Archives

Weekly Dev Update – September 25th, 2014

This week, we've been super excited by how a bunch of the features we've been designing and talking about for a while are finally making their way into the game! Adam Since I got general assignments and their AI component working last week (specifically for assignments to quarters), this week...

Food For Thought

One of our earliest design goals for Astrobase Command was to make believable AI characters with personalities, moods, likes and dislikes. Not only does it increase a player's attachment to their crew, but it also creates new situations to manage. Do you want to give your most gifted science officer...

Weekly Dev Update – September 18th, 2014

Hey everyone! Now that we've shipped the website, we're excited to start talking about the game on a regular basis again. We're trying to commit to at least 2 posts a week. We'll be doing screenshots/video/general interest posts on Tuesdays and a Weekly Dev Update on Thursdays, where the whole...

Website Re-Launch

As you may have noticed, we've sunk all our space-bucks into this new website. Just kidding, we'd just been holding off on any serious site update until we passed a few milestones that allowed us to show off the great stuff that's now in the game. Earlier news updates may...

Happy Canada Day!

  Enjoy this wonderful day, wherever you may be, whatever you may be doing, whether you are moving your goods to your new Astrobase, or simply enjoying a barbecued Ragnivian Blagnark!

Jellyfish School of Design: Managing the Beast

By now, you know that we really like to talk about game design around here. However, making games isn’t just about slinging code, and pushing pixels. What's in a game? Making them involves getting many tasks to come together at the right time to ensure that a working product eventually...
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