NEWS FROM THE TEAM

Better Late Than Never – Astrobase Command Dev Update – January 28th 2019

Hi Everybody! Last weeks late blog post is here! We skipped the previous week's blog post because we spent a lot of our time in planning meetings to figure out how to best take the next big steps in Astrobase Command. We did however have enough time to put out a couple of patches to the alpha testers, who were given that news directly in the alpha channel on discord and on the itch forums. Here's the patch notes: Astrobase Command 0.3.3 Closed Alpha Patch Notes Changes: - Loading saves with missions in progress should no longer cause missions to...
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A Small Update – Astrobase Command Dev Update – January 13th 2019

This week we're back with a new minor build (0.3.2) on the and the regular updates of what our week has been like. First, let's look at the patch notes from the new build. Astrobase Command 0.3.2 Closed Alpha Patch Notes: Changes - You should no longer be able to land a ship on the local planet without undocking first. - Datapad Applications should now be prettier and more like as if actually displayed on a CRT monitor. - Flightplan printouts location fields now print out the actual location instead of "LOCATION". - Fixed a bunch of text bugs. As...
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Starting a New Year – Astrobase Command Dev Update – January 4th 2019

This week we're back to regular blog posts informing you about what's going on on a week to week basis. We managed to put out a new alpha build on the 24th along with the last blog post before this one (and we also got out a patch for some bugs on the 28th). Between then and now we have taken a much needed break over the holidays, making this week a shorter week than usual. Anyway, without further ado, here are our updates for the week; Daniel (@Polygonatron) Hi Everybody! This year I've been working on getting our ducks...
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Seasonal Releases – 24th Dec 2018

Happy Holidays Everybody! Good news! We are putting out a new Alpha build today! This build will include things we've been working on for the last while. For more information about what this includes, check out our last two blog posts here and here. Or check out this video that actually shows what the new features and upgrades look like. As you might suspect, there is a lot more depth to the features (especially AstroFleet) than is being shown in the video. We had to cut things down for brevity and plan on making future content where we go in...
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Astrobase Command Novel, Chapter 7

Merry Christmas everyone! Today, Chapter 7 sees the light as our valiant crew struggles to find the means to get off their Astrobase to gather some supplies. Chief Vong, the station's newly-minted Chief Engineer, has been tinkering with one of the station's hyperspace anchors. The arcane technology may hold the key to their survival, but a malfunction could leave them stranded for ever. Here's a short excerpt: "“That took just about every trick in the book.” Chief Einar Vong wiped his face with the greasy towel he kept tucked in his orange work coverall’s back pocket. The young Chief had...
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All the Little Things – 16th Dec 2018

Hi Everybody! This week we're talking about some of the other small, medium, and even big things we've been working on since we last put out an Alpha update (aside from the Astrofleet app in our last post). There's a mix of station simulation event features, UI/UX changes, and upgrades to visuals. We haven't put out a new build to the alpha players yet, but it's coming extremely soon(tm). Inspect nodes You know how in RPGs you might see a magnifying glass over a piece of junk in-game, and when you click it flavor text would pop-up which reads "This...
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Closing the Game Loop – 9th Dec 2018

Designer's Log -- 06.343.137 This week's blog is about an exciting feature we've been implementing for some time called "AstroFleet" which is about sending ships on adventures to procedural planets and star systems using a Datapad App. The ships are crewed by characters from your Astrobase that you've assigned and the adventures are reported back to you in each ship's log. The internal name for this adventure mode is "CRPG" because the high-level idea is that you're playing a 4x-lite game in a galaxy map view and each planet or space adventure takes place as a CRPG presented though ship...
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Getting Back to Regularly Scheduled Programming – 4th Dec 2018

Hi Everybody! As you know we've been a bit quiet for a while as we've toiled away on getting some major features into the game. But now we're reaching a point where we're soon(tm) going to be getting back to more regularly putting out builds and putting out more blog posts (with this being the first step to the latter). Builds In fact, we've already put out two builds across the last three weeks to our Immediate Access backers. In these builds everything is largely there but there is a little bit of work before we're happy putting it in...
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Looking at the Schedule – 1st Oct 2018

Hey Guys! In our Kickstarter campaign we had somehow set *both* the date for the Beta release and full release for November 2018, which makes no sense (someone failed an editing check!). Since that date is coming up relatively soon we're going to take this opportunity to clear things up and talk about the roadmap in general. Where are we at? A little more than a year ago today we released the Alpha version, this contained the core base building and simulation systems as well as characters living their lives in the base. Since then we've been hard at work...
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A Fresh Coat of Paint: A New Logo – 10th Aug 2018

Hey everyone, Daniel here!   I'm the guy who makes the graphics for Astrobase Command. We've been at it plugging away on Astrobase Command at good speed since the last blog post we put out but I wanted to take this post and focus on a narrower slice of the work I've been doing. As you may know, I joined the team in early 2014. Since then I've replaced the art style, every art asset (sometimes with several iterations), and made many new ones. With one big exception... the logo. True, one of the first things I did was to...
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