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.
Although Astroneer won’t have any official presence on the show floor while the team is heads down working, we do have a few things going on since PAX West takes place in our hometown of Seattle! Here is the full schedule of places you can catch members of the team.
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…)
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.
- 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…)
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
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…)
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 Astroneer. Right. You’re probably wondering how that went.
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.