Coming Soon

Moltar

Face Moltar above the lava pit in this retro arcade remaster—rebuilt with modern polish, crisp pixel art, and AI-assisted restoration. Coming soon.

Original Apple II version from 1988

Moltar Remaster — Coming Soon

Overview

Moltar is a tense retro arcade game originally built in 1988—a time when “memory optimization” meant “delete your dreams and try again.” You pilot a battered exploration ship above a lava trench on Venus, dodging fireballs, surviving rising molten chaos, and facing Moltar, Evil Lord of Venus, who has the personality of a volcano with a grudge.

This page is for a remaster: same core game, modern execution. Cleaner visuals, tighter controls, better readability, optional quality-of-life features—and a build that runs on today’s machines without requiring a sacrificial ritual to the gods of obsolete hardware.

I’m rebuilding it as an “old dev with a long memory” project: taking something I made decades ago and seeing what it becomes when you combine stubborn craftsmanship, modern engines, and a bit of help from AI.

The Original 1988 Premise

Your exploration ship plunges through Venus’ clouds chasing a strange alien transmission. The descent wrecks your hull, so you’re forced to repair it before returning through the acid clouds. That’s when the sky starts raining fireballs… and Moltar makes himself known.

Moltar doesn’t chase you across space. He waits—above his lava pit—like a landlord collecting rent.

Gameplay

Moltar is built around a simple, mean idea: survive above the lava trench while chaos escalates.

You’ll be dealing with:

  • Fireballs that drift, swarm, and threaten fiery death
  • Lava drops that fall from above as the environment becomes less “planet” and more “problem”
  • Rising lava that pressures you upward and reduces safe space
  • Unfriendly surprises (including a wasp-shaped object crawling out of boiling lava like it pays taxes there)

The ship’s signature trick is that shooting isn’t always the answer—some threats can be “handled” by suction/collection mechanics (yes, the vacuum ship thing is real and still funny).

The Remaster Plan

This isn’t a “reinvent the game” project. It’s a restore + refine project.

Core goals:

  • Preserve the original feel: fast, readable, tense, and a little unfair in the classic arcade way
  • Make it modern-playable: resolution scaling, consistent frame timing, sane input, and fewer “why did I die?” moments
  • Clean up presentation: crisp pixels, clearer silhouettes, better contrast, less visual ambiguity
  • Add optional quality-of-life (without turning it into a different game)

Potential improvements (not promises):

  • Modern controller + keyboard support
  • Adjustable difficulty / assist options
  • Rebuilt sound and music (original vibe, less 1988 hardware cruelty)
  • Leaderboards and challenge modes (because suffering is better with friends)

Using AI (Yes, I’m Doing That)

Back in 1988, my toolchain was basically: willpower, limited RAM, and mild panic. Now we’ve got AI assistants that can help with the boring parts and the “I don’t want to spend three days on this” parts.

If this remaster happens, AI will be used for:

  • Asset cleanup and upscaling experiments (with heavy manual review—AI gets weird ideas about pixels)
  • Code assistance for scaffolding systems, tooling, and iteration speed
  • UI/layout drafts to get to “playable” faster
  • Documentation and devlog structure so the project doesn’t collapse into a folder named “final_final2_reallyfinal”

What AI will not do:

  • Replace the game’s design decisions
  • Decide how Moltar behaves
  • Ship unreviewed art/code into the build (I’m old, not reckless)

AI is a tool. A fast one. Sometimes a dumb one. Still a tool.

Status

Coming Soon (and possibly never, if life wins). This is a remaster page, a devlog container, and a place to document what I’m doing if I do it. Even if the project stays a prototype, it’ll be a fun archaeology dig.

Devlog (Starter Entries)

  • 2026-01 — Project Archaeology
    Found the original material, screenshots, and notes. The real challenge is translating “1988 me” into “present me” without losing the weird charm.
  • 2026-01 — First Prototype Goals
    Establish the core loop: ship control feel, hazard pacing, and lava pressure. If that doesn’t feel right, nothing else matters.
  • 2026-01 — AI Tooling Experiments
    Testing AI-assisted upscaling and cleanup pipelines. Results range from “surprisingly usable” to “why is the spaceship now a toaster.”

FAQ

Is this the original game?

No—this is a remaster in development. The goal is faithfulness with modern playability.

When will it release?

If I give a date, the universe will punish me. So: when it’s real.

What platforms?

If it happens: Web, Windows, macOS at minimum. Possibly more, depending on scope and sanity.

Will the remaster be free?

Undecided. If it ships, it’ll ship in a way that respects players’ time and doesn’t turn into a monetization experiment.

Is AI generating the whole game?

No. AI helps accelerate grunt work and experimentation. Design, feel, and final decisions stay human.

Optional: “Why Remaster This?”

Because it’s mine. Because it’s weird. Because I can.

Also because there’s something satisfying about taking a game you built as a younger human and asking:

What does it become when you rebuild it with experience instead of adrenaline?

Moltar devlog

Latest updates & experiments

Progress notes, design thoughts, and milestone recaps for Moltar.

Loading Moltar devlog...