SpaceChem

Last updated

SpaceChem
SpaceChem cover art.jpg
Developer(s) Zachtronics Industries
Publisher(s) Zachtronics Industries
Designer(s) Zach Barth
Programmer(s) Collin Arnold
Artist(s) Ryan Sumo
Composer(s) Evan LE NY
Platform(s) Microsoft Windows, OS X, Linux, iOS, Android
Release
  • WW: January 1, 2011
Genre(s) Puzzle game
Mode(s) Single-player

SpaceChem is a puzzle and indie game by Zachtronics Industries, based on principles of automation and chemical bonding. In the game, the player is tasked to produce one or more specific chemical molecules via an assembly line by programming two remote manipulators (called "waldos" in the game) that interact with atoms and molecules through a visual programming language. SpaceChem was the developer's first foray into a commercial title after a number of free Flash-based browser games that feature similar puzzle-based assembly problems.

Contents

The game was initially released for Microsoft Windows at the start of 2011 via Zachtronics' own website. Though it was initially rejected for sale on the Steam platform, Valve later offered to sell the game after it received high praise from game journalists; further attention came from the game's release alongside one of the Humble Indie Bundles. The game has since been ported to other computing platforms and mobile devices. Reviewers found the game's open-ended problem-solving nature as a highlight of the title. SpaceChem was incorporated into some academic institutions for teaching concepts related to both chemistry and programming.

Gameplay

A SpaceChem program requiring the player to make titanium oxide and zinc oxide using titanium, zinc, and oxygen, and deliver the completed molecules to the appropriate quadrant on the right Spacechem reactor screen.png
A SpaceChem program requiring the player to make titanium oxide and zinc oxide using titanium, zinc, and oxygen, and deliver the completed molecules to the appropriate quadrant on the right

In SpaceChem, the player takes the role of a SpaceChem Reactor Engineer whose task is to create circuits through which atoms and molecules flow with the aid of waldos to produce particular batches of chemical shipments for each level. [1]

The primary game mode of SpaceChem depicts the internal workings of a Reactor, mapped out to a 10 × 8 regular grid. Each reactor has up to two input and up to two output quadrants, and supports two waldos, red and blue, manipulated through command icons placed on the grid. The player adds commands from an array to direct each waldo independently through the grid. The commands direct the movement of the waldo, to pick up, rotate, and drop atoms and molecules, and to trigger reactor events such as chemical bond formation. The two waldos can also be synchronized, forcing one to wait for the other to reach a synchronization command. The reactors may support specific nodes, set by the player, that act where atomic bonds can be made or broken, where atoms can undergo fission or fusion, or where logic decisions based on atom type can be made. [1] As such, the player is challenged to create a visual program to accept the given inputs, disassemble and reassemble them as necessary, and deliver them to the target output areas to match the required product. [2] The product molecule does not need to match orientation or specific layout of the molecules as long as the molecule is topologically equivalent with respect to atoms, bonds, and bond types; however, in larger puzzles, these factors will influence the inputs to downstream reactors. While the two waldos can cross over each other without harm, collision of atoms with one another or with the walls of the reactor is not allowed; such collisions stop the program and force the player to re-evaluate their solution. Similarly, if a waldo delivers the wrong product, the player will need to check their program. The player successfully completes each puzzle by constructing a program capable of repeatedly generating the required output, meeting a certain quota.

In larger puzzles, the player can also guide the formation of chemicals through multiple reactors, which they place out on a larger rectangular grid representing the planet's surface. From here, the output from one reactor will become the input for another reactor; the player is often free to determine what intermediate products to produce to send to the next reactor. The player must not only program the individual reactors, often limited in functionality such as one that can only break bonds but not form them, but plan out the location and order of reactors to make the final product. [1]

The game's puzzles are divided into groups set on different planets. Players generally must complete each puzzle in order to progress to the next one, but the game includes optional harder puzzles. [1] Final boss levels, called out as defense levels, complete each planet; here, the player must efficiently create chemicals and deliver them in a timely manner, once the reactor systems have been started, to trigger defense systems to ward off attacking enemies before they destroy a control structure. [3]

