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You are now entering CorgiSpace, where all the games have short legs on purpose. This collection by Adam 'Atomic' Saltsman includes more than a dozen action, adventure, arcade, and puzzle games, and each can be thoroughly explored in under an hour.

In CorgiSpace, you can play games like:

  • Kuiper Cargo - a run-based puzzle game where the right upgrades make all the difference as you deliver cargo and raise your guild rank.

  • Cave of Cards - a mini rogue-like where you have to clear a cave full of killer mushrooms by setting off bombs and making new resources from poker hands.

  • Mole Mole - a sokoban puzzle with a twist (the twist is bombs).

  • Dino Sort - A new logic puzzle where every dinosaur has to be in just the right spot. For example, some dinosaurs need to be next to their favorite food (plants) while others have to be near their favorite food (dinosaurs).

  • Rat Dreams - a top-down souls-like with no walking, only dodge rolls.

CorgiSpace collects a year of original games full of new ideas, strange reveals, and unexpected delights, plus developer diaries about how each game was made. Some of the games can even save your progress. No secret stuff, though. Welcome to CorgiSpace!

Features

  • Breaking out of jail (a lot)

  • Being a pug

  • Stabbing nazis

  • Falling off stuff

  • Terraforming a planet

  • Drinking various popes

  • Mushroom farming

CorgiSpace
Adam SaltsmanDeveloper
FinjiPublisher
2025-12-10Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (15 reviews)
Public Linux Depots:
  • [0 B]
An Interview with CorgiSpace developer Adam Saltsman

We recently included this interview with Adam Saltsman, along with lots of cool other news in our monthly Finji newsletter. You can sign up for it here!

Also, thank you for the reviews and support! We\'re grateful for people taking the time out of their day to recommend the game on Steam and in real life. And a SUPER SPECIAL THANK YOU to everyone who has done both. Your support is vital for developers like us.

Creating CorgiSpace

Finji Co-founder and Director Adam Saltsman chatted with Community & Social Media Manager Aster Wright about CorgiSpace, his new collection of 8-bit games that have short legs on purpose! Discover how and why Adam made more than a dozen games for the collection in his limited free time this year, his process for designing small games, and more!

ASTER: You made the CorgiSpace games in your (already limited) free time while working full-time on[u]https://store.steampowered.com/app/2702430/Usual_June/\"" style="color:#bb86fc;text-decoration:none;">Usual June [/u]. WHY? What motivated that?

ADAM: When I started, I wasn\'t trying to make a bunch of games or even this philosophy joke or anything, I just wanted to make a little game to go with my friend Kyle\'s [u]new dungeon synth album [/u]. So, in a way, the motivation was \"this album is cool, it\'s fun to think about a game that would go with this.\" But, I had a blast making it, and I kind of started on a second game before I even got the first one done. So the most direct motivation was to amuse myself (and to a lesser degree to amuse Kyle).\n\nOver a year in though, I do think there was a jumble of other things going on. One thing is I was feeling some pressure to know game design better or deeper. John Gardner, or someone like that, used to say that if you want to get better at writing, you should write some short stories, only write a few pages or whatever, to start, but really think about the words you\'re picking and why. Don\'t worry about quantity at all at first, worry about quality and think deeply about what each word accomplishes in a sentence. I missed making small games really badly anyway, so I thought, \"oh maybe that would be fun to return to, and maybe it could be a way to understand game design better.\" Basically, make some \"short story\" equivalent of games, and really think about each of the \"words\" I was using in them. Not in a hard, struggle way, but in a \"these are fun to think about\" way.\n\nBecause the idea was never \"do a bunch of miserable homework and hope I learn something at the end,\" it was always some version of \"really genuinely enjoy myself, making funny weird interesting little things again.\" And a part of that, for me, will always be the very real fun of getting a better or deeper sense of how my favorite art form does work or could work or has worked or whatever. And then that feeds back into the game-making, which feeds back into learning more about games, and so on. This loop is deeply thrilling for me. But mostly I wanted to amuse myself! And I have.

