A four-part series for the Atari® 2600

STELLA'S EVOLUTION

CHASE THE BEAM.

Four games. One 1977 console. Growing minds. A puzzle-platformer series where the hardware and the characters wake up together — from a bare 4K cartridge where Stella is alone, to a friend who fits where she can't, to someone new waiting quietly at the end… and beyond.

4,096 bytes Real 2600 hardware & emulators Every level machine-verified

Wait for it — the world turns over.

THE FOUR GAMES

GAME 01 · RELEASE CANDIDATE

STELLA WAS ALONE

4K cartridge · no bankswitching · 1977 launch tech

Stella wakes alone in a small, constrained world. Twenty levels — ten to learn the world, ten after it turns upside down — plus an endless mode where the clock tightens with every room you survive.

▼ Download ROM (v1.0-rc1)  · Manual

GAME 02

STELLA WAS TOGETHER

8K cartridge · F8 bankswitching · the Pitfall! era

The world has expanded, and someone new has arrived. Three shapes, deeper cooperation — and levels that exist in two places at once, the way only a bankswitched cartridge can.

Coming soon

GAME 03

STELLA'S JOURNEY

16K cartridge · F6 bankswitching · the platform's peak

The world grows richer — and begins to fail. Zones of flickering corruption spread, and in them lives a fourth shape, only ever half there. Bring tissues.

Coming soon

GAME 04

STELLA WAS AWARE

ARM coprocessor cartridge · the modern homebrew frontier

The structures at the edge of the world become legible. The shapes learn what they are — and what they were made to honor. The series ends where games begin.

Coming soon

CHASE THE BEAM

One console, four eras

Every game targets the same 1977 machine. Only the cartridge grows: 4K, then 8K, then 16K, then a modern ARM coprocessor. The Atari 2600 was built so the intelligence lives in the cart — and in this series, so do the characters' minds.

Hardware as story

"Stella" was the 2600's internal codename. The TIA chip drew each scanline in real time, racing the electron beam across the tube. Each game's constraints aren't limitations to hide — they're the world the characters live in, and feel.

Honestly made

Hand-written 6502 assembly, cycle-counted against the beam. Every level and goal variant is proven completable by a build-time solver before the ROM will even assemble. An open homage to Mike Bithell's Thomas Was Alone, told entirely with original characters.

INSIDE GAME 01

Two worlds, one cartFinish the story and the whole world turns upside down for ten more levels.
Two shapes, one exitStella jumps high; Alex fits low. Some doors only open when someone waits.
The endless gamePress SELECT until the sky glows ember. Random rooms, tightening clock, one number to beat.
4,096 bytes, honestNo bankswitching, no tricks the launch-era hardware couldn't do. 80 bytes to spare.