Space Junk Industries home
Alpha Shard 1 · open alpha · next tick in --:-- minutes and seconds

One developer. Worlds that keep running while you sleep.

Space Junk Industries is a one-person studio building persistent games that resolve on a schedule instead of a reflex. You give your orders. At a fixed, scheduled moment, everyone's orders resolve together. Then you get on with your day.

The Space Junk Industries company mark: a neon-edged hexagonal plate assembled from salvaged parts.
What this studio makes

Games that respect the fact that you have a life

Most multiplayer games reward whoever can be online the longest. Tick-based games do not. Everyone gets the same number of decisions per day, and the winner is whoever decided better.

The game decides, not your device

Nothing resolves on your machine. Your screen shows you what you know and takes your intent; the game itself works out what actually happened, under identical rules for everyone. There is nothing to out-click, and nothing a faster computer can win for you.

You plan, then everything moves at once

Orders are intent, not action. Write them ahead, change your mind freely, and they sit until the tick. Then everyone's orders resolve together in the same moment. The gap between deciding and finding out is the game.

Results you can actually read

After every tick you get a report: what you ordered, what resolved, what changed and why. A game where you cannot tell why you lost is not a strategy game, it is a slot machine.

Fair to whoever is asleep

A tick-based game should not punish you for having a job or living in the wrong timezone. Automation keeps a colony developing, standing routes re-issue themselves, and a caretaker looks after an empire that is left alone — then hands it straight back the moment you return.

Browser first, nothing to install

Astral Sovereignty is played in an ordinary web browser, on a phone or at a desk, with no download and no launcher — and Atomic Tick is being built the same way. A phone app is planned for later, after the browser versions are finished, and is never allowed to hold them up.

Built to keep growing

In Astral Sovereignty a feature is not finished until the NPC empires can use it too. That one rule is what keeps the galaxy alive as it grows — and what keeps me honest about the real cost of a new idea, at the exact moment I am most tempted by it.

In production

Two games, one engine philosophy

One is open and being played right now. The other is deep in design and partly built. They share a spine — scheduled ticks, editable order queues, reports you can actually read — and share almost nothing else.

Astral Sovereignty

Open alpha · playable now Persistent tick-based 4X space strategy

You rule one empire in a persistent galaxy, starting with a single homeworld and a fog-of-war map. Survey warp nodes, settle worlds your species can actually survive, build fleets and industry, and give orders that the whole galaxy resolves together on a fixed schedule.

  • Playable in your browser right now — nothing to install
  • Twenty-nine kinds of order, from a system scan to a ground invasion
  • Worlds judged on six environmental axes, against your own species' tolerances
  • Colony population simulated every tick, not counted up
  • Ground invasions take two ticks, so the defender gets to react
  • NPC empires play by the exact same rules, with no privileges
  • Colony managers, order queues and standing routes run while you are away
A capital ship and its escorts holding position above a planet in Astral Sovereignty.

Atomic Tick

In development Persistent scheduled role-playing game

A persistent role-playing game where each character gets at most one action per tick. Not an energy bar, not action points you can hoard — one action, one tick, for everyone. You queue what your character will do next, and one entry resolves per tick, forever, whether you are watching or not.

  • One action means one action: a move crosses one square, an attack is one attack
  • Queue a hundred orders if you like — it never increases your throughput, only your planning
  • Edit any future order right up until that tick locks
  • Worlds are Shards: Fantasy, Science Fiction, Apocalypse, and curated Convergence
  • Recoverable defeat as standard; permanent loss only where a Shard says so up front
  • No general character level — you are the sum of your skills
  • Tick resolution, encounters and combat are built; the browser game is the active work
A glowing gate structure, representing the causality fracture that split Atomic Tick's world into Shards.
The honest part

What building this alone actually costs

There is no team here. No reviewer, no testers, no night shift, no artist to hand a brief to, and nobody to remember why a decision was made eight months ago. Every one of those absences had to be answered with something.

A studio is not just labour. It is a set of checks — and when the people go, the checks go quietly with them. You do not notice the reviewer is missing until a player finds the bug.

So each absent role had to be answered by something. Some of those answers are good. One of them, the NPC empires that stress-test the galaxy around the clock, turned out better than the thing it replaced. Others are honest mitigations that stop well short of a fix, and I would rather say which is which.

  • No reviewer — so the rules a change must satisfy are enforced, not remembered
  • No testers — so the NPC empires play the game against itself, at all hours
  • No night shift — so what can break is kept small enough not to take the tick with it
  • No memory — so the reasoning is written down while it still exists
  • No art department — so the art direction was chosen never to need one
  • Nobody to say no — so the scope rules are written down where my mood cannot reach them

I would rather hear that something is broken, slow or unfair than hear nothing at all. Criticism is the only way a one-person studio finds out what a hundred players already know.

— The reason the Discord exists

The plan is not to ship a finished thing and walk away. It is to keep both worlds growing — more content, more systems, better quality — with players telling me where it hurts. That feedback loop is the whole development model, not a nice extra.

Come and break it

The galaxy is open and the next tick is already scheduled

Astral Sovereignty is open, it is an alpha, and it runs in your browser with nothing to install. Bring your complaints to the Discord — they are the most useful thing you can give me.

Nothing to install. Next tick on Alpha Shard 1 in --:-- minutes and seconds.