
Every game is a hub — the studio that built it, the publisher shipping it, investors backing it, creators streaming it, journalists covering it. The ecosystem is what makes the game more fundable, more discoverable and more playable. How were you involved?
An anti-gravity racer drawn in pure light. Seven wireframe tracks, eight ships and real racing physics — the desktop edition of a racing game built for the 1982 Vectrex, the console that drew with an electron beam.
The press kit for SHOCKWAVE is visible to press, creators, investors, and the studio team. Press and creators receive a link with an outreach token; the kit appears here inline — no download, no separate page.