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A tiny, naked cosmonaut with a jetpack & laser blaster must revive a dying galaxy by planting one seed at a time. (Mac/PC/Linux/Wii U)
A tiny, naked cosmonaut with a jetpack & laser blaster must revive a dying galaxy by planting one seed at a time. (Mac/PC/Linux)
A tiny, naked cosmonaut with a jetpack & laser blaster must revive a dying galaxy by planting one seed at a time. (Mac/PC/Linux)
1,255 backers pledged CA$ 28,696 to help bring this project to life.

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Cosmochoria - State of Affairs


For backers only. If you're a backer of this project, please log in to read this post.



For backers only. If you're a backer of this project, please log in to read this post.

Console Announcement


Hello my friends, it's been a long time, and I want to apologize for the radio silence. A lot has been happening behind the scenes and today an official announcement was made finally breaking the seal on the fact that I have been in chats with Curve Digital on porting Cosmochoria for consoles. The one officially announced today was Playstation 4!

Curve and I have been working together for months now to bring Cosmochoria to as many formats as possible. This involves a deep period of technical research where we worked out the most efficient way to port the game. Cosmochoria is built in a program called Construct 2, which, unlike engines like Unity, isn't as easily compatible with console formats. What that means in practice is that the game needs more resources to run than it would had it been programmed specifically for each console. 

This brings us a unique set of challenges for each system – and with the way the base game was designed initially, we’re currently failing to meet the high standards we set ourselves on the Wii U version. Curve's engineers are still working on it – and, who knows, we may make some progress and surprise ourselves. But we’re currently not confident enough in the current state of the build to include Wii U in the console launch announcement, so have felt it best to leave it out as things stand. We love Cosmochoria, and want as many people as possible to be able to play it, so if we are able to confirm additional formats, we won’t hesitate to do so.

If you have any questions please don't hesitate to post them here. I've got another couple kickstarter updates I've been meaning to post for a while now, both in regards to remaining backer rewards (collectors editions!) and also a pretty long one I've been writing for a couple months now which has a general overview of a lot of stuff. I'll get that big one finished up and posted within the next couple days then will post a specific one focussed on the backer updates to give you all an idea of where that stuff is at. 

Thank you so much for everything!


Cosmochoria is Live!


Well... There we have it! 17 months, 3844 Events/Lines of Code, 2 Christmases, 2 Office chairs, 174 Red Bulls, 96 Cups of Coffee, 1337 Trees Planted in Africa, Undetermined amounts of Zantac and Motrin, 8 Fluffernutters, and Cosmochoria has officially launched as a full, complete, real game on two of the biggest PC gaming platforms in the world (more to come!).

As a celebration it's dropping at a crazzzzy discount of 50% off for the first week!!!! So if you have a friend who is interested in getting in on the action, now is a great time to tell them about it!

Steam Store Page @
Humble Store Page @

Thanks for everything my friends.


Cosmochoria Has Sprouted!



It's mind blowing for me to think that just over one year ago, we were in the final few days of the Cosmochoria Kickstarter campaign. In September I launched Cosmochoria on Steam Early Access, which gave people the opportunity to pre-order and play the game while I continued to finish up the development.

Well, after an amazing 7 months in Early Access, I am so proud and excited to announce that Cosmochoria will be launching as a full, FINISHED Steam release in 2 more days... Monday, April 27 at about 10am PST.


I wanted to take a moment to both thank and congratulate every single one of you who have a copy of Cosmochoria in your Steam or Humble libraries right now. Each and every one of you have given me your trust and faith in my vision and my ability to bring that vision to life. Cosmochoria started as a seed and I always thought I had a good idea of what that seed could become. I can honestly say that not only did you all help that seed sprout, but you helped it grow strong. So many of you personally touched my heart and mind throughout the process of creating this game—shaping it beyond even my own imagination. And, for that, I am eternally grateful.

It has been an honor and a pleasure to develop this game with your eyes, ears, mouths, minds, and fingers in the mix with mine. I can only hope that the result that launches on Monday is not just something you can enjoy, but also something you truly feel proud to have been a part of.

