Evade 2 - Arduboy's first space flight sim

Through code only. IIRC, the main file has a preprocessor directive that you can use to disable all sound.

Haven’t seen anything even CLOSE to it…
Damn, that’s awesome.
But it might be a bit overkill and confusing (very confusing) at first.
Great job!
But yeah, such big game means you can’t have flash light mode and not even a sound menu


Since i’m fairly new to the arduboy and familiar with very little programming, i was wondering is there a place where there are step by step instructions on how i can download this game to my arduboy?

There’s a guide for uploading hex files using community-made tools here:


There’s a guide for how to compile from source code here:


Be warned that Evade2 is harder to remove than a normal Arduboy game.
You have to use this special procedure:

I would advise trying a different game first and coming back to this one later.


I love the flipping Evade 2 (and can’t think of a reason for it to stop flipping)
release some PROGMEM by not having it stop flipping…
I like the effect, But I don’t feel comfortable with the flipping “Get Ready”…
Maybe a flickering(if too complicated, “booting”) HUD at the beginning is better.

That seems overkill.

That seems enough but think we can have a bit more.

Appreciate effort, nice game, maybe overkill but is ok
'cause I like it.


Feel free not to enjoy it.


@CDR_Xavier you really need to consider what you are saying before pressing the reply button.


really very well done!

After I downloaded Evade 2 my usb port option has disappeared from the ports menu. Is that normal? I’m trying to follow the video for how to load a different game and I don’t quite understand it. I downloaded Visual Studio Code to run the cal.sh file from the evade2 folder but I can’t do much if Arduino is not recognising my usb port. Can anyone make this process more clear for me?

Easiest way would be to use the reset button. When the reset is pressed it enters the bootloader mode for a few seconds. If timed correctly you can flash a new game within that time limit.

Sorry to hear that you have troubles. Have you seen the procedure in the first post? Timing can be tricky, but the procedure should work.

1 Like

Oh hey, I got it working! Just a case of getting the timing right on the reset. Guess I was just confused by that additional program the guy had running in the video, I thought it was more complicated than it actually was. Thanks!


Game is great, music is amazing. I would also like to invert UP and DOWN buttons.

I’d love to know what DAW was used to make the soundtrack for this game and export it to a MIDI file that could keep those crunchy drum sounds. I can’t mentally piece together how this type of music can be turned into a MIDI file and then imported successfully into ArduboyPlaytune.

1 Like

This game is not using ArduboyPlaytune but instead ATMLib.

1 Like

I see, thanks. I read some more about ATMlib in a thread from a couple years ago. There are some online trackers available, which is cool. I forgot that Playtunes allows for two notes on top of each other but not different waveforms.

1 Like

I find it funny that you posted about this as I was thinking about what it would take to revive the online version of ATMLib we ended up doing. I need to dig into my archives and see if the code is still available.

To answer your question about workflow:

  • We wrote the music in Reason using (somewhat) similar waveforms.
  • The songs were exported to MIDI format, and converted to ATMLib JSON format using tools we wrote but never published.
  • Each song was imported to the online tool and massaged to ensure the original vision was made.
  • The last step was to export the data in teh ATMLib format from the web tool and tested on device.

Our workflow was exhaustive from a number of steps perspective, but creating the music in the DAW allowed us to iterate on the high-level vision of each song.

Here’s what the exported version of the Evade 2 Sound Track from the DAW: Stream Modus Create | Listen to Evade 2 Sound Track playlist online for free on SoundCloud

Playtune was used for Evade 1, but ATMLib was the best choice for the most expressive audio.

All of this comes with a catch:

  • ATMLib uses more CPU than PlayTune, which is why Evade 2 runs < 60fps
  • It’s reaaaaaaaly hard to hear the music on the Arduboy.