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Brutalist. Claustrophobic. In 1K of code and some of the most basic possible 3D graphics, Moon Miner 2580 is able to build an atmosphere that some games 100 times its size fail to do. The flat, obelisk-like ashlar blocks that make up the material of the world press against the player at all times. There is no open space, only the space created by the search for the green, the ore, the money, the only comfortable color in the space. The hallways and larger crevices of lava, the implication of higher levels of magma, the slow degradation of the world around you, both from natural forces and the mining itself, give way to a truly alien environment. It becomes clear that the low-resolution graphics are the stand-in, the visuals of what the miner sees inside whatever suit could withstand this level of pressure. You are inside of a haptic enclosure, experiencing a haptic enclosure, the screen of the computer and the button press mirroring the abstraction the internal screen of the mining suit would provide. Still, the grain of the shading acts to externalize the roughness, abrasiveness of the stone. A beautiful casket of molten asphalt in 1,000 bytes. Incredible work.

I can't believe I missed this. 


Thank you, these are ridiculously generous and kind words. Thank you for playing, for thinking crtically about the game, and reading it so deeply.