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Press kit

Everything you need to write about this

Copy at three lengths, a fact sheet and contact details. The written copy on this page is cleared for publication — quote any of it directly, no permission needed. Artwork is not: it is all rights reserved, and imagery is supplied on request. If you need something that is not here, email me and I will add it rather than send you a private file.

The studio

Space Junk Industries

What it is
A one-person independent game studio making games that keep running while you are away: a persistent, tick-based multiplayer strategy game, and a space company sim for Android.
Legal entity
Space Junk Industries LLC, a limited liability company registered in the State of Delaware, United States.
Team size
One. Design, art direction, running the live galaxy and player support.
Games
Astral Sovereignty (open alpha, playable now) and Haulspar (live on Google Play).
Website
spacejunkindustries.com

Studio description, three lengths

One line

Space Junk Industries is a one-person studio building games that keep running while you sleep.

One paragraph

Space Junk Industries is a one-person independent studio making games that run on a clock rather than a reflex. In Astral Sovereignty, an open alpha you can play in a web browser today, players write their orders, edit them freely until the moment they lock, and then the whole galaxy resolves everyone's orders together at a fixed tick. Nobody wins by clicking faster, nobody loses for being asleep, and every result comes with a report explaining why it happened. Haulspar, live on Google Play, is a space company sim for Android whose timers keep running while the app is closed, so the company keeps working while you are away.

Longer, with the angle

Space Junk Industries is a one-person independent studio building games that keep running while you are away. The first, Astral Sovereignty, is a persistent tick-based multiplayer game — a genre that was largely left behind when games moved to real time, and that turns out to suit both modern life and a solo developer unusually well.

In a tick-based game nothing happens the instant you click. Players write orders, revise them as often as they like, and at a fixed scheduled moment every player's orders — and every computer-run rival's — resolve together under identical rules. The result is a game that is genuinely fair across timezones, that cannot be won by being online longer, and where a report afterwards explains exactly what happened and why.

It is also a shape one person can actually ship. Removing real-time synchronisation removes an entire category of specialist engineering, which is what makes a single developer running a persistent shared world plausible at all rather than merely ambitious.

Astral Sovereignty is an open alpha: a persistent tick-based 4X space strategy game playable in a browser, in which computer-run empires play by exactly the same rules as players and arrive with their own history. Haulspar brings the same respect for the player's time to a phone: a single-player space company sim for Android, live on Google Play since September 2026, in which every job runs on a timer that keeps going while the app is closed.

Game one

Astral Sovereignty

Open alpha · playable now
Genre
Persistent tick-based 4X space strategy — explore, expand, develop, compete
Platform
Web browser, on desktop or phone, and an Android app on Google Play that is the browser game in an app shell. Also playable from Discord; reports available by email
Status
Open alpha. The game is open, and it is an alpha — both halves, every time. No release date exists
Hero line

A slow galaxy for people who'd rather think than click. Give your orders, and the universe resolves them on the tick.

One paragraph

Astral Sovereignty is a tick-based space empire strategy game. You rule one empire inside a persistent galaxy, starting with a single homeworld and a fog-of-war map. You don't click faster than anyone else — you give orders, and at a fixed, scheduled moment the galaxy resolves them all at once. Then you read what happened and decide what's next. It rewards planning, logistics and knowing the map, not reflexes.

What makes it unusual

Habitability is relative. Every world is described across six environmental axes, and every species has its own comfort range on each. There is no universal good planet — a world that kills one empire's colonists is another's paradise, and two players can look at the same rock and reasonably disagree.

The NPC empires are not scenery. They hold colonies, expand, build, run supply routes, defend themselves and fight each other, using exactly the same orders and rules a player uses, with no special privileges. A new player arrives into a galaxy with history rather than an empty board.

Orbit is not ownership. Taking a colony means training garrisons, carrying them on transports and landing them. An invasion resolves over two ticks — you establish a beachhead, and the fight resolves after — so the defender gets a tick to react.

