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.
Space Junk Industries
- What it is
- A one-person independent game studio building persistent, tick-based multiplayer games.
- Team size
- One. Design, art direction, running the live galaxy and player support.
- Games
- Astral Sovereignty (open alpha, playable now) and Atomic Tick (in development).
- Website
- spacejunkindustries.com
- Community
- discord.gg/3JkCJda7Ec
Studio description, three lengths
One line
Space Junk Industries is a one-person studio building persistent tick-based games that keep running while you sleep.
One paragraph
Space Junk Industries is a one-person independent studio making multiplayer games that resolve on a schedule rather than a reflex. Players write their orders, edit them freely until the moment they lock, and then the whole world 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. The studio's first game, Astral Sovereignty, is an open alpha you can play in a web browser today; its second, Atomic Tick, is a persistent role-playing game in development.
Longer, with the angle
Space Junk Industries is a one-person independent studio building persistent tick-based multiplayer games — 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, the studio's first game, 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. Atomic Tick, in development, applies the same idea to a role-playing game in which every character receives at most one action per tick — play-by-mail planning without the fortnight-long wait.
Astral Sovereignty
Open alpha · playable now- Genre
- Persistent tick-based 4X space strategy — explore, expand, develop, compete
- Platform
- Web browser, on desktop or phone. 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
- Game site
- astralsovereignty.com
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.
Atomic Tick
In development · not playable- Genre
- Persistent scheduled role-playing game
- Platform
- Web browser first. A phone app is planned only after the browser game is complete
- Status
- In development. Foundation and combat are built; the browser game is the active work. No release date exists
- Settings
- Fantasy, Science Fiction and Apocalypse Shards, plus curated Convergence
Hero line
One character. One action. One tick. Play-by-mail planning, without the fortnight.
One paragraph
Atomic Tick is a persistent role-playing game in which every eligible character receives at most one player-directed action per scheduled tick. One move crosses one adjacent square; one attack is one attack. Players write queues of future orders, revise them until the tick locks, and receive a report explaining exactly what resolved and why. Queue length changes how far ahead you can plan — never how much you can do. Worlds are Shards: independently balanced persistent worlds spanning Fantasy, Science Fiction and Apocalypse settings, between which no character, item or currency ever transfers.
The hook
Play-by-mail games had commitment, consequence and genuine anticipation. They also had a two-week wait in which an early mistake could ruin a whole paid turn before you even knew about it. Atomic Tick keeps the first half and deletes the second: continuously scheduled ticks, editable future intent, explicit failure handling, and a world that can always explain itself.
The setting earns the mechanic rather than decorating it. The Atomic Bang was a causality fracture that ended continuous universal time; what remains are Shards, stabilised fragments of possible history in which consequential change only happens on a tick. Different cadences are different stabilised rhythms — not difficulty settings.
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. 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.
Things that are easy to write wrongly
Not corrections after the fact — just the handful of details 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
- There is no phone app. One is planned for after the browser games are finished, with no timing attached.
- 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.
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.