<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/">
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    <title>Space Goblin Diaries</title>
    <link>https://blog.spacegoblingames.com/</link>
    <description>John Ayliff ([Space Goblin Games](https://www.spacegoblingames.com/)) is a creator of text-based games and interactive fiction</description>
    <pubDate>Wed, 23 Sep 2026 23:28:47 +0000</pubDate>
    <image>
      <url>https://i.snap.as/tYhI71z2.png</url>
      <title>Space Goblin Diaries</title>
      <link>https://blog.spacegoblingames.com/</link>
    </image>
    <item>
      <title>Foolish Earth Creatures: August 2026</title>
      <link>https://blog.spacegoblingames.com/foolish-earth-creatures-august-2026?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[I&#39;ve made some progress on Foolish Earth Creatures this month, although most of that has been filling out chapter structures with placeholder text so there&#39;s nothing very interesting to show. Unless you find this kind of thing interesting:&#xA;&#xA;PLACEHOLDER: You draw one of my patrols into an ambush and destroy them. BUT, now you are pinned down, and the cyborgs try to flush you out with grenades!!--more--&#xA;&#xA;PLACEHOLDER: That is the Vortex Bombardment Generator, capable of cutting through any force field. But will you be skilled enough to use it?&#xA;&#xA;PLACEHOLDER: Ah, but now I see Doctor Draxnor has noticed you and is sending his &#39;children&#39; to apprehend you. Lurching mutant bio-horrors approach you!&#xA;&#xA;PLACEHOLDER: Ha ha! The human is disintegrated, leaving no remains! But I have other matters to consider. Guard Squad Zeta: go to the medical bay. There is a prisoner there who is well enough to be moved to the prison block.&#xA;&#xA;One fun thing about writing a new kind of game is that you get to reinvent your whole work process! When I started writing Foolish Earth Creatures I went straight into writing first-draft text in order to get the hang of the game&#39;s &#39;voice&#39;, but now I&#39;ve been working on the game for a while I don&#39;t need to do that. What I&#39;ve settled on is to start by writing a bare-bones outline for each chapter with simple placeholder text, then to do progressively more detailed placeholder structures, then first-draft text, and eventually (although I haven&#39;t got to this stage yet) the final text. Right now I&#39;ve got placeholder outlines for nearly the whole game, so I&#39;ve decided to do the outlines for the last few chapters before I go back to writing the first drafts.&#xA;&#xA;My placeholder writing got faster when I realised that I didn&#39;t need to think of solutions to the player&#39;s problems at this point, I can just put &#34;[[Correct option]] / [[Incorrect option]]&#34; and move on!&#xA;&#xA;I should have the rest of the game&#39;s placeholder structure done in the next few days, and hopefully by next month&#39;s developer diary I should have most of a first draft.&#xA;&#xA;PLACEHOLDER: Can our hero do the thing? Find out next month!&#xA;&#xA;#FoolishEarthCreatures #DevDiary]]&gt;</description>
      <content:encoded><![CDATA[<p>I&#39;ve made some progress on <em>Foolish Earth Creatures</em> this month, although most of that has been filling out chapter structures with placeholder text so there&#39;s nothing very interesting to show. Unless you find this kind of thing interesting:</p>

<p><img src="https://i.snap.as/PBR4NdBZ.png" alt="PLACEHOLDER: You draw one of my patrols into an ambush and destroy them. BUT, now you are pinned down, and the cyborgs try to flush you out with grenades!"/></p>

<p><img src="https://i.snap.as/fMMN9Sa3.png" alt="PLACEHOLDER: That is the Vortex Bombardment Generator, capable of cutting through any force field. But will you be skilled enough to use it?"/></p>

<p><img src="https://i.snap.as/1Q9SoDbO.png" alt="PLACEHOLDER: Ah, but now I see Doctor Draxnor has noticed you and is sending his &#39;children&#39; to apprehend you. Lurching mutant bio-horrors approach you!"/></p>

<p><img src="https://i.snap.as/fUnzNM8V.png" alt="PLACEHOLDER: Ha ha! The human is disintegrated, leaving no remains! But I have other matters to consider. Guard Squad Zeta: go to the medical bay. There is a prisoner there who is well enough to be moved to the prison block."/></p>

<p>One fun thing about writing a new kind of game is that you get to reinvent your whole work process! When I started writing <em>Foolish Earth Creatures</em> I went straight into writing first-draft text in order to get the hang of the game&#39;s &#39;voice&#39;, but now I&#39;ve been working on the game for a while I don&#39;t need to do that. What I&#39;ve settled on is to start by writing a bare-bones outline for each chapter with simple placeholder text, then to do progressively more detailed placeholder structures, then first-draft text, and eventually (although I haven&#39;t got to this stage yet) the final text. Right now I&#39;ve got placeholder outlines for <em>nearly</em> the whole game, so I&#39;ve decided to do the outlines for the last few chapters before I go back to writing the first drafts.</p>

<p>My placeholder writing got faster when I realised that I didn&#39;t need to think of <em>solutions</em> to the player&#39;s problems at this point, I can just put “[[Correct option]] / [[Incorrect option]]” and move on!</p>

<p>I should have the rest of the game&#39;s placeholder structure done in the next few days, and hopefully by next month&#39;s developer diary I should have most of a first draft.</p>

<p><em>PLACEHOLDER: Can our hero do the thing? Find out next month!</em></p>

<p><a href="https://blog.spacegoblingames.com/tag:FoolishEarthCreatures" class="hashtag"><span>#</span><span class="p-category">FoolishEarthCreatures</span></a> <a href="https://blog.spacegoblingames.com/tag:DevDiary" class="hashtag"><span>#</span><span class="p-category">DevDiary</span></a></p>
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      <guid>https://blog.spacegoblingames.com/foolish-earth-creatures-august-2026</guid>
      <pubDate>Mon, 31 Aug 2026 18:35:55 +0000</pubDate>
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      <title>Space Goblin Games Gen-AI Policy</title>
      <link>https://blog.spacegoblingames.com/space-goblin-games-gen-ai-policy?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[A few weeks ago I filled out a Canadian government survey on generative AI in the arts. (The survery is still up as of this blog post, in case any Canadian readers want to fill it out.)&#xA;&#xA;The survey was hilariously biased towards AI (questions are all like &#34;What help does your organization need in order to adopt more AI?&#34;), and by the time I got to the free text entry questions at the end I was pretty pissed off.&#xA;&#xA;But one question, in amongst a list of questions about how your organization currently uses AI, was &#34;Does your organization have an AI policy?&#34; I initially clicked &#34;no&#34; to this along with all the other questions, but later on went back and changed it to &#34;yes&#34;, because I do have a clear gen-AI policy, although I hadn&#39;t written it down. My policy is that I don&#39;t use it.&#xA;&#xA;So for the record:&#xA;&#xA;div style=&#34;text-align: center; border: 2px solid black; border-radius: 1em; padding: 1em&#34;&#xA;h2Space Goblin Games Gen-AI Policy/h2&#xA;&#xA;pI will never use generative AI in any capacity./p&#xA;&#xA;pI do not consent to the use of my work in any project that uses generative AI./p&#xA;/div!--more--&#xA;I always try to say &#34;Generative AI&#34; rather than just &#34;AI&#34; when talking about ChatGPT and similar things. &#34;Artificial Intelligence&#34; is a broad, decades-old academic field, and also (as in Seedship and some of my other games) a science fiction conceit about &#34;what if a computer could think like a person?&#34; Generative AI is a sophisticated autocomplete that uses ecologically devastating amounts of power and water to create text and images that are statistically similar to text and images in its training data, which was scraped from the internet and from pirated book archives with no regard for copyright or consent. Calling it &#34;AI&#34; is a way of confusing people into thinking it&#39;s like a science fiction AI, which it is not. It&#39;s very often wrong; it&#39;s been shown to cause cognitive decline in regular users; and it&#39;s being used to put people out of work by bosses who think it can do workers&#39; jobs.&#xA;&#xA;When used in creative work, gen-AI&#39;s outputs are also soulless and artistically bankrupt. Gen-AI is good at text that seems OK when you skim-read it but has no deeper meaning, and images that look OK at first glance but fall down when you look at them closely. If someone&#39;s impressed by gen-AI output then I&#39;ve got to assume they&#39;ve never really thought about a piece of text or looked closely at an artwork.&#xA;&#xA;I&#39;ve seen some people online do things like get ChatGPT to play Seedship, or having it output stories or images based on their Seedship games. And, like, I can&#39;t stop people from doing that kind of thing, but I want it on record that I would prefer they didn&#39;t.&#xA;&#xA;#SpaceGoblinGames #GenAI #Seedship]]&gt;</description>
      <content:encoded><![CDATA[<p>A few weeks ago I filled out a <a href="https://pch.research-recherche.ca/f/s.aspx?lang=EN&amp;co=GAwb6Ccl">Canadian government survey on generative AI in the arts</a>. (The survery is still up as of this blog post, in case any Canadian readers want to fill it out.)</p>

<p>The survey was hilariously biased towards AI (questions are all like “What help does your organization need in order to adopt more AI?”), and by the time I got to the free text entry questions at the end I was <em>pretty pissed off</em>.</p>

<p>But one question, in amongst a list of questions about how your organization currently uses AI, was “Does your organization have an AI policy?” I initially clicked “no” to this along with all the other questions, but later on went back and changed it to “yes”, because I <em>do</em> have a clear gen-AI policy, although I hadn&#39;t written it down. My policy is that I <em>don&#39;t use it</em>.</p>

<p>So for the record:</p>

<p><div style="text-align: center; border: 2px solid black; border-radius: 1em; padding: 1em">
<h2>Space Goblin Games Gen-AI Policy</h2></p>

<p>I will never use generative AI in any capacity.</p>

<p><p>I do not consent to the use of my work in any project that uses generative AI.</p>
</div>
I always try to say “Generative AI” rather than just “AI” when talking about ChatGPT and similar things. “Artificial Intelligence” is a broad, decades-old academic field, and also (as in <em>Seedship</em> and some of my other games) a science fiction conceit about “what if a computer could think like a person?” <em>Generative</em> AI is a sophisticated autocomplete that uses ecologically devastating amounts of power and water to create text and images that are statistically similar to text and images in its training data, which was scraped from the internet and from pirated book archives with no regard for copyright or consent. Calling it “AI” is a way of confusing people into thinking it&#39;s like a science fiction AI, which it is not. It&#39;s very often wrong; it&#39;s been shown to cause cognitive decline in regular users; and it&#39;s being used to put people out of work by bosses who think it can do workers&#39; jobs.</p>

