A Strategic Pause — Shifting Focus to BAM

Building a universe takes imagination.
Building a game takes execution.

For the next phase of Space Junk, I’m making a deliberate shift.

I’m temporarily pausing new worldbuilding and long-form story writing—not because the story is finished, but because it’s time to bring one of its most important pieces fully to life.

My focus right now is BAM.


Why the Pause Matters

The Space Junk universe has been growing across art, characters, and concepts. That foundation isn’t going anywhere. But instead of continuing to expand the lore outward, I’m turning inward to finish something tangible—something people can actually play.

BAM isn’t just a side project.
It’s one of the main entry points into the Space Junk universe.

To do it right, it needs my full attention.

This pause isn’t a slowdown—it’s a sharpening of focus.


What BAM Is Becoming



BAM (By Any Means) is a competitive maze-based experience built around pressure, movement, and decision-making.

Players begin outside the maze and must navigate inward while competing against others. The maze itself isn’t just a path—it’s an obstacle. Positioning, timing, and awareness matter just as much as speed.

Instead of relying on a single mechanic, BAM is designed to evolve in layers:

  • Maze progression that pushes players toward a central objective

  • Player-versus-player encounters that create risk and tension

  • Periodic interruptions that force quick thinking and adaptation

Some mechanics are intentionally flexible at this stage. What matters most right now is getting the core loop right—spawn, navigate, survive, advance.

This phase of development is about balance and feel. Making sure the game is fun first, competitive second, and expandable later.

BAM isn’t trying to do everything at once.
It’s trying to do one thing well: keep players moving forward, by any means necessary.


What This Means for the Story

The Space Junk universe isn’t paused forever.

It’s just waiting.

The characters, including Proto, still exist. The symbolism, the star, the themes—they’re all intact. But instead of telling the story about the universe, BAM lets players step inside it.

When the game launches, the story continues—this time through interaction instead of words.


What Comes Next

The plan is simple:

  1. Finish and launch BAM

  2. Let players experience the universe firsthand

  3. Return to story writing with new context, new moments, and real player energy

When the worldbuilding resumes, it won’t be theoretical.
It’ll be informed by what people actually did inside the world.


Thank You for Riding With Me

If you’ve been following Space Junk for the art, the ideas, or the story—thank you.

This pause is about building something that lasts.

The universe isn’t disappearing.
It’s loading.

See you in the maze.

Peter Sidney

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