NEWS FROM THE TEAM

Cargo Container Full o’ News

Hey guys! Wanted to give everyone an update what's been going on with Astrobase Command. We're hard at work towards implementing a full playable version we can use for Steam Early Access. There's a vibrant community on our forums, so if you want to participate in shaping the game head on over! We also have a general website overhaul in the works, and we've been balancing this with development of the game. Vlogs We're starting up a regular video log, where the we answer questions and generally talk about the game. In our first installment, we answer questions submitted by...
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Astrobase Command Dev Video Blog #1

Hello everyone, Our first video blog is now up. In our first installment, Dave, Adam, and Daniel answer questions submitted by the Astrobase Command community: 1. How is having a full time artist impacting the project, and would it have affected the Kickstarter? 2. How much of an impact will science and technological development have on gameplay? Special thanks to Aunshi for this week's questions. Stay tuned for more! Have a question you want to ask the team? Post it to our forums.
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Exploration Report: The Future

Hey everyone! Things have been a little quiet while we’ve been waiting for our baggage to clear customs after our holidays on the family obligation planet of Laguna Prime.  But we’re back now, and our January 7th Greenlighting on Steam has filled our solar sails with plenty of wind. We’re ready to hit the new year running. As most of you know, we didn’t reach our Kickstarter funding goal. It is not the end of the world, though. We made tons of friends (you incredible people), gained hard-to-earn exposure, and learned more about what you think will make Astrobase Command...
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Kickstarter Launch!

The Kickstarter campaign is live! Remember, Kickstarter works like this: you don't get charged unless the campaign is successful (the funding goal is met), AND you can change the amount you’re backing at any time during the campaign. It's hard to believe that it's already been months since we launched our little website. We started working on this game with the core goal of building a community around the shared experience of enjoying sci-fi throughout our lives. We're building a sci-fi playground where we have the freedom to create in meaningful ways, where characters matter in an ever-changing universe. We...
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Kickstarter Update for the Community

We're as excited about getting this show on the road as you are, but we needed to delay the launch another week or so. In the interest of being completely transparent about what's going on, here's the deal: Is it here yet? Short answer: no Long answer: As soon as the video and page are finished Longer Answer A couple of factors: We're synching up with media coverage. The game resonates with everyone we talk to, and we have gameplay footage (exciting!). The success of this kickstarter will depend on our ability to make a compelling pitch (page/video) and then...
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Dammit Jim! I’m a Coder not an Artist!

When you've worked as a game developer in a really big company, it helps you to appreciate the unique challenges of indie game development. When you have to take on all the responsibilities of running a studio and making a game at once, that can take you really far out of your comfort zone. While that can be scary at times, it's also incredibly exhilarating. It allows you to discover new things about yourself and forces you to evolve in directions you wouldn't expect. Working for the big guys The bigger the company, the more management is required to keep...
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Kickstarting like it’s 1979!

We looked at various funding options available to us, and I am pleased to announce we'll be kickstarting in about two weeks -- November 12. So mark it on your calendar. It will run for the standard month, and the funding goal is basically the min-spec for Astrobase Command and what we strictly need to have the core game. Here is where we're at: I want to thank all of you who have contributed up until now on the forums with design discussions and other feedback, as it's very important for us as developers to gut-check what we're thinking and...
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Cartridge Program: Modules

In this post I'm going to talk about our first datapad program -- the module builder.     But first, a bit more about the datapad. The datapad screen real-estate was adjusted to fit a full 16:9 widescreen, so it has a standard aspect ratio. It's native resolution is now 624x351. While normally it sits on the shelf, it's fully draggable around the screen.     (more…)
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De-signing the Design: the Semiotics of Choice (Part 2)

Last week we talked about this: That guard helped me kill the dragon in the background five seconds earlier. So what's going on here? The Sandbox Narrative Conflict Narrative in games is still a trigger and state-based affair. Let's say I have two NPCs -- Bob and Mary. If I talk to Bob before Mary, it advances a game state and Mary gives me new dialog. If I talk to Mary before Bob, it advances a different game state and Bob gives me a different dialog than he would if I talked to him first. If I walk within 10...
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First Audio Interview!

Hey everybody! Just a quick update to point you toward our recent audio interview with SamuraiRabbit! Enjoy and tell us what you think in the forums!
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