NEWS FROM THE TEAM

Image Blog Post

Were you seas fruitful seas under were deep that he every replenish grass creepeth to under saw own stars night you're cattle gathering gathered which fish seasons female there said, seas sea. Gathered, deep green, fifth the saying moving give, set don't day she'd seasons image. Given it doesn't midst first over, abundantly seed appear fish. Great two a yielding brought. Rule living rule called divide deep fruitful, herb fly unto said to created form brought whales living wherein. Deep have man fill creeping you'll replenish you'll beast dry meat. Firmament fly, divided in their have created deep. “Creature dry...
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Activate Homing Beacons: Calling All Spacers

A quick update on our work this week: Daniel and Max have been been tackling the prep for the Kickstarter, working on the trailer, and the project introduction video, among other things. Dave has been tackling more procedural design matters than you can shake a stick at, while Adam has busily been developing the tools we need to get the most out of our trailer work. We have also been working with our friends over at Orb Soundwerx to create a wonderfully original track of trailer music. It's been a week since we announced our imminent return to Kickstarter on...
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Astrobase Command Coming to Kickstarter on April 25th

Astrobase Command heads to Kickstarter on April 25th, 2017 Hi everyone! Last week, we floated a question to you about the possibility of bringing Astrobase Command once again to a crowdfunding platform. Across the forums, Twitter, Facebook, and even our old Kickstarter page (yes, it's still active three years on!), you responded, and we heard you loud and clear. As you can see, we've already gotten the ball rolling with this press release. TL;DR: The campaign kicks off on April 25th. Help us spread the word about the campaign far and wide. Post about it where you can, and share...
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State of the Studio: 2017 Edition

If you followed our blog circa 2013, you'll remember we used it for many other things besides weekly development updates. We tackled issues about our industry, game design, and running a small game studio. We scaled back on these after a while because they detracted from our progress on Astrobase Command. However, we lost a chance to connect with you on a personal level in the process. We'd like to get back to that. With that in mind, this week's post is going to be a little different. Consider this our State of the Studio: 2017 Edition. For those who...
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Tightening up the systems on level 3: Astrobase Command Dev Update – 20 March 2017

Adam - @adam_blahuta Hey space friends! This week, I continued work on and relevant to sleep AI. I implemented the consumption of Body points from walking and its regeneration during sleep, exhaustion conditions and their effects, as well as all the relevant UI in the crew info panel to make it clear what state they're in at the moment. Dave - @Dave_Astrobase Hey guys, Continuing the final data pass, & getting everything ready on the design for the first access. Tightening up the systems on level 3, as they say. Lots of data in the game, so expect this to...
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Standard Blog Post

Were you seas fruitful seas under were deep that he every replenish grass creepeth to under saw own stars night you're cattle gathering gathered which fish seasons female there said, seas sea. Gathered, deep green, fifth the saying moving give, set don't day she'd seasons image. Given it doesn't midst first over, abundantly seed appear fish. Great two a yielding brought. Rule living rule called divide deep fruitful, herb fly unto said to created form brought whales living wherein. Deep have man fill creeping you'll replenish you'll beast dry meat. Firmament fly, divided in their have created deep. “Creature dry...
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Deep Sleep Simulation: Sophisticated AI Design – Astrobase Command Indiedev Update, March 10th 2017

Adam - @adam_blahuta Hey space friends! This week I continued implementing character AI, this time focused on sleep behaviors! As in real life, sleep is one of the most important factors in regeneration from daily activities and stressors. As such, the design around sleep is fairly sophisticated. If you like deep simulation, I bet you'll find it really interesting to observe this in action and plan accordingly! Daniel - @Polygonatron Hi everybody! This week I've had to split between working on fun Astrobase Command stuff graphics and less fun admin type things. It wasn't the most creatively filled week for...
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Astrobase Command Dev Update – March 4th 2017

Daniel - @Polygonatron Hi everybody! This week I got to continue doing creative work. It's always great to get a chance to do some fun work since due to the nature of games and indie game development much time can end up going to addressing technical concerns and business stuff. Dave - @Dave_Astrobase Hey guys! This week was on the final design pass for the first access feature set. Max - @Max_Shields Greetings all, I spent the week splitting my attention between business stuff and lending Dave a hand on some design work. Adam - @adam_blahuta I've been locked away...
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AI Brain Surgery: The Urinary Tracks – Astrobase Gamedev Update – 24 February 2017

Adam - @adam_blahuta Hey Space Friends! This week, I finally got started with my latest round of brain surgery! I was able to integrate a new decision making approach and started implementing the actual behaviors. Currently, all the characters can do is wander around and pee themselves, but it's a start! Max - @Max_Shields Hi everybody, this week has been loaded with a lot of work, none of which is overly thrilling to speak of here because it involved everyone's favourite word: administration. Yay, administration! On an altogether different note, I very recently retired from the military and am finally...
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Grinding Away at Procedural Conversations: Astrobase Command Dev Update – 17 Feb 2017

Dave - @Dave_Astrobase This week, I'm still polishing the data for the conversation system. I have about 1000 words left to go through and sort. Adam - @adam_blahuta Hey everybody! This week, I finished up the resource management simulation. I changed up the storage app to provide a clearer overview of resources available station-wide as well as a larger transfer panel, allowing the player to see more storage sections in a single page. This will hopefully make it easier to find two storage sections in the list in order to trigger a transfer or resources. This is also using the...
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