Posted September 10, 2025 by GumbyDev
#superspace
Play SuperSpace now at http://superspacegame.vercel.app/
Five months ago, I made my first commit on what would become SuperSpace - a real-time multiplayer space combat game that runs entirely in the browser. As a solo game designer, I wanted to build something inspired by classic space battles from games like Maelstrom and Subspace. 200+ commits later, after tons of fun playtesting with my kids, SuperSpace is live and playable with features I never thought I'd be able to implement on my own.
The journey wasn't smooth (and still isn't) - there were serious hurdles and moments of despair where I gave up entirely. But I kept getting pulled back by various forces: my kids' excitement when testing new features, encouragement from coworkers and friends, and ultimately the sheer excitement of bringing the awesome game I envisioned to life.
SuperSpace is a browser-based multiplayer space shooter where players pilot customizable ships in real-time combat. Think classic space shooters but with modern multiplayer mechanics, progression systems, and mobile support. Players can engage in PvP combat, mine asteroids for resources, customize their ships, and work through challenge systems - all while competing on live leaderboards.
The first major challenge was implementing real-time multiplayer. I chose Socket.io for the networking layer and built everything around real-time synchronization:
Core Multiplayer Features:
Physics and Movement: One of the most critical early aspects was crafting the ship movement to feel authentically like floating in space. I spent considerable time fine-tuning the physics engine to capture the smoothness, inertia, and drift momentum of thruster-based movement. Ships maintain momentum when you stop thrusting, require counter-thrust to change direction, and have that satisfying weightless feel that makes space combat engaging. Getting this foundation right was essential as poor movement physics would have undermined everything I was trying to achieve.
Early Game Systems:
Getting the networking right was crucial and very challenging. Timing was always wrong and took some work. Players needed to see accurate representations of other players' actions without lag or desync issues. This foundation would support everything I built afterward.
What started as simple projectile shooting evolved into a comprehensive weapon system:
Weapon Arsenal:
Combat Mechanics:
Each weapon has unique visual effects, sounds, and gameplay mechanics. The homing missiles were particularly fun to implement as they have a minimum travel distance before they start tracking towards targets, making them tactical rather than overpowered.
As a sound professional, one aspect I'm particularly passionate about is the audio experience. SuperSpace features entirely real-time synthesized sound and music using Web Audio APIs, creating a retro-style soundscape that responds dynamically to gameplay. Every weapon sound, explosion, and ambient effect is generated procedurally rather than using pre-recorded samples.
The music system layers multiple ambient tracks that intensify during combat, creating a dynamic soundtrack that evolves with the action. This is just the beginning - I have ambitious plans for a fully dynamic soundscape that adapts to player actions, ship types, and battle intensity in real-time, while injecting some of my quirky audio style and personality into the game's vibe.
A multiplayer game needs progression! I built a comprehensive system around credits and upgrades:
Shop System:
Progression Features:
Player Customization:
The progression system needed to feel rewarding without being grindy. Players earn credits through combat, asteroid mining, and completing challenges, while maintaining balanced progression curves. The skill system resets each run, so every session is different and you can experiment with different builds and loadouts depending on how you want to play.
Building a real-time multiplayer game solo meant solving problems typically handled by specialized team members:
Performance Optimization:
Cross-Platform Support:
Game Balance:
SuperSpace now features:
Since launching this week, the game has attracted 15-25 daily active players over the past three days - validation that the core gameplay loop is engaging and the multiplayer infrastructure can handle real player loads.
What's Coming Next:
The game is live and playable, with regular updates and new features. What started as a simple multiplayer experiment has become a full-featured space combat game.
The journey from first commit to playable multiplayer game taught me that ambitious projects are achievable with persistence and smart architecture decisions. Building real-time multiplayer as a solo developer seemed impossible at first, but breaking it down into manageable systems and focusing on core mechanics first and foremost made it not just possible, but rewarding.
The game is quite addictive and a lot of fun to play. Players can jump in and start battling immediately with no downloads, no accounts required, just browser-based space combat with progression systems that keep bringing people back.
SuperSpace is live and playable in your browser. The codebase represents 5 months of solo development and over 200 commits of continuous improvement.
Play SuperSpace now at http://superspacegame.vercel.app/