Back in 1992, Team 17 released Project X. A hard-as-nails shooter that still gives me nightmares over 30 years later. This was followed by X2 in 1996. Then, nothing… until now. A new Project X game is being developed as I write this very article. Project X: Light Years is a real passion project from an indie dev who has even got official blessing from Team 17 themselves and I got to have a little Q&A session with the dev.
Q: Firstly, thank you for taking time out to do this. I know that game dev takes up a lot of time, especially for solo devs or very small teams. Would you just like to introduce yourself to my readers?
A: Hi! Thank you for reaching out to me! My name is Marcin Krupinski, and I’m the founder of MK Games and Project X: Light Years. As a lifelong retro gaming enthusiast, I grew up playing classics like the Atari, NES, and Amiga, with the Amiga holding a particularly special place in my heart – it’s where I created some of my best gaming memories. When I’m not lost in nostalgia, I work as a full-stack developer. In my free time, I enjoy creating games that blend my love for retro vibes with modern development techniques.

Q: As I wrote in the introduction, Project X: Light Years is a real passion project. Is this your first time developing a game, and how have you found the experience so far?
A: I’ve developed two games so far: a free classic RPG set in the Witcher universe available on Android through Google Play, and a platformer inspired by Super Frog created in Unity for PC and Android, though it’s never been released. Who knows, I might revisit it after finishing Project X: Light Years. Working on Project X has been incredibly enjoyable, and I’m really pleased with the progress I’m making.
Q: I know that you started this as a solo dev, but you have since had some help from friends and such. How difficult was it early on when you were going it solo? And please do feel free to name check everyone who has helped you with the development so far.
A: I started this project on my own, and it took me over a year to bring it to its current state, working on it outside of my main job. Initially, it was a solo fan project, but things changed recently. After launching a Facebook page, running a Kickstarter campaign, and releasing a demo, I was fortunate to have some amazing Amiga and Project X fans join me on this journey.
Current MK Games leader and supporters:
Marcin Krupinski – CEO/Project Manager/Programmer/Art Designer/Community manager.
Marek Nycz – He’s the one who convinced me to start this project, and without him, it wouldn’t have been possible. As a shmup expert, his insights have been invaluable to the development process. Balancing a shoot ’em up game is no easy task, and his advice ensures the gameplay stays challenging without becoming frustrating
Dave Moyle – is a big Amiga fan and has been enjoying amiga games from a very young age. Massive fan of Allister Brimble and Chris Huelsbeck. Dave Moyle is a qualified music producer and is joining our team to produce an original score for Project X. Expect some 90s Pumping Techno. Sci – Fi Synthwave and Electronic Rock to help you kick some ass across the galaxy.
Fabio “IL NERDARO” Gallotta – He joined the team after recognizing there was something special behind this project – a desire to create something unique while honoring the original. No one has spent more hours in the demo than he has, consistently topping the leaderboards, even in PRO mode. Thanks to his dedication and sharp eye, you’ll be playing a bug-free game. Every glitch or issue gets spotted and fixed because of his meticulous attention to detail!
Mike Garner – He’s the only person who unlocked all achievements in the demo, investing over 50 hours into it! His ongoing advice has been instrumental in keeping the game balanced and running smoothly.
Timothy Wilson – As our project advisor, he’s been invaluable, assisting with everything from launching the Kickstarter campaign to enhancing the game menu and GUI. Many of the new features and improvements are a direct result of his contributions
We’ve actually had the opportunity to speak with a former Team17 graphic designer, who has come on board as our supporter.

