You're floating in space. Not the recognizable expanse of Milky Way planets and stars, but another region, populated by gently rounded masses that pulse with a neon glow. It's abstract but also familiar, with invitingly warm colors and caves just begging to be explored. The surface of these masses appear soft, clay-like, and tactile; if you could reach out, they would mold around your hand like a foam mattress.You can reach out. You have a long, tentacle tether that snakes easily towards the landscape before you, latching on almost magnetically. This is all you have. The tether connects you to the terrain, allowing you to casually rope-swing around the pulsating colors, keeping you from floating into the black emptiness beyond. You can weave through the caves, but there's nothing to find. You're alone, save the ever-present electronic beat and the sense that something big is about to happen. That something is Nowhere, the in-development open world adventure visible in alpha snippets like the one just described. While the current version is minimalistic and focused on sharing the sense of movement in thegame's gravity-free space, the ideas behind Nowhere and its long-term goals are much larger than even its vast environment demonstrates. We spoke with Leonard Ritter, one-half of the husband-and-wife development team Duangle, about where Nowhere is headed.