<p>When used in creative work, gen-AI&#39;s outputs are also soulless and artistically bankrupt. Gen-AI is good at text that seems OK when you skim-read it but has no deeper meaning, and images that look OK at first glance but fall down when you look at them closely. If someone&#39;s impressed by gen-AI output then I&#39;ve got to assume they&#39;ve never really thought about a piece of text or looked closely at an artwork.</p>

<p>I&#39;ve seen some people online do things like get ChatGPT to play <em>Seedship</em>, or having it output stories or images based on their <em>Seedship</em> games. And, like, I can&#39;t stop people from doing that kind of thing, but I want it on record that I would prefer they didn&#39;t.</p>

<p><a href="https://blog.spacegoblingames.com/tag:SpaceGoblinGames" class="hashtag"><span>#</span><span class="p-category">SpaceGoblinGames</span></a> <a href="https://blog.spacegoblingames.com/tag:GenAI" class="hashtag"><span>#</span><span class="p-category">GenAI</span></a> <a href="https://blog.spacegoblingames.com/tag:Seedship" class="hashtag"><span>#</span><span class="p-category">Seedship</span></a></p>
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      <guid>https://blog.spacegoblingames.com/space-goblin-games-gen-ai-policy</guid>
      <pubDate>Thu, 20 Aug 2026 02:12:46 +0000</pubDate>
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      <title>Foolish Earth Creatures: July 2026</title>
      <link>https://blog.spacegoblingames.com/foolish-earth-creatures-july-2026?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[Far out in the dark reaches of space, beyond the orbit of the Earth&#39;s moon, where your doomed planet appears as a fragile blue-white pebble, you at last approach my space dreadnought. Even from this distance, you must be able to see the vastness of my dreadnought and feel the power that it emanates. The crackling bubble that surrounds it is its neutronic ray shield, impenetrable to all conventional weapons. And within that bubble, a dark edifice of neutronium hyper-alloy, bristling with ray gun batteries, from the observation cupola in its nose to the hyperspace engine in its tail. Behold the yawning maw of the main hangar bay, from which a thousand cyber-fighters and invasion shuttles can issue forth to conquer new worlds! Behold my command spire, from which I can oversee my armies and observe the fall of my enemies! Are you not impressed, human? How can you look at the sheer scale of my fortress and entertain any hope of victory?&#xA;&#xA;Early dev diary this month as I&#39;m going travelling tomorrow and don&#39;t know if I&#39;ll have time to do any writing until next month.!--more--&#xA;&#xA;I&#39;m continuing to fill in the structure and then the first draft text of chapters that were previously just placeholders. This month that&#39;s included the chapter where you approach the space dreadnought in your hero ship, and one where you can get into a firefight with battle-cyborgs after getting on board.&#xA;&#xA;Shooting from your hiding place, your expert speed and marksmanship allows you to take out three of my cyborgs before they can react... But now you have revealed your position! The battle-cyborgs take cover behind equipment crates and fuel tanks, and then open fire, saturating the hangar bay&#39;s atmosphere with deadly energy. Your cover protects you for the moment—but you are pinned down. How can you escape?&#xA;&#xA;I&#39;m finding I&#39;m tempted to think first of clever options like sneaking around or using a disguise, and I have to remind myself that going in guns blazing is also an option that some players will want to use!&#xA;&#xA;Hopefully I&#39;ll get a couple more chapters done by next month.&#xA;&#xA;Can our writer maintain his momentum and keep filling in these chapters? Find out in next month&#39;s developer diary.&#xA;&#xA;#FoolishEarthCreatures #DevDiary]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/OHklG6Bt.png" alt="Far out in the dark reaches of space, beyond the orbit of the Earth&#39;s moon, where your doomed planet appears as a fragile blue-white pebble, you at last approach my space dreadnought. Even from this distance, you must be able to see the vastness of my dreadnought and feel the power that it emanates. The crackling bubble that surrounds it is its neutronic ray shield, impenetrable to all conventional weapons. And within that bubble, a dark edifice of neutronium hyper-alloy, bristling with ray gun batteries, from the observation cupola in its nose to the hyperspace engine in its tail. Behold the yawning maw of the main hangar bay, from which a thousand cyber-fighters and invasion shuttles can issue forth to conquer new worlds! Behold my command spire, from which I can oversee my armies and observe the fall of my enemies! Are you not impressed, human? How can you look at the sheer scale of my fortress and entertain any hope of victory?"/></p>

<p>Early dev diary this month as I&#39;m going travelling tomorrow and don&#39;t know if I&#39;ll have time to do any writing until next month.</p>

<p>I&#39;m continuing to fill in the structure and then the first draft text of chapters that were previously just placeholders. This month that&#39;s included the chapter where you approach the space dreadnought in your hero ship, and one where you can get into a firefight with battle-cyborgs after getting on board.</p>

<p><img src="https://i.snap.as/e5rpZdec.png" alt="Shooting from your hiding place, your expert speed and marksmanship allows you to take out three of my cyborgs before they can react... But now you have revealed your position! The battle-cyborgs take cover behind equipment crates and fuel tanks, and then open fire, saturating the hangar bay&#39;s atmosphere with deadly energy. Your cover protects you for the moment—but you are pinned down. How can you escape?"/></p>

<p>I&#39;m finding I&#39;m tempted to think first of clever options like sneaking around or using a disguise, and I have to remind myself that going in guns blazing is also an option that some players will want to use!</p>

<p>Hopefully I&#39;ll get a couple more chapters done by next month.</p>

<p><em>Can our writer maintain his momentum and keep filling in these chapters? Find out in next month&#39;s developer diary.</em></p>

<p><a href="https://blog.spacegoblingames.com/tag:FoolishEarthCreatures" class="hashtag"><span>#</span><span class="p-category">FoolishEarthCreatures</span></a> <a href="https://blog.spacegoblingames.com/tag:DevDiary" class="hashtag"><span>#</span><span class="p-category">DevDiary</span></a></p>
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      <guid>https://blog.spacegoblingames.com/foolish-earth-creatures-july-2026</guid>
      <pubDate>Wed, 22 Jul 2026 23:06:00 +0000</pubDate>
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      <title>Seedship: Minor interface update</title>
      <link>https://blog.spacegoblingames.com/seedship-minor-interface-update?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[I&#39;ve launched small interface update to Seedship. It should be live on itch.io, the App Store and Google Play.!--more--&#xA;&#xA;1.4.0 patch notes:&#xA;&#xA;Changed layout code to hopefully fix the bug where the status bar could appear in the wrong place (I think this was only happening in the iOS app).&#xA;Layout now adapts to phone screens with inset cameras.&#xA;Moved the sharer page to spacegoblingames.com and revised it slightly. (But also left it up at the old URL so old links will still work.)&#xA;The new sharer page deals with invalid query strings by giving a custom message rather than ugly red errors all over the screen.&#xA;&#xA;Old saved games and high scores should carry over, but I can&#39;t guarantee it so sorry if they don&#39;t.&#xA;&#xA;I&#39;ve also removed the downloadable Windows and Mac apps from itch.io, but I&#39;ve replaced them with a downloadable version of the HTML file so you can download it and play it in your browser locally.&#xA;&#xA;Note on the philome.la version&#xA;&#xA;When I first released Seedship in 2017, it was on philome.la, a free hosting site for Twine games. Later on I moved it to its current home on itch.io, and also made the Android and iOS apps, but a lot of old links to Seedship you can find online still point to the philome.la version.&#xA;&#xA;philome.la was discontinued and became read-only in 2019, so that version of Seedship is still there, but I can no longer update it. This means it contains a few minor bugs that I&#39;ve since fixed in the current version.&#xA;&#xA;If you&#39;re playing Seedship online or sharing links to it, please play the version on itch.io! (https://spacegoblingames.itch.io/seedship) And in particular, if you find a bug in the philome.la version, please make sure you can reproduce it on the itch.io version, because there&#39;s a good chance it&#39;s been fixed.&#xA;&#xA;#Seedship #bugfix]]&gt;</description>
      <content:encoded><![CDATA[<p>I&#39;ve launched small interface update to <em>Seedship</em>. It should be live on <a href="https://spacegoblingames.itch.io/seedship">itch.io</a>, the <a href="https://apps.apple.com/us/app/seedship/id1340497640">App Store</a> and <a href="https://play.google.com/store/apps/details?id=com.johnayliff.seedship">Google Play</a>.</p>

<p>1.4.0 patch notes:</p>
<ul><li>Changed layout code to hopefully fix the bug where the status bar could appear in the wrong place (I think this was only happening in the iOS app).</li>
<li>Layout now adapts to phone screens with inset cameras.</li>
<li>Moved the sharer page to spacegoblingames.com and revised it slightly. (But also left it up at the old URL so old links will still work.)</li>
<li>The new sharer page deals with invalid query strings by giving a custom message rather than ugly red errors all over the screen.</li></ul>

<p>Old saved games and high scores should carry over, but I can&#39;t guarantee it so sorry if they don&#39;t.</p>

<p>I&#39;ve also removed the downloadable Windows and Mac apps from itch.io, but I&#39;ve replaced them with a downloadable version of the HTML file so you can download it and play it in your browser locally.</p>

<h2 id="note-on-the-philome-la-version">Note on the philome.la version</h2>

<p>When I first released <em>Seedship</em> in 2017, it was on philome.la, a free hosting site for Twine games. Later on I moved it to its current home on itch.io, and also made the Android and iOS apps, but a lot of old links to <em>Seedship</em> you can find online still point to the philome.la version.</p>

<p>philome.la was discontinued and became read-only in 2019, so that version of Seedship is still there, but I can no longer update it. This means it contains a few minor bugs that I&#39;ve since fixed in the current version.</p>

<p>If you&#39;re playing <em>Seedship</em> online or sharing links to it, please play the version on itch.io! (<a href="https://spacegoblingames.itch.io/seedship">https://spacegoblingames.itch.io/seedship</a>) And in particular, if you find a bug in the philome.la version, please make sure you can reproduce it on the itch.io version, because there&#39;s a good chance it&#39;s been fixed.</p>

<p><a href="https://blog.spacegoblingames.com/tag:Seedship" class="hashtag"><span>#</span><span class="p-category">Seedship</span></a> <a href="https://blog.spacegoblingames.com/tag:bugfix" class="hashtag"><span>#</span><span class="p-category">bugfix</span></a></p>
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      <guid>https://blog.spacegoblingames.com/seedship-minor-interface-update</guid>
      <pubDate>Tue, 07 Jul 2026 18:02:17 +0000</pubDate>
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      <title>Foolish Earth Creatures: June 2026 (Space Heroes I Have Known)</title>
      <link>https://blog.spacegoblingames.com/foolish-earth-creatures-june-2026-space-heroes-i-have-known?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[Once again I haven&#39;t had a huge amount of time to work on the game this month, and what I have done has been routine filling in of chapters so I don&#39;t have anything very interesting to share. But I&#39;m committed to doing a dev diary every month, so here&#39;s a companion piece to my post about space villains, this one about the space heroes who oppose them.!--more-- (These are once again in chronological order of first appearance.)&#xA;&#xA;Buck Rogers&#xA;&#xA;Post-apocalyptic hero&#xA;&#xA;img src=&#34;https://i.snap.as/x3iSAX9R.jpg&#34; style=&#34;float: right; width: 40%; margin-left: 0.5em&#34; alt=&#34;Buck Rogers as drawn by Frank Frazetta, 1953. Buck Rogers in a blue flight suit with a star on the chest defends a blonde woman (presumably Wilma Deering) from some kind of green aliens.&#34;First appearance: Syndicated newspaper strip, 1929.&#xA;&#xA;Buck Rogers is present-day pilot who gets Rip Van Winkle&#39;d into the 25th Century, where he finds a post-apocalyptic Earth where the last few civilised hidden cities wage war against barbaric enemies. Later stories have Buck venturing into exotic locations, including outer space.&#xA;&#xA;I found scans of the original Buck Rogers comics online and I tried to read them, but I reached the limit of what even I&#39;m prepared to do for space hero research. The art hasn&#39;t aged as well as Flash Gordon&#39;s, and they&#39;re also pretty racist. (Flash Gordon&#39;s villain was a Chinese-coded alien, but Buck Rogers was literally fighting evil Chinese people.)&#xA;&#xA;The 1939 movie serial is somewhat better, and replaces the evil Chinese people with &#34;super-racketeers&#34; of indeterminate race, led by a dictator called Killer Kane. Most of the plot involves Buck Rogers and Killer Kane&#39;s agents travelling to Saturn to secure the support of its inhabitants in their struggle.&#xA;&#xA;But of course the best-known version of Buck Rogers is the 1979-81 TV series, whose pilot episode replaces the &#34;super-racketeers&#34; with an encroaching space empire represented by Princess Ardala (Killer Kane is demoted to her sidekick). It&#39;s cheap-looking and the world-building barely makes sense, but it&#39;s a lot of fun, thanks mostly to the performances of Gil Gerard as Buck Rogers and Erin Gray as Wilma Deering.&#xA;&#xA;Frustratingly, Princess Ardala comes close to being an interesting villain--a spoiled space princess trying to conquer a planet because Daddy has give it to her to play with, whose interactions with the hero give her the beginnings of a moral awakening--but the series doesn&#39;t give her enough screen time, and focuses so much on her being in love with Buck Rogers that she doesn&#39;t feel like a fully realised character in her own right. There&#39;s one nice scene in which she stares silently into a mirror and you can see her torn between her future as Evil Space Empress and her potentially redeeming love for Buck...but it&#39;s not enough.&#xA;&#xA;Flash Gordon&#xA;&#xA;The last great planetary romance&#xA;&#xA;img src=&#34;https://i.snap.as/K9IdawD6.webp&#34; style=&#34;float: right; width: 40%; margin-left: 0.5em&#34; alt=&#34;Flash Gordon and Ming the Merciless as drawn by Alex Raymond&#34;First appearance: Syndicated newspaper strip, 1934.&#xA;&#xA;The Buck Rogers newspaper strip inspired various imitators, the most successful of which was Alex Raymond&#39;s Flash Gordon. The premise is similar: a person from the real world gets transported into a fantastic science fiction setting, in Flash&#39;s case via rocket ship rather than a time skip.&#xA;&#xA;Flash Gordon is perhaps the last great example of the &#34;planetary romance&#34; genre, in which someone is transported to an exotic alien planet and has swashbuckling science fantasy adventures. Most of his adventures are confined to the medieval-with-rocket-ships planet Mongo, and Flash is as likely to fight monsters with a sword as with a ray gun.&#xA;&#xA;The three movie serials (1936, 1938, 1940) adapt the comics fairly closely, and the 1980 movie is a lovely modernised pastiche of the 1930s serials&#39; aesthetic. The current ongoing daily/Sunday strip by Dan Schkade is a great modern follow-up to the original comics.&#xA;&#xA;The Lensmen&#xA;&#xA;Space heroes as an institution&#xA;&#xA;img src=&#34;https://i.snap.as/ek5gAmZX.jpg&#34; style=&#34;float: right; width: 40%; margin-left: 0.5em&#34; alt=&#34;Cover of Astounding Stories, October 1939, showing a muscular white man in shiny space jodphurs.&#34;First appearance: Astounding Stories, 1937&#xA;&#xA;Heroic adventure stories, in space or not, generally feature a superhumanly competent and morally upstanding individual hero. But what if the superiority of this individual wasn&#39;t just a literary conceit, but was recognised in-universe? Turns out it gets kind of fascist.&#xA;&#xA;Beginning with Galactic Patrol (serialised 1937-8, published as a novel in 1950), E. E. &#39;Doc&#39; Smith&#39;s Lensman series is based on the idea that some individuals are simply so brilliant and morally upstanding that they should be entrusted with psychic powers, fantastic weaponry, and nearly unlimited authority in deploying these things against organised space crime. And deploy them they do, not hesitating to use ridiculously over-the-top lethal force against space pirates, drug smugglers, and other villains.&#xA;&#xA;But it turns out that all the space criminals are (sometimes unknowing) underlings of the utterly evil alien Eddorians, who may in fact be responsible for basically all bad stuff in the universe. (Could social problems ever be a cause of crime? No, it must be the influence of evil outsiders.) Opposing the Eddorians are the Arisians, benevolent aliens of incredible psychic power, who have been subtly influencing life throughout the galaxy to selectively breed the upstanding individuals who make up the Lensmen.&#xA;&#xA;Anyway, our main hero, Kimball Kinnison, teams up with Lensmen from various weird alien species to defeat a series of evil organisations, each of which turns out to be a front for an even bigger, eviller organisation, until eventually they&#39;re in a galaxies-spanning war against the Eddorians themselves!&#xA;&#xA;Setting aside the problematic moral assumptions, the books are a lot of fun. The ridiculously over-the-top pulp prose style, in particular, is something I&#39;m trying to emulate in Foolish Earth Creatures. I mean look at this nonsense:&#xA;&#xA;He thrust out tractor beams of his own, and from the already white-hot refractory throats of his projectors there raved out horribly potent beams of annihilation; beams of dreadful power which tore madly at the straining defensive screens of the Patrol ship. Screens flared vividly, radiating all the colours of the spectrum. Space itself seemed a rainbow gone mad, for there were being exerted there forces of a magnitude to stagger the imagination; forces to be yielded only by the atomic might from which they sprang; forces whose neutralization set up visible strains in the very fabric of the ether itself.&#xA;&#xA;If you&#39;re thinking the Lensmen sound a lot like the Jedi, or that the breeding program to produce a psychic superman sounds like what&#39;s happening in Dune, or that the cosmic war between good and evil aliens sounds like what Babylon 5 was deconstructing, you&#39;d be correct. The Lensman series casts a long shadow over the entire space opera genre.&#xA;&#xA;Dan Dare&#xA;&#xA;Post-war British space hero&#xA;&#xA;img src=&#34;https://i.snap.as/lpwzJ9bh.jpg&#34; style=&#34;float: right; width: 40%; margin-left: 0.5em&#34; alt=&#34;Dan Dare as drawn by Frank Hampson&#34;First appearance: Eagle, 1950.&#xA;&#xA;The post-war British answer to Flash Gordon and Buck Rogers, Dan Dare had adventures on exotic planets not because he was transported there accidentally, but because he&#39;s a space pilot so it&#39;s kind of his job. The planetary romance genre that was still visible in Flash Gordon has almost entirely vanished, and Dare&#39;s adventures are closer to straightforward science fiction, with technology that at least makes an effort at seeming plausible. Dan Dare almost never uses a sword.&#xA;&#xA;Dan Dare is the most self-consciously moral of these stories, and its sense of morality is very different from that of the Lensman books, with an emphasis on not using violence unless absolutely necessary, and doing the right thing even though it&#39;s difficult. Kim Kinnison occasionally takes an enemy prisoner rather than killing them because it&#39;s a good strategic move, but Dan Dare will do it because it&#39;s the right thing to do.&#xA;&#xA;Jeff Hawke&#xA;&#xA;Space hero as diplomat&#xA;&#xA;Jeff Hawke as drawn by Sydney Jordan. Jeff and his sidekick Laura, both in bulky spacesuits, try to keep the peace between a dog-headed humanoid, a humanoid in a bulky metal suit, and a floating eyeball with tentacles.&#xA;&#xA;First appearance: Daily Express, 1954.&#xA;&#xA;The success of Dan Dare triggered a wave of space hero characters in British comics, perhaps the most interesting of which is Jeff Hawke. He started out as a by-the-numbers Flash Gordon/Dan Dare knock-off, but gradually developed into more of a diplomat than an action hero, and starred in complicated, humourous, and sometimes satirical adventures involving some delightfully weird aliens. In fact a lot of the time Hawke&#39;s main role is to be the &#34;straight man&#34; to the weird bickering aliens who are the real stars.&#xA;&#xA;The world of Jeff Hawke has Earth as newcomers in a galactic society of weird alien races. Several stories focus on the space police, but unlike the Lensmen they&#39;re bumbling, bureaucratic, and often incompetent. &#xA;&#xA;One Jeff Hawke story does that joke (later done by The Hitchhikers&#39; Guide to the Galaxy) where we see alien invaders approaching Earth but when they arrive they turn out to be tiny. But whereas Hitchhikers uses that as the punchline, the Jeff Hawke story keeps going for several more weeks as the tiny aliens continue their increasingly absurd plan to conquer the planet with their tiny ray guns.&#xA;&#xA;Luke Skywalker&#xA;&#xA;The Space Hero&#39;s Journey&#xA;&#xA;img src=&#34;https://i.snap.as/YdFIptXI.jpeg&#34; style=&#34;float: right; width: 40%; margin-left: 0.5em&#34; alt=&#34;Luke Skywalker (Mark Hamill) activates his father&#39;s lightsaber in Star Wars. &#34;First appearance: Star Wars, 1977.&#xA;&#xA;The above examples are all from onging comic or book series that don&#39;t allow their heroes much room for character development. Flash Gordon and Buck Rogers get transported to their fantastic worlds, and Kim Kinnison starts by graduating from Lensman School, but pretty quickly they&#39;re doing space hero things and they don&#39;t change much as people after that.&#xA;&#xA;George Lucas was inspired by these stories when he created Star Wars, but he took that kind of character and gave them a coming-of-age story that fairly closely follows the mythic structure of Joseph Campbell&#39;s Hero&#39;s Journey.&#xA;&#xA;(The universality of the Hero&#39;s Journey is sometimes exaggerated, and there&#39;s debate about how useful a tool it is both for writing and story analysis--but if it&#39;s applicable to anything, it&#39;s Star Wars.)&#xA;&#xA;The mythic properties of the story structure are accompanied by mystical elements of world-building. The Jedi have psychic powers not that different from those of the Lensmen, but whereas the Lensmen treat them scientifically, for the Jedi they&#39;re a mystical or religious art. The story&#39;s morality, similarly, is not just a struggle against worldly evil as represented by the Empire, but a supernatural battle between good and evil as represented by the two sides of the Force.&#xA;&#xA;There are more characters I could mention but I think I&#39;ve spent enough time on this. Hopefully I&#39;ll be able to work on the game some more in July and will have something more to write in the next diary.&#xA;&#xA;How will you, the player measure up to these heroes of 20th century science fiction? Don&#39;t miss July&#39;s developer diary!&#xA;&#xA;#FoolishEarthCreatures #DevDiary #BuckRogers #FlashGordon #Lensman #DanDare #JeffHawke #StarWars&#xA;]]&gt;</description>
      <content:encoded><![CDATA[<p>Once again I haven&#39;t had a huge amount of time to work on the game this month, and what I have done has been routine filling in of chapters so I don&#39;t have anything very interesting to share. But I&#39;m committed to doing a dev diary every month, so here&#39;s a companion piece to my post about space villains, this one about the space heroes who oppose them. (These are once again in chronological order of first appearance.)</p>

