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An RPG, RTS, and sandbox space exploration game all-in-one.  Explore, trade, build, and fight in a beautiful, procedural universe.
An RPG, RTS, and sandbox space exploration game all-in-one. Explore, trade, build, and fight in a beautiful, procedural universe.
5,449 backers pledged $187,865 to help bring this project to life.

And So it Begins

Posted by Josh Parnell (Creator)
1 like

Hello everyone! I hope you're having a wonderful holiday season, and are staying warm and dry, hopefully with some hot beverages or something of the sort :)

Full-Time Development...As of Right Now!

When I embarked on this project, I told you all that I would be working 40 hours a week on Limit Theory while continuing my studies at school. As LT continued to gain momentum, I began to realize that, although I might could pull it off in parallel with my studies, I simply can't take the risk and jeopardize the product that you all have given so much support for. To that end, a few weeks ago, towards the end of my fall quarter at Stanford, I arranged to have my official leave of absence begin immediately.

What this means is that I won't be going back to school until the game is released. Now, for those of you who might be concerned about my studies, rest assured, this is not the same as dropping out! In fact, Stanford makes it incredibly easy to put your studies on hold for a few years, because it's a rather common thing to do around Silicon Valley. And that's what I'm doing, but I'll be going back as soon as I finish and release Limit Theory.

More importantly, what this means is that the intense development of Limit Theory has already begun! With over a year of nothing but LT to work on, I'm confident that I can deliver every bit of the vision that I pitched to you all. As you can see, I'm already tucked cozily into my coding cave, and won't come out until I have the game in hand:

For those that would like to keep a close eye on development, you can check my daily logs that I post on the forums ( to see exactly what I'm up to on any given day. I also recommend checking the blog occasionally (, as I will post bigger updates there. If you're interested in more technical tidbits, you can follow my personal blog (, where I post more frequently, but not necessarily just about LT. Finally, I'm going to plan on doing monthly video updates, which I will announce via Kickstarter and post via Youtube. These will be somewhat similar to the gameplay demos that I was pushing out during the campaign, except more focused on the new features for each month.

You can expect the first monthly update to arrive toward the end of January. I don't have much to update you on for December, considering that the KS just ended!

The Prototype

For those who backed for access to the prototype, rest assured that getting it into your hands is currently my top priority! Over the next few months, I'll be focusing most of my efforts on combat mechanics and hammering out everything that will be necessary for a fun and playable combat prototype. As I've already let slip several times, my current estimate for the prototype release date is sometime in March. Obviously I can't set that in stone, but I think 2.5 months will be the right amount of time to deliver a quality prototype. Naturally, I'll keep everyone posted as time moves forward.

The Forums

As I've said before, now that the campaign is over, the best place to find me (and your fellow LT players) is on the official Limit Theory Forums: . I'm quite active there, and really enjoy reading the numerous discussions surrounding ideas for the game. If you'd like to remain a part of the strong LT community while you wait for release, head on over!

Merry Christmas and Happy Holidays!

I hope you're all enjoying yourselves! It's pretty hot down here in Louisiana (my home), but, thankfully, the weather in space is much more enjoyable!


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    1. Riccardo Buttarelli on

      I can't wait till jan 2014 to kill my social life for this game! cheers from italy & keep up the good work!

    2. Jason S on

      Really good of you to do the monthly video updates.

      Christmas asteroids, that is top :)

      Best of luck

    3. Charles N on

      Best of luck, Josh- I'm looking forward to more demos and the eventual beta!

      I have to echo a few others though, even though you're in love with coding...take it from someone who's burnt out a couple times over 19 years in sure to take some time for yourself too! :)

    4. John Stewart on

      Now that's commitment! Hats off to you and don't forget to venture out of your cave from time to time!

    5. intrepidis on

      @Willie: If you re-read the project's main page maybe you'll agree that to deliver on those promises (and given that the target was exceeded by $137,865) I think that one or two extra staff members would help to make the game better. In 1 year a single developer cannot make this game as goods as the 5,449 backers deserve.

      That being said, as long as he delivers on all of the promises I will be happy, no matter how he does it.

    6. Sentinel on

      BTW, your Dev-Blog is a very interesting read. I always wanted to do some experiments with 3d graphics (and a remake of Geoff Crammond's "The Sentinel" :-), what do you recommend for reading ? I just looked up the Luna-Book ... anything else ?

    7. Paul B on

      @John Kay Johnson was that a word-play on B5 I heard? :)

      @Josh You feel the same way about game coding as I did in the 1980s, writing your own stuff and making something work how you want it to rather than how some other guy has decided for you is tremendous fun. My Computer Studies (as IT was referred to back then) was the easiest qualification I ever achieved. :)

    8. Sentinel on

      @Josh: it will be a great journey ! But please don't mutate into a cave troll :-)

    9. Willem on

      @ Josh, great stuff man. Thanks for committing yourself to this project and good luck!

