{"id":109186,"date":"2026-04-28T23:13:16","date_gmt":"2026-04-28T23:13:16","guid":{"rendered":"https:\/\/news.xbox.com\/en-us\/?p=149493"},"modified":"2026-04-28T23:13:16","modified_gmt":"2026-04-28T23:13:16","slug":"building-aground-from-the-ground-up","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/building-aground-from-the-ground-up\/","title":{"rendered":"Building Aground From the Ground Up"},"content":{"rendered":"\n<p>In <strong><em><a href=\"https:\/\/www.microsoft.com\/en-us\/p\/Aground\/9NDPG3DNQH5J\">Aground<\/a><\/em><\/strong>, you mine, craft, and build your way up from a single shipwrecked survivor all the way to a space-faring society &#8211; from nothing to everything. I feel like the development of <em>Aground <\/em>was a similar process.<\/p>\n<p>When I first came up with the idea for <em>Aground<\/em>, I had the singular theme of progression. I wanted to be able to progress from stone tools all the way to space, incrementally mining and crafting your way far beyond what you might assume possible. But, unlike previous games, I didn\u2019t carefully plan out each step of the journey. I wanted to mirror that process, incrementally building up each stage of the game as I went, remaining flexible and able to change stages of the game as necessary.<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/02\/building-aground-from-the-ground-up.jpg\" alt=\"Aground\" class=\"wp-image-149498\" data-recalc-dims=\"1\" \/><\/figure>\n<\/div>\n<p>This made for a rocky start &#8211; for not only did I not know exactly where the game would end up, I also received mixed feedback from early playtesters and no interest from publishers. Disheartened, I fixed the game up as best I could from the feedback and released it as a free browser game in October 2017. Now, over 3 years later, <em>Aground <\/em>has finally fulfilled my dreams for the original idea and launched on consoles, becoming by far my most successful game.<\/p>\n<p>The real breakthrough on my journey was all the support and feedback from the people who played <em>Aground<\/em> in the browser. Not only was it highly rated and much better received than the early prototype, but I had more suggestions than I knew what to do with. The incremental design turned from a weakness into a strength, and I plowed ahead adding updates, interacting with the budding community, and building what eventually became the <em>Aground<\/em> demo.<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/02\/building-aground-from-the-ground-up-1.jpg\" alt=\"Aground\" class=\"wp-image-149499\" data-recalc-dims=\"1\" \/><\/figure>\n<\/div>\n<p>Little did I know how big of a mountain I would have to climb from the demo to the full version. With only a vague objective in sight, ambitious goals, and a willingness to accept all kinds of suggestions, the game quickly spiraled out of control. Among game developers, we call this \u201cFeature Creep,\u201d and it has killed many games.<\/p>\n<p>With the early access sales not being as high as I wanted, and the to-do list growing to an insurmountable size, I was definitely worried. In fact, I feel like for the majority of <em>Aground<\/em>\u2019s 3 years of development, I was worried about one thing or another &#8211; which is unusual for me. But, I wasn\u2019t daunted. I knocked off items on the to-do list one at a time like I was mining out an entire island in <em>Aground<\/em>. I scrapped items that weren\u2019t worth it. And, when I finally reached the summit and added the endings to the game, I looked down at everything I accomplished with amazement.<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/02\/building-aground-from-the-ground-up-2.jpg\" alt=\"Aground\" class=\"wp-image-149500\" data-recalc-dims=\"1\" \/><\/figure>\n<\/div>\n<p>Despite the early stumbles, the feature creep, and the uncertainty and worries the incremental design of <em>Aground<\/em> caused, looking back I wouldn\u2019t have done it differently. Every bugfix improved the polish of the game. Every feature added to the depth and variety of the world. Every suggestion and conversation about <em>Aground<\/em> built up the community that <em>Aground<\/em> owes much of its success to &#8211; including the vibrant modding community.<\/p>\n<p>I aimed for the stars, wanting to make something bigger than I had ever made before. And I ended up with something even greater than I imagined. With unplanned paths, entire star systems, multiplayer, console ports, a supportive community, and an overwhelmingly positive PC launch, <em>Aground<\/em> fulfilled all my game development goals, and more.