<h2 id="buck-rogers">Buck Rogers</h2>

<p><em>Post-apocalyptic hero</em></p>

<p><img src="https://i.snap.as/x3iSAX9R.jpg" style="float: right; width: 40%; margin-left: 0.5em" alt="Buck Rogers as drawn by Frank Frazetta, 1953. Buck Rogers in a blue flight suit with a star on the chest defends a blonde woman (presumably Wilma Deering) from some kind of green aliens.">First appearance: Syndicated newspaper strip, 1929.</p>

<p>Buck Rogers is present-day pilot who gets Rip Van Winkle&#39;d into the 25th Century, where he finds a post-apocalyptic Earth where the last few civilised hidden cities wage war against barbaric enemies. Later stories have Buck venturing into exotic locations, including outer space.</p>

<p>I found scans of the original Buck Rogers comics online and I tried to read them, but I reached the limit of what even I&#39;m prepared to do for space hero research. The art hasn&#39;t aged as well as <em>Flash Gordon</em>&#39;s, and they&#39;re also pretty racist. (Flash Gordon&#39;s villain was a Chinese-coded alien, but Buck Rogers was literally fighting evil Chinese people.)</p>

<p>The 1939 movie serial is somewhat better, and replaces the evil Chinese people with “super-racketeers” of indeterminate race, led by a dictator called Killer Kane. Most of the plot involves Buck Rogers and Killer Kane&#39;s agents travelling to Saturn to secure the support of its inhabitants in their struggle.</p>

<p>But of course the best-known version of Buck Rogers is the 1979-81 TV series, whose pilot episode replaces the “super-racketeers” with an encroaching space empire represented by Princess Ardala (Killer Kane is demoted to her sidekick). It&#39;s cheap-looking and the world-building barely makes sense, but it&#39;s a lot of fun, thanks mostly to the performances of Gil Gerard as Buck Rogers and Erin Gray as Wilma Deering.</p>

<p>Frustratingly, Princess Ardala comes close to being an interesting villain—a spoiled space princess trying to conquer a planet because Daddy has give it to her to play with, whose interactions with the hero give her the beginnings of a moral awakening—but the series doesn&#39;t give her enough screen time, and focuses so much on her being in love with Buck Rogers that she doesn&#39;t feel like a fully realised character in her own right. There&#39;s one nice scene in which she stares silently into a mirror and you can see her torn between her future as Evil Space Empress and her potentially redeeming love for Buck...but it&#39;s not enough.</p>

<h2 id="flash-gordon">Flash Gordon</h2>

<p><em>The last great planetary romance</em></p>

<p><img src="https://i.snap.as/K9IdawD6.webp" style="float: right; width: 40%; margin-left: 0.5em" alt="Flash Gordon and Ming the Merciless as drawn by Alex Raymond">First appearance: Syndicated newspaper strip, 1934.</p>

<p>The <em>Buck Rogers</em> newspaper strip inspired various imitators, the most successful of which was Alex Raymond&#39;s <em>Flash Gordon</em>. The premise is similar: a person from the real world gets transported into a fantastic science fiction setting, in Flash&#39;s case via rocket ship rather than a time skip.</p>

<p><em>Flash Gordon</em> is perhaps the last great example of the “planetary romance” genre, in which someone is transported to an exotic alien planet and has swashbuckling science fantasy adventures. Most of his adventures are confined to the medieval-with-rocket-ships planet Mongo, and Flash is as likely to fight monsters with a sword as with a ray gun.</p>

<p>The three movie serials (1936, 1938, 1940) adapt the comics fairly closely, and the 1980 movie is a lovely modernised pastiche of the 1930s serials&#39; aesthetic. The current ongoing daily/Sunday strip by Dan Schkade is a great modern follow-up to the original comics.</p>

<h2 id="the-lensmen">The Lensmen</h2>

<p><em>Space heroes as an institution</em></p>

<p><img src="https://i.snap.as/ek5gAmZX.jpg" style="float: right; width: 40%; margin-left: 0.5em" alt="Cover of Astounding Stories, October 1939, showing a muscular white man in shiny space jodphurs.">First appearance: <em>Astounding Stories</em>, 1937</p>

<p>Heroic adventure stories, in space or not, generally feature a superhumanly competent and morally upstanding individual hero. But what if the superiority of this individual wasn&#39;t just a literary conceit, but was recognised in-universe? Turns out it gets <em>kind of fascist</em>.</p>

<p>Beginning with <em>Galactic Patrol</em> (serialised 1937-8, published as a novel in 1950), E. E. &#39;Doc&#39; Smith&#39;s <em>Lensman</em> series is based on the idea that some individuals are simply <em>so</em> brilliant and morally upstanding that they should be entrusted with psychic powers, fantastic weaponry, and nearly unlimited authority in deploying these things against organised space crime. And deploy them they do, not hesitating to use ridiculously over-the-top lethal force against space pirates, drug smugglers, and other villains.</p>

<p>But it turns out that all the space criminals are (sometimes unknowing) underlings of the utterly evil alien Eddorians, who may in fact be responsible for basically all bad stuff in the universe. (Could social problems ever be a cause of crime? No, it must be the influence of evil outsiders.) Opposing the Eddorians are the Arisians, benevolent aliens of incredible psychic power, who have been subtly influencing life throughout the galaxy to selectively breed the upstanding individuals who make up the Lensmen.</p>

<p>Anyway, our main hero, Kimball Kinnison, teams up with Lensmen from various weird alien species to defeat a series of evil organisations, each of which turns out to be a front for an even bigger, eviller organisation, until eventually they&#39;re in a galaxies-spanning war against the Eddorians themselves!</p>

<p>Setting aside the problematic moral assumptions, the books are a lot of fun. The ridiculously over-the-top pulp prose style, in particular, is something I&#39;m trying to emulate in <em>Foolish Earth Creatures</em>. I mean look at this nonsense:</p>

<p><img src="https://i.snap.as/5OiHyf2R.png" alt="He thrust out tractor beams of his own, and from the already white-hot refractory throats of his projectors there raved out horribly potent beams of annihilation; beams of dreadful power which tore madly at the straining defensive screens of the Patrol ship. Screens flared vividly, radiating all the colours of the spectrum. Space itself seemed a rainbow gone mad, for there were being exerted there forces of a magnitude to stagger the imagination; forces to be yielded only by the atomic might from which they sprang; forces whose neutralization set up visible strains in the very fabric of the ether itself."/></p>

<p>If you&#39;re thinking the Lensmen sound a lot like the Jedi, or that the breeding program to produce a psychic superman sounds like what&#39;s happening in <em>Dune</em>, or that the cosmic war between good and evil aliens sounds like what <em>Babylon 5</em> was deconstructing, you&#39;d be correct. The <em>Lensman</em> series casts a long shadow over the entire space opera genre.</p>

<h2 id="dan-dare">Dan Dare</h2>

<p><em>Post-war British space hero</em></p>

<p><img src="https://i.snap.as/lpwzJ9bh.jpg" style="float: right; width: 40%; margin-left: 0.5em" alt="Dan Dare as drawn by Frank Hampson">First appearance: <em>Eagle</em>, 1950.</p>

<p>The post-war British answer to <em>Flash Gordon</em> and <em>Buck Rogers</em>, Dan Dare had adventures on exotic planets not because he was transported there accidentally, but because he&#39;s a space pilot so it&#39;s kind of his job. The planetary romance genre that was still visible in <em>Flash Gordon</em> has almost entirely vanished, and Dare&#39;s adventures are closer to straightforward science fiction, with technology that at least makes an effort at seeming plausible. Dan Dare almost never uses a sword.</p>

<p><em>Dan Dare</em> is the most self-consciously moral of these stories, and its sense of morality is very different from that of the <em>Lensman</em> books, with an emphasis on not using violence unless absolutely necessary, and doing the right thing even though it&#39;s difficult. Kim Kinnison occasionally takes an enemy prisoner rather than killing them because it&#39;s a good strategic move, but Dan Dare will do it because it&#39;s the right thing to do.</p>

<h2 id="jeff-hawke">Jeff Hawke</h2>

<p><em>Space hero as diplomat</em></p>

<p><img src="https://i.snap.as/2bGm9hx9.webp" alt="Jeff Hawke as drawn by Sydney Jordan. Jeff and his sidekick Laura, both in bulky spacesuits, try to keep the peace between a dog-headed humanoid, a humanoid in a bulky metal suit, and a floating eyeball with tentacles."/></p>

<p>First appearance: <em>Daily Express</em>, 1954.</p>

<p>The success of <em>Dan Dare</em> triggered a wave of space hero characters in British comics, perhaps the most interesting of which is <em>Jeff Hawke</em>. He started out as a by-the-numbers Flash Gordon/Dan Dare knock-off, but gradually developed into more of a diplomat than an action hero, and starred in complicated, humourous, and sometimes satirical adventures involving some delightfully weird aliens. In fact a lot of the time Hawke&#39;s main role is to be the “straight man” to the weird bickering aliens who are the real stars.</p>