      @ intrepidis LOL? Did you back this without reading what it's all about? This is a one man endeavour my friend as far as content/feature set goes. As Nikolai pointed out, Josh will however outsource the sound effects (not so sure about the music though, IIRC Josh still wants to do that as well) and that is about it.

    10. Ryan Good on

      I never got the idea that he would add staff. Or that he would be adding content in the normal manner. What level did you fund this without reading about the game?

    11. intrepidis on

      He would still have complete control, no matter how many extra staff he gets. I was hoping for a pretty decent game, and I can't see how it will have very much good content without some more staff to help out. Otherwise it will just be some kind of fancy, but mostly hollow, tech demo.

    12. Nikolai Giblak on

      Josh was planning to hire someone to do the sound effects, and possibly the in-game music. Other than that though he said he'dlhe'd like to do it all himself, that way he can have complete control over the game.

    13. intrepidis on

      As the target was exceeded by $137,865 I assume that one or two extra staff members will be hired, perhaps taking on multiple duties?

    14. JHewett

      Excellent update Josh. You seem to be pretty level headed about your while approach to the game development and your studies, which if great.
      As much as I want this game, I don't want anyone sacrificing their future for it :)

    15. Missing avatar

      Anton Dugan on

      ... and all through the night, data was compiling, from bit to gigabyte

    16. Kay Johnston on

      It was the year of coding.

    17. Nick Ludlam on

      Best of luck Josh, and I've added both blogs to my reader, so I'll be eagerly watching your progress. Between LT, Star Citizen and what I hope will be a successfully funded Elite: Dangerous, 2013 is going to be the year of space sims!

    18. Missing avatar

      sunkzero on

      Where did you get that laptop stand? I've been looking for one like that... will it take an 18" laptop?

    19. Minsc&Boo on

      They say the mark of a true genius is the merging of art and science. With Josh's efficient coding skills and artistic integrity; Limit theory will definitely make a mark on the gamers landscape. Cheers! - Adam

    20. darker70 on

      @Josh any chance of changeing your Twitter account to Procedural code hermit guy ;-)

    21. Missing avatar

      Anton on

      You've left Stanford just like Zuckerberg ^^ I hope you'll get a chance to return there :)

    22. Missing avatar

      Victor Tombs on

      So, noble coding warrior, the ultimate proof begins. :)

    23. Josh Parnell Creator on

      But procedural code hermits are my favorite kinds of hermits :(

    24. darker70 on

      Yeah we want the game like yesterday,but find some time for your self last thing we want is you burning out or living or living like a procedural code hermit ;-)

    25. Ace Knight on

      Don´t exaggerate, take it slow until you find your pace, dont´try to do everything at once, we want a game yes but a good one, don´t stress yourself at the very beginning. What I saw so far shows tremendous potential, can´t wait for the final product, so... go Josh!

      And don´t forget your studies, you should know better, return to school at the end of the project.

    26. Kraken on

      @Josh Parnell > Good to hear then :)

    27. Josh Parnell Creator on

      @Kraken - I'm not really concerned about it; it doesn't feel like work. When I say that I love building Limit Theory, I'm really not kidding - I thoroughly enjoy every moment of working on it (well, I guess occasionally I have to do some debugging, and that's never fun...but still..). I think it would be very odd to get burned out on doing the thing that one loves most...!

    28. Missing avatar

      Max Aller on

      Sounds good to me, so long as you're actually restraining yourself to ~40 hours...even if it's exciting and you want to work more, there is the serious risk of burnout (as others pointed out). So carry on and stay healthy ;)

      Took a peek at, very cool. I'm a programmer, but have no experience in graphics (3d or otherwise), so it all sounds like magic to me. Still, there's something poetic about procedurally generating content using a procedural algorithm.

    29. Missing avatar

      Sean Murray on

      Happy Holidays, Josh! Looking forward to the game. Glad Stanford let ya off. Of course, if they were iffy on it, showing them your KS page would probably have done it! Enjoy the one last holiday before you put yourself into a code monkey coma. Gotta live a little and I think if any year deserves celebrating, it'll be this one.

    30. Missing avatar

      Lorenz Jugel on

      Good to hear that things are moving forward at a rapid pace. Just don't overdo it. Nobody wins if you run out of steam halfway through, so be sure to rest when appropriate. All within reason, of course.

    31. Brian Rubin

      Shine on you crazy diamond! ;)

    32. Kraken on

      Although I applaud your dedication, aren't you concerned about being burned-out with doing nothing else than LT?