Q: So originally, Team 17 were not on board, and you went into this with the intention of doing it (pretty much) alone. However, you got Team 17’s blessing and now they are very much on board. How did Team 17 get involved and are they offering any behind-the-scenes help/support?
A: When I first started this project, I never dreamed that Team 17 might be interested. I wasn’t even sure if the title was still under trademark and thought I could change it later in development. In June, I reached out to Team 17 via email and also sent a message on Facebook to inquire about the Project X IP. Since I didn’t receive a reply, I assumed it was fine to continue. I even consulted the original creators of Project X – Martyn, Rico, and Allister. Allister suggested I contact Debbie, which led to my first response from Team 17. They were surprised to see the ongoing Kickstarter campaign and presented me with two options: shut down the project or secure an agreement.
The second option was only possible because they had seen the demo and recognized my passion for the project. After a few meetings, we established a partnership, with Team 17 primarily assisting with announcements and news content. They continue to offer helpful suggestions and support, and I’m genuinely surprised by how friendly and encouraging they are. As you may have noticed, once we announced the licensing, the Kickstarter campaign really took off.
Q: Debbie Bestwick is amaizing. Her rise from working in a game shop to heading up Team 17 is stunning. While Team 17 are part of this project in the background, they are not publishing it, and you are doing that yourself too. Is that not a bit daunting, and how are you finding the idea of self-publishing a game?
A: They never intended to develop a new Project X game from a financial standpoint. By self-publishing, I have nearly complete control over the game, and their primary interest is in a polished final product – that’s it. This is also the first time they’ve granted a game license to an independent developer, which reflects their genuine respect for retro gaming and their desire to support the fans of Project X. It’s an incredible opportunity, and I feel a strong responsibility to honor that trust. I consider myself a pioneer in this space, and some have even said that I’m inspiring them.
Many of us dreamed as kids of working for companies that create games, and now I’m living that dream!

Q: I know how supportive Team 17 can be with up and coming devs. The story of how Worms came about is facinating and a great example of just how much Team 17 are fantastic at spotting talent. I am a huge Team 17 fan (I wrote a big chunck about them in my book) and I go way back to when they were two separate studios called Team 7 & and 17-Bit Software. What was your first Team 17 game? (Mine was Full Contact with that JCVD silhouette intro “borrowed” from Kickboxer)
A: It’s hard to pinpoint the very first game from Team 17, but I’d say it was probably Alien Breed. We all played classics like Alien Breed, Super Frog, Project X, Body Blows, Worms, and Arcade Pool. Team 17 has always been synonymous with great gaming. I can’t imagine the Amiga era without their incredible contributions.
Q: I was hoping to get this article done and published to possibly help boost the Kickstarter campaign. Unfortunately, time has not been kind and by the time I publish this, the Kickstarter will be over (stretch goals can still be hit though and pledegs can still be made). The good news is that the campaign has been fully funded, and then some. Now that it has been fully funded, is there less pressure and is there a bit of a morale boost to see so much support for the game?
A: Last week was absolutely crazy! With just five days to go, we were only 60% funded, and my wife was skeptical that we would reach our goal. But then, after partnering with Team 17, everything changed. I spent last week mainly focusing on social media – responding to comments and engaging with our supporters. Aside from fixing a few bugs, I didn’t do much in terms of development. Now that morale is high, we can really concentrate on the game. There’s definitely more pressure, though, as we want to deliver an even better product and honor the trust of the fans who supported us financially.

Q: That’s great to hear. Let me get one of the major questions out of the way. The original Project X was hard, insanely so – to the point that Team 17 had to put out a Special Edition in ’93 that made things a bit easier. A bit easier, but still pretty damn tough. Are you going for an original Project X level of difficulty, a Special Edition one, or something of your own making? Basically, are you going to torture us all over again?
A: Definitely not! I’ll respect both casual and hardcore players. The game will feature three difficulty levels, each offering a unique experience through different level designs. In fact, you can complete the game three times and have a distinct experience each time.
Q: As a big fan of the original game myself, without spoiling too much, what new ideas, features, weapons can the fans expect to see with Project X: Light Years?
A: We’ve introduced many new mechanics to enhance survival. Players will have access to a short shield, a chance to be damaged instead of killed, and 27 random power-ups – though about half of them come with negative effects. The in-game shop offers exciting options like impact shields, battle drones, and plasma shotguns, just to name a few. The weapon system has also been revamped. You can carry two different weapons, each with its own burst fire, and you won’t lose your ship upgrades or weapons more than once in the current phase. We can’t forget about devastating laser beam once full energy beam is charged. Those energy is also used for burst shoot. In the original game, if you died multiple times in a row, you lost all your weapons, and Apidya was even tougher in that regard!
The game will also feature music from both Allister Brimble and Chris Huelsbeck. Two giants in the video game composer field. Allister has composed music for a ton of games, inlcduing for Team 17 and the original Project X. Chris has a very impressive list of game music under his belt such as the Turrican series and many more. This is an unprecedented collaboration that’s never been done in any game before!

