Journey To Another System

Riley (right) and I at PAX East 2016, watching our game being played by fans for the first time.
Riley (right) and I at PAX East 2016, watching our game being played by fans for the first time.

Jacob here! I’ll never forget an unexpected text that buzzed on my phone over three years ago. At the time, I was working in the AAA game industry, but that particular message would change my life forever in a storyline that leads me all the way to this blog post, and beyond. Paul (who with Adam invented the original concept for Astroneer) was one of my favorite people in the entire industry, and in characteristic Pauline brevity the message read simply, “Want to meet up this week and talk about a business proposal?” (more…)

Augments

One of our primary goals with Astroneer is to provide an open-ended gameplay experience that incentivizes creative problem solving. The socket (snap) system is a big part of this desire, and it was specifically designed to facilitate as-of-then unplanned gameplay systems and interactions. With this update, we’re introducing our first new system that leverages that potential: say hello to Augments! (more…)

Making Research More Fun

letsgo

Hi Astroneers! I’m Samantha, a game designer and one of the new members of the Astroneer dev team. I’m really happy to be here and I wanted to take some time to introduce myself to the community. I’ve got about ten years of experience in the game industry, which have strongly shaped my approach and sensibilities to game design. There are a lot of you who love Astroneer and want to see it continue to grow and evolve in the best ways, so I’ve tried to hit the ground running and start contributing sooner rather than later. The team has an established culture of transparency of development, which I think is great because I get to participate in conversation with all of you. Today I get to start a conversation specifically about the design details of my work so far – the new research system. (more…)

Signal Failure

On April 15th, a mistaken notice was sent out about a Steam Daily Deal that discounted Astroneer. The discount was then ended early. This was the result of an unfortunate series of communication failures, entirely our fault, and compounded by the turmoil of tragedy on the team in the last month.

For this, we deeply apologize. Regardless of how things happen, it’s supposed to be our job that they happen the right way, and that our customers are never misled. We feel that we lost the trust of some of our fans, and that trust is what we value most.

In general, our communication about game discounts hasn’t been nearly as good as it should be. It is our promise that from now on, all discounts will be clearly announced through all our communication channels, and once a sale is announced, it will never be modified or canceled. In the mean time, we’ve reached out to Steam to discontinue any advertising of this sale that may still be public.

– System Era

Goodbye, fellow traveler.

Third from the right, Paul Pepera.
Third from the right, Paul Pepera.

Yesterday, March 27, we very suddenly lost our partner and dear friend Paul Pepera. System Era is in mourning today. Paul’s family has traveled to Seattle to make appropriate arrangements. They have asked for privacy at this time.

Many knew Paul in this industry as an artistic tour de force. His talent left an imprint on this game industry that inspired countless others. He was one quarter of our founding team, and a boundless source of inspiration and beauty. Most of all to us, he was a warm and compassionate close friend.

Somewhere, maybe a star burns a little brighter. Safe travels, Paul. We miss and love you.

the System Era team

Aaron Biddlecom

Hello!

Greetings, Astroneers!

I’m Aaron, and I’ll be your friendly (cosmic) neighborhood technical designer.  I’ve just started settling in over the last week, but I’m already hard at work on enhancing our existing gameplay design (anyone up for some improved Rover handling?), and conjuring up brand-new mechanics and interactions to liven up your interstellar playgrounds. (more…)

Going Faster.

I worked on this.
I worked on this.

Hello, this is Zabir from the Astroneer dev team. The last time I wrote a blog post I spoke about the important of optimization and bringing that to Astroneer. Lately I’ve been focused on our plan for increasing performance and stability of the game, and was responsible for the first pass of a bigger update to performance that you would have seen in Patch 125. Performance is an on going challenge of building a game this early. So, I wanted to quickly talk about Astroneer’s performance and what is our plan going forward? There are three major ways we are going to attack the performance problem: streaming system, optimizing algorithms, and better OS/hardware interaction. (more…)

New Office Space

Hey, Riley here. As Brendan mentioned in our last blog post, 50 days, our team is growing and changing offices. For me, that also means moving to Seattle to be in the office full time. For the past few days I was out in Seattle looking for an apartment. (Mission accomplished.) While I was there, I had a some extra time to drink a lot of great coffee and take a look at our new office. It’s exciting to finally get to move into a place of our own, it’s quite the upgrade from our 4 person co-working office space.

Brendan and I took a quick tour of the new place. Take a look for yourself:

(more…)

50 days.

The world looks much different from fifty days ago. Lots of big things have happened. We celebrated the holidays, ushered in a new year, and sat glued to twitter as we watched the tumultuous transition of our world into this terrifying new post-Brangelina era! I’m still a little bit numb from that. I think someone closed a sale on some historic house, and oh, we launched the early access version of AstroneerRight. You’re probably wondering how that went.

(more…)