You started developing Astrolander at just 13 years old, and today it has evolved into a PlayStation 5 and Steam title. What have been the biggest lessons in turning a passion project into a commercial product, and how has your approach to game development changed as you’ve grown as a founder?
Max Trest: The biggest lesson has been learning the difference between building a game as a passion project and building one that is commercially viable. When I started work on Astrolander, my focus was solely on creating something fun, not considering the business side of running a game development studio. Over time, I had to learn about marketing, community management, and most importantly, planning.
Modern games are built by large teams with massive budgets. My goal with Astrolander has been to develop an experience that matches or surpasses the quality of these larger titles despite being created by such a small team.
In order to achieve this vision, prioritization has become essential! In practice, this means some features I would love to have implemented had to be cut due to time constraints, while others were prioritized to meet platform requirements or improve the overall player experience. When exhibiting demos, people are often shocked that a game of this quality is made by such a small team!
Astrolander blends 2.5D and 3D gameplay while making extensive use of the PlayStation 5 DualSense controller. In an industry where many games follow proven formulas, what inspired you to focus on experimentation and innovation rather than taking a safer route?
Max Trest: In such a crowded industry, it’s important to develop something distinctive, and experimentation is a key pillar. Many successful game developers have emphasized that great games mix the familiar with the innovative. With Astrolander, many sections are inspired by retro arcade games but reimagined with my own twists.
For example, one section has the player battling Cyberquax, which are rubber ducks with laser eyes, in 3D space, drawing inspiration from Space Invaders. If you play it too safe, audiences will move on and if the game feels too alien, players will become detached. My goal with Astrolander has been to find that balance and make the game easy to pick up but hard to put down!

Canada has produced some of the world’s biggest gaming studios, yet independent developers often face challenges around funding, visibility, and talent. As a young founder building Astrolander from Canada, what advantages and challenges have you experienced, and what do you think it takes to build the next globally successful Canadian game studio?
Max Trest: Canada is a global hub for the games industry, and starting an indie studio here has provided me access to many opportunities. I recently exhibited an Astrolander demo at Web Summit Vancouver, one of the many international tech events that takes place in Canada.
Local organizations like DigiBC support developers through networking, marketing, and promotional opportunities, and I have found the indie dev community to be very supportive. The biggest challenge is standing out in such a crowded market.
Every year, thousands of games are released on Steam alone and while many are low-quality shovelware titles, the sheer volume makes discoverability hard. Building the next globally successful Canadian game studio requires combining creativity with execution. Today, reviews alone don’t guarantee a game’s success, it takes building a community of eager players.

The prototype version of Astrolander is featured at Seattle’s Museum of Pop Culture, and the game has attracted attention from media outlets around the world. Was there a moment when you realized this was becoming something much bigger than a personal project, and how did that recognition shape your vision for Lost Cartridge Creations?
Max Trest: When I first started working on Astrolander, I couldn’t have imagined how ambitious and acclaimed the project would become! Having the demo featured at the Museum of Pop Culture was a major milestone, but the biggest turning point came when I had the opportunity to bring the game to the PlayStation 5.
While exhibiting an Astrolander demo at an event called Seattle Indies Expo, I had the chance to meet Shuhei Yoshida, the former head of SIE Worldwide Studios and then head of PlayStation Indies, along with others on the PlayStation team. When they gave me the chance to bring the game to the PS5, I decided to completely remake the game to take full advantage of the hardware, particularly the DualSense controller.
When I recently announced the PC/Steam port, I received international press attention including in Japan, Taiwan, South Korea, and elsewhere.
You’ve said that one of the most important questions you ask when designing a feature is, “Will it be fun?” As AI-generated content becomes increasingly common in gaming, how do you think independent developers can continue creating original, human-driven experiences that stand out in a crowded market?
Max Trest: While AI is a powerful tool, players still prefer experiences crafted by humans with a genuine passion. Players love personal touches whether that’s in gameplay or visuals. It can be something as simple as a comical diorama in the background.
With Astrolander, I have avoided the use of AI because I believe players are looking for originality and authenticity now more than ever. As AI generated games become increasingly common, the most successful games will be the ones that stand out.

If everything goes according to plan, where do you see Astrolander and Lost Cartridge Creations in five years—and what would success look like for a Canadian-made game studio competing on the global stage?
Max Trest: I would love to work on a sequel to Astrolander! I have many ideas that I couldn’t include in the first game that I’m sure players would love. I want Lost Cartridge Creations to be recognized as a studio known for innovative, high-quality experiences. It would be such an honor to have Astrolander recognized as the next Mario or Astro Bot type franchise, especially coming from a Canadian game studio!
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