[5] Players can switch their perspective between their ship, their starting space station, and torpedoes they have launched, in addition to changing the angle and magnification zoom of their camera.
[2] Bowery started working on the game, titled "spasim" as a contraction of "space simulation", as a student in January 1974 while assisting professor Leif Brush with the first computer art class at the university.
Bowery learned to program on the computer, helped by other users such as John Daleske, the developer of Empire (1973), and Charles Miller, who later made Moria (1975).
[5] Taking code for displaying a 3D vector graphics perspective previously written by Don Lee and Ron Resch, he designed 3D versions of the ships from Empire, and began adding more features to the game, including weapons inspired by Star Trek.
[5][6] Bowery designed the new version to penalize over-reliance on combat and incentivize cooperation as part of a philosophical stance on what he believed actual space expansion would require.
[5][6] Bowery released occasional updates to the game until he graduated; afterwards it was maintained by Steve Lionel, who added a tutorial on navigating in polar coordinates.
[3] Bowery claims that Spasim had "quite a following" on the PLATO network and that there was "a late night cult" that was devoted to the game, though the emphasis in the second version of strategy over combat cut the playerbase in half.
[1][4][8] According to Bowery, the initial release of Spasim inspired Silas Warner, one of the developers of Empire, to use Bowery's code in turn to develop the flight simulator game Airace for the PLATO system in 1975, which then lead to first Airfight, another flight simulator, and then the tank driving game Panther later that year.