Upon completion of each puzzle, the player's performance is compared on a leaderboard based on the number of instructions placed in their reactors, the number of cycles it took to meet the quota, and the number of reactors required to meet the solution. [1] The player also has an option to upload videos of their solution to YouTube. The player, once having cleared a puzzle, can return to previous puzzles to try to improve their solution by reducing the number of instructions, cycles taken, or reactors used. SpaceChem supports downloadable content created by the developers themselves, and user-submitted puzzles through its ResearchNet service. A later addition included an open-ended sandbox mode where players could simply explore the game's capabilities. [2]

Development

Barth was inspired by the derelict gasworks at Seattle's Gas Works Park in the creation of SpaceChem Gas Works Park 03.jpg
Barth was inspired by the derelict gasworks at Seattle's Gas Works Park in the creation of SpaceChem

Prior to SpaceChem, Zach Barth, the designer behind Zachtronics Industries, had created several Flash-based browser games with automation puzzles, including The Codex of Alchemical Engineering where the player had to place and program manipulator arms to construct atoms and molecules following the rules of alchemy. Barth had wanted to expand the ideas in Codex to include more realistic aspects of chemistry, such as more complex molecules, but did not pursue the idea immediately afterwards. About a year after completing Codex, Barth was inspired by the disused chemical plant at Gas Works Park in Seattle, giving him the idea to incorporate pipelines into the basic mechanics of molecule-building from Codex. [3]

SpaceChem took about a year with a team of seven people from around the globe to create: Barth was responsible for design and production, Collin Arnold and Keith Holman handled the programming, Ryan Sumo created the visuals, Evan Le Ny the music, Ken Bowen the sound and Hillary Field created the game's narrative. [4] The development costs were around $4,000, with the team working on the game during their spare time on weekends. [3] Barth considered this a risk-cutting measure; if the game did not succeed, the team still had their full-time jobs they could continue. [3] The team used the C# language built on the Mono framework for the game which would allow for easy porting to other platforms beyond Microsoft Windows. Initially, they had considered using Microsoft XNA for ease of porting to the Xbox 360, but later opted to consider other release platforms, requiring them to switch to the more portable Mono framework. [3]

In designing puzzles, Barth wanted to keep puzzles open-ended, allowing the player to come to a solution without funneling them in a specific direction. The team designed puzzles based on general chemistry concepts without envisioning the specific solution that the player would take. [3] They brainstormed a number of puzzles and then eliminated those with similar solutions, and arranged the others into a reasonable learning curve for the game. [5] Despite this, Barth reflected that the tutorials provided to explain the game's mechanics had mixed responses, from some players who took up the concept easily to others that remained baffled as to the puzzle's goal even when instructions were set out step by step. In some cases, Barth discovered that players made assumptions on limitations of the game from these tutorials such as the idea that the red and blue waldos must remain in the separate halves of the screen. [3] Based on the feedback that players had made on sites that hosted his previous Flash-based games, Barth designed the global-based histograms to allow players to check their solution without feeling overwhelmed by the top players as would be normally listed on a leaderboard. He also devised the means of sharing solutions through YouTube videos due to similar comments and discussions on the previous games. [3]

Barth had envisioned the game as his first commercial project, and based on feedback from Codex and other games, wanted to include a storyline along with the puzzles. The story missions included "defense" puzzles that typically were considered very hard to solve; Barth recognized after release that players would stall out at these puzzles and not attempt to complete the game, with only 2% of the players tracked having reached the final puzzle. Barth would have likely placed the harder puzzles at the end or as part of the ResearchNet add-on. [3] He also tried too much to incorporate a theme based on scientific research, popularized at the time by the success of Portal . He instead found potential players were scared off by the chemistry aspect even though the game had little connection to real chemistry; a colleague had once suggested to Barth that if the game was named SpaceGems and modeled around alchemy, the game would have sold twice as many copies. [3]

SpaceChem was released on January 1, 2011 via digital download from the Zachtronics website for Microsoft Windows, Mac OS X, and Linux computers. They had initially sought to get approval from Valve to sell the game through Steam, but Valve refused them, and thus opted for sale from their own website. Shortly after its release, the game received several positive reviews including one from Quintin Smith of the gaming website Rock Paper Shotgun. [6] Zachtronics was contacted two days later by Valve with an interest to add it to Steam. [4] The game was subsequently made available on Steam by March 4, 2011, and later on GamersGate on March 17, 2011. The inclusion of the game on Steam was considered by Barth to be the largest boost to sales of the game, outweighing any other distribution method they had. [3]

