Hello there, space‑friend and pixel wrangler.
A small, cozy team is building a cooperative 2D top‑down space adventure where 4–6 players work together aboard a ship, juggling stations, hazards, and big feelings, and it would be wonderful to team up with an artist who loves bringing characters, rooms, and little UI bits to life through animation and style.
About the game
Cosmic Void is a cooperative 2D top‑down space adventure for 4–6 players where tight teamwork keeps a complex ship alive as the crew runs between stations to fly, fix, scan, and survive in real time.
Players operate consoles inside the ship while the ship itself moves through space—dual‑scale play that mixes piloting, engineering, gunnery, sensors, and power routing into one living loop.
The tone is tense but fair, with story discovered through the world—logs, scans, wrecks—rather than dialogue boxes, keeping everything readable in the flow of play.
Inspirations include FTL, Among Us, and Barotrauma for the sense of roles, pressure, and coordination—reimagined for a clean top‑down interior where clarity and teamwork come first.
Feature hooks
4–6 player co‑op aboard one ship, where roles like Pilot, Gunner, Scanner, Engineer, and Reactor Tech naturally emerge and mesh.
Dual‑scale gameplay: steer the ship through space while sprinting inside to operate consoles, reroute power, and put out fires.
Interconnected systems: piloting draws on thrusters the engineer maintains, gunners aim manually with sensor tracks, and power/heat bind every choice.
Manual combat and coordination: hand‑aimed weapons, synchronized arcs, and scanner‑guided shots under pressure.
Dynamic hazards: radiation storms, debris fields, hull breaches, and fires that force quick teamwork and fast reads.
Progression with purpose: upgrade engines, weapons, shields, and sensors while players gain experience and specialize together.
Exploration with discovery: a branching sector map packed with derelicts, beacons, and logs that reward curiosity without breaking flow.
No dialogue boxes: the ship, the space, and found traces do the storytelling so collaboration stays front and center. Voice Acting and Speech is also a big part of the Game.
What this is
A passion project in its early “build cool things together and learn” phase, focused on readable, expressive art inside a top‑down ship where players run between stations to fly, fix, and survive in real time.
Story is discovered through the world and play rather than dialogue boxes, and the overall tone aims for tense but kind, mysterious but fair, and always fun to make.
Current team: one generalist doing programming and placeholder art, plus a friend handling audio design and original music for the game as well as Voice Acting.
Looking for
Artist:
Someone who can draw in a 2D top‑down‑front perspective for rooms, props, and characters, and who can animate snappy, readable loops like walking, operating consoles, doors, sparks, and environmental FX.
Totally okay if the goal is to learn on a real project rather than arrive as an expert—curiosity and consistency beat perfection here.
A collaborator who enjoys pitching ideas, sketching quick iterations, and shaping the look of a ship that players navigate inside while the ship itself moves through space.
Voice Actor:
Someone who just likes talking and wants to try out Voice Acting (If you have a semi-good Mic). Our Sound Designer will help make your voice into something awesome!
We are preferably looking for a more female voice for the Space Ships AI System. But everyone is welcome! ^^
Nice to have (optional)
Interest in UI iconography and simple effects (alerts, shields, hull hits, heat, etc.).
Comfort with tileable room pieces or modular props so we can kitbash interior layouts efficiently.
A soft spot for visual clarity under pressure—readability and charm over hyper‑detail.
Why it’s fun to animate
Everything is in service of teamwork—every walk cycle, door clunk, and console flicker makes coordination clearer and more satisfying.
Time and compensation
This is a hobby project right now with no guaranteed release, so there is no pay at the moment, and schedules are flexible and respectful of real‑life time.
If circumstances allow later, the intent is to pay fairly to the best ability, but no promises are made today and expectations should stay grounded and low‑pressure.
What’s in it for you
Room to steer the visual identity and make art that is seen moment‑to‑moment by a small crew coordinating inside a living ship.
A chance to learn, iterate, and ship small vertical slices together, with a teammate who keeps scope honest and communication kind.
Credit for all contributions, portfolio permission for what you create, and a dev environment that values honesty, feedback, and fun above everything else.
If this sounds like a good vibe
Happy to share current art tests, the state of the build, style targets, and a simple roadmap, and to start with a tiny “one‑evening” practice run to see if it clicks for both of us.
Let’s have a relaxed chat about goals, time, and what would feel fun to create next. :)
Contact
DM on Discord: @pramer9032
DM on TikTok: @pramerlabs.cosmic
DM on Reddit: @u/Certain‑Walrus‑1419 / Pramer
Email: pramerlabs@gmail.com