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Inspiration..

Let’s share some of my favorite games, both old and new, each containing elements that resonate deeply within me as a gamer. These are the experiences I want to draw from and eventually combine into my future game dev projects.

The following examples serve as the CORE inspiration behind my upcoming projects.

NETREK

The cult classic ‘Netrek’ was the first multiplayer game I ever saw and played. It was 1988, and this game combined elements of real-time strategy and space combat. Set in a futuristic universe, it featured team-based gameplay where players controlled starships in a war between two factions. Up to 16 players could join each game, working together to capture planets, destroy enemy ships, and achieve strategic dominance.

I remember how engaging this game was. Like many games of that era, it was simple graphically, but back then, there was nothing like it, and so the imagination filled the gaps that helped create a truly immersive experience.

EGA-TREK

Ega-Trek is a classic 1980s space exploration and combat game inspired by Star Trek. Designed for MS-DOS on IBM PCs, it uses EGA graphics and puts players in command of a Federation starship. Players explore a grid-based galaxy, managing resources like energy, shields, and weapons, while facing strategic, turn-based battles—primarily against Klingons. Missions vary from rescuing planets to exploring anomalies, emphasizing tactical decision-making at every step. While simple by today’s standards, Ega-Trek was both popular and influential, offering a strategic, immersive experience that still resonates with retro gaming fans like me.

MINDWALKER

Mindwalker’ is a puzzle-action game from the 1980s, developed for the Amiga system, set in a surreal and abstract world within the mind of an eccentric scientist. The player’s mission is to guide an avatar through the scientist’s subconscious, restoring balance by connecting fragmented thought nodes while avoiding harmful forces. The game blends elements of platforming, strategy, and puzzles, challenging players to overcome obstacles and adversaries that represent various fears and psychological barriers. Its distinctive visual style, atmospheric music, and the groundbreaking concept of exploring the human mind make it a unique, early experiment in psychological gaming themes.

This game brings back memories from my childhood, and today, it serves as a major inspiration for my project. I want to re-imagine the essence of ‘Mindwalker’ because there’s nothing quite like it today. Its simplicity and the incredible music make it a true masterpiece, and I aspire to capture that magic in my own work.

DOPE WARS

Dopewars is a classic text-based strategy game where players assume the role of a drug dealer aiming to build a criminal empire. With a limited timeframe, the goal is simple: buy drugs at low prices, sell them high, and turn a profit across different neighborhoods. Each area has fluctuating prices and random events, like police raids or market crashes, adding unpredictable challenges.

Players must manage cash, drug inventory, and debt, making quick decisions to adapt to sudden changes. Despite its controversial premise, Dopewars was fun and it had humor. It was unpredictable and had addictive gameplay—making it a standout in retro strategy gaming. It was so simple and I wasted many hours at work alt tabing in and out of the game whenever the boss walked past. Good times.

AMONG US

When brainstorming the social aspects of my game design, I often think of Among Us. It serves as a major inspiration for player interactions, whether with NPCs or other players. I find myself asking questions like: How would these interactions look? How might an away mission unfold? Would it be text-based or animated? 2D or 3D? Among Us offers a valuable example of character dynamics within a confined spaceship setting.

Similarly, when playing Starsector, I imagine the potential for away missions led by the player. It would be exciting to create interactions in an environment that combines Starsector’s exploration with Among Us’s top-down, strategic gameplay.

STARSECTOR

‘Starsector,’ from Fractal Softworks, is a relatively new game, but essentially, it’s like ‘Netrek’ or ‘Asteroids’ on steroids. It features amazing graphics, engaging gameplay, beautiful sound, story and the kind of immersion I want in a game.

Like ‘Netrek,’ ‘Starsector’ is set in a vast top-down space simulation, where the player pilots a ship and conducts activities such as exploration, piracy, trading, joining factions, executing missions, and navigating its dangers and rewards. The focus on making the ship central to gameplay—visiting space stations, planets, and space anomalies—really appeals to my imagination and the inner Star Trek nerd.

The mood board

Ai concept art..

Now, with help from our new Ai overlords and with some crafty prompts, I was able to conjure up some concept art to help me understand what my game can look visually.

I have also included some images I have found on the internet.

galactic & solar mode

Ship / Station / internals

map mode

LANDSCAPE AND INTERNAS

Entities

This image I found on lospec.com, really tickles my creative nerve. makes me want to start with this as the starting inspiration for my first game.

Imagine traversing the dangers of space as you captain your vessel, encountering enemies, anomalies, or engaging in random events that offer fortune and glory. You dock at stations to trade goods, perform upgrades, or conduct repairs. You can choose to explore this mini-galaxy, orbit planets, scan them, and send an away team—never really knowing what you will find.

Final thoughts..

Embarking on my journey into game development, I’ve decided to begin with a focused approach—taking one aspect of my inspiration at a time to create small, simple ‘mini’ games. Each project will be a stepping stone, allowing me to understand what’s realistic and where the limitations lie, all while preparing for the final game and what that could look like. To achieve this, I’m working with Unity and learning C#, which, though challenging, feels incredibly rewarding. After all, nothing truly worth pursuing ever comes easy, right?

-Lich

We game, we stream, we make games.

LICHlabs