Welcome, New Astroneers!

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As many of you might already know, Astroneer just concluded its first year in Early Access with a Sale on Steam and the Microsoft Store.  That means there are now thousands of new Astros roaming the solar system, building bases, deforming planets, and having fun with friends. Since we have lots of new faces getting initiated to Exo Dynamics, as well as some old faces returning after a long hiatus, we wanted to spend some time answering some of the big questions new and returning players might have about Astroneer.

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Astroneer Enters Alpha & The Research Update

Thats right, we did it. After celebrating our one year anniversary on Saturday, we are finally launching into Alpha! That means a lot of things, but most importantly now with months of planning, prototyping, and systems work out of the way, the team is in full on implementation mode. Players should expect new content and systems every update going forward until we reach Beta! I want to take a second to sincerely thank everyone who has participated in the Pre-Alpha process. You all have been so insightful, diligent, and encouraging during this process, and we as a team cannot thank you enough.

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Astroneer Development Roadmap: Pre-Alpha and Beyond

Hey everyone! I’m Veronica, producer at System Era, coming to you live with my very first blog post.

Way back in December, on the eve of Astroneer’s Pre-Alpha release, Adam shared the first version of the roadmap. With excitement and anticipation, we offered a first look at some of the ideas the System Era team was kicking around along with a promise to keep in touch about how those plans develop. A lot has happened since then, and we haven’t kept in touch as well as we’d have liked, but the team has been steadily growing and steadily working to make Astroneer the best it can be. (more…)

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The Last Six Months & The Future

Adam here. Any time System Era updates Astroneer, we spend some time doing a post-mortem of how things went. I thought since we are at the six month mark, I could look back and call out the stuff we did really well, what we could have done better, and what is happening next. Astroneer is in a great place, but that doesn’t mean we don’t have areas that we can improve upon.

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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…)