<p>The world of Jeff Hawke has Earth as newcomers in a galactic society of weird alien races. Several stories focus on the space police, but unlike the Lensmen they&#39;re bumbling, bureaucratic, and often incompetent.</p>

<p>One Jeff Hawke story does that joke (later done by <em>The Hitchhikers&#39; Guide to the Galaxy</em>) where we see alien invaders approaching Earth but when they arrive they turn out to be tiny. But whereas <em>Hitchhikers</em> uses that as the punchline, the Jeff Hawke story keeps going for several more weeks as the tiny aliens continue their increasingly absurd plan to conquer the planet with their tiny ray guns.</p>

<h2 id="luke-skywalker">Luke Skywalker</h2>

<p><em>The Space Hero&#39;s Journey</em></p>

<p><img src="https://i.snap.as/YdFIptXI.jpeg" style="float: right; width: 40%; margin-left: 0.5em" alt="Luke Skywalker (Mark Hamill) activates his father&#39;s lightsaber in Star Wars. ">First appearance: <em>Star Wars</em>, 1977.</p>

<p>The above examples are all from onging comic or book series that don&#39;t allow their heroes much room for character development. Flash Gordon and Buck Rogers get transported to their fantastic worlds, and Kim Kinnison starts by graduating from Lensman School, but pretty quickly they&#39;re doing space hero things and they don&#39;t change much as people after that.</p>

<p>George Lucas was inspired by these stories when he created <em>Star Wars</em>, but he took that kind of character and gave them a coming-of-age story that fairly closely follows the mythic structure of Joseph Campbell&#39;s Hero&#39;s Journey.</p>

<p>(The universality of the Hero&#39;s Journey is sometimes exaggerated, and there&#39;s debate about how useful a tool it is both for writing and story analysis—but if it&#39;s applicable to anything, it&#39;s <em>Star Wars</em>.)</p>

<p>The mythic properties of the story structure are accompanied by mystical elements of world-building. The Jedi have psychic powers not that different from those of the Lensmen, but whereas the Lensmen treat them scientifically, for the Jedi they&#39;re a mystical or religious art. The story&#39;s morality, similarly, is not just a struggle against worldly evil as represented by the Empire, but a supernatural battle between good and evil as represented by the two sides of the Force.</p>

<p>*</p>

<p>There are more characters I could mention but I think I&#39;ve spent enough time on this. Hopefully I&#39;ll be able to work on the game some more in July and will have something more to write in the next diary.</p>

<p><em>How will <strong>you, the player</strong> measure up to these heroes of 20th century science fiction? Don&#39;t miss July&#39;s developer diary!</em></p>

<p><a href="https://blog.spacegoblingames.com/tag:FoolishEarthCreatures" class="hashtag"><span>#</span><span class="p-category">FoolishEarthCreatures</span></a> <a href="https://blog.spacegoblingames.com/tag:DevDiary" class="hashtag"><span>#</span><span class="p-category">DevDiary</span></a> <a href="https://blog.spacegoblingames.com/tag:BuckRogers" class="hashtag"><span>#</span><span class="p-category">BuckRogers</span></a> <a href="https://blog.spacegoblingames.com/tag:FlashGordon" class="hashtag"><span>#</span><span class="p-category">FlashGordon</span></a> <a href="https://blog.spacegoblingames.com/tag:Lensman" class="hashtag"><span>#</span><span class="p-category">Lensman</span></a> <a href="https://blog.spacegoblingames.com/tag:DanDare" class="hashtag"><span>#</span><span class="p-category">DanDare</span></a> <a href="https://blog.spacegoblingames.com/tag:JeffHawke" class="hashtag"><span>#</span><span class="p-category">JeffHawke</span></a> <a href="https://blog.spacegoblingames.com/tag:StarWars" class="hashtag"><span>#</span><span class="p-category">StarWars</span></a></p>
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      <guid>https://blog.spacegoblingames.com/foolish-earth-creatures-june-2026-space-heroes-i-have-known</guid>
      <pubDate>Tue, 30 Jun 2026 22:54:21 +0000</pubDate>
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      <title>Beyond the Chiron Gate: Light Mode</title>
      <link>https://blog.spacegoblingames.com/beyond-the-chiron-gate-light-mode?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[I&#39;ve just launched an update to Beyond the Chiron Gate that adds a dark-on-light colour scheme.!--more--&#xA;&#xA;Screenshot of Beyond the Chiron Gate system view in light mode, with black text on a white background and light blue links.&#xA;&#xA;Apologies to anyone who had trouble with the default colour scheme and has had to wait this long for a more accessible option. My future games will have alternative colour schemes built in from the start (I&#39;ve already got light mode working for Foolish Earth Creatures).&#xA;&#xA;No other changes.&#xA;&#xA;BeyondTheChironGate&#xA;]]&gt;</description>
      <content:encoded><![CDATA[<p>I&#39;ve just launched an update to <em>Beyond the Chiron Gate</em> that adds a dark-on-light colour scheme.</p>

<p><img src="https://i.snap.as/yqJn2Yo4.png" alt="Screenshot of Beyond the Chiron Gate system view in light mode, with black text on a white background and light blue links."/></p>

<p>Apologies to anyone who had trouble with the default colour scheme and has had to wait this long for a more accessible option. My future games will have alternative colour schemes built in from the start (I&#39;ve already got light mode working for <em>Foolish Earth Creatures</em>).</p>

<p>No other changes.</p>

<p><a href="https://blog.spacegoblingames.com/tag:BeyondTheChironGate" class="hashtag"><span>#</span><span class="p-category">BeyondTheChironGate</span></a></p>
]]></content:encoded>
      <guid>https://blog.spacegoblingames.com/beyond-the-chiron-gate-light-mode</guid>
      <pubDate>Tue, 16 Jun 2026 18:07:23 +0000</pubDate>
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      <title>Foolish Earth Creatures: May 2026</title>
      <link>https://blog.spacegoblingames.com/foolish-earth-creatures-may-2026?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[![Your engineers work around the clock in your Space Force HQ&#39;s engineering lab, while outside the frightened population wonders what new doom I will unleash upon them.&#xA;At last they unveil their creation: a sleek silver spaceplane, a miracle of compact, efficient power. Its engine combines all your top scientists&#39; experimental propulsion ideas, while its body is optimised for rapid manoeuvres both in atmosphere and in a vacuum. Beneath its graceful wings are twin laser cannon similar to those of the interceptor you piloted in our first encounter. Its cockpit is engineered specifically for you, with controls so perfectly calibrated that the ship will seem almost a part of your own body.&#xA;I will grant you this, human—when you need to, your species can create some truly impressive pieces of technology. The ship your engineers have created is almost worthy of a place in my space fleet!&#xA;A ship this impressive deserves a name. What will you call it?](https://i.snap.as/464rQbba.png)&#xA;Where would a space hero be without their trusty spaceship? On the ground, that&#39;s where.!--more--&#xA;&#xA;Once again I haven&#39;t had a huge amount of time and energy to write this month, but I&#39;ve made a bit of progress filling in the text of the remaining chapters. These include a bit where you get your own hero spaceship, and of course choose a name for it!&#xA;&#xA;There are four kinds of spaceship to choose from:&#xA;&#xA;![Your planet&#39;s leading aerospace engineers are already gathered in your Space Force HQ. What kind of ship will you direct them to make for you?&#xA;I need something small, fast, and manoeuvrable.&#xA;It should be heavily armoured and loaded with powerful weapons.&#xA;I want something invisible to Vorak&#39;s scanners.&#xA;It needs to be large enough to carry a full squad of elite space marines.](https://i.snap.as/1FiB8QWK.png)&#xA;&#xA;There are only a few chapters left on my outline that I haven&#39;t written at least a first draft of, and I&#39;m hoping to make more progress next month.&#xA;&#xA;Will a hero spaceship be the edge the developer needs to finish his game? Learn more in next month&#39;s dev diary!&#xA;&#xA;#FoolishEarthCreatures #DevDiary&#xA;]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/464rQbba.png" alt="Your engineers work around the clock in your Space Force HQ&#39;s engineering lab, while outside the frightened population wonders what new doom I will unleash upon them.
At last they unveil their creation: a sleek silver spaceplane, a miracle of compact, efficient power. Its engine combines all your top scientists&#39; experimental propulsion ideas, while its body is optimised for rapid manoeuvres both in atmosphere and in a vacuum. Beneath its graceful wings are twin laser cannon similar to those of the interceptor you piloted in our first encounter. Its cockpit is engineered specifically for you, with controls so perfectly calibrated that the ship will seem almost a part of your own body.
I will grant you this, human—when you need to, your species can create some truly impressive pieces of technology. The ship your engineers have created is almost worthy of a place in my space fleet!
A ship this impressive deserves a name. What will you call it?"/>
Where would a space hero be without their trusty spaceship? On the ground, that&#39;s where.</p>

<p>Once again I haven&#39;t had a huge amount of time and energy to write this month, but I&#39;ve made a bit of progress filling in the text of the remaining chapters. These include a bit where you get your own hero spaceship, and of course choose a name for it!</p>

<p>There are four kinds of spaceship to choose from:</p>

<p><img src="https://i.snap.as/1FiB8QWK.png" alt="Your planet&#39;s leading aerospace engineers are already gathered in your Space Force HQ. What kind of ship will you direct them to make for you?
I need something small, fast, and manoeuvrable.
It should be heavily armoured and loaded with powerful weapons.
I want something invisible to Vorak&#39;s scanners.
It needs to be large enough to carry a full squad of elite space marines."/></p>

<p>There are only a few chapters left on my outline that I haven&#39;t written at least a first draft of, and I&#39;m hoping to make more progress next month.</p>

<p><em>Will a <strong>hero spaceship</strong> be the edge the developer needs to finish his game? Learn more in next month&#39;s dev diary!</em></p>

