We had the chance to catch up with Dean from Smash Attack Studios shortly after the launch of their Kickstarter for Nullstar: Solus. Dean shared insights into their studio’s journey and the vision behind their exciting new game.
IGD: Thanks for joining us today! To start, tell us a bit about Smash Attack Studios – How did it all come together, and who’s behind the team?
Smash Attack Studios (Dean): Thanks for having me! Smash Attack Studios was born out of a desire to take a new path in game development. It actually evolved from my old studio, Salty Studios, when I started taking on more of the programming and design tasks myself. Initially, it was a side project I worked on with friends and family, and that experience was incredible. Over the past few years, we’ve grown a lot—from releasing our first full game, ShapeVS, to working on Broken Roads, and now Nullstar: Solus. Smash Attack today is really the culmination of lessons learned, people I’ve met, and projects I’ve dreamed of creating. I’m incredibly grateful for this journey.
IGD: That’s quite the journey! So, how big is the team working on Nullstar: Solus?
Smash Attack Studios (Dean): It’s grown quickly! Since starting in June, there are about 10 talented people contributing to the game. Ryan, our art director, leads an amazing art team with Lily, Aryn, and Stella. Dave and Mitch are on programming, Anniemay’s handling the narrative, Luke is working on level design, and Alec Shea is bringing the audio to life. It’s an honor to work with such talented individuals, and even better to call them friends.
IGD: What inspired you to create Nullstar: Solus?
Smash Attack Studios (Dean): Honestly, it was about proving to myself that I could create a game that truly felt like me. Game development is an art form, and I wanted to use my own “brush and palette,” so to speak. For a couple of years, I’d been working within someone else’s vision, and this project was an opportunity to create something that felt distinctly like a Smash Attack Studios game.
IGD: That’s such a personal motivation. What challenges did you face when starting out?
Smash Attack Studios (Dean): Art was definitely the biggest challenge! If you’ve seen ShapeVS, you’ll know that art isn’t my strong suit. Originally, I thought Nullstar might end up looking similar, but thankfully Ryan, Lily, Aryn, and Stella joined the team. The attention the game has received is largely thanks to their incredible work, and I’m so grateful for what they’ve brought to the project.
IGD: Let’s talk about gameplay. Is Nullstar: Solus single-player, multiplayer, or a mix of both?
Smash Attack Studios (Dean): It’s single-player with online leaderboards. From the start, I envisioned Nullstar as a linear game with levels designed to be completed quickly, with an emphasis on speedrunning. It’s been amazing to see the community and new players embrace that challenge and compete against themselves and each other—that’s exactly the kind of engagement we were hoping for.
IGD: How is the game being priced? Is it free-to-play, a one-time purchase, or something else?
Smash Attack Studios (Dean): Nullstar is a premium game, a one-time purchase, and you’re all set. We’re including 80 levels across five worlds, unlockables, and speedrunning challenges. It’s important to me that Nullstar feels like a complete package, something that stands firmly on its own.
IGD: Are you seeking funding or additional support for development?
Smash Attack Studios (Dean): We’re lucky to have a publisher helping with marketing and other support, but since this is a side project for many of us, additional funding is always helpful. We’ve launched a Kickstarter and are also grateful for grants like those from Screen Tasmania. Anyone who wants to support us can check out the Kickstarter – it’s a big help!
IGD: When can players expect to get their hands on Nullstar: Solus?
Smash Attack Studios (Dean): We’re aiming for a late Q4 2025 release. As with any game, there’s always the possibility of adjustments, but that’s the timeline we’re working towards. Fingers crossed we stay on schedule!
IGD: Which platforms are you targeting for launch?
Smash Attack Studios (Dean): Our goal is to release on PC and all major consoles. We’ve had a particular focus on the Nintendo Switch—it’s where we’ve seen the most demand, and I personally love playing platformers on it. We even pitched the game using an ASUS ROG Ally to showcase its potential on handhelds. Developing on PC naturally sets us up for Xbox and PlayStation, but the Switch has a special place in our plans. And hey, maybe the Switch 2 will be out by the time we launch!
IGD: Do you have plans for a demo?
Smash Attack Studios (Dean): Not just yet, but we’re planning to participate in a Steam Next Fest where we’ll release a demo. Stay tuned for updates on that!
IGD: Where can people follow the game or support its development?
Smash Attack Studios (Dean): You can wishlist and follow Nullstar: Solus on Steam – it’s a huge help. Every wishlist makes a difference, so we’d greatly appreciate it if folks check it out!
IGD: Thanks so much for sharing the story behind Smash Attack Studios and Nullstar: Solus. Wishing you and the team the best of luck with the project!
Smash Attack Studios (Dean): Thanks for having me – it’s been great to share our journey. Can’t wait for everyone to try the game!