Space Cavern Blaster
Current Version: v0.13 - "Prototype 2023"

A cross-platform platformer for
- Amiga 500
- Atari ST
- C64
- Sega Megadrive / Genesis
( HTML5 and Windows versions will be uploaded at a later time. )

Use Arrows keys / WASD / Joystick for moving.
Press Down / S to use a switch.
Press Space / Button 1 to shoot.
Press  STRG / Button 2 / Up to jump.

Known bugs:
- Music on Atari ST is buggy
If you find more bugs (there are probably a lot), please let me know :)

Tileset and player character by

Original MIDI music by

Technical background for those who are interested:
Game mechanics and boilerplate code is programmed in C and is the same codebase for all platforms.
Each platform has custom implementations for rendering/drawing, music, sound, input, asset loading and gametime.
The codebase is then cross compiled using VBCC (Amiga, Atari ST, C64), DJGPP (DOS) or SGDK (Megadrive).
All art assets are created as .png and are then converted to the target platform using a custom exporter.
All music is created as .mid and is then either converted by using a custom converter, OpenMPT or mid2vgm.
All sounds are created as .wav and are then either converted by using a custom converter or "sox".

Rated 4.7 out of 5 stars
(6 total ratings)
Tags2D, Amiga, atari, Commodore 64, Mega Drive, Metroidvania, MS-DOS, Retro, Sega Genesis


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Development log


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Really enjoyed playing this on the Amiga!

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Thanks for playing! :)

"you have reached the end of tek demo" ... best demo on csdb so far this year hahah


Yeah well "tech demo" might have been misleading on my part. :)

I should have just called it demo (and even that would be problematic on C64 :D ). For me tech demo was meant as a way to say "Look, this is far from finished, there are bugs, it is rough around the edges but at least it won't set your PC on fire (i hope)" :D

By now i absolutely get why some people are misled by that and that it can mean something completly different per platform. Especially the Amiga version caused some big question marks above people's heads. (and some good laughs :D )

Thanks for playing till the end, and for your other feedback post too! Much appreciated :)

this is pretty good, reminds me of a game "spelunker" the kid loved to play a lot and that addicive hopman game by inufuto-the-multicoder ... since you asked for bugreports : the ST version (on mister fpga) doesnt work on ST or STe with emutos(1024) , the megadrive and c64 versions work fine but havent tested on the real c64 (tho i bet thats fine too) , not just the music but on the ST core it just wont start, GREAT STUFF OTHERWISE !!! (and since you asked, no trolling, just feedback) !! ganbarre!!


Thanks a lot for your feedback! :)

I tried the C64, Amiga and Dos versions on real hardware and they work for me.

 I have not yet tried the Megadrive version on a real Megadrive, since mine is broken and i did not yet have the time to fix it. Please let me know, if it works for you :)

As for the Atari ST version: This is VERY interesting. I have not yet managed to get it working on my ST 1040, nor on my Mega ST 2. I was not sure if it was due to me being stupid, faulty disks or bad coding. Because of your report i am now 99.9% sure it is due to bad coding and will have a look at it once i have the time.

Thanks again for letting me know and thanks for playing! :)

(1 edit)

Good game, thanks. I also added it to my Mega Drive / Genesis gameplay video I made.

Awesome video! :)
Thank you for including the Space Cavern Blaster Prototype

(1 edit)

0.13h C64
Button 2 does not make the character jump
Is there a specific controller needed or is it just a button on potx?

(3 edits)

Hi! :)

The C64 version of Space Cavern Blaster currently only supports standard one-button joysticks. I always thought it was not possible to use more, but your question made me search the internet again and you are right: there are methods to use 2-3 button joysticks/gamepads on a C64.
While two-button sticks are not the norm on a C64, i really like the idea and added two button support to my to-do list.

Thanks for the hint! :)

[Edit] For now, you have to press "Up" to jump in the C64 version.

Deleted 1 year ago

Any plans for an NES version or is it not worth adding scrolling to the levels?

Hi! :)

The game requires a horizontal resolution of at least 320 pixels. The NES has a resolution of 256 pixels.
I'm still thinking about how to port it to PCs/consoles that have a lower resolution without too much hassle. Scrolling is an option and probably the way to go. Once i'm happy with my solution, i'll definitely try my best to port it to the NES, SNES and Mastersystem! :)

Will there be an Amstrad version too?


Hi! :)

The game requires a horizontal resolution of at least 320 pixels. Amstrad/Schneider CPC has a horizontal resolution of 160 pixels if more colors are used.
Since the C64 version also uses 160 pixels, I think it might actually be possible to port the game to the Amstrad without too much hassle.
I have it on my list, but I haven't done enough research on the Amstrad machines to be sure if it's really feasible (i guess it is). I'm sorry, I can't give you a definitive answer right now, but rest assured: I WILL try it! :)


Interesting looking game, i'll be keeping my eye on it, especially C64 progress.

This is exactly the type of a game I like and on top of that it's brilliant! I'm not a great gamer and I'm clumsy, but the mechanics of the game teach me to calm down and work on the skill. Really really enjoyable!

just finished the demo on C64 (VICE) and this is already one of my favorite games! please do expand on this - the graphics are beautiful (great done minimalism which inspires the imagination), the learning curve is ideal - new levels please, develop this world further (and of course, tuning up the audio stuff would help a lot ;)

(1 edit)

Thank you very much for your kind feedback! I am glad you enjoyed the game :)
I will definitely keep working on it (and the audio :D).

Great game ! Thanks for it.

Thank you for playing it and creating a video in the process! :)

I fell in love with your game. A game play in your honor !

Happy to hear you enjoyed it! :)

I just uploaded a new version with improved font, so the initial screens are actually readable ;)

Thanks a lot for the video, it means a lot to me! :)

Heh, simple but very enjoyable :) Looking forward to the Amiga joystick support :) Thank you so much !

(4 edits)

c64version: cursor keys not responding, couldn't get it to work in hoxs64. that font is unreadable in hoxs, too.

Thank you for your feedback! :)
I'll give hoxs64 a go and see whats wrong. The font really is barely readable and was made in a rush to get it ready for the jam entry. I already have plans to improve that and it is on my to-do list :)

Hi again :)
I just gave hoxs64 (version ) a try and the game works for me. Move via WASD, shoot by pressing space, Enter/Return to skip menu screens.
The font really is even more abysmal on hoxs64 than it is on vice though. But as i already stated: Improving the font is on my to-do list. :)

I just uploaded a new c64 version with an improved font. :)

(8 edits)

wasd is not usable for me as a left-hander. can you add cursor key or joystick support? font is good now, thx

Nice work, I'm curious how good this will be.


I just released an update to fix some bugs that made it into version 0.1. I also added 2 new enemies and 3 new levels to version 0.12.
Thank you for giving the game a try :)

Looks amazing

(1 edit) (+1)

Thank you!
I plan on updating this every now and then. Version 0.1 was a rushed release for a game jam.
I just released an update with bugfixes, new enemies and new levels.
Thank you for playing :)

Waiting for the final version to make a longplay video :-)

Nice game!

(2 edits)

That was quick! :)
Thank you for the video! 

( I really need to update the game once i have the time. Judging by the video, there seem to be some frustrating parts :D )

Atari ST - gameplay :)

Awesome, thank you! :)
After watching your videos i sat down and refactored the movement code. It should now no longer be possible to glitch into blocks/tiles. I uploaded a new version. 
Sorry for the frustration this might have caused while recording the video. :)

I just noticed there is also a C64 video now. You never sleep, do you? :D Thanks!