Solo indie behind Hoshi no Isan
Founder · Game Developer & Designer
I founded Spaceship Adventures in 2010. What started as a multi-player spaceship simulation concept has evolved into Hoshi no Isan — a Japanese-aesthetic space visual novel set aboard a JAXA Heritage Ship.
I contribute as ship builder, UI/UX designer, game designer, and everything else. Hoshi no Isan is built solo in Unreal Engine 5, with a love for Japanese culture and the extraordinary stories of Japan's space program.
Background: 20+ years in web and software development, design, and product. The project draws on that experience for the game design, the site, and the dev journal. Building in public keeps the process honest and the scope achievable for one person.
Current focus: Unreal Engine 5 Blueprints, first-person ship exploration, and the first playable room (Kaguya Observation Lounge). Progress is documented in the Development Journal and the Game Design Document. For the full vision, see the game page, crew, and ship sections.
The project has a long history: physical prototypes in 2013–2017, proof-of-concept work in 2024, and the current UE5 build. Older posts live in the Legacy Archive; the main blog focuses on Hoshi no Isan and the Yamabiko. If you're interested in Japanese space history or narrative-driven games, the About page and GDD go deeper.
I work in Unreal Engine 5 with Blueprints for gameplay and level logic, and use the engine's built-in tools for lighting and materials. The first playable slice is the Kaguya Observation Lounge — one room, first-person movement, and the start of the trust and dialogue systems. From there the plan is to add more compartments, more crew, and more story. No publisher, no team: just one person and a clear design doc. The game page outlines the vision; the Dev Journal shows the week-by-week progress.
"Spared no expense. Have fun." — The goal remains the same.
Hoshi no Isan is being built in public. Every step documented.
Dev Journal About the Project