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Full 最后的飞船 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
最后的飞船 changes
Liu Xuyang
Hi, I’m Liu Xuyang, the producer, designer, and artist behind Last Spaceship.
I’ve worked in the game industry since 2010 as a concept artist, UI designer, and lead artist across a variety of projects. Outside of work, I’ve always loved adventure, exploration, puzzle, and action games. Series like Castlevania, Prince of Persia, Tomb Raider, Ace Attorney, and The Legend of Zelda have all had a big influence on me as both a player and a developer.
Before Last Spaceship, I worked on two independent game projects that ultimately fell short of my expectations. While neither was successful, they taught me valuable lessons about game design, production, and scope. Looking back, those experiences played an important role in shaping the game we’re making today.
Liu Yi
Liu Yi joined the project in early 2025 as the sole programmer on Last Spaceship.
Before joining Normal Games, he spent seven years working as a Unity developer at a game studio in Shenzhen, remaining with the same company from the beginning of his career until it eventually closed its doors.
Since joining the project, Liu Yi has been responsible for implementing the game’s systems, puzzles, interactions, and exploration mechanics. His technical expertise, reliability, and efficiency have been essential to bringing Last Spaceship to life.
Simply put, the game would not exist in its current form without him.
How Last Spaceship Came To Be
The idea for Last Spaceship actually began several years ago.
Originally, it was a much larger project. I imagined a game with combat, platforming, exploration, puzzles, anti-gravity environments, a crashed spaceship, a space elevator, and an entire world for players to explore. The more I expanded the concept, however, the more I realized that building the game I envisioned would require a much larger team and many years of full-time development.
At the time, I simply didn’t have the resources to make that happen.
Rather than abandon the project, I decided to focus on what I felt was most important. I stripped away much of the original scope and rebuilt the concept around a single location: a spaceship. The combat was removed. The world became smaller and more focused. What remained were the parts I cared about most—atmosphere, exploration, environmental storytelling, and puzzles.
For a while, development continued as a part-time passion project. I shared the idea with other developers, formed small teams, and worked on it whenever I could after my day job. Over the years, many people came and went, but despite countless discussions, sketches, concepts, and plans, very little tangible progress was made.
By 2024, I had accumulated years of artwork, designs, and ideas for the project. Looking back at everything I had created, I reached a simple conclusion: if I truly wanted to finish this game, I had to commit to it.
So I did.
At the end of 2024, I founded Normal Games, rented a small office, left my job, and began working on Last Spaceship full-time.
Not long afterward, Liu Yi joined the project. From that point on, development moved forward steadily. Years of ideas that had existed only in notebooks and design documents finally began taking shape. Compartments were built. Puzzles were implemented. Systems came online. The Nüwa slowly became a real place rather than just something I had imagined.
Throughout development, we received valuable feedback from both players and publishers. We used that feedback to improve visuals, refine puzzle difficulty, improve onboarding, and polish the overall experience. Every iteration helped make the game stronger.
Last Spaceship is still a small game created by a two-person team, and like any project, it has its imperfections. But it is also the culmination of years of learning, experimentation, setbacks, and persistence.
Most importantly, it is a game that actually exists.
After years of imagining it, planning it, and rebuilding it, we finally made it.
And no matter what happens after launch, that is something we are incredibly proud of.
Source
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