ASTER:What was your game design process? What was your workflow like?\n

ADAM: All of these games start with a little 30-60 minute session where I try to get the very first thing of it working, and only that, and then play it and see what I notice. For example, for what eventually became Sebastian\'s Quest, I noticed the player movement code for one of my previous games could do a block-pushing mechanic really easily. So I spent maybe 20 minutes getting that working, and then I just played around in the little sandbox level I had set up. I wasn\'t testing it, though. It\'s more like shaking a Christmas present to try to guess what\'s inside. Like what\'s in this thing? When I was playing my sandbox level, I kept getting stuck, and noticing that I wanted to justcheat, basically. Just erase a wall. As a player, I wanted to be more like the game designer, I wanted to change the level and help create the space in which the puzzle could be solved.

That would be a really easy ability to add, and most block-pushing games don\'t let you do that, since it would undermine the whole idea of that kind of level design or puzzle design. So that seemed like a funny thing to try, and it was! Yes, it totally undermined the whole idea of level design, but, I noticed that if you could only erase a few blocks, if that ability was limited, well, that didn\'t undermine anything. That actually set up a whole new kind of level design you could do. I think this happens a lot when something is \"easy but not obvious!\"

After I implemented it, it felt like you were eating the walls, like Pac Man or something, more than erasing them. That reminded me of our first pug Sebastian, because he used to eat the walls in our second apartment, too. So then the main character became a pug, and the resource you use to erase walls got called \"APPETITE,\" and so on. This is how it goes! I have not been able to finish even one of these without letting go of the reins for big chunks of the process. These insights or whatever usually only come out a little bit at a time, spread out over a few short sessions over a few days or weeks, with lots of time to think about what weird little thing to try next.\n\nASTER: You\'ve talked about the importance of letting \"fun\" be a guide for you. What does that mean for you? How does that work as a game design pillar? As a guide for creative work in general?\n

ADAM: So much game design advice, and creative advice in general, is about making sure your output is something someone else will enjoy, and so little advice is about making sure you enjoy it, that you are enjoying yourself while you make the thing, that the making itself is enjoyable. It\'s funny to me, because in order to actually finish a thing, in order to stay engaged with it, if you want to dig into it enough to find the thing that might make it really special, you have to be enjoying yourself! You have to feel confident that at least one person will love this thing when it\'s done, and it\'s usually easiest if that one person is you. And you can\'t suddenly start loving your game just because it got \"done enough\" or \"good enough\" after being indifferent to it for most of development. That\'s Stockholm syndrome, not love. You have to love it from the start, and that\'s so hard to do when you\'re not enjoying yourself.\n\nWant to learn more about Adam\'s CorgiSpace philosophy? Check out this[u]YouTube playlist [/u]! You can also join us for[u]CorgiJam [/u], a game jam about making games that are SUPPOSED to be small!

[ 2025-12-19 20:00:28 CET ] [Original Post]
A Small Thank You & A Game Jam Celebration!

Yesterday we premiered CorgiSpace during the Day of the Devs showcase!

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45890353/0f90cb42d01f3313fb852850e286b97dffb05f8c.png\"][/img]

We\'re so honored to be included among so many incredible indie games by brilliant indie teams! The showcase was lovely! We highly recommend you check it out and wishlist the games that were included in it. Thank you to the team over at Day of the Devs!

We also want to thank everyone who left kind comments about the announcement, interacted with our social media posts , purchased the game, or left a review! Every bit of support helps us continue making small games with goofy little guys.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45890353/43c77860cb213624eb1cb3fc9189fa04053bf515.png\"][/img]

That being said, we\'ve seen some reports that people think there might be secrets in the game! We said there aren\'t any secrets so STOP LOOKING.

Anyway,

We\'re celebrating the launch of CorgiSpace by hosting a game jam. Join us! We want to see what small games you have fun creating.

(NOTE: These games don\'t actually have to have anything to do with Corgis or dogs but we won\'t be mad if they do! )

Learn more about the game jam here !

Come chat in the Finji Discord !

Are you a little interested in jamming but not much of a game developer? No worries! There\'s a first time for everything. CorgiSpace Developer Adam Saltsman put together some educational videos to help you get started.

Check them out on YouTube !

[ 2025-12-11 15:49:48 CET ] [Original Post]

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