11 Facts About Rymdkapsel

1.

Rymdkapsel was released on May 7,2013 for PlayStation Mobile, and was later ported to iOS, Android, Microsoft Windows, OS X, and Linux.

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2.

Rymdkapsel was written in Haxe, a programming language similar to ActionScript 3 that let Jonasson use the same code base for iOS, Android, and PC releases.

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3.

Rymdkapsel had used the language for years and had been making games for 20 years, primarily with Adobe Flash.

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4.

Rymdkapsel began the game after the 2012 Game Developers Conference as a weeklong diversion from another project, and slowly iterated into a full version.

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5.

Rymdkapsel liked this direction better than the hull breach, and abandoned the latter idea by the end of prototyping.

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6.

Rymdkapsel built the room construction mechanics within a day, and to make the construction more challenging, later added three different resources to be spent towards room construction.

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7.

Rymdkapsel otherwise removed the features he felt were not vital to the game.

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8.

Rymdkapsel designed the game to last 45 minutes, which he felt to be a proper length, whereupon the difficulty ramps up to require station defense over base construction.

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9.

Rymdkapsel felt that it was reasonable to reach all four monoliths within that time to be ready for the endgame sequence, and that the limit made players expand outwards rather than keeping the station small and easy to defend.

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10.

Rymdkapsel considered adding a "zen" mode, which would pressure the player less.

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11.

Rymdkapsel gave Rymdkapsel a perfect score and wrote that it felt as if it were custom-made for iOS.

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