ːsteamfacepalmː
We've also made the following changes thanks to the beta feedback: - Health flashes white while invulnerable, not red - Energy bar flashes during overdrive - Pause menu opens and closes 50% faster - Overdrive is now a bindable key (whoops!!!!!) - Secondary fire is now a bindable option. Present on keyboard and controller, though a secondary button on controller. Basically you can have a separate 'fire' button that fires the 'next' weapon. Useful in a right-click type context. Next/Prev will still make sense when we get those extra slot pickups working. - Weapons have a mulligan--you pick up a new weapon, the old one gets tossed away as a small pickup. The pickup has a weaker flare. You have 20 seconds to get it. If you pickup a weapon from a weak pickup, it will not generate another weak pickup.
The Curved Space open PC beta is live! Download the demo on Steam: Join our Discord for info on the beta: When you join the beta, you can vote on the final boss track! These are the songs you can choose from:
The Curved Space open PC beta is live! Download the demo on Steam: http://store.steampowered.com/app/1320230/Curved_Space/
Join our Discord for info on the beta: http://discord.com/invite/et5Vack
When you join the beta, you can vote on the final boss track! These are the songs you can choose from: https://curvedspacegame.com/boss-music
Hey everyone! Curved Space is coming along. We'll be posting updates from now until launch. Andrew is working on late game content, and Jen is wearing many hats between getting the word out and prepping the in game artwork by Kyle Charles (behance.net/kylecharles). For semi-daily
Hey everyone!
Curved Space is coming along. We'll be posting updates from now until launch.
Andrew is working on late game content, and Jen is wearing many hats between getting the word out and prepping the in game artwork by Kyle Charles (behance.net/kylecharles).
For semi-daily updates, check us out on Twitter: @OnlyByMidnight
If you're interested in the magic behind-the-scenes, we've got our dev blog up and running with our first post on getting the stars in the skybox just right: https://curvedspacegame.com/dev-blog-01-twinkle/