Climb from your cryopod and enter the Void with Astrox Imperium. Survive by finding refuge in diverse factions, build a remote station outpost in distant regions, design and modify ships and weapons. With high-resolution graphics, new user interface, and a physics based combat engine, Astrox Imperium brings an update to the classic Astrox HSE simulator. An extensive faction biased crafting system allows for diverse builds. Become a spacefighter, a trader, a miner, or an explorer based on the modifications equiped. Whether you go it alone, or side with factions in an engaging storyline, Astrox Imperium delivers hours of space entertainment.
Brought to you by the developer of Astrox Hostile Space Excavation, Astrox Imperium is the latest take on the popular space genre title. Completely rebuilt from the ground up, it now offers a more intensive gamer experience, while maintaining the user control of the original. You can add your own ships with the ship editor, change your environment, or adjust npc behavior. You are in complete control of how you experience the game.
Thanks for checking out DEVLOG video 37 for Astrox Imperium. In this video, I show some of the newest tweaks and features I have added to the UI over these past few weeks. I have had some time to play-test over the holidays and it had been quite productive.
The hud indicators now stick to the edge of the screen, allow you easy one click access to any of your scanned targets. The targeting system now retains it's targets during dock and undock. Mission indicators are now live in the tactical sensors, making it easy to identify mission objectives. I have also added a mission hud, making all your missions objective available on the main screen when preferred.
The new active scanner modules are now tied in closely with the active scanner missions. They time some time and energy to run, but they deliver a variety of information about the target. You will need to be in range, and stay in range until the scan completes, but you can earn some decent profits with this new module.
I plan on making some major changes to the market system. I want to expand it's functionality to include the ability to place BUY and SELL orders. This would allow you , and the AI to create market requests. This would allow a brand new pilot to turn a decent profit on even some of the smallest margins. I plan on going into furthur detail about this in an upcoming video. I just want to get some of the mechanics in place first to better explain how it will work. Needless to say, I am very excited about this. I think it will bring a whole new level to the game in more ways than one.
If you are interested in hanging out with myself and a few other testers, stop by our discord channel. We would love to see you and greatly appreciate you taking the time to say hi. Anyway, i'll be back before the holiday with some goodies.
Join us on Discord
In this video, I show off a few tweaks, and even run a few missions as I continue my testing and bug hunting.
This video shows lots of little things. Changes to the skills system that now allows for pre-requisites for all skills. We now have a skill tree.
Lots of new stuff dealing with the Mercs, fleet formations, tactics and combat.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.