Absence is designed for. Colony managers, order queues, standing routes and a caretaker exist so that having a job or a timezone is not a disadvantage.

Game two

Haulspar

Live on Google Play
Genre
Space company sim — launch, land, build, haul it home. Single-player, in real time
Platform
Android phones, played in landscape. Works offline
Status
Live on Google Play since September 2026 and still growing: space stations and more landable worlds are in development. No dates
Price
Free, with optional in-app purchases, rewarded ads and a monthly subscription
Engine
Godot 4.7
Game site
haulspar.com
Press kit
haulspar.com/press — the game's own fact sheet, description and trailer
Hero line

Run a space company that keeps working while the app is closed. Launch rockets, build bases on eleven worlds, haul it home.

One paragraph

Haulspar is a calm, real-time space company sim for Android. The government hires your company as its contractor: you launch satellites and rockets, scan and survey worlds, land crews, and build bases on eleven of them — the Moon, Mars, Venus, Mercury, Phobos, Deimos, Ceres and Jupiter's four big moons. You refine what you dig, haul it home and sell it, and research better rockets to reach further. Every job runs on a timer that keeps going while the app is closed, and a Codex in the game explains every resource, ship, building and world.

What makes it different

Time away is time worked. Builds, flights, rover trips and production all run on timers that keep going while the app is closed. You come back to finished builds and full storage, not a game that waited for you.

Every flight is a plan you read first. Range, fuel, who is aboard and what it pays are on the screen before you commit to a launch.

Eleven worlds, each its own. Venus is heavy to lift off from and rich in ore under its clouds. Mercury hides ice in its polar craters. Ceres is a water world in the belt, and Europa has the richest ice anywhere.

The rules are in the game. The Codex explains every resource, ship, building and world, and the rules behind fuel, oxygen, range and crew — then takes you to the right screen with one tap.

One developer, one step at a time. Haulspar is built in small playable steps, and each one is played on a phone before the next begins.

Artwork

No artwork is offered for use here

The written copy on this page is free to quote. The artwork is not, and this page grants no permission to reproduce any of it.

Rights
All artwork, logos, marks, names and game assets are the property of Space Junk Industries. © Space Junk Industries LLC. All rights reserved.
No licence is granted
Nothing on this website grants any right to copy, reproduce, modify, distribute or display the artwork — with or without credit. Images appear here only as part of this site.
Specifically not permitted
Reuse of the logo or any game art in another game, product, video thumbnail, merchandise, print-on-demand item or NFT; alteration or recolouring of the mark; anything implying endorsement, partnership or affiliation; redistribution as stock art; and inclusion in a dataset used to train a model.
If you need imagery
Email me and say what you are writing and where it will appear. Permission is given in writing, per request, and covers only what it says it covers.
Please get these right

Things that are easy to write wrongly

Not corrections after the fact — just the handful of details about Astral Sovereignty that tend to get mangled, offered up front.

It is open, and it is an alpha
Both halves, in that order. Not "beta", not "early access", not "launch" and not "1.0" — none of those describe what this is.
There is no release date
None exists, none is planned, and nothing should be inferred from this site. Please do not invent a window.
Tick rates vary
Every galaxy has its own cadence, so a single number is wrong as a general claim. "On a fixed schedule" is always right.
It is not real-time or twitch
Combat is resolved by the game, not played out live. There is nothing to out-click.
The browser is the platform
The Android app is the same browser game in an app shell, not a separate client. There is no iOS app and no timing for one.
Say "tick", "galaxy", "empire"
House terms, used consistently in-game: tick not turn, galaxy or shard not server, empire not faction, colony not base, warp node not wormhole.
Nothing about pricing
Monetisation is genuinely undecided, so any claim about price in either direction would be wrong.
One person, so a real reply

Ask for whatever you need

There is no press office to route around — mail goes straight to the developer. Screenshots at a particular size, a quote on a specific thing, an interview, an early look at something: just ask.