This is a realistic-physics-type space game in which you control a small spacecraft around an infinite space, attempting to collect as many items as you can before you run out of fuel. It's also a work in progress; Eventually I plan to improve a few things relating to UI and general functionality. Update: Took out Tsiolkovski script (the ship was in frickin' hyperspace when your fuel got low; needs work), reduced engine power, and added a few more extra background stars. (Look out, insanely long project notes ahead) Controls: W: Fire thruster (You're supposed to be able to adjust thrust with the slider, but it doesn't seem to be interested in working. In the meantime, engine power can be selected with the up and down arrow keys) A: Turn left D: Turn right S: Activates graviton brake, stopping your momentum (can only be used at very low speeds) Z: Jump drive- if you've ever played Starcom, it works kinda like that; hold down the key to charge it, then release to jump a distance proportional to the time you held down the key (shown by small blue dot on radar). The jump drive consumes fuel at a rate of 0.1 unit of fuel per 10 distance traveled. Yes, I know it doesn't make any sound; there are disconnected scripts in the project which originally made a pinging sound when the jump drive was used, but sound compression made them sound awkward in the web player. I'll get a real sound effect in there eventually. If you run out of fuel, you'll just drift off into space forever. Later versions of the game will most likely have a better fade-out-and-end thing like Gravity has. The small colored orbs along the edges of the screen are giving a visual interpretation of your velocity; Blue ones show actual speed, green ones show 1/100 of your speed (useful when moving very fast). Your velocity is also represented visually by a blue line extending out from your ship in the direction of motion; its opacity is proportional to your speed. A radar is displayed to the left of the screen by default; this can be toggled on and off with the grey button in its corner. Collectible objects appear in green on the radar, and are also indicated with a green arrow pointing away from your ship. For reasons of accuracy, there is no constraint on maximum speed, but stars and motion indicators might appear borked at very high speeds. You've been warned. If you download the project on an older computer, I highly recommend setting the variable "Extrastars" to 0 (it is set to 1 by the first script in the ship sprite), which will reduce the number of background stars by about half and improve performance dramatically. Music track is "Jelly" from World of Goo. All sprites and scripts are the work of ZorchyGroxFox (me). I don't mind at all (and, quite frankly, would be flattered) if you want to use any of the scripts in your own project. You don't need to ask my permission or anything, but I'd love it if you'd let me know so I could see what you're doing with them.