Post-release support

SpaceChem received a free update in late April 2011, which added several new features to the game as well as new puzzles. The patch included support for the ResearchNet puzzle creation and sharing system, and for the Steam-enabled version, support for achievements and leaderboards specific for Steam friends. The update for the Steam version also included a small set of puzzles tied in with Team Fortress 2 , which upon completion would reward the player with a decorative item they could use within Team Fortress 2. [7] The game was included in the Humble Frozen Synapse Bundle charitable sale in early October 2011. [8]

SpaceChem was ported to the iPad in October 2011, using touch controls instead of mouse and keyboard to manipulate the visual program. [9] An Android port was released in July 2012. [10] [11] Both mobile platforms include most of the full game excluding the defense puzzles. The sandbox mode was added at the request of a player who was trying to explore SpaceChem computational abilities. [12] Alongside the sandbox mode, Zactronics offered a contest for the most interesting sandbox creation. [13] This same user was able to demonstrate a brainfuck interpreter within SpaceChem, claiming that the visual programming language was Turing complete. [14] Barth has mentioned the possibility of a sequel in an interview with IndieGamer. [4]

Zachtronics Industries has encouraged the game to be used as a learning tool for programming and chemistry concepts, and offers discounts for schools, though briefly offered the game free-of-charge for educational institutions for a few months after the release of the sandbox mode addition. [2] [15] According to The Independent Games Developers Association, schools in the United Kingdom have started using SpaceChem to teach students fundamental programming concepts. [16] The success of SpaceChem led to several companies contacting Zachtronics to develop educational titles; the company spent about two years working with Amplify to develop three "edutainment" games for their platform before they returned to work on more direct entertainment titles, but used the opportunity to improve on their in-game teaching mechanics. [17]

On September 30, 2012, SpaceChem was the featured game on IndieGameStand, a site which features indie games with a pay-what-you-want model with a portion of the proceeds going to charity. Zachtronics Industries chose the Against Malaria Foundation as the charity to which 10% of the proceeds were donated. [18]

On October 25, 2015, Zachtronics announced they have dropped all support for SpaceChem on the iOS and OS X platform. The reason they gave was due to the complexity of the Mono package for future support. [19]

Reception

SpaceChem was generally well received by critics, with an aggregate Metacritic score of 84 out of 100 from its Microsoft Windows release. [20] Quintin Smith of Rock, Paper, Shotgun said "I think we might have just received one of the year's best indie games in the first week of 2011". [6] Gamasutra's Margaret Robertson praised SpaceChem's gameplay, contrasting it with other open-ended activities as it offers the opportunity for the player to be as creative as they want to be within the minimal ruleset required of each puzzle. Robertson also found the game to be thrilling, having each puzzle initially appear "so astonishingly dispiriting" to what she had previously learned, but through trial and error coming to a solution that works and giving her the feeling of having "made a creative statement" in her solution. [22] Eurogamer's John Teti praised the means through which the game introduced new mechanics without excessive reliance on tutorials; he commented that "the problems become more daunting" through the addition of new elements and commands, the game "is always more accessible than it looks". [1] Edge said "The triumph of SpaceChem is that overcoming these situations is more a case of inventing a solution than discovering one." [23]

Gamasutra named SpaceChem the best indie game of 2011. [24] Though total sales of the game are unknown, at least 230,000 copies were purchases as part of the game's inclusion in the Humble Indie Bundle. [25] Barth stated that with sales of SpaceChem, he was able to quit his job at Microsoft and run his development company full-time. [3] Ryan Sumo, the freelance artist for the game, gained recognition in the industry and went on to help develop the art for Prison Architect . [26]

Related Research Articles

A programming game is a video game that incorporates elements of computer programming, enabling the player to direct otherwise autonomous units within the game to follow commands in a domain-specific programming language, often represented as a visual language to simplify the programming metaphor. Programming games broadly fall into two areas: single-player games where the programming elements either make up part of or the whole of a puzzle game, and multiplayer games where the player's automated program is pitted against other players' programs.

Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics.

<span class="mw-page-title-main">Indie game</span> Class of video game, generally independently published

An indie game, short for independent video game, is a video game created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. Because of their independence and freedom to develop, indie games often focus on innovation, experimental gameplay, and taking risks not usually afforded in AAA games. Indie games tend to be sold through digital distribution channels rather than at retail due to a lack of publisher support. The term is synonymous with that of independent music or independent film in those respective mediums.

<i>Limbo</i> (video game) 2010 video game

Limbo is a puzzle-platform video game with horror elements developed by independent studio Playdead and originally published by Microsoft Game Studios for the Xbox 360. The game was released in July 2010 on Xbox Live Arcade, and has since been ported by Playdead to several other systems, including the PlayStation 3, Linux and Microsoft Windows. Limbo is a 2D side-scroller, incorporating a physics system that governs environmental objects and the player character. The player guides an unnamed boy through dangerous environments and traps as he searches for his sister. The developer built the game's puzzles expecting the player to fail before finding the correct solution. Playdead called the style of play "trial and death", and used gruesome imagery for the boy's deaths to steer the player from unworkable solutions.

<i>ProtoGalaxy</i> 2010 video game

ProtoGalaxy is a cross-genre video game for Microsoft Windows that was released on October 6, 2010. In the game's back-story, a species of powerful, unknown extraterrestrials enters the Milky Way with the intention of enslaving its inhabitants. The player characters must defend Earth from this alien threat and restore human civilization. ProtoGalaxy is a 2.5D game; the 2D playing field employs 3D graphics. ProtoGalaxy incorporates elements of a variety of gaming genres, such as adventure, arcade, shooter, puzzle, and role-playing genres.

<span class="mw-page-title-main">Potato Sack</span> Alternate reality game

The Potato Sack is the name of an alternate reality game (ARG) created by Valve and the developers of thirteen independent video games to promote the release of Valve's game Portal 2, in April 2011. Valve president Gabe Newell envisioned the game as a "Cross Game Design Event" in December 2010, and allowed the developers free rein to design the game using Valve's Portal intellectual property. The game, requiring players to find and solve a number of puzzles hidden within updates of the thirteen games, led to the opportunity for players to release Portal 2 about 10 hours earlier than its planned release by playing games under the pretense of powering up GLaDOS, the sentient computer antagonist from the Portal series. The ARG's theme of potatoes is based on plot elements within Portal 2, specifically that for part of the game, GLaDOS's personality module is run off a potato battery.

Zachtronics LLC is an American video game developer, best known for engineering-oriented puzzle video games and programming games. Zachtronics was founded by Zach Barth in 2000, who serves as its lead designer. Some of their games include SpaceChem, Infinifactory, TIS-100, and Shenzhen I/O. Infiniminer (2009) inspired the creation of Minecraft.

<i>Atom Zombie Smasher</i> 2011 video game

Atom Zombie Smasher is a real-time strategy game developed by independent developer Blendo Games. In it, the player attempts to rescue as many citizens as possible from an oncoming zombie horde using helicopter rescue units and an array of military units to protect the citizens and defeat the zombies.

<i>Q.U.B.E.</i> 2011 video game

Q.U.B.E. is a physics-based puzzle video game developed and published by Toxic Games, with help from Indie Fund, a group of independent game developers. The game, an expansion of a student project by the founding members of Toxic Games, was released for Microsoft Windows through a number of digital distribution platforms, first through Desura on 17 December 2011 and then through Steam on 6 January 2012. An OS X port was later released on 17 December 2012 through Steam and on 18 December 2012 through Desura.

Blendo Games is an American independent video game development company based in Culver City, California. It was founded by Brendon Chung in 2010 and is primarily a one-person effort. Blendo Games gained more widespread exposure with the short form stand alone title Gravity Bone; the following games Flotilla and Atom Zombie Smasher were met with critical praise. The studio has also released several other games in several genres.

