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omar

@omar

Joined June 1st, 2026

  • 5Devlogs
  • 2Projects
  • 1Ships
  • 15Votes
Ship Changes requested

SUB_SURFACE, a 2D browser game inspired by No Man's Sky and Subnautica, fused with some imagination of mine. You crash-land on a dead planet at the edge of a solar system, mine beneath the surface of four planets to repair and arm your ship, then fly through space dodging asteroids toward the black hole at the center, fighting past its guardian to find out what happened to everyone who lived there. ~4-5 minute playthrough, runs entirely in-browser.

Building the mining loop was the hardest part; getting digging, a fog-of-war light radius, and grid movement all feeling right together took the most iteration. Keeping the whole thing feeling like one continuous experience was also tricky: space flight, planet mining, and the boss fight all needed to hand off into each other cleanly without breaking anything that came before.

ORPH, the ship's AI and its dialogue (Undertale-style typewriter box, with its own portrait) carries the mystery of what happened to everyone in this system throughout the whole playthrough instead of dumping it all in one cutscene. Also proud of how the mining loop turned out: digging through a fog-of-war light radius to find buried ore actually feels tense, not just mechanical. And getting space flight, planet mining, and the boss fight to all hand off into one continuous ~4-5 minute experience, with minimalprior game dev experience going in, felt like a real accomplishment by the end.

Controls: arrow keys/WASD to fly and move, E to land/launch, left-click to mine (you can only mine blocks within one tile of your character), SPACE to shoot in the boss fight. It's a single continuous playthrough start to finish; no save/checkpoints, so best played in one sitting.

  • 5 devlogs
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24m logged

devlog #5

Wired all four planets into one continuous loop — crash site, then Rustworld, Tethys, and Ember in order - with the locator arrow and objectives updating as you go. Added ORPH, the ship’s agent, with dialogue triggered at every major beat, building toward the black hole at the center of the system becoming enterable once all four planets are done.

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16m logged

devlog #4

This was a big one. Built a 5×10 grid you dig into block by block, with gravity-free grid movement, a soft light radius so you can only see nearby tiles, and ore scattered underground (iron, gold, hard ice, titanium depending on the planet). Collect 5 of the right ore and you can launch back to space.

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24m logged

devlog #3

Placed the four planets in the space view and got a locator arrow pointing toward whichever one’s the current objective. Added the “Land?” prompt that triggers when you fly close enough, with a short landing animation handing off into planet mode.

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18m 42s logged

devlog #2

Built the spaceship’s movement; real drift physics, so thrusting adds momentum and letting go keeps you gliding instead of stopping dead. Added a thruster flame and the first hazard: asteroids spawning from random screen edges that you have to dodge while getting used to the controls.

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17m 54s logged

devlog #1

Set up the game’s foundation: one canvas, one game loop, and a state machine (Title → Space → Planet → Boss → Ending) so every screen is its own self-contained mode. Got the title screen showing and switching states cleanly before building anything else on top.

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