• Register

Explore and research an (almost) infinite galaxy: Find stellar phenomena, ranging from asteroid belts, moons, realistic star types and unique planetary features! Can you find traces of life or even other civilizations? Will you be able to survive the dangers of space? Construct your ships, explore the universe and build your bases to venture deeper and deeper.​ Let me know what you think about it, feedback is desired and appreciated!

Post news Report RSS AstraX 0.4: Target Update

Buckle up! New AstraX update just dropped! Featureing new flows creating a new game, targeting improvements & more steps towards the construction editor. You can download it below.

Posted by on

Next to the usual UI/UX improvements, it features multiple overhauls of core systems, such as the target acquisition system, star map, how spacecraft and satellites work, how a single game and world is created. These changes will allow me to keep building and extending AstraX as I intended. I wish it's something you can see, but the code repository stats (40 changed files with 18,645 additions and 8,848 deletions) do not lie.

What you will notice right away are UI flows to create a new game and options to customize your experience, with a lot of potential for expansion.

You can now pick from different spacecraft! They are visual only for now, but soon each module you see below will have a function. One day, you will be able to construct your own. At some point in the future, modules can fail and your crew can die if you do not maintain them.

Because this is a targeting update, so the way targets in the world are discovered received a major overhaul. Any game object can be registered by ship sensors now and therefore shows up on the map on discovery. This paves the way for adding new galactic phenomena such as black holes, anomalies and alien NPC spacecraft. Because of how drastic that change was, it took me a few months to complete.

Star system generation also received a few internal improvements. In the future, additional logic will determine habitability of planets and also affect generation. Later, you can turn up the frequency of habitable planets in the game settings as well. The goal is to simulate the Habitable Zone, as depicted in the following graph:

Spacecraft and space stations are now considered one and the same type. They possess multiple functional systems or modules that define what you can do with them (e.g. a station doesn't have a propulsion system). This modularity will be useful for implementing the construction editor and system failures (a survival mechanic) at a later point. Currently, you can see some of the modules in the spacecraft graphics you can pick in the new game flow, but so far this is graphical only. The logical element of that will follow soon!


The UI received a better overall style and appearance. It looks clean and sleek, although I might need to give it a bit more character.

The next big updates on the horizon are better resource collection, a better galaxy map and more content for to the procedural generator. Further, I am a step closer to implementing a spaceship construction editor and also finally saving your game.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: