Adam here with a super quick post! We’re happy to announce two bits of information we’ve been asked about often: What will Astroneer’s min-spec be, and which languages will it be available in on Early Access / Game Preview?
Hi everyone. I’m Zabir and the newest member of the System Era team. My primary role at System Era will be to lead the engineering efforts going forward. Jacob and Brendan have done a great job on this front and I will attempt to lighten their workloads. However, with such a small team, all of us will continue to wear many hats. In this blog post I wanted to talk about two ways we are preparing for Early Access from a high level engineering perspective. It isn’t the sexiest part of development, but here is my process.
Hello — Adam here from the team.
Recently we announced details for the launch of Astroneer and that’s something we’re super proud of. Now that the information is out, there’s been two important topics that come up in discussion amongst the team. How will our game be perceived and are we setting the correct expectations?
I don’t enjoy writing about the missteps of other developers, but in the name of transparency I think this is an important point to make: The controversial release of No Man’s Sky fuels a lot of discussions about the development and marketing of Astroneer and more importantly the reaction the gaming community had to it. A lot of the press coverage about Astroneer links the two games together and we’ve seen a lot of talk amongst our community about those connections.
I’m not going to comment on one specific aspect of the game or the people behind it. This blog post isn’t about that. I want to take this opportunity to put into practice the most important thing we’ve learned from witnessing No Man’s Sky: Know what you are saying, but understand what is heard.
While at PAX West this year, the folks at Indie Obscura joined us for the weekend as we prepared, worked, and closed down our booth for the show. In their first ever “IN_DEPTH” series, Indie Obscura writes about System Era and what events like PAX West means to a team like ours, with our game on the brink of release.
Hello! It’s Riley again. We’re happy to announce that Astroneer will be simultaneously released on Steam, Xbox One, and the Windows 10 Store. This is a big deal for us and will allow Astroneer to reach a much larger audience on day one.
Hey! Adam here from the team.
As we get closer to ASTRONEER launching on Steam Early Access later this year, we felt the website (click!) and blog (click here too!) needed a fresh coat of paint. We swapped platforms for our blog and reworked the main Astroneer website so both are more future proof (and sexier!). This update, while mostly visual, will allow us to grow those outlets as the game and the Astroneer community grows.
We knew that getting the right music for Astroneer was going to be a challenge since our artists set a high bar with a striking visual style. Creating an aural soundscape to match the visual landscapes is a tall order, and fierce debates were had on the direction to take!
Adam here! Holy smokes, PAX East 2016 was incredible! It was a great opportunity for us to have Astroneer played by hundreds of people at the Indie MEGABOOTH while the game is still being developed.
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.