BigBoot Studios just dropped Space Devourer on Reddit, and the response has been immediate. The concept is delightfully weird: a 2D top-down space sim where you capture ships and asteroids, then feed them to a cosmic entity to collect resources or even replicate captured ships. It’s the kind of high-concept indie game that sounds absurd on paper but becomes absolutely compelling when you see the GIFs demonstrating the mechanics in action.
Right now, Space Devourer is in early conceptual stages—think gorgeous GIF demonstrations and Giphy collections showing off the core mechanics rather than a Steam page with a launch window. But that’s exactly what makes this exciting. This is a developer or small team showing their vision directly to the community before commitments, publisher involvement, or traditional release timelines. The internet’s response so far has been enthusiastic, suggesting genuine appetite for this kind of unconventional space game concept.
The Core Concept
Space Devourer’s defining feature is the feeding mechanic. You don’t just mine asteroids or trade ships—you capture them and feed them to a cosmic entity. That entity then grants you resources, allows you to replicate ships you’ve consumed, or presumably unlocks other mechanics not yet detailed. The cosmic entity itself becomes your game’s central feature rather than just a boss or story element.
This creates an immediately engaging loop. Explore, capture ships and asteroids, feed them to your cosmic entity, receive rewards, expand your capability. It’s collection mechanics blended with resource management blended with space exploration. Every ship you capture might be useful for collection, or it might be better to feed it to maximize entity growth.
2D Top-Down Perspective
The 2D top-down viewpoint puts Space Devourer in conversation with classic arcade space games and modern roguelites rather than simulation-focused space sims. This perspective decision is crucial—it keeps the game immediately readable while allowing the weird mechanics to shine. You’re not lost in menus trying to understand orbital mechanics. You’re directly engaging with a world where feeding ships to cosmic entities is normal business.

Why This Concept Works
Space games have a specific problem: they’re either simulation-heavy (requiring deep system knowledge) or arcade-simple (requiring mechanical reflexes). Space Devourer seems to occupy a middle ground where the weird central mechanic (feeding ships to a cosmic entity) becomes the game rather than something wrapped around traditional space game systems.
This approach removes the need for complex orbital mechanics, complex economy simulation, or complex anything really. You explore, capture things, feed them, get rewards. It’s immediately graspable while remaining conceptually unique. The cosmic entity becomes character, goal, and gameplay mechanic simultaneously.
Community Response
The Reddit thread response has been overwhelmingly positive, with people expressing genuine excitement about the concept. Comments praise the originality, ask thoughtful questions about mechanics, and express hope that BigBoot Studios follows through with full development. This kind of organic community interest is exactly what indie games need to thrive.
Where This Goes From Here
Space Devourer is currently in the “concept demonstration” phase. BigBoot Studios has shown enough to prove the idea is viable and interesting, but full development hasn’t been formally announced. The next steps would typically be either securing funding (through publisher deals, Kickstarter, grants, or bootstrapping), building a prototype, then moving toward early access.
The community is watching. If BigBoot Studios decides to pursue this seriously, they’ll have a built-in audience ready to support development. That’s not guaranteed for most indie games—Space Devourer has something compelling enough to generate genuine enthusiasm before any official announcement.
FAQs
Is Space Devourer available to play?
Not yet. Currently, only concept demonstrations and GIFs showing the mechanics have been shared. The game is in early conceptual stages. A playable demo or early access version hasn’t been announced.
When will Space Devourer release?
No release date, release window, or official development timeline has been announced. BigBoot Studios is currently gauging community interest through concept demonstration.
What’s the gameplay loop?
Based on current information: Explore space, capture ships and asteroids, feed them to a cosmic entity, receive resources or ship replication abilities, expand your capabilities, repeat. The exact mechanics are still being developed.
Who is developing Space Devourer?
BigBoot Studios, though details about the studio’s other projects or team size haven’t been publicly shared yet.
Where can I follow Space Devourer’s development?
The Reddit community has been actively discussing the game, and BigBoot Studios should have social media presence where development updates will be shared. Wishlist pages or official announcements haven’t been established yet.
Is this a Kickstarter project?
Not yet. Currently it’s concept demonstration. If funding is needed, Kickstarter could be an avenue, but nothing has been formally announced.
What inspired this concept?
BigBoot Studios hasn’t detailed the inspiration yet, but the cosmic entity feeding mechanic combined with 2D space exploration suggests influences from arcade games, modern roguelites, and space-themed titles.
Conclusion
Space Devourer represents exactly what makes indie game development exciting—a small team or solo developer taking a weird, unconventional concept directly to the community and finding immediate enthusiasm. The mechanic of feeding ships to a cosmic entity is unique enough to stand out in an oversaturated space game market. Whether BigBoot Studios decides to develop this further, seek funding, or release it into early access remains to be seen, but the community interest is undeniable. Keep watching this space (pun intended). When Space Devourer actually becomes playable, it could be something genuinely special. For now, you can check out the concept demonstrations on Reddit and Giphy to see the mechanics in action, and if you’re interested in following development, keeping an eye on BigBoot Studios’ channels is your best bet.