<p><a href="https://blog.spacegoblingames.com/tag:FoolishEarthCreatures" class="hashtag"><span>#</span><span class="p-category">FoolishEarthCreatures</span></a> <a href="https://blog.spacegoblingames.com/tag:DevDiary" class="hashtag"><span>#</span><span class="p-category">DevDiary</span></a></p>
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      <guid>https://blog.spacegoblingames.com/foolish-earth-creatures-may-2026</guid>
      <pubDate>Fri, 29 May 2026 22:49:26 +0000</pubDate>
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      <title>Foolish Earth Creatures: April 2026 (Space Villains I Have Known)</title>
      <link>https://blog.spacegoblingames.com/foolish-earth-creatures-april-2026-space-villains-i-have-known?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[This month I&#39;ve revised the overall structure of the game and come up with something I&#39;m happy with, but I haven&#39;t had a lot of time to work it so I haven&#39;t getten back to the writing yet. But the project was actually in a good place for me to step back and let it &#34;lie fallow&#34; for a little while, so taking a break at this point will hopefully help me overall.&#xA;&#xA;But that means I don&#39;t have anything to show in this diary, so instead here is a fluffy listicle of some of my favourite space villains who inspired the game, and my personal crazy fan theories about each of them.!--more-- (These are in chronological order of first appearance.)&#xA;&#xA;Ming the Merciless&#xA;&#xA;img src=&#34;https://i.snap.as/K9IdawD6.webp&#34; style=&#34;float: left; width: 40%; margin-right: 0.5em&#34; alt=&#34;Flash Gordon and Ming the Merciless as drawn by Alex Raymond&#34;First appearance: Flash Gordon Sunday newspaper strip, 1934.&#xA;&#xA;Ming is a cruel and scheming politician who gained usurped the rightful emperor of Mongo and who now rules the planet with an iron fist.&#xA;&#xA;Ming started out as a &#34;yellow peril&#34; stereotype with his fu manchu mustache and orientalist palaces, but this aspect of his character was downplayed almost immediately. As Alex Raymond&#39;s art style evolved, Ming&#39;s skin changed from bright yellow to a more natural colour, and as the strip moved into the late 30s Ming and his minions looked and acted less like orientalist fantasy villains and more like real-life Nazis.&#xA;&#xA;(When Raymond eventually left the Flash Gordon strip in 1944 it was to enlist in the U.S. Marines, which he insisted on doing despite having already done enough military service to be exempt from the draft.)&#xA;&#xA;Interestingly, the idea of Ming wanting to conquer the Earth is actually not in the original comics, but first appears in the 1936 movie serial. Ming&#39;s goals in the early comics are to forcibly marry Dale Arden and to retain control of his empire in the face of rebellious vassals and a population that hates him. Later versions of Flash Gordon have given Ming more far-reaching ambitions, and have tended to downplay his orientalist origins even further by e.g. making him a grey-skinned alien.&#xA;&#xA;My fan theory: Ming wants to marry Dale Arden not because he lusts after her (although he does), but because she exists outside the Mongothic social structure and thus solves a political problem. If he marries a noble it&#39;ll affect the balance of power between his vassals, and if he marries a commoner he&#39;ll lose everyone&#39;s respect, but Dale is from another planet, so he can present her as some kind of exotic alien princess. This is also why (in the original 1930s comic) he loses interest in Dale once Princess Aura has given him a grandson, instead shifting his focus to kidnapping the baby in order to raise him as his ideal heir.&#xA;&#xA;The Mekon&#xA;&#xA;img src=&#34;https://i.snap.as/NaxEQHKl.jpg&#34; style=&#34;float: left; width: 40%; margin-right: 0.5em&#34; alt=&#34;The Mekon drawn by Frank Hampson&#34;First appearance: Eagle comic, 1950.&#xA;&#xA;The first Dan Dare story introduces the Treens, reptilian aliens who have done away with emotions and devote themselves to remorseless scientific logic. Whereas Flash met Ming almost immediately, it is several months before Dan meets the Mekon, a diminutive creature with a swollen head and atrophied body, whom the Treens had specifically engineered to be their super-intelligent ruler.&#xA;&#xA;Unlike Ming and his quarrelling vassals, the Mekon has absolute authority over his Treens--at least until the end of the first story, when he is deposed and flees into space. After that he pops up in roughly every second story, with a small band of fanatically loyal Treens and a new plan to conquer the Earth.&#xA;&#xA;(Once the Mekon is removed, most of the Treens seem content to return to their ordered, scientific lives and live in peace with Earth people. I like to imagine Treen science lab directors being quietly relieved to be able to focus on their obscure research areas now that this disruptive business of conquering the universe is out of the way.)&#xA;&#xA;The Mekon remains mostly unchanged across all the later versions of Dan Dare, although the 2007 Garth Ennis/Gary Erskine version does redesign his flying chair to finally give it a back rest. Possibly if his chair had been more ergonomically designed from the start, he wouldn&#39;t have been so unpleasant.&#xA;&#xA;My fan theory: We know that the Mekon is the last in a long line of similar Mekons, so why does this Mekon have designs on conquering the universe when previous ones seemed content to keep Treen society running? Perhaps this Mekon is defective somehow, dominated by unusually powerful emotions that he can&#39;t admit to himself and doesn&#39;t have the ability to process. Perhaps a &#34;normal&#34; Mekon would look at him in disgust...and perhaps, deep down, he knows that...&#xA;&#xA;Davros&#xA;&#xA;img src=&#34;https://i.snap.as/mv8fintf.png&#34; style=&#34;float: left; width: 40%; margin-right: 0.5em&#34; alt=&#34;Davros as portrayed by Michael Wisher&#34;First appearance: Doctor Who, &#34;Genesis of the Daleks&#34;, 1975.&#xA;&#xA;Doctor Who has lots of great villains, but the one that&#39;s most relevant to this list is Davros, creator of the Daleks.&#xA;&#xA;Like the Mekon (who partially inspired him), Davros is super-intelligent but physically frail, and is confined to a mobile life support unit. That life support module was also the design basis of the Daleks, whom he intended to be the ultimate life-form according to his genocidal ideology--so he resembles an intermediate step between Daleks and ordinary humanoids.&#xA;&#xA;Davros is an unusual villain in that he&#39;s super-intelligent but still treats the hero as an intellectual equal, or at least close enough to one to engage them in philosophical conversations. (Ming and the Mekon might monologue at their respective heroes, but there&#39;s never a chance that they&#39;ll listen to what the hero says and change their mind.) &#34;Genesis of the Daleks&#34; is in part a sort of intellectual duel between the hero and villain, one in which the villain listens to what the hero says, is confronted with the philosophical ramifications of their plans, realises that they&#39;re utterly evil--and decides to do it anyway.&#xA;&#xA;My fan theory: Even when Davros is seemingly in charge of things, he only exists because the Daleks keep resurrecting him and keeping him alive--and they only do that because they need his non-Dalek intelligence to deal with some problem--which is usually the Doctor--so in a sense Davros only continues to exist because the Doctor does. (Actually I&#39;m not sure this is a fan theory, it might be canon, but I&#39;m not enough of a Doctor Who nerd to be sure.)&#xA;&#xA;The Borg Queen&#xA;&#xA;img src=&#34;https://i.snap.as/AIdj5fA2.jpg&#34; style=&#34;float: left; width: 40%; margin-right: 0.5em&#34; alt=&#34;The Borg Queen as portrayed by Alice Krige&#34;First appearance: Star Trek: First Contact, 1996.&#xA;&#xA;The Borg, like the Daleks, were introduced without an overall leader, and in fact their lack of individual identity seemed to make such a concept meaningless. The Star Trek story &#34;The Best of Both Worlds&#34; gave them a temporary spokesperson in the form of an assimilated Picard (who called himself &#34;Locutus of Borg&#34;), which implied that the Borg might do a similar thing when dealing with other species they wanted to assimilate. The fact that the Borg didn&#39;t have individuals in the normal sense was one of the things that made them alien and scary. They were a sort of twisted mirror image of the Federation, an interplanetary culture based not on diversity but on a complete negation of diversity.&#xA;&#xA;So the introduction of an individual ruler of the Borg, in the form of the Borg Queen, would seem to contradict one of the things that makes the Borg work--but she&#39;s such a great villain that I think they get away with it.&#xA;&#xA;Like the previous villains in this list, the Queen is intelligent and articulate, but unlike them hers is an alien intelligence because it&#39;s bent towards utterly inhuman goals. Conquering the universe and enslaving or exterminating everyone is evil, but it&#39;s understandable; assimilating everyone into a hive mind is a science fiction concept that requires an imaginative leap; and an individual intelligence devoted to a hive-mind goal is a further conceptual leap. And the visual design, with its seamless integration of flesh and technology, is great.&#xA;&#xA;My fan theory: The Borg Queen isn&#39;t an individual with a continuous identity, but something the Borg collective can sort of extrude when it needs an administrative or diplomatic focal point, whenever and wherever is required. So the question of whether the Borg Queen who dies at the end of First Contact is &#34;the same&#34; as the one who later appears in Voyager is meaningless.&#xA;&#xA;Bonus fan theory: Assimilated Picard is called &#34;Locutus of Borg&#34; because that&#39;s the kind of pretentious Latinate name the Borg would get from rummaging around in Picard&#39;s subconscious. If they&#39;d assimilated Riker he&#39;d have called himself something straightforward like &#34;Speaker for the Borg&#34;.&#xA;&#xA;OK that&#39;s all for now. I&#39;m hoping that next month I&#39;ll have time to make progress on the game so I&#39;ll be able to give you a normal developer diary at the end of May.&#xA;&#xA;Will Vorak, the Master Brain join this canon of space villains, or will our hero fail to make progress once again? Find out in next month&#39;s developer diary...&#xA;&#xA;#FoolishEarthCreatures #DevDiary #FlashGordon #DanDare #DoctorWho #StarTrek&#xA;]]&gt;</description>
      <content:encoded><![CDATA[<p>This month I&#39;ve revised the overall structure of the game and come up with something I&#39;m happy with, but I haven&#39;t had a lot of time to work it so I haven&#39;t getten back to the writing yet. But the project was actually in a good place for me to step back and let it “lie fallow” for a little while, so taking a break at this point will hopefully help me overall.</p>

<p>But that means I don&#39;t have anything to show in this diary, so instead here is a fluffy listicle of some of my favourite space villains who inspired the game, and my personal crazy fan theories about each of them. (These are in chronological order of first appearance.)</p>

<h2 id="ming-the-merciless">Ming the Merciless</h2>

<p><img src="https://i.snap.as/K9IdawD6.webp" style="float: left; width: 40%; margin-right: 0.5em" alt="Flash Gordon and Ming the Merciless as drawn by Alex Raymond">First appearance: <em>Flash Gordon</em> Sunday newspaper strip, 1934.</p>

<p>Ming is a cruel and scheming politician who gained usurped the rightful emperor of Mongo and who now rules the planet with an iron fist.</p>

<p>Ming started out as a “yellow peril” stereotype with his fu manchu mustache and orientalist palaces, but this aspect of his character was downplayed almost immediately. As Alex Raymond&#39;s art style evolved, Ming&#39;s skin changed from bright yellow to a more natural colour, and as the strip moved into the late 30s Ming and his minions looked and acted less like orientalist fantasy villains and more like real-life Nazis.</p>

<p>(When Raymond eventually left the Flash Gordon strip in 1944 it was to enlist in the U.S. Marines, which he insisted on doing despite having already done enough military service to be exempt from the draft.)</p>

<p>Interestingly, the idea of Ming wanting to <em>conquer the Earth</em> is actually not in the original comics, but first appears in the 1936 movie serial. Ming&#39;s goals in the early comics are to forcibly marry Dale Arden and to retain control of his empire in the face of rebellious vassals and a population that hates him. Later versions of Flash Gordon have given Ming more far-reaching ambitions, and have tended to downplay his orientalist origins even further by e.g. making him a grey-skinned alien.</p>

<p><em>My fan theory:</em> Ming wants to marry Dale Arden not because he lusts after her (although he does), but because she exists outside the Mongothic social structure and thus solves a political problem. If he marries a noble it&#39;ll affect the balance of power between his vassals, and if he marries a commoner he&#39;ll lose everyone&#39;s respect, but Dale is from another planet, so he can present her as some kind of exotic alien princess. This is also why (in the original 1930s comic) he loses interest in Dale once Princess Aura has given him a grandson, instead shifting his focus to kidnapping the baby in order to raise him as his ideal heir.</p>

<h2 id="the-mekon">The Mekon</h2>

<p><img src="https://i.snap.as/NaxEQHKl.jpg" style="float: left; width: 40%; margin-right: 0.5em" alt="The Mekon drawn by Frank Hampson">First appearance: <em>Eagle</em> comic, 1950.</p>

<p>The first <em>Dan Dare</em> story introduces the Treens, reptilian aliens who have done away with emotions and devote themselves to remorseless scientific logic. Whereas Flash met Ming almost immediately, it is several months before Dan meets the Mekon, a diminutive creature with a swollen head and atrophied body, whom the Treens had specifically engineered to be their super-intelligent ruler.</p>

<p>Unlike Ming and his quarrelling vassals, the Mekon has absolute authority over his Treens—at least until the end of the first story, when he is deposed and flees into space. After that he pops up in roughly every second story, with a small band of fanatically loyal Treens and a new plan to conquer the Earth.</p>

<p>(Once the Mekon is removed, most of the Treens seem content to return to their ordered, scientific lives and live in peace with Earth people. I like to imagine Treen science lab directors being quietly relieved to be able to focus on their obscure research areas now that this disruptive business of conquering the universe is out of the way.)</p>

<p>The Mekon remains mostly unchanged across all the later versions of Dan Dare, although the 2007 Garth Ennis/Gary Erskine version does redesign his flying chair to finally give it a back rest. Possibly if his chair had been more ergonomically designed from the start, he wouldn&#39;t have been so unpleasant.</p>

<p><em>My fan theory:</em> We know that the Mekon is the last in a long line of similar Mekons, so why does <em>this</em> Mekon have designs on conquering the universe when previous ones seemed content to keep Treen society running? Perhaps this Mekon is defective somehow, dominated by unusually powerful emotions that he can&#39;t admit to himself and doesn&#39;t have the ability to process. Perhaps a “normal” Mekon would look at him in disgust...and perhaps, deep down, he knows that...</p>

<h2 id="davros">Davros</h2>

<p><img src="https://i.snap.as/mv8fintf.png" style="float: left; width: 40%; margin-right: 0.5em" alt="Davros as portrayed by Michael Wisher">First appearance: <em>Doctor Who</em>, “Genesis of the Daleks”, 1975.</p>

<p><em>Doctor Who</em> has lots of great villains, but the one that&#39;s most relevant to this list is Davros, creator of the Daleks.</p>

<p>Like the Mekon (who partially inspired him), Davros is super-intelligent but physically frail, and is confined to a mobile life support unit. That life support module was also the design basis of the Daleks, whom he intended to be the ultimate life-form according to his genocidal ideology—so he resembles an intermediate step between Daleks and ordinary humanoids.</p>

<p>Davros is an unusual villain in that he&#39;s super-intelligent but still treats the hero as an intellectual equal, or at least close enough to one to engage them in philosophical conversations. (Ming and the Mekon might monologue at their respective heroes, but there&#39;s never a chance that they&#39;ll listen to what the hero says and change their mind.) “Genesis of the Daleks” is in part a sort of intellectual duel between the hero and villain, one in which the villain listens to what the hero says, is confronted with the philosophical ramifications of their plans, realises that they&#39;re utterly evil—and decides to do it anyway.</p>

<p><em>My fan theory:</em> Even when Davros is seemingly in charge of things, he only exists because the Daleks keep resurrecting him and keeping him alive—and they only do that because they need his non-Dalek intelligence to deal with some problem—which is usually the Doctor—so in a sense Davros only continues to exist because the Doctor does. (Actually I&#39;m not sure this is a fan theory, it might be canon, but I&#39;m not enough of a Doctor Who nerd to be sure.)</p>

<h2 id="the-borg-queen">The Borg Queen</h2>

<p><img src="https://i.snap.as/AIdj5fA2.jpg" style="float: left; width: 40%; margin-right: 0.5em" alt="The Borg Queen as portrayed by Alice Krige">First appearance: <em>Star Trek: First Contact</em>, 1996.</p>

<p>The Borg, like the Daleks, were introduced without an overall leader, and in fact their lack of individual identity seemed to make such a concept meaningless. The <em>Star Trek</em> story “The Best of Both Worlds” gave them a temporary spokesperson in the form of an assimilated Picard (who called himself “Locutus of Borg”), which implied that the Borg might do a similar thing when dealing with other species they wanted to assimilate. The fact that the Borg didn&#39;t have individuals in the normal sense was one of the things that made them alien and scary. They were a sort of twisted mirror image of the Federation, an interplanetary culture based not on diversity but on a complete negation of diversity.</p>

<p>So the introduction of an individual ruler of the Borg, in the form of the Borg Queen, would seem to contradict one of the things that makes the Borg work—but she&#39;s such a great villain that I think they get away with it.</p>

<p>Like the previous villains in this list, the Queen is intelligent and articulate, but unlike them hers is an alien intelligence because it&#39;s bent towards utterly inhuman goals. Conquering the universe and enslaving or exterminating everyone is evil, but it&#39;s understandable; assimilating everyone into a hive mind is a science fiction concept that requires an imaginative leap; and an individual intelligence devoted to a hive-mind goal is a further conceptual leap. And the visual design, with its seamless integration of flesh and technology, is great.</p>

<p><em>My fan theory:</em> The Borg Queen isn&#39;t an individual with a continuous identity, but something the Borg collective can sort of extrude when it needs an administrative or diplomatic focal point, whenever and wherever is required. So the question of whether the Borg Queen who dies at the end of <em>First Contact</em> is “the same” as the one who later appears in <em>Voyager</em> is meaningless.</p>

<p><em>Bonus fan theory:</em> Assimilated Picard is called “Locutus of Borg” because that&#39;s the kind of pretentious Latinate name the Borg would get from rummaging around in Picard&#39;s subconscious. If they&#39;d assimilated Riker he&#39;d have called himself something straightforward like “Speaker for the Borg”.</p>

<p>*</p>

<p>OK that&#39;s all for now. I&#39;m hoping that next month I&#39;ll have time to make progress on the game so I&#39;ll be able to give you a normal developer diary at the end of May.</p>

<p><em>Will <strong>Vorak, the Master Brain</strong> join this canon of space villains, or will our hero fail to make progress once again? Find out in next month&#39;s developer diary...</em></p>

<p><a href="https://blog.spacegoblingames.com/tag:FoolishEarthCreatures" class="hashtag"><span>#</span><span class="p-category">FoolishEarthCreatures</span></a> <a href="https://blog.spacegoblingames.com/tag:DevDiary" class="hashtag"><span>#</span><span class="p-category">DevDiary</span></a> <a href="https://blog.spacegoblingames.com/tag:FlashGordon" class="hashtag"><span>#</span><span class="p-category">FlashGordon</span></a> <a href="https://blog.spacegoblingames.com/tag:DanDare" class="hashtag"><span>#</span><span class="p-category">DanDare</span></a> <a href="https://blog.spacegoblingames.com/tag:DoctorWho" class="hashtag"><span>#</span><span class="p-category">DoctorWho</span></a> <a href="https://blog.spacegoblingames.com/tag:StarTrek" class="hashtag"><span>#</span><span class="p-category">StarTrek</span></a></p>
]]></content:encoded>
      <guid>https://blog.spacegoblingames.com/foolish-earth-creatures-april-2026-space-villains-i-have-known</guid>
      <pubDate>Fri, 01 May 2026 03:31:42 +0000</pubDate>
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      <title>Foolish Earth Creatures: March 2026</title>
      <link>https://blog.spacegoblingames.com/foolish-earth-creatures-march-2026?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[Enjoy your victory while you can, human. I, meanwhile, must watch impotently from my escape pod as you dismantle the wreckage of my dreadnought and repair the damage my forces did to your planet. Curse you, Ace Quasar. You win this time... ...But we will meet again!&#xA;Big milestone this month: the game now has one path where I can play all the way from start to finish without encountering any placeholder text.!--more--&#xA;&#xA;A complete playthrough took me about 45 minutes, but that was with me skim-reading the text and not taking any time to think about the decisions, so someone playing it &#34;for real&#34; would probably take an hour or more.&#xA;&#xA;After a long time with my head buried in individual chapters, this is the first time I&#39;ve been able to step back and see what a playthrough of the game as a whole is going to be like...and I think overall I&#39;m pretty happy with it! The gimmick of the whole thing being narrated by the villain works well, and the overall structure of the game is satisfying. There are lots of things wrong with it, but they&#39;re all things I can fix.&#xA;&#xA;In particular I think the game could be a bit longer, but I think the way to fix that is to make the individual chapters longer rather than add more chapters to an individual path. I also want to add more puzzle-type content, so the player has to think harder to come up with the correct solution. (As I mentioned in January&#39;s dev diary, my new way of handling failure means I can be less merciful.) But there will be multiple solutions to at least some of the puzzles, as I want to strike a balance between making you work out the correct solution and letting you roleplay your space hero.&#xA;&#xA;My plan now is to write the whole rest of the game to the same first-draft standard as this path. Then, once the structure is in place, I can go through and make the individual chapters actually good.&#xA;&#xA;Can our hero complete a first draft of the entire game, or is his confidence misplaced? Find out in next month&#39;s exciting developer diary!&#xA;&#xA;#FoolishEarthCreatures #DevDiary&#xA;]]&gt;</description>
      <content:encoded><![CDATA[<p><img src="https://i.snap.as/9XioGw0q.png" alt="Enjoy your victory while you can, human. I, meanwhile, must watch impotently from my escape pod as you dismantle the wreckage of my dreadnought and repair the damage my forces did to your planet. Curse you, Ace Quasar. You win this time... ...But we will meet again!"/>
Big milestone this month: the game now has one path where I can play all the way from start to finish without encountering any placeholder text.</p>

