SELENE is a quiet interactive experience set on an empty Moon. There are no NPCs and no crowd to fill the silence—just lunar facilities, machines, the surface outside, and Earth hanging in the distance. I built it as a place to explore at your own pace, sit in the cockpit, and enjoy the strange comfort of being very far away without feeling completely disconnected.
What became possible in your product with Astra that was not practical before?
Maker
What became possible was making the game at all. I have always had strong ideas for worlds and experiences, but building a 3D game alone was not something I would realistically have attempted before. Astra closed the gap between imagining and building. I could describe an interaction, test it, refine it, debug it, and keep going without needing a full development team. That made it possible for SELENE to grow from a quiet idea in my head into a playable lunar world.
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Maker
📌
Hi Product Hunt — SELENE is the first game I’ve made.
I noticed something while building it: when I’m given a world to create, I keep making places with almost no people in them. Years ago I wrote an AI-illustrated story about someone waking up alone in an abandoned city. This time, I ended up on an empty Moon.
But I don’t think what I’m after is isolation. I like traces of other lives — old logs, recordings, abandoned facilities — and I like the idea that someone might still be out there, very far away. What I wanted was a world with low social density: quiet, spacious, and free from constant demands.
SELENE is my attempt to turn that feeling into a place you can enter. There’s no pressure to optimize your time. You can explore, sit in the cockpit, look at Earth, and simply be there for a while.
I’d love to know what the Moon feels like to you.