Lead a Colony of Climate Disaster Survivors.
All Reviews:
Mostly Positive (362) - 70% of the 362 user reviews for this game are positive.
Release Date:
Jan 5, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Since we began work on Project AURA, we had an idea for a different videogame focused on a wide degree of freedom for the player. We think we broke many aspects considered as standard in the genre to open new possibilities. Our wish is to involve the Steam community in all this to participate and help us to improve the playing experience.”

Approximately how long will this game be in Early Access?

“We are very confident that this game will leave the Early phase in third quarter of 2017. During this time we are counting on the ideas and suggestions of our community on Steam, opening the possibility to leave their mark and influence on the final result of the video game.
For detailed info you can check our roadmap.”

How is the full version planned to differ from the Early Access version?

“We have big plans for Project AURA and its early version will little by little be closer to the final version.

There are characteristics that already exist in a very advanced development stage that we will open progressively like:
Colony expansion via platforms
8 new buildings for the Resources, Industrial, Social and Defense sectors
4 corporate buildings
2 new ships

We hope to introduce new characteristics and improve others as a result of the interaction with the community like:
Improving the playability by way of events and missions.
Balancing the economy.
Improving the Node Technology to automatize aspects of the colony.
Steam features like: Steam stats, Steam achievements.

*At the end of the Early phase, the videogame will be available in English, Spanish, French and German languages.”

What is the current state of the Early Access version?

Project AURA is now in phase Beta (Beta 2), while Beta 1 has been already tested by users who preordered the game it will be still very possible to find bugs.
At its beta 2 stage, the core of the playing system is developed and there is a still basic sandbox mode playable.
To help with the introduction of the characteristics of the game, there are 6 tutorials available.”

Will the game be priced differently during and after Early Access?

“Yes, we are launching Project AURA with a low price we think is correct for the included content. As we get closer to the final version, the price will increase.

You can find in Project Aura official website additional purchase options like personalizing your own colonist within the videogame.”

How are you planning on involving the Community in your development process?

“Being at the same time developers and players of Project AURA, our objective is to develop a great videogame.
Any interesting contributions will be taken into account, to help on this, we will use the community forum for suggestions, listen and debate ideas. We plan to add a poll system or similar tools.”
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Recent updates View all (26)

December 3, 2017

Patch 2.96.9

Greetings Community!
We are bringing to you a new patch today where its main feature is a first Campaign available which has been done with new players in mind. But there is much more! And without further delay we invite you to continue reading about the details for the 2.96.9 patch:

• New Eco core-technology available: "Empathy", with it, recruits will inherit your colony's average stats Hydration/Nutrition/Morale/Health when joining your colony.

• There is a new technology available: "Market", which will allow you to open Corporation Markets. Previously markets were unlocked by "Diplomacy" tech.

• New Inventory technology available: "Stocks", it will allow you to automatice productions by setting min and max stocks at your inventory and even auto-sell depending on market prices.
*This is still a very beta feature.

• The amount of water and seaweed obtained on game start have been halved.

• We have reworked the ship accident algorithm to reduce its randomness.

• Ship factories were producing only yellow innovation, now will produce magenta as well.

• Specialized recycling productions will be now unlocked together with the corresponding tracking technology. E.g.: You will be able to recycle garbage with high content in steel once you get the tracking tech which allows you to mine with your ships that same kind of garbage.

•Electronic Equipments are no longer required to build the Hub Stations for the inner platforms. *Hub Stations are required to be able to build on those platforms.

• Crafting wiring requires copper scrap instead of copper ingots.

• Beta and Gamma plastic processing required work points have been increased.

• Electric Transformer require now less Electronic Equipments to be crafted but now they require also: Prefab Gamma.

• Disassembling Gadget has been rebalanced to produce more Copper but the chance to find other metals like Tin, Platinum, etc. has been lowered.

• "Medic" profile has been renamed to "Sanitarian".

• Recover Organic Waste blueprint, the one used in residential buildings, has changed from Green to Blue and its ideal profile has changed from Recycler to Sanitarian.

• Residential Buildings:
Values have been modified for residential buildings: Hostel, Block, Apartment, Estate.
Comfort consumption: 1, 1, 1, 1
Morale production: +1, +2, +3, +4
Capacity: 15, 12, 10, 8.

• Stats average daily effect has been removed for hydration/nutrition/morale.

• Building Search panel now works properly.

• There is an extra option available to work with the market:
Drag an item from the available items list to the purchase list to add it (or vice-versa).

•Auto Fill option in the Org charts, will now fill the full chart instead of only the selected nodes.

