ASTROLANDER

DEVELOPER: Lost Cartridge Creations

RELEASE DATE: 2025

PLATFORMS: PS5 Exclusive


When walking through the indie games at Emerald City Comic Con, one thing that caught my eye was a game with a beautifully detailed environment releasing exclusively for Playstation 5. This is a huge achievement for any indie studio, especially for a solo developer. Seeing that, I could already infer that this developer had a lot of pride in their hard work and hoped it would show in the gameplay. I believe I was right! 

In Astrolander, players control Haptic, a rocket-powered robot, or a rolling robot named Feedback on a journey to save the Most Valuable Programs (or MVPs). The robots cannot be touched, so the challenge is navigating the environments while avoiding obstacles while exploring each level. Each robot has different abilities that can be used to manipulate the environment and protect them. When bringing it to the PS5, a more “adventure” element was added, giving the player the ability to follow a story and collect power-ups along the way.

@lilforestfae with Astrolander at Emerald City Comic Con

Photo by Sam Hipp

@lilforestfae with Astrolander at Emerald City Comic Con
@lilforestfae with Astrolander at Emerald City Comic Con

Photo by Sam Hipp

The gameplay was very impressive, as the controls are very responsive, and the movement of the robots feels very smooth. Astrolander fully utilizes the entire DualSense controller for its mechanics, and the vibration of the controller is also synced to the game’s environment, making gameplay feel immersive and unique. It can be played solo or with two players to control both robots with a friend. Compared to solo mode, dual mode is more challenging, but it’s also way more rewarding as you work together with your friend to overcome obstacles.

The graphics are very realistic and detailed. Similar to games like Talos, it’s almost uncanny how crisp and clean each level looks. Every blade of grass, every ripple in the water, and every striation in stone can be vividly seen in each environment. The robots are also well integrated into the environment, and it feels like the gameplay could actually be footage taken from real life. 

During my interview with Max of Lost Cartridge Creations, I asked him how the Playstation deal came about. He said it happened when he presented Astrolander at the Seattle Indies Expo, and the head of indies at Playstation really enjoyed his game. From there, he was able to work with them to bring the game to life for the Playstation 5. This is really inspiring- sometimes all you have to do is put yourself out there, and you never know where it could lead. One conversation can be the difference when it comes to the success of your game. 

I highly recommend Astrolander. It is really impressive how much time and commitment has been put in by such a young developer, and his enthusiasm shines through every part of it. Some of the levels can feel difficult at first, but with each round the player finds new ways to avoid enemies and objects, keeping them engaged and motivated to get to the end. Keep an eye out for a demo booth at local Seattle conventions, including a new exhibit at MoPop. Though there is no official demo out yet, the game itself is set to launch this year and available to wishlist exclusively on PS5.


Jennie: It's Astrolander?

Max: Yes. 

Jennie: Okay, perfect. How, how did you come up with this concept for this game?

Max: So originally, the idea behind Astrolander was the original version of Atari’s Lunar Lander. 

Jennie: Okay!

Max: And then I decided to expand on that idea. So I started off with expanding on the mechanics see how they feel and other additional mechanics. And then I decided, “Okay, what if we had co-op?” And that was when the idea really expanded. Eventually, I got the chance to bring it to the PS5, and I brought it as more an adventure game, so you have to collect abilities along the way. Makes full use of the dual sense. So really trying to sell, really up the experience from original Lunar Lander.

Jennie: Yeah, wow, that's really cool. So you did mention before when I demoed it, so the the solo player and two player are different play styles, or, like, is it kind of the same thing but co-op in first player? Or is it two different like gameplay modes?

Max: So the game is amazing in single player, but co-op is where it really shines. So you have single, in single player, one player controls both the movement and the jump for feedback, and one player controls the rotation and the thrust for haptic. But in two player, the individual different movements are split up between the different players. So one player will do the movement of left and right, another player will do the, for example, the rotation in the case of haptic or the jump in the case of feedback. 

Jennie: Oh!

Max: So it really shines in co-op, you have to work together. I like to say you get to test your skills and your friendships.

Jennie: Yeah, that sounds a lot, a lot more challenging than the first player mode that I played. 

Max: Yeah, it's chaotic, but it's a lot of fun. 

Jennie: Yeah!

Max: You really get together and then they're trying to, like, oh, we have to get it! Come on jump! 

Jennie: Yeah, yeah, I bet, especially for like, a party sort of party couch co-op thing, it would be really fun with your friends. And sometimes getting frustrated is fun with your friends. So, yeah. So, how long have you been working on this game? When, when did you kind of first develop this?

Max: Well, originally, it was more of a passion project, and I want to say that's when I was 12, 13, years old. 

Jennie: Oh, wow.

Max: But eventually, I got the chance to branch the PS5, and that was about a year and a half ago, 

Jennie: Wow. 

Max: Funny story, actually, I was exhibiting at an event, the Seattle Indies Expo, and I actually met the PlayStation team there. So Shuhei Yoshida, who's very sadly, left the company just recently, but he was, he was the indie head at the time, and they really loved the game, so they gave him the chance to bring it, and I really expanded on it since then. 

Jennie: Yeah, wow. That's, that's really cool. It's, it is all about the connection. So that's, that is a great inspirational story to always go to places and show off what you have, because you never know who's gonna be there.

Max: I’ve met some really different people at various different events.

Jennie: Yeah, yeah. I mean, obviously don't spoil anything you can't. But is there, are there other things going on that are happening?

Max: Yes, so I can't say too much yet, but there's plans for release on another upcoming platform. 

Jennie: All right.

Max: I don't want to say too much.

Jennie: Yeah, oh yes. We don't want to get you in trouble. But that's that is awesome, and it's so is this the end result of, like, the story and the gameplay and stuff, or do you think that you're still developing what you think the end result of this game is going to be?

Max: Well I generally have the story laid out, but I want to say there's room for sequel, and there's some surprise twists along the way. 

Jennie: Oh, good, good. There's, I mean, sequels are always the best. Yeah, well, is there anything else that you wanted to add, anything you wanted to tell people about that are just hearing about your game? 

Max: Nothing specifically. But in case you want to wishlist it, it's available to wishlist right now in the PlayStation Store. 

Jennie: All right, perfect. Go do that. Thank you so much for participating in this interview, and have a great rest of your day.

Max: Thank you for having me on. 

Jennie: Thank you.

 

JENNIE HIPP

 
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