Starship Rubicon

Wickworks · Cheerful Ghost

Released
Jul 13, 2015
Platforms
WindowsmacOSLinux
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

20 posts
  1. Developer post

    Major technical upgrade for modern systems.

    I've spent the last few months upgrading the build system for Starship Rubicon to get it to run more nicely on modern systems (compiling it with Blitzmax NG as opposed to the depreciated vanilla Blitzmax). If you've had problems getting it running on Windows 10, this should be th

  2. Developer post

    Windows 10 is NOT supported.

    Been getting reports that Rubicon has trouble running on Microsoft's latest hey-know-what-would-be-fun-switching-your-OS update. I don't have a Windows 10 computer to test it/make a fix (and won't for the foreseeable future), so I'm just gonna declare it unsupported for the time

  3. Developer post

    Windows 10 is NOT supported.

    Been getting reports that Rubicon has trouble running on Microsoft's latest hey-know-what-would-be-fun-switching-your-OS update. I don't have a Windows 10 computer to test it/make a fix (and won't for the foreseeable future), so I'm just gonna declare it unsupported for the time

  4. Developer post

    Crescent Loom is now on Greenlight!

    Crescent Loom, the genre-shifted neuroscientific sequel to Starship Rubicon, has been launched on Steam Greenlight ! I depend on crowdfunding to make new games, so if you enjoyed Starship Rubicon and wanna see more, head over to Greenlight show it some love! As a sidenote, backer

  5. Developer post

    Crescent Loom is now on Greenlight!

    Crescent Loom, the genre-shifted neuroscientific sequel to Starship Rubicon, has been launched on Steam Greenlight ! I depend on crowdfunding to make new games, so if you enjoyed Starship Rubicon and wanna see more, head over to Greenlight show it some love! As a sidenote, backer

  6. Developer post

    Kickstarter for the sequel! Neuroscience & physics-based creature construction!

    Crescent Loom: weave neurons, stitch muscles, create life. The Kickstarter is now live! Update: we made it! Follow progress on the dev blog. It's a bit of a genre shift: we're moving from space into the ocean. In Crescent Loom, players construct physics-based underwater creatures

  7. Developer post

    Kickstarter for the sequel! Neuroscience & physics-based creature construction!

    Crescent Loom: weave neurons, stitch muscles, create life. The Kickstarter is now live! Update: we made it! Follow progress on the dev blog. It's a bit of a genre shift: we're moving from space into the ocean. In Crescent Loom, players construct physics-based underwater creatures

  8. Developer post

    Update: 2.16! -- Hangar test drive, controller polish, bug fixes

    Hopefully the last patch for a while! TLDR; to see some of the controller fixes, you may have to delete rubicon.options in the main game folder. (it'll generate a new one by default) The biggest thing here is a not-abysmal controller scheme. Having designed the game ground-up for

  9. Developer post

    Update: 2.16! -- Hangar test drive, controller polish, bug fixes

    Hopefully the last patch for a while! TLDR; to see some of the controller fixes, you may have to delete rubicon.options in the main game folder. (it'll generate a new one by default) The biggest thing here is a not-abysmal controller scheme. Having designed the game ground-up for

  10. Developer post

    All New Video Interview With Wick, Creator of Starship Rubicon!

    Recently I got together with Wick to do a retrospective interview discussion about Starship Rubicon and get this thoughts on this years launch. We talk about some of his new projects as well as some of his early memories of Star Wars and his start in game development modding Star

  11. Developer post

    All New Video Interview With Wick, Creator of Starship Rubicon!

    Recently I got together with Wick to do a retrospective interview discussion about Starship Rubicon and get this thoughts on this years launch. We talk about some of his new projects as well as some of his early memories of Star Wars and his start in game development modding Star

  12. Developer post

    "Deep discount" Bundle Postmortem

    This last October, we got an offer to have Rubicon be part of a "deep discount" game bundle. Ten games were going to go for $2.50 -- an insane markdown, even before it got split eleven (including the bundle site) different ways. How could something like that turn a profit? How ca

  13. Developer post

    "Deep discount" Bundle Postmortem

    This last October, we got an offer to have Rubicon be part of a "deep discount" game bundle. Ten games were going to go for $2.50 -- an insane markdown, even before it got split eleven (including the bundle site) different ways. How could something like that turn a profit? How ca

  14. Developer post

    The Best Gift Of All - The Starship Rubicon Demo For The Holidays

    After a string of summer events showing Starship Rubicon, winter approaches, and as such comes the incredible march of the holiday sales. Starship Rubicon will join the legions of games on sale and we want to give people an extra incentive to buy the game at its super discounted

  15. Developer post

    The Best Gift Of All - The Starship Rubicon Demo For The Holidays

    After a string of summer events showing Starship Rubicon, winter approaches, and as such comes the incredible march of the holiday sales. Starship Rubicon will join the legions of games on sale and we want to give people an extra incentive to buy the game at its super discounted

  16. Developer post

    2.14 Controller hotfix.

    Lemme preface this with some history: the original motivation for me to develop Rubicon was to see if I could make a better control scheme for Asteroids using the mouse. The core mechanics of the game are centered around it. The trade-off between moving and shooting, aiming and s

  17. Developer post

    2.14 Controller hotfix.

    Lemme preface this with some history: the original motivation for me to develop Rubicon was to see if I could make a better control scheme for Asteroids using the mouse. The core mechanics of the game are centered around it. The trade-off between moving and shooting, aiming and s

  18. Developer post

    Update: 2.13! -- Boss tweaks, larger dialogue, technical fixes.

    After showing at the Portland Retro Gaming Expo ( Jon's writeup of the event ), it became apparent that some of the bosses (I'm looking at you, Dodongo) still had a couple bugs. I took the opportunity to wrap those tweaks up with the bugfixes that I've done since Steamlaunch into

  19. Developer post

    Update: 2.13! -- Boss tweaks, larger dialogue, technical fixes.

    After showing at the Portland Retro Gaming Expo ( Jon's writeup of the event ), it became apparent that some of the bosses (I'm looking at you, Dodongo) still had a couple bugs. I took the opportunity to wrap those tweaks up with the bugfixes that I've done since Steamlaunch into

  20. Developer post

    Come Hear Our Starship Rubicon Talk And See Our Booth At This Years IndieGame Con

    Greetings human. Wick and I will be giving a co-talk at this years Eugene IndieGame Con about Starship Rubicon from it's early stages to eventual Steam launch. We talk about the games humble beginnings, Kickstarter and also discuss the age old question "why make another indie gam