Early access, also known as alpha access, alpha founding, paid alpha, or game preview, is a funding model in the video game industry by which consumers can purchase and play a game in the various pre-release development cycles, such as pre-alpha, alpha, and/or beta, while the developer is able to use those funds to continue further development on the game. Those that pay to participate typically help to debug the game, provide feedback and suggestions, may have access to special materials in the game. The early-access approach is a common way to obtain funding for indie games, and may also be used along with other funding mechanisms, including crowdfunding. Many crowdfunding projects promise to offer access to alpha and/or beta versions of the game as development progresses; however, unlike some of these projects which solicit funds but do not yet have a playable game, all early access games offer an immediately playable version of the unfinished game to players.

Development of <i>Fez</i>

The high-profile and protracted five-year development of the video game Fez led to its status as an "underdog darling of the indie game scene". The 2012 puzzle-platform game built around rotating between four 2D views of a 3D space was developed by indie developer Polytron Corporation and published by Polytron, Trapdoor, and Microsoft Studios. Over the course of the game's development, Fez designer and Polytron founder Phil Fish received celebrity status for his outspoken public persona and prominence in the 2012 documentary Indie Game: The Movie, which followed the game's final stages of development and Polytron's related legal issues. The game was released to critical acclaim as an Xbox Live Arcade timed exclusive, and was later ported to other platforms. It had sold one million copies by the end of 2013.

Infinifactory is a puzzle video game developed and published by Zachtronics, initially released on Microsoft Windows, OS X, and Linux on June 30, 2015. The game was later released on PlayStation 4 in December 2015. In the game, the player takes the role of a human abducted by aliens and forced to construct assembly lines to create certain objects for apparently-nefarious purposes. The game combines elements of Zachtronics' previous SpaceChem and Infiniminer, with the assembly lines being built from blocks in a three-dimensional space.

TIS-100 is a programming/puzzle video game developed by Zachtronics Industries. The game has the player develop mock assembly language code to perform certain tasks on a fictional, virtualized 1970s computer that has been corrupted. The game was released for Microsoft Windows, OS X, and Linux personal computers in July 2015.

<i>Shenzhen I/O</i> 2016 puzzle video game

Shenzhen I/O is a puzzle video game and programming game developed by Zachtronics for Microsoft Windows, Linux, and macOS-based personal computers. The game was released in November 2016.

<i>Sokobond</i> 2013 video game

Sokobond is a puzzle video game created by Alan Hazelden and Harry Lee. Gameplay involves moving atoms around 2D grids to form chemical compounds. The game was released on Linux, OS X, and Windows in August 2013. It was later released for Nintendo Switch in September 2021, and iOS and Android in May 2022. The game received generally favorable reviews from critics.

<i>Opus Magnum</i> 2017 video game

Opus Magnum is a puzzle-based programming game developed by Zachtronics. It was released for Microsoft Windows, Linux, and Mac in December 2017, following about two months of early access. In the game, the player must assemble a series of machines using various tools and program them to complete alchemy-related tasks. The player can advance with any working solution to each problem, but is challenged through leaderboards to produce a machine that does the task in the shortest time, with the lowest cost of materials, and/or the smallest occupied area. Opus Magnum is based on The Codex of Alchemical Engineering, one of the earliest Flash games made by Zach Barth prior to establishing Zachtronics.

Exapunks is a programming game developed by Zachtronics. It was released into early access on August 9, 2018, and fully released on October 22, 2018.

<i>Eliza</i> (video game) 2019 visual novel by Zachtronics

Eliza is a visual novel game developed by Zachtronics, released on Windows, macOS, and Linux on August 12, 2019, with a Nintendo Switch version on October 10, 2019.

