
Serenity Forge is a Colorado based independent studio that aims to make games that improve people's lives. With their first two games under their wings, Loving Life and Luna's Wandering Stars, the studio is currently working on Pixel Galaxy and The King's Bird.
http://serenityforge.com/
Pixel Galaxy is a shmup. Only, you don't shoot. In fact, the whole point is for you to make friends with your enemies. You touch them, they become a part of you. Then, you dodge their past friends bullets and lasers while trying to touch their past friends to make them your now friends. It's a somewhat complicated relationship, but that's life, isn't it?
http://serenityforge.com/ga...
https://www.youtube.com/wat...
Mini Q&A
Answers provided by Zhenghua Yang (Z), Founder/CEO/Executive Producer of Serenity Forge
Why do you make games?
I believe that the video game medium is still at its infancy, and there's so much more you can do with games that no one has explored yet. People are inherently interested in playing games, so why not add some value to the games we spend hundreds of hours in? I see a future where the concept of "games" is drastically different than it is today, and that there are "game" elements in everything we do. Video games as a medium is perfect for delivering not only fun, but also artistic experiences, educational thoughts, and even business values. We at Serenity Forge wish to be at the frontier of this movement, creating good through meaningful interactive experiences.
Why should people play titles from Serenity Forge?
Our games aim to make a difference in players' lives. From the emotional impact of Loving Life to the educational values behind Luna's Wandering Stars, we intend to challenge the way players think through meaningful experiences. Even Pixel Galaxy, a seemly small arcade shooter game, challenges players to think "outside the box" (pun intended) by not allowing players to shoot, showing them the power of friendship and sacrifice in a cruel and punishing world. Each time when you're done playing these games, you'll walk away with something meaningful.
What element of game design do you hold above all others?
Meaningfulness of the experience. One test we usually have for game design: would a person walk away thinking "wow that was a great game!"? It surprises me that plenty of games out there do not pass this simple test, especially ones that would hook players in, making them spend hundreds of hours gaining nothing in the end. Games like Bastion, Gone Home, The Stanley Parable, Papers Please, Thomas was Alone, and To the Moon, although each only a few hours of gameplay, would end up lasting in the players' mind for a lifetime. These are the games we take inspiration from and these meaningful experiences are what we use as role-models for creating our own experiences.
Today's stories:
- At a Galnce: Serenity Forge: http://n4g.com/user/blogpos...
- An Interview with Z: http://n4g.com/user/blogpos...
- Pixel Galaxy Preview: http://n4g.com/user/blogpos...
- Win an Amazon Gift Card: http://n4g.com/user/blogpos...
- Win an Xbox One Bundle or 1TB Playstation 4: http://n4g.com/user/blogpos...
Day 20 | Serenity Forge

Microsoft announced its financial results for Q3 of fiscal year 2026, including an update on its gaming Xbox business and more.
Not looking good. Hopefully Asha Sharma is able to turn Phil’s disaster around.
To me it's still quite remarkable how they can cash-in 5.3bn in revenue in a single quarter, since their hardware is basically dead.

The charity event will be streamed live from Gamescom in August.

Thanks to the slip-up of an artist working on the title, we now have more evidence that a new Injustice game is in the works.
This game looks too cool.
I love games like this. Flow started it all for me.
amazing pixel art game
hope we see it in the IOS
Looks like fun.
I would love to play this on my phone.