• In order to clarify queues behavior:
Starting a production queue will set your initial production to what your queue points to, instead of what you would have selected in the production panel.

• Corporation Buildings design have been improved.

• It is now possible for a building to start producing just after been built. *Previously it required to wait a cycle until being able to start producing.

• Reduced game-loading launch time.

• Optimized interface global responsiveness and performance.

• Optimized platform rendering in the outside rings, this will earn a few FPS for big colonies.

• Electro Refinery template size has changed.

• Tutorial voices are all now back again.

• Numbers in the Energy panel were sometimes incorrectly formatted.

• Assembling and Disassembling blueprint audios were not playing.

• We are opening in the coming days a specific forum for translations with all instructions and help for the players willing to translate the game to their own languages.

2.96.9 Became finally a big patch with a lot of changes and tweaks affecting playability, and the good news are that we are getting close to the 1.0 release. For the next patch expect in-game quests, events, victory conditions and a lot of new Steam Achievements and numerous surprises we won't unveil for now.

As always, we keep listening for feedback and thank you for your interest in Project Aura ;)
Pixel Quality Games
Twitter: @ProjectAuraGame
Facebook: ProjectAuraGame

30 comments Read more

August 27, 2017

Patch 2.96.2

Greetings Community!

We are bringing to you a new patch today and it is all about game rebalance. This is only our first step in the process, so we keep waiting for your feedback and suggestions after trying it. So, without further delay, next are the details for the 2.96.2 patch:

Please note you need to join the game's test branch to play this patch. You can find {LINK REMOVED} instructions about how to access it.

Changes to market
We have made major changes to market in order to make it more interesting and to start to approach the survival factor:
• The number of available items have been greatly reduced.
• Your colony's starting money has been reduced, The final amount will depend on your difficulty level chosen.
• Your colony's relationship with Corporations will determine the available items for sale at their respective markets.

Very bad Relation <10: Will close its market for you.
Bad Relation <40: You can't trade influence with them.
Neutral Relation <75: Will sell you only the basic materials.
Good Relation >75: Will sell you Corp's security boxes.
Very good Relation >90: Will sell you Corp's core-security boxes.

*The corporation you have affinity with, will sell you an additional object in the market.

Check the wiki for more info: {LINK REMOVED}

Changes to Diplomacy
Corporation buildings built in your colony will have a negative effect on your relations with their rival Corporation only if you have the rival's diplomacy tech developed E.g.:
An Eco Corp building will sub 1 reputation point with the Neo Industrial Corp (Eco's rival) only if you have Neo Industrial's diplomacy tech developed.

Monuments become highest tier buildings and now they have only a positive effect on reputation. (+0.1 Reputation daily) Effect which you can increase by improving your relationship technology.

Colonists' compatible profiles
Any work position has an ideal profile to be developed with. This way, Farmer profile will be ideal to work in the Greenhouse; The Heavy Operators will be ideal for the Electro Refinery, etc.
A worker in an ideal position earns a morale bonus daily but, on the other hand, if the place is inappropriate he will receive a morale penalty. However, there is also the compatible profile, where the colonist will receive neither bonus nor malus.

The profile compatibility table has been updated to:
Versatile: Compatible with any profile.
Artisan: Operator.
Recycler: Technician.
Programmer: Researcher.

This way next profiles have no other compatible one but versatile:
Heavy Operator.

* Note versatile profile can go in any position being always compatible.
* For this patch we have updated again the Resource Scheme Guide, which now includes also information about the ideal profile for each work position.

Changes to construction materials
• We have reorganized buildings' tiers, with the goal to make the game play more fluent.

• The plastics quality required by buildings in Tier 1 has been reduced from plastic prefab modules (craftable in the Prefab Factory) to polymers (craftable in the Plastic Factory).
• All the construction materials for buildings have increased their cost in ingots.

*We will update wiki ASAP with detailed information about building tiers.

More Balancing
• Innovation points generation has been increased on first colony levels.
• The experience required for junior colonists to level up has been increased.
• Colonists recruiting price (SC) has been reduced, but its price will increase by a 50% for each colony level.
Junior: 500 SC
Senior: 2,500 SC
Master: 5,000 SC
Super Engineer: 10,000 SC

*In the recruiting panel you can choose a profile to recruit or just go for the first available. Doing so, will bring to your colony a random profile reducing the default cost in SC by 1/2 and, in the case the recruit would cost influence, would turn it to white color.

• Ideal profile for Plastics Factory is now: Operator instead of Heavy Operator.