Thank you so much for having my back. You made my dream come true this past year, and I will never, ever forget that.

Want to Help?

For me, this is go-time, and in many ways its almost like we've got one chance to make a great impression. For an indie game from an unknown developer (me) to do well in a marketplace like Steam, lots of people need to know about it. Part of that has been in progress since day one via things like the Greenlight/Early Access campaign, and even the Kickstarter campaign itself! The other part of it comes from how much people are playing the game, talking about the game, telling their friends about it, writing about it, etc.

If you want to get in on the action, this is something you can actually be a huge help in. All you'd really have to do is PLAY! When you play Cosmochoria in Steam, your Steam friends would see you playing, and they might wonder "What is that?!" and check it out. You could also leave a Steam review and give your honest thoughts of the game. Even if it's not your thing, maybe your review might explain it in a way that totally appeals to someone who WOULD LOVE the game. Or, talk about it on Facebook, twitter, make a video about it, tell someone about it at work, etc, etc. Here's a link to the official trailer on YouTube if you want to share it!

Making the game was a huge accomplishment but only a part of the overall business-end battle. We now have the opportunity to pool our collective voices and cause this weird little indie game about a naked cosmonaut to light up the sky. Even if every backer told one other person about the game, the potential awareness could spread like wildfire. And that, my friends, is the BEST way, without a doubt, to help get publishers interested in a Wii U / Console port!

Final Physical Rewards

Now that the game has been completed, there are a few things I need to take care of in terms of the remaining physical rewards. I need to design and prepare the instruction manual, load the USB keys up with the game, prep the final collectors edition & superfan reward packages, and start shipping it all out. That stuff is going to be taking place in the coming weeks, and if you're on my list to receive a package, I will be emailing you soon to confirm your shipping address, etc. since who knows where the past year has taken you! :) I appreciate your patience in having your physical stuff delivered and now that Cosmochoria is done, I can assure you it shouldn't be too much longer of a wait!

Console / Wii U Port

Just a heads up that I'm still working on some behind the scenes stuff for potential Wii U / Console ports. Still nothing solid to report at this point, so I would still consider it a 'no go' until I can officially announce some good news. Just wanted you to know it's not dead in the water, and something I'm still working on as the days and weeks roll by. Like I mentioned before, though, there is considerable business leverage gained if Cosmochoria does well on Steam, so anything you can do to help spread the word is INFINITELY appreciated and for the greater good!

What's Next for Nate?

I'm looking forward to remaining in an active state of development on Cosmochoria in some facet. Obviously bugs will continue to be fixed in a timely fashion, and balance tweaks etc may still come based on community feedback. If it's a rainy Sunday morning and I've got a great idea for something cool to add to the game, you can bet your ass I'll be adding it in!

That being said, I am also looking forward to my 'next game(s)' and I am so proud to report that with the launch of Cosmochoria I will be joining up with a team of indie game wizards. Blue Wizard Digital, to be exact, which is a brand new indie game studio starting up with HQ on Vancouver Island, Canada and a second wizard outpost in Seattle, WA!

Wait... So You're Like a Real Game Developer Now?

Yup. In November 2013, I took account of my life, my passions, and my dreams and began to put *everything I had* into the development of Cosmochoria with the hopes that it would lead to a career in game development.

Over the past year and a half, I've been connected with so many incredible people like yourselves, fans of the game, press, business people, other developers, artists, musicians, writers, and generally surrounded myself with a world I wanted so desperately to be a part of.

The end result is that without even fully noticing it, and before even fully completing my first game, I realized I was a full time game developer / artist / musician. A dream come true for me since I was 8 years old.

It was YOU ALL who helped me make that happen!!! Thank you so much for believing in me and supporting me in this process, it has been the greatest professional year of my entire life, and I don't want to waste a single day of it moving forward. Prepare to see some weirdly cool stuff for many years to come, and if you ever have any questions or want to get in touch or run something by me or just say 'hi' at any point, my email is, or imessage me at 250-898-4596 <3 

Thank you my dear pals,