NEWS FROM THE TEAM

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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The State of Construction – Astrobase Command Dev Update – 23rd July 2018

Hi Guys! Nice to be talking with you again. It's been a while, I know! Not to worry though, we're still very much alive. In fact, we're making great progress on Astrobase Command. The crew you assign to a construction project now actually has to do the work of constructing things! So what have we been up to? As always with game development you end up working on several different things at once to hit a common goal of having them all finish at the same time. The main thing we've been working on since we last updated you guys and...
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1 Year Kickstarter Anniversary – Astrobase Command Dev Update – 28 May 2018

  One year has already dashed by since the Astrobase Kickstarter was successfully funded. We've achieved much since May 26th, 2017. Performance has improved, the characters are smarter and than they were, conversations and tasks have been fleshed out to better select the character's personalities. We've taken down The Great Space Beast: Save Games (that took a lot of laser harpoons, let me tell ya, Earthling). We've made great friends on our discord channel, where we've received outstanding feedback to make the game better. We launched a Patreon. Most importantly, we've added a valuable new member to the team, which has...
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Save The Stardate! Astrobase Command Save Game Implemented | Weekly Dev Update – 12 May 2018

We have some fantastic news this week! Astrobase now saves games. Gone are the days of wistfully watching your hard work evaporate into the void when you have to shut your computer down. Now you can confidently close the game down to run after your toddler dashing around while holding a hammer high over her head, or switch off to stop procrastinating and get a few hours of work on your term papers. Your crew will be there, waiting for you to return to administer the space slug snot out of them. We've spent a bunch of time testing save...
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The Space Coder Rises: Astrobase Command Weekly Dev Update – 7 May 2018

Today's the big day! Our ninja coder emerges from the shadows to add his wisdom to the weekly update. Without further ado, take it away, Cam!   Cam Hi people, I'm the new programmer you've been hearing about for the last few updates. I've been having a great time working with the jellyfish guys you know and love! My last month has been dedicated to getting save games working with the last week spent on (Hopefully) getting rid of the last few bugs in it.   Max - @Max_Shields Hello Terrans! Bug hunting was the name of the game this...
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Save Game Loading – Astrobase Command Dev Update – 30 April 2018

Adam - @adam_blahuta Hey everybody! We're a few small tasks away from having functional save files! We're dedicating a bunch of time to testing save/load to identify and fix bugs that inevitably crop up. Since some of those bugs will force us to wipe save files, we're trying to get as much of those out of the way before shipping it. That being said, this is still alpha and we don't have a huge QA team to lean on, so we'll be counting on you to put your investigator hats on and put the system through its paces!   Dave...
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Bug Squashing, Save Games, and Combat Design | Astrobase Command Dev Update – 23 April 2018

Daniel - @Polygonatron Hi Everybody! Another week of intense planning and organizational work for me. Not much to talk about there. But it's getting there! The future is looking all planned and stuff.   Max - @Max_Shields Hi y'all! My plate was filled with foley work and populating the GUI with audio. I also whacked a few audio bugs which was quite satisfactory. In the process, I've developed a new programming language, T♭using TOP (Troll Oriented Programming). I'm not sure I was supposed to do it with a warhammer, though. T♭: Troll Oriented Programming at work   Dave - @Dave_Astrobase...
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Got Management? – Astrobase Command Dev Update – 16 April 2018

Adam - @adam_blahuta Hey everybody! With the recent addition of a new programmer, work on save files has picked back up nicely. On top of my responsibilities keeping him unblocked and well-fed with tasks, I've done a bunch of project management work to keep programming clear on its objectives and on track with progress. I also used the opportunity to knock out some overdue bugs. While the build is pretty stable, there's still an accumulation of small things to get to. Since adding new features tends to create new bugs as well, it's important to get ahead of it. Once...
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News From Command: The Astrobase Team Grows — Weekly Dev Update, April 9th 2018

Hey everybody! I had to wait until things were official, but I can finally share some great news! As many of you know, for most of its lifetime Jellyfish Games has been entirely self-funded through contract work. Since programming contracts are usually the easiest to find and most lucrative, I’ve taken on the lion’s share of that to keep the lights on. While I enjoyed working with different teams on a bunch of fun projects, this kept pulling me away from Astrobase Command. Art and design were coming along nicely, but programming work was piling up. Lucky for us, we...
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