Play as a crew drawn from your own customized civilization as they struggle to survive in the depths of a procedurally generated universe.
We’re a sci-fi sandbox space station building game with non-linear progression and infinitely generated stories based on the personalities of your characters.
Inspired by classic sci-fi TV series and films (Star Trek, Battlestar Galactica, Star Wars, Alien, etc.), you build a crew of dynamic characters, brought to life through their unique adventures and reflected in a deep and personalized skill system. There are hundreds of unique traits which combine to define the personalities that crew your Astrobase.
Everything in the universe is either created by you, or procedurally generated. You’re free from the tyranny of scripted content. Your decisions have real consequences that are naturally propagated through the universe as new content is created by the game.
With other games, the player reacts to what he or she sees on the screen. In Astrobase Command you make the choices you want to make, and the game reacts to you.
Feast your eyes on this beauty! This is Astrobse Command’s first gameplay trailer. Those of you who aren’t part of the closed alpha are undoubtedly wondering about what the game looks like when you play it (rather than just taking in Daniel’s gorgeous cinematic trailer!)
Another big week for us. As you might expect on a week when you release your little baby for sales to the world, I spent the week polishing it and removing any bugs I could.
Been playing Astrobase Command quite a bit, seeing how the mid-game develops. Spent the week building Astrobases with different structural designs, and balancing and polishing what came out of the experience!
This particular station had a pretty serious design flaw, which was the conduits in the center column had no redundancies (built for efficiency) so once a conduit started leaking it created a cascade effect.
Aloha you amazing people!
Since we opened up the closed alpha for sale this week, backers got their weekly build early, chock full of improvements they requested and a bunch of bug fixes. Most notable among these were being able to actually lose the game with a Game Over screen and everything, pausing the simulation when you enter the pause menu and being able to start a new game without shutting everything down.
We also added conduit leaks (with cool jets of precious fluids flying out of modules), a bunch of button sounds and significantly improved where desk elements can land on the desk, both to prevent them from becoming unreachable and to reduce them landing inside other desk elements.
I was busy putting together the soon-to-be-nominated-for-a-NovaOscar trailer you see above and making sure sales and keys get to all the right places.
We’re happy to announce that the Closed Alpha has officially gone public.
Astrobase Command begins closed alpha testing today.
We discuss Astrobase Command's campaign progress so far, our procedural personality system, and the backer rewards and tiers.
Adam takes us through the Astrobase Command Species Creation process.
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