<p>A complete playthrough took me about 45 minutes, but that was with me skim-reading the text and not taking any time to think about the decisions, so someone playing it “for real” would probably take an hour or more.</p>

<p>After a long time with my head buried in individual chapters, this is the first time I&#39;ve been able to step back and see what a playthrough of the game as a whole is going to be like...and I think overall I&#39;m pretty happy with it! The gimmick of the whole thing being narrated by the villain works well, and the overall structure of the game is satisfying. There are lots of things wrong with it, but they&#39;re all things I can fix.</p>

<p>In particular I think the game could be a bit longer, but I think the way to fix that is to make the individual chapters longer rather than add more chapters to an individual path. I also want to add more puzzle-type content, so the player has to think harder to come up with the correct solution. (As I mentioned in <a href="https://write.as/johnayliff/foolish-earth-creatures-january-2026">January&#39;s dev diary</a>, my new way of handling failure means I can be less merciful.) But there will be multiple solutions to at least some of the puzzles, as I want to strike a balance between making you work out the correct solution and letting you roleplay your space hero.</p>

<p>My plan now is to write the whole rest of the game to the same first-draft standard as this path. Then, once the structure is in place, I can go through and make the individual chapters actually <em>good</em>.</p>

<p><em>Can our hero complete a first draft of the entire game, or is his confidence misplaced? Find out in next month&#39;s exciting developer diary!</em></p>

<p><a href="https://blog.spacegoblingames.com/tag:FoolishEarthCreatures" class="hashtag"><span>#</span><span class="p-category">FoolishEarthCreatures</span></a> <a href="https://blog.spacegoblingames.com/tag:DevDiary" class="hashtag"><span>#</span><span class="p-category">DevDiary</span></a></p>
]]></content:encoded>
      <guid>https://blog.spacegoblingames.com/foolish-earth-creatures-march-2026</guid>
      <pubDate>Tue, 31 Mar 2026 21:48:22 +0000</pubDate>
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      <title>Achievements in Beyond the Chiron Gate: a mini design retrospective</title>
      <link>https://blog.spacegoblingames.com/achievements-in-beyond-the-chiron-gate-a-mini-design-retrospective?pk_campaign=rss-feed</link>
      <description>&lt;![CDATA[I&#39;ve been thinking about the design lessons I&#39;ve learned from Beyond the Chiron Gate now that it&#39;s been out for a few years, and I thought I&#39;d do a little post about one topic: achievements.!--more--&#xA;&#xA;I&#39;m personally not a completionist or achievement-oriented gamer. Seeing an achievement pop up is kind of fun, but I never change the way I play a game just for the sake of getting one, and I&#39;ve never gone out of my way to get all the achievements in a particular game.&#xA;&#xA;Nevertheless I decided to add achievements to Beyond the Chiron Gate because, why not? They&#39;re not much work to add, lots of players like them, and those that don&#39;t can easily ignore them.&#xA;&#xA;The achievement system in most versions of the game is just built into the game and the data never leaves your device, but when I made the Steam version of the game in 2024 I plugged them into Steam&#39;s achievement system, which means I can see how many players globally have gotten each one. (And so can you, just click on the achievements on the game&#39;s store page.)&#xA;&#xA;I think overall there&#39;s a good mix of achievements that you&#39;ll naturally get in the course of playing the game a few times, and ones you have to deliberately try for. But in hindsight, there are a few achievements I now think are too difficult or luck-based.&#xA;&#xA;Achievement list: Jaws of Death (5.1%), Through the Wringer (3.0%), No Detours (2.8%), Everybody Lives (1.7%), Crew Expandable (0.9%).&#xA;&#xA;&#34;Jaws of Death&#34; has too complicated a requirement: you have to get a particular event, then fail the first skill check (so the monster drags the explorer into the cave) but succeed on the second one (another explorer runs in and rescues them). I&#39;ve seen people on Reddit who&#39;ve got the event, succeeded the first skill check, and wondered why the achievement didn&#39;t unlock, so to them I apologise.&#xA;&#34;Everybody Lives&#34; (win the game without any explorers dying) sounded like a good idea for a hard achievement, but in practice it&#39;s too luck-based, since even with optimal play you&#39;re likely to fail skill checks some of the time. Well done to the 1.7% of Steam players who&#39;ve been persistent and lucky enough to get it.&#xA;&#34;Through the Wringer&#34; and &#34;Crew Expendable&#34; were meant to be achievements for narrowly escaping loss, but in practice you&#39;re likely to either have your ship destroyed or fully explore a system before you meet their requirements, so they ended up being achievements you have to deliberately farm.&#xA;&#xA;(&#34;No Detours&#34; also has a low unlock rate but I still think it&#39;s a good achievement as it involves playing the game in a particular self-imposed-challenge way, rather than getting lucky with skill checks.)&#xA;&#xA;The game has been out for a while now and I&#39;m not going to update it to modify the achievements. However, I will say...&#xA;&#xA;As creator of the game, I hereby decree that you may consider yourself to have 100% completion if you have all the achievements except for &#34;Jaws of Death&#34;, &#34;Everybody Lives&#34;, &#34;Through the Wringer&#34;, and &#34;Crew Expendable&#34;.&#xA;&#xA;I&#39;m planning to add achievements to my next game, Foolish Earth Creatures, but I&#39;m not anticipating these kinds of problems as the game won&#39;t have any randomness, so for each achievement there will be a particular set of choices you can make that will definitely unlock it. (I might add secret achievements this time, though...)&#xA;&#xA;Also:&#xA;&#xA;I assume that if you&#39;ve finished reading this post you already own Beyond the Chiron Gate, but if you want to get some other games and support a good cause, you still have two days to get the &#34;No ICE in Minnesota&#34; charity bundle on itch.io.&#xA;The Dan Dare graphic novel Kickstarter is live! If you like my games then I think there&#39;s a good chance you&#39;ll like this, so maybe check it out.&#xA;&#xA;#BeyondTheChironGate #DevDiary&#xA;]]&gt;</description>
      <content:encoded><![CDATA[<p>I&#39;ve been thinking about the design lessons I&#39;ve learned from <em>Beyond the Chiron Gate</em> now that it&#39;s been out for a few years, and I thought I&#39;d do a little post about one topic: <em>achievements</em>.</p>

<p>I&#39;m personally not a completionist or achievement-oriented gamer. Seeing an achievement pop up is kind of fun, but I never change the way I play a game just for the sake of getting one, and I&#39;ve never gone out of my way to get all the achievements in a particular game.</p>

<p>Nevertheless I decided to add achievements to <em>Beyond the Chiron Gate</em> because, why not? They&#39;re not much work to add, lots of players like them, and those that don&#39;t can easily ignore them.</p>

<p>The achievement system in most versions of the game is just built into the game and the data never leaves your device, but when I made the Steam version of the game in 2024 I plugged them into Steam&#39;s achievement system, which means I can see how many players globally have gotten each one. (And so can you, just click on the achievements on the game&#39;s store page.)</p>

<p>I think overall there&#39;s a good mix of achievements that you&#39;ll naturally get in the course of playing the game a few times, and ones you have to deliberately try for. But in hindsight, there are a few achievements I now think are too difficult or luck-based.</p>

<p><img src="https://i.snap.as/0rQbJ3dJ.png" alt="Achievement list: Jaws of Death (5.1%), Through the Wringer (3.0%), No Detours (2.8%), Everybody Lives (1.7%), Crew Expandable (0.9%)."/></p>
<ul><li>“Jaws of Death” has too complicated a requirement: you have to get a particular event, then fail the <em>first</em> skill check (so the monster drags the explorer into the cave) but succeed on the <em>second</em> one (another explorer runs in and rescues them). I&#39;ve seen people on Reddit who&#39;ve got the event, succeeded the first skill check, and wondered why the achievement didn&#39;t unlock, so to them I apologise.</li>
<li>“Everybody Lives” (win the game without any explorers dying) sounded like a good idea for a hard achievement, but in practice it&#39;s too luck-based, since even with optimal play you&#39;re likely to fail skill checks some of the time. Well done to the 1.7% of Steam players who&#39;ve been persistent and lucky enough to get it.</li>
<li>“Through the Wringer” and “Crew Expendable” were meant to be achievements for narrowly escaping loss, but in practice you&#39;re likely to either have your ship destroyed or fully explore a system before you meet their requirements, so they ended up being achievements you have to deliberately farm.</li></ul>

<p>(“No Detours” also has a low unlock rate but I still think it&#39;s a good achievement as it involves playing the game in a particular self-imposed-challenge way, rather than getting lucky with skill checks.)</p>

<p>The game has been out for a while now and I&#39;m not going to update it to modify the achievements. However, I will say...</p>

<p><strong>As creator of the game, I hereby decree that you may consider yourself to have 100% completion if you have all the achievements <em>except</em> for “Jaws of Death”, “Everybody Lives”, “Through the Wringer”, and “Crew Expendable”.</strong></p>

<p>I&#39;m planning to add achievements to my next game, <em>Foolish Earth Creatures</em>, but I&#39;m not anticipating these kinds of problems as the game won&#39;t have any randomness, so for each achievement there will be a particular set of choices you can make that will definitely unlock it. (I might add <em>secret</em> achievements this time, though...)</p>

<p>*</p>

<p>Also:</p>
<ul><li>I assume that if you&#39;ve finished reading this post you already own <em>Beyond the Chiron Gate</em>, but if you want to get some <em>other</em> games and support a good cause, you still have two days to get the <a href="https://itch.io/b/3484/no-ice-in-minnesota">“No ICE in Minnesota” charity bundle</a> on itch.io.</li>
<li><a href="https://www.kickstarter.com/projects/798979572/dan-dare-graphic-novel">The <em>Dan Dare</em> graphic novel Kickstarter</a> is live! If you like my games then I think there&#39;s a good chance you&#39;ll like this, so maybe check it out.</li></ul>

<p><a href="https://blog.spacegoblingames.com/tag:BeyondTheChironGate" class="hashtag"><span>#</span><span class="p-category">BeyondTheChironGate</span></a> <a href="https://blog.spacegoblingames.com/tag:DevDiary" class="hashtag"><span>#</span><span class="p-category">DevDiary</span></a></p>
]]></content:encoded>
      <guid>https://blog.spacegoblingames.com/achievements-in-beyond-the-chiron-gate-a-mini-design-retrospective</guid>
      <pubDate>Wed, 11 Mar 2026 19:25:32 +0000</pubDate>
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