Beta testing
• Attending to community feedback we have:
Reduced by another half the energy required by shields.
Reduced the duration of climate threats
Restored Diplomacy technologies to previous values.

Other Changes
Electrum is a new item alloyed in the Assembly Tunnel building and used to build the highest tier buildings which include a bit of "luxury" like the Estate residential and Corporate Monuments.

• To use an item in your inventory now you just need to click on it. Previously it required the combination: Ctrl + Right-Click.
• New shortcut to add all the available productions in a blueprint to its queue: Hold Shift key and click on "Add To Queue button". If you wish the opposite, Hold shift and click on the Remove production from queue button.
• Stockpile and other packings available have been updated.
Check the wiki for more info: {LINK REMOVED}

• The initial value for colony's maintenance and comfort points is now 50 for every difficulty level.
• Energy/Maintenance/Comfort estimation values for the next cycle are shown now in red when negative.
• Available productions listed in Blueprint and Resource panels are now ordered by unlock/lock status and then alphabetically.
• The Eco technology: Dome Setup is now a default tech instead of core-tech, so you can obtain it with simple invention docs instead of Core ones.

*Check the wiki to know more about how your dome grid setup can help you to resist climatic disasters: {LINK REMOVED}

• Shields were always fully protecting your dome, even when not receiving enough energy. From now on, the shield power assigned will be reduced in the same proportion than your dome is lacking energy. E.g.: If your energy is only covering your dome a 20% and you had assigned to a shield: 5 power points, your shield will be really covering only 1 point (a 20%).
*Your dome protection is indicated in the Energy panel and should be always 100% :).

• There was a bug with sabotages, where they were wrongly triggering under some weird circumstances.
• Sea worm processing blueprints were displaying an error message on use.
• Accidented Alpha Ships, when rescued by your drones, were returned to inventory in a wrong position.
• Assembly Tunnel building was asking for Artisan profile instead of Heavy Operator.
• Resolved issue where being outside the colony, the button to return to colony wasn't appearing in all cases.
• Blueprint panel had a performance issue when being displayed with a queue set.
• Resolved issue where buildings appeared misplaced in construction menu. (need to test further).

...What is next?
After this patch, we will keep testing the changes applied and listening to community. Meanwhile, we are going to update tutorials and focus in the ingame-assistants, to make it easy the approach to new players and help understand all the new features to the current ones.
And we have already started quests!

We are happy to see that, day by day, things are getting close to the release version! And, as always, we thank the community for the support on Project Aura development, its feedback and suggestions ;)
Pixel Quality Games
Twitter: @ProjectAuraGame
Facebook: ProjectAuraGame
21 comments Read more
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About This Game

PROJECT AURA is a simulation/strategy videogame where you take control of a colony of climate disaster survivors.

In the near future, humans will face the drastic consequences of climate change. Forced to take refuge in vital reserves using cryo-preservation, they await a second chance.

At the end of the 21st century, humans — finally aware of the great climate disaster — dedicated their efforts not on preventing the inevitable crisis, but to ensure the survival of the species itself.
In this endeavor, they embarked on the construction of a network of cities on the sea, resistant to the hostile atmosphere.
Overtaken by the events and extreme food shortage, they built ultra-secret shelters that would support them in hibernation, to be awakened in a more favorable situation.

■ Lead a colony of climate disaster survivors
■ Take control of a colony starting from a state of zero development.
■ Manage, train and specialize your citizens who will learn their assigned tasks.
■ Create a suitable habitat to incorporate more citizens to your colony.
■ Exploit and develop technology in your hands to improve your infrastructure, production and research.
■ Construct new buildings and platforms to expand your city.
■ Specialize your colony, trade or go for self-sufficiency.
■ Explore and rescue valuable remains from the civilization of the 21st century.
■ Reuse components from the past, and craft unique items

* Get ready to discover a new formula of innovative gameplay!

System Requirements

    • OS: Windows XP, Vista, 7, 8.1 (64-bit)
    • Processor: 2 GHz
    • Memory: 4 GB RAM
    • Graphics: nVIDIA GeForce GTX 260, 512 MB or ATI Radeon HD 5670, 512 MB
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Sound Card: any OpenAL compatible
    • Additional Notes: Note the product is Early Access and system requirements may increase over time.
    • OS: Vista 64 bits, W7 64 bits, W8.1 (64-bit)
    • Processor: 3 GHz
    • Memory: 8 GB RAM
    • Graphics: nVIDIA GeForce GTX 660, 2 GB or AMD Radeon HD 7870, 2 GB
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • Sound Card: any OpenAL compatible
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