<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/02\/building-aground-from-the-ground-up-3.jpg\" alt=\"Aground\" class=\"wp-image-149501\" data-recalc-dims=\"1\" \/><\/figure>\n<\/div>\n<p>Maybe you\u2019ll feel a little like me playing <em>Aground<\/em> &#8211; building up to great things. Hopefully without all the worries and difficulties. <em>Aground <\/em>was an incredible journey for me, and the game mirrors that journey in many ways.<\/p>\n<div id=\"msp1613082236234\" class=\"\">\n<div class=\"ms-product-badge mspb-large\" data-product-id=\"9NDPG3DNQH5J\">\n<div class=\"mspb-primary-image\"> <a href=\"https:\/\/www.microsoft.com\/en-us\/store\/apps\/9NDPG3DNQH5J\" target=\"_blank\" rel=\"noopener\"> <img decoding=\"async\" src=\"https:\/\/store-images.s-microsoft.com\/image\/apps.56845.13614951958208853.68b63f8a-5b5e-4b1b-81d8-26b8e0bb260c.56bf34e9-16bf-4bd7-80d5-3b7e6569bfbb?w=400&#038;h=600\" alt=\"Aground\" class=\"skip-lazy\" \/> <\/a> <\/div>\n<div class=\"mspb-details\">\n<div class=\"mspb-feature-badges\">\n<div class=\"mspb-feature-badge xbox-live\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/02\/building-aground-from-the-ground-up.png\" alt=\"Xbox Live\" class=\"skip-lazy\" data-recalc-dims=\"1\" \/> <\/div>\n<\/p><\/div>\n<h2>Aground<\/h2>\n<div class=\"mspb-secondary-details\">\n<div class=\"mspb-left-container\">\n<p>Whitethorn Digital<\/p>\n<div class=\"mspb-rating\">\n<div> <span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span> <span class=\"mspb-total-ratings\">1<\/span> <\/div>\n<div class=\"mspb-full-stars\" style=\"width: 75px\"> <span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span> <\/div>\n<\/p><\/div>\n<div class=\"mspb-price\"> <span>$14.99<\/span> <\/div>\n<div class=\"mspb-buttons\"> <a class=\"mspb-link\" href=\"https:\/\/www.microsoft.com\/en-us\/store\/apps\/9NDPG3DNQH5J\" target=\"_blank\" rel=\"noopener\">Get it now<\/a>\n<\/div>\n<div class=\"mspb-bottom-badges\"> <\/div>\n<\/p><\/div>\n<div class=\"mspb-right-container\">\n<div class=\"mspb-description\"> Survival is only the beginning. The only way for humanity to have a future is to return to the stars and confront them. But, it will require a lot of ingenuity and help to recover everything that was lost, and even that might not be enough&#8230; Aground is a Mining\/Crafting RPG, where there is an overarching goal, story and reason to craft and build. As you progress, you will meet new NPCs, unlock new technology, and maybe magic too. Will you be able to raise dragons? Launch into space? The sky is literally not the limit. Beneath its simple exterior, Aground hides a lot of depth and surprises that will keep you wondering \u201cwhat\u2019s next?\u201d\t<\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/div>\n<p>Related:<br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2021\/02\/11\/lucky-lanterns-event-rocket-league\/\">Lucky Lanterns Event is Live in Rocket League on Xbox<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2021\/02\/11\/terrifying-school-awaits-little-nightmares-2\/\">A Terrifying School Awaits in Little Nightmares II<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2021\/02\/11\/free-play-days-nascar-heat-5-warhammer-vermintide-2-space-crew\/\">Free Play Days \u2013 NASCAR Heat 5, Warhammer: Vermintide 2, and Space Crew<\/a><br \/> <a href=\"https:\/\/news.xbox.com\/en-us\/2021\/02\/11\/building-aground-from-the-ground-up\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In Aground, you mine, craft, and build your way up from a single shipwrecked survivor all the way to a space-faring society &#8211; from nothing to everything. I feel like the development of Aground was a similar process. When I first came up with the idea for Aground, I had the singular theme of progression. I wanted to be able to progress from stone tools all the way to space, incrementally mining and crafting your way far beyond what you might assume possible. But, unlike previous games, I didn\u2019t carefully plan out each step of the journey. I wanted to mirror that process, incrementally building up each stage of the game as I went, remaining flexible and able to change stages of the game as&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/building-aground-from-the-ground-up\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":109187,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-109186","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-xbox-wire"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Building Aground From the Ground Up | Arcader News<\/title>\n<meta name=\"description\" content=\"In Aground, you mine, craft, and build your way up from a single shipwrecked survivor all the way to a space-faring society &#8211; 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