Kyle Carroll
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Game · C++ / SDL2

Leaving Earth

Run a 1950s space program on a budget: buy rockets you don't fully understand, and find out what they do the hard way.

What it is

A digital version of the board game about running a space agency in the early space race. You buy components without knowing whether they work, plan missions years out, and eat the consequences when a rocket you'd already committed to turns out to be unreliable. The tension isn't dice — it's committing to hardware before the data comes in.

How it's built

C++ and SDL2, no engine. Roughly half the code is the rules — outcome decks, maneuver difficulty, radiation, rendezvous, mission eligibility — and the other half is drawing and input, which is where nearly all the pain lives. Text layout, DPI scaling, and scroll behavior are all hand-rolled, which was educational in the way that word usually means.

The rules half was worth writing from scratch. If I did it again I'd put the same engine under a real UI toolkit and skip re-inventing text wrapping.

Where it stands

  • Full campaign playable end to end, solo and hot-seat.
  • Original artwork throughout — none of the published art is used.
  • In beta with a small group of testers. Windows and macOS builds both cut from the same source.

Leaving Earth is a board game designed by Joe Fatula and published by Lumenaris. This is an unofficial project and isn't affiliated with or endorsed by the publisher.

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