Programming, Businessing, and Administering: Astrobase Command Dev Update – 13 Oct 2017

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  • Programming, Businessing, and Administering: Astrobase Command Dev Update – 13 Oct 2017

Dave – @Dave_Astrobase

Hey guys!

This week was almost entirely consumed by the marketing and business development side of things, now that Astrobase Command exists to be marketed and has business to be developed (yay)! One practical effect of being a small indie studio. Fortunately, Adam is well-fed on designs of features to be implemented, and we’re definitely improving at load balancing production (updating the game) with other necessary “studio level” tasks.


Daniel – @Polygonatron

Hi Everybody!
This week I’ve been split in half. Half of me working on particle effects, sounds, and other production things. The other half of me helping Dave with marketing material.
A bit of a short thing to write, but that’s how things are some weeks. A lot of work but not necessarily the most interesting to talk about. Although I am pretty hyped to see you guys’ reaction to the upcoming video we’ve been working on.


Adam – @adam_blahuta

Hey Space-Friends!

I’ve finally started figuring out this “being a Dad” thing and even managed to get some work done. Big progress was made on save files. Also, I also got a bunch of important quality-of-life fixes and performance improvements that you’ll enjoy. This includes annihilating the performance impact of many documents on the desk, sorting out lag spikes when approving resupply forms, the Module Builder UI getting all screwy and some behavioral problems in AI when trying to perform an action in a room they’re already in.


Max – @Max_Shields


A short one for me, but nonetheless busy. Administering and administerizing.


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