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…)
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:
Astroneer is now available on Steam Early Access, Xbox One, and Windows 10 Store Game Preview for $19.99 USD! In addition to purchasing the game itself, Steam users will have the option of purchasing an Astroneer + Soundtrack bundle for $24.99.
As a reminder, yesterday we talked about the future of Astroneer and its road-map and how you can be involved through our forum. The day before we discussed what you can expect of multiplayer on Day-1 and beyond. Be sure to check those posts out while the game downloads!
We’re about 24 hours from Astroneer finally making its way to Early Access and Game Preview. To say we’re excited for you to help make Astroneer an amazing video game of aerospace industry and interplanetary exploration is an understatement. The 6 of us at System Era have been eager for this moment for almost 3 years. It’s finally happening.
We get a lot of questions about the exact nature of the multiplayer in Astroneer. Questions range from how many players it supports to what the server model is, to whether there is an online persistent world. As the one who spearheaded our multiplayer capabilities, I thought I’d speak in detail about our current multiplayer capabilities and where we’re headed.
We’re nearly a week in to December and we haven’t announced the specific release date for Astroneer on Steam Early Access or Xbox Game Preview. We’d love to be able to give you a specific date just as badly as you’d like to learn of one.
Rest assured we’re working hard with Microsoft to deliver the game to the public this December. We hope to have more information to share any day now.
the System Era team
Notice the terrain popping? We’re definitely working on that and other performance offenders.
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! 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.