Future Astroneers! We have two pieces of news to share with you. On October 7th 2015, when we launched our website and released our first trailer, our team was in a very tight financial situation. We had no external funding, and had made plans to have only three full time partners on the project, living from savings and bearing all development costs out of pocket. Given that unsustainable situation, we had made a deliberate choice to rush the game, in a very early state, to an Early Access launch in late March or early April, because without the early revenue to fund further development, we would be unable to continue.



Hello readers, I’m Paul Pepera, one of the artists working on Astroneer. “The Art of Astroneer” will be a multi-part series that will discuss the visual design of Astroneer. We hope to cover a wide variety of topics – from influences and inspiration to technical details and challenges that arose while creating the game.

For Astroneer we wanted an art style that was both visually striking and fast to execute. For a small team it was important for us to make decisions that we felt were realistically possible to achieve – one of those considerations was reducing content overhead. To that end we decided against an art direction that we were used to working in with our full time “AAA” jobs in favor of something much more minimalistic. We felt low-poly art direction was a good choice because it offers us the ability to execute content relatively inexpensively while still achieving a visual style that makes a strong statement.

Early 3D concept image of Astroneer, 2013.