Abstract: Recent behavioural research on autism has highlighted the importance of motivational set and behavioural context in establishing cognitive strategy and determining performance: for instance, the autistic impairment on the Wisconsin Card Sort disappears when the cards are presented by a computer instead of a human, and the autistic impairment at perception of global structure in a scene disappears in the context of explicit instructions to look for the global-level target pattern. The controlled yet active and engaging environment of a video game provides a natural opportunity to examine autistic perceptual, attentional, executive, and social cognitive skills in a context conducive to their expression, and one in which the scientific requirement of experimental control and reproducibility does not translate to the repetition and tedium of most psychological experiments. Experiments are embedded in a game that captures and maintains subjects' interest, transparently collecting behavioural data and synchronising with physiological recording hardware as the subject plays. The practical advantages of such an engaging and ecologically valid format over the usual repetitive blocks of trials are legion. Indeed, varying levels and demands of attentional shifting and multimodal integration are natural in the context of video game play, and psychophysical measures such as dot motion coherence and embedded figures are easily implemented as, for example, the movement of a star field on a view screen and the detection of an adversary in a cluttered environment. In addition, the strategic and adversarial nature of a video game carries natural opportunities to explore higher-level cognitive measures such as comprehension of game-related narratives and perception of a computer- generated adversary's emotional cues. The video game consists of core software for event logging and real-time synchronisation, a main game themed around the construction of a space colony, and a collection of mini-games each of which allows the player to collect resources for the colony and to defend the colony from enemies or hazards. Each mini-game has its own plot and its own set of embedded experiments; design and development efforts therefore admit a degree of parallelism. On completion of prototyping and initial data collection, the video game will be open- source and the experimental data that it collects will be public to the autism research community.