This was a lot of fun. I'm still pretty garbage at pixel art but I think everything came out great. I feel bad not seeking out someone for audio here on NGs but this was going to be a sequence piece about a week ago before I decided to just wing it with the animation.
As for a technical breakdown, which some might find interesting:

First off, this thing is lying about the total poly count. The asteroids are particle systems so it isn't actually calculating everything, there is about 24,000 asteroid flying in the background, roughly addin)g about 1971360 extra faces. The main ship clocks in at around 2,300 (most of that is probably my lack of optimization on the bevels).
I normally keep a better archive of progress through a project but I ended up working on this very sporadically over the past month. I originally planned to have it be just in the void or in some kind of space station docking area with a lot of traffic.

I realized slowly that a space casino/brothel/weapons dealer would probably be more inclined to stay somewhere hidden, so whats better than a crowded asteroid field?

As for the reason for why it is it not a looping animation? If you can tell me how to seamlessly get particle systems to loop in Blender, I'm all ears. As for some of the signs, I don't know how much detail is gonna be lost in the upload so I'll include the (probably) harder to read ones here.




Every sign and texture was created with Pixelorama. This is not a advertisement or sponsor, I honestly found it a bit more intuitive than aseprite, and functions similar to kirta. Definitely a little rough around the edges but super good for what it does.
The background is entirely procedural nodes.

I was debating using volumetrics but I already pushed the times a low as I could get it to avoid a full day render. This is also my first render above 24fps. Ain't go much else to put here so happy Low-poly Day!