Achromatic Interactive

Achromatic Interactive

We make games where atmosphere and music are part of the experience.

Sub caelo canimus.

Achromatic Interactive

About us

Achromatic Interactive is a five-person studio. Most of us play instruments. Soundtrack and mood get the same attention as the gameplay systems.

We write a lot of our own music, and bring in other artists when a song needs a different touch. We make a variety of games, and sound matters in all of them.

Stargazing

Telescopes and the sky

Stargazing is a multiplayer game about telescopes and astrophotography. You live on a small island, take photos of the night sky, and help restore an old observatory. Catalog your observations in your astrographer journal.

Character studies for Player 1 and Player 2
Sketch of characters on a village path

Life on the island

Islander NPCs look after the place while you're out observing. There's a cafe, an astronomer's shop for your gear, and cosmetics if you want to change how your character looks.

Night view of the island
Concept art of the observatory

Contracts and quests

Upgrade your telescopes to see farther and add more of the sky to your catalog. Contracts and side quests give you things to do along the way and help you keep progressing.

Nature studies
Sample scene sketch

Technical systems

How Stargazing is built: the core systems that keep a curved world, the sky loop, and co-op play in sync.

Unity 6 · URP · Netcode for GameObjects · Epic Online Services

  1. Shared spherical reference frame

    Gravity, locomotion, camera orbit, and sky aiming all consume one planet snapshot: center, radius, strength, and local north. Global Unity gravity is disabled; acceleration points at the core, and movement is projected onto the local tangent plane so players walk the curve instead of a flat floor.

  2. Author flat, play curved

    Island content is authored as familiar heightmap terrain with closed shoreline curves, then baked onto the sphere with the same planet parameters as gravity. Dense props stay upright and GPU-instanceable; only large geometry is deformed to the surface.

  3. Planet-local astronomy loop

    Place a telescope, enter scope mode, and discover bodies across distance layers. Sky positions use azimuth around the island pole and elevation above the local horizon, so aiming stays consistent while walking a curved world. Placement, observation, contracts, and gear upgrades close the progression loop.

  4. Co-op without dedicated servers

    Up to eight players over LAN or internet. Netcode for GameObjects handles gameplay objects; a swappable online backend uses Unity transport locally and Epic Online Services join codes with P2P / NAT traversal for remote sessions. Shared clocks and placed telescopes sync on dedicated network paths.

  5. Split persistence model

    Account data (cosmetics, wardrobe, identity) stays with the player. World data (island inventory, placed telescopes, contracts, clock) is host-authoritative in multiplayer. Clients push validated player deltas instead of writing a single shared save blob.

More Coming Soon!