References

  1. 1 2 3 4 5 6 7 Teti, John (February 4, 2011). "SpaceChem – Review". Eurogamer. Archived from the original on July 16, 2011. Retrieved April 29, 2011.
  2. 1 2 3 Brown, Mark (November 29, 2011). "Chemistry puzzler SpaceChem offered to schools for free". Wired UK . Archived from the original on May 18, 2012. Retrieved June 21, 2012.
  3. 1 2 3 4 5 6 7 8 9 10 11 12 Barth, Zach (June 13, 2012). "Postmortem: Zachtronics Industries' SpaceChem". Gamasutra. Archived from the original on June 16, 2012. Retrieved June 13, 2012.
  4. 1 2 3 Michael Rose (March 8, 2011). "Podcast 17 Zach Barth on SpaceChem and Infiniminer". Indie Games Podcast. Archived from the original on September 22, 2018. Retrieved July 2, 2012.
  5. Smith, Quintin (January 20, 2011). "My Chemical Romance: Zach Barth Interview". Rock Paper Shotgun. Archived from the original on January 9, 2020. Retrieved June 14, 2012.
  6. 1 2 Quintin Smith (January 6, 2011). "Better Living Through Chemistry: SpaceChem". Rock, Paper, Shotgun. Archived from the original on May 9, 2011. Retrieved April 29, 2011.
  7. Phillips, Tom (May 3, 2011). "SpaceChem free update details". Eurogamer. Archived from the original on September 10, 2011. Retrieved June 18, 2012.
  8. Zacny, Rob (October 5, 2011). "SpaceChem joins the Humble Frozen Synapse Bundle". PC Gamer UK . Archived from the original on October 6, 2011. Retrieved October 5, 2011.
  9. Tolito, Stephan (September 28, 2011). "Somehow, They Turned Chemistry Into the Next Video Game You Should Play". Kotaku. Archived from the original on September 30, 2011. Retrieved September 28, 2011.
  10. Barth, Zach (June 3, 2012). "SpaceChem for Android Update". Zachtronics Industries. Archived from the original on June 25, 2012. Retrieved June 18, 2012.
  11. "SpaceChem Mobile is out for Android!" (Press release). Zachtronics Industries. July 9, 2012. Archived from the original on April 2, 2015. Retrieved July 9, 2012.
  12. Barth, Zach (January 23, 2012). "Playing in the sandbox: the winners!". Zachtronics Industries. Archived from the original on June 25, 2012. Retrieved June 21, 2012.
  13. Smith, Adam (November 29, 2011). "Lab It Up: SpaceChem Adds Sandbox Mode". Rock Paper Shotgun. Archived from the original on July 7, 2012. Retrieved June 21, 2012.
  14. Pearson, Craig (January 24, 2012). "Smashing Atoms In SpaceChem's Sandbox". Rock Paper Shotgun. Archived from the original on May 12, 2012. Retrieved June 21, 2012.
  15. "SpaceChem – Education". Zachtronics Industries, Inc. Archived from the original on July 15, 2011. Retrieved July 18, 2011.
  16. Davidson, Pete (July 7, 2011). "SpaceChem Used as Educational Tool in Schools". GamePro. Archived from the original on December 2, 2011. Retrieved July 18, 2011.
  17. Cameron, Phill (April 6, 2015). "Here we are now, edutain us: Education and games with SpaceChem's Zach Barth". Gamasutra. Archived from the original on April 7, 2015. Retrieved April 7, 2015.
  18. Phillips, Tom (October 3, 2012). "Pay-what-you-want indie games site launches, spotlights SpaceChem". Eurogamer. Archived from the original on October 6, 2012. Retrieved October 6, 2012.
  19. "Support Drop". Archived from the original on March 5, 2016. Retrieved December 5, 2015.
  20. 1 2 "SpaceChem for PC Reviews, Ratings, Credits and More at Metacritic". Metacritic. Archived from the original on December 18, 2023. Retrieved October 30, 2011.
  21. Cameron, Phill (February 17, 2011). "SpaceChem Review". PC Gamer UK . Future Publishing. Archived from the original on April 20, 2011. Retrieved April 29, 2011.
  22. Robertson, Margaret (April 26, 2011). "Five Minutes of ... SpaceChem". Gamasutra. Archived from the original on June 27, 2012. Retrieved June 18, 2012.
  23. "SpaceChem Review". Edge . April 15, 2011. Archived from the original on February 6, 2015. Retrieved January 12, 2012.
  24. Rose, Mike (December 16, 2011). "Gamasutra's Best Of 2011: Top 10 Indie Games". Gamasutra. Archived from the original on January 4, 2012. Retrieved December 16, 2011.
  25. Herring, Will (October 12, 2011). "Humble Frozen Synapse Bundle Passes $1 Million Mark". GamePro. Archived from the original on December 2, 2011. Retrieved October 12, 2011.
  26. Sumo, Ryan (June 3, 2016). "How Political Animals Got a Publisher : Part 1". Gamasutra . Archived from the original on June 9, 2016. Retrieved June 7, 2016.