Q: Allister and Chris doing the music for one game, that’s going to be one amazing soundtrack. You originally set out to do a remake of the original, but it has evolved into a sequel. Is this a direct sequel to the original that ignores X2, or is there some influence from that sequel in your game?
A: We already have an intro and story in place, while fully respecting both the original series and its legacy. This is simply another installment in the Project X saga.
The backstory goes: “Project X was a top-secret initiative from decades ago, designed to create an intergalactic starfighter capable of traveling extreme distances at unmatched speeds. The program was shelved due to lack of funding and the belief that such a craft would never be needed.”
This explains why there haven’t been any new chapters in the series for so long – both in the game’s lore and in reality, as Team17 themselves likely thought the program was no longer relevant. However, my game is definitely inspired by the original Project X, honoring its legacy while introducing fresh elements to the experience.
Q: The visuals for Project X: Light Years look great. Very authentic to 1992 and Team 17’s style at the time, but with a glorious HD makeover. How important to you was it to you to make this look modern/retro and was there ever any temptation to go for a full-on modern makeover?
A: Project X is a bit outdated for a full remake, so we chose to take the best elements, preserve its original spirit, and expand it with new, modern mechanics. Oh, and did I mention the game now has three different endings?
While there are visually stunning AAA games like Cygni: All Guns Blazing, many players have said that, despite the graphics, those games often lack the fun and replayability that my Project X demo delivers. For me, it’s all about the fun factor and making sure the game keeps players coming back. As for the graphics, I’m aiming to keep things simple, to create a modern retro vibe. And, as a tribute to the original, some familiar enemies will make a return, which I think fans will love!

Q: Replayability is always a major draw for me. How long have you been working on Project X: Light Years, and (roughly) how far along do you think you are now?
A: It’s been 1.5 years in development, with a short break along the way. I initially planned to release the game in December, but due to official licensing and growing interest, we’ve extended our timeline. Even Team17 agreed – it’s better to release a polished game later than rush something that doesn’t meet expectations. Fans have already waited 32 years for a new Project X, so a few more weeks won’t hurt our reputation, especially when the result is a much better game. I believe a release in Q1 2025 is a more realistic and reasonable target.
Q: (Making a note in my diary for Q1 2025) I understand that you’re a big fan of the Amiga era (they were great days). If you could do a remake or sequel to any Amiga game (that’s not Project X), with full backing and support from the IP holders, and a budget to match. Which game would you choose and why? (The only correct answer is Syndicate)
A: I’ve always dreamed of seeing a new Cannon Fodder, but I also know that no one could do it better than the original creators at Sensible Software. Another game I’d love to remake is Moonstone, and one of my team members shares my enthusiasm for the idea.

Q: Moonstone was amazing! Lastly, and once more, thank you for taking time out answer a few questions. Just to finish, is there anything that you would like to say to anybody reading this, or anything about Project X: Light Years, or just anything in general that you would like to get out there?
A: The game is being made by passionate Amiga fans and true lovers of Project X. We’re creating it out of love for the original. However, some Amiga fans are upset that it’s not being developed for the Amiga itself. There are several reasons for this: financial constraints, technical limitations, the complexity of coding, and most importantly, I genuinely believe that no one could replicate the magic of Project X on the Amiga better than Rico, Allister, Martyn, and Andreas did.
Let’s face it – Team17 would never create a new Project X, especially not for the Amiga. So thanks to our project, fans are getting another chance to experience it, even if it’s not on the original platform. I hope you can appreciate this opportunity for what it is and enjoy the journey we’re creating. And who knows – if the game gets positive feedback, Team17 might release more classic IPs for other enthusiastic developers to reimagine.
Thank you for this opportunity to answer these great questions! Please follow our progress on Facebook, Youtube and the Kickstarter. Don’t forget to try the Project X: Light Years demo on Steam and add the game to your wishlist.

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