A game of aerospace industry and interplanetary exploration.
Recent Reviews:
Very Positive (911) - 90% of the 911 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (18,740) - 86% of the 18,740 user reviews for this game are positive.
Release Date:
Dec 15, 2016

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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?

It is important that you consider the information below before deciding if you want to support Astroneer this early:

Astroneer is an incomplete game that is in currently in Alpha.

Astroneer will be in Early Access on Steam so that we may get the game in the hands of players as soon as possible. Engaging with the Astroneer community is extremely important to System Era, as we want to work closely with our players to make Astroneer the best aerospace and planetary exploration experience ever.

Since the game is in active development, Astroneer may have bugs, crashes, multiplayer instability, performance issues and so on. This is part of the development process and while we will try our best to keep the experience as stable as possible, rapid live development can cause issues at any moment. Supporting Astroneer this early allows us to develop the game with player feedback, and that feedback will ultimately shape the future of the game.”

Approximately how long will this game be in Early Access?

“It is hard to estimate exactly how long Astroneer will be in Early Access, though we are aiming to release the 1.0 version with free post launch updates in 2018.”

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

“The full version of Astroneer will be the complete aerospace exploration fantasy.

  • Explore infinitely diverse worlds with unique atmospheres, biomes, and landscapes.
  • Shape your world with a myriad of deformation tools and features
  • Survive against a number of hazards, ranging from weather situations, aggressive flora, and environmental effects.
  • Build and manage a working industrial base and leave your fingerprint on the galaxy’s economy.
  • Customize everything. Change what your Astroneer looks like, choose the base layout you want, and customize your vehicles for specific roles.
  • Play with friends in an online experience that encourages communication and cooperation to succeed, or play on a dedicated server that could contain friends and strangers.
  • Unravel the mysteries of the galaxy as you search for the elusive rare items.

What is the current state of the Early Access version?

“The current version of Astroneer is changing rapidly while we implement new systems to the gameplay experience. After spending the Pre-Alpha period exploring, prototyping, and scoping out the final version of the game, we are now in full on content development. Expect to see new features/content rolled into the experience every update. For details about what we have coming, see the below section about Alpha!”

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

“Astroneer launched at a low price considering how early in development the game was. As the game matures and its content grows the price of the game will be reviewed.”

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

“System Era will work with the community to ensure Astroneer is the best fantasy it can be through a number of ways: Our own forum, Steam Community forums, our blog, Twitter, Youtube, and Facebook. System Era aims to be as transparent with the game’s development as possible so that its community can be as equally transparent with us with how they're feeling about the game and share the improvements they would like to see. We post regular updates on youtube showing off what the team is working on!

Forum: https://forum.systemera.net/
Blog: http://blog.astroneer.space
Twitter: http://www.twitter.com/astroneergame
Facebook: http://www.facebook.com/astroneergame
Reddit: http://www.reddit.com/r/astroneer
Youtube: http://www.youtube.com/c/SystemEra [/url
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Buy ASTRONEER + Soundtrack

Includes 2 items: ASTRONEER, Astroneer (Original Game Soundtrack)

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Recent updates View all (73)

December 17

Research Update Live!

Steam 'Early Access' users will receive this update Monday, December 18th, 2017. 

The Research Update is an entirely new way to play Astroneer. As part of our Alpha launch, we wanted to lay a solid foundation by updating our core game loop. Now, using the new Catalog and Research Chamber, players can use Bytes to unlock the blueprints they want. This update also includes our first module that uses "streaming power", as well as changes to research colors and some under the hood performance changes while we continue our ongoing effort to improve game stability. Also, as mentioned earlier, we are moving into the Alpha phase of development, which means that going forward, we will be adding content and changes to the game with every update until we reach Beta. For a list of upcoming features and expected launch windows, check the roadmap update below!

You can find these updates in, the current build of the game.

Complete Overhaul of the Research System
The research system has been completely changed from the ground up. This will allow us to add new items to the game on a consistent basis, while giving players direct ways to unlock the items they want. Here's how it works:

We have introduced a concept called Bytes. Bytes are the way Astroneers will unlock items in the new research system.

Getting Bytes requires researching items at the new Research Chamber. Items that are researchable include: Research Chests found in the world, and resources like Compound, Resin, etc. We will be expanding the list of researchable items in the future.

Use the backpack Catalog to unlock blueprints. After you have accumulated enough bytes to unlock the items you want, open up your Catalog in your backpack to send data to Exo Dynamics in exchange for the blueprint to create said item. 

There are a few general tips for this new system. Research Chambers require a constant flow of power to continue gathering Bytes. That means power infrastructure like Batteries, Generators, Solar panels, and Wind generators will become extremely important. You can Overclock your platforms to produce more bytes by increasing the amount of power the platforms receive. 

Added the new and improved Research Chamber
The new Research Chamber is our first platform using "streaming" power, a system we are going to move to completely in the future. Now, rather than placing a research chest on the platform and getting a random item, you research objects to accumulate data, which you can then use to unlock whatever items you would like from your backpack. These platforms all stack, so the more powered platforms with research you have going, the more Bytes you will accumulate!

You can also Overclock your Research Chamber to accumulate Bytes faster. Examine the module connected to the platform to see the rate of Bytes, and also check if you are operating at maximum efficiency. 

Players should also be aware that after you add a researchable item to the Chamber, you cannot stop the process without destroying the contents. Cancelling for any reason means you lose the Bytes left in that subject!

Added the new backpack Catalog Module
The Catalog is your central hub for unlocking printable blueprints for items. Once you have enough Bytes, open the catalog using the backpack key while the backpack is open, or just click on it when your backpack is stowed. On the top if it's screen you will see the rate of Bytes Per Minute (BPM) as well as your total accumulated Bytes, and on the bottom, you can scroll through researchable items and unlock them by clicking on the green button. To cycle through the categories of research, press the buttons with the icons above the main window. 

First Implementation of the new "streaming" power system
As the first step in getting basebuilding online, the Research Chamber uses the new streaming power system to operate. That means rather than having base modules use a power bar that has to continue refilling, modules using the new mechanic search the network for sources of power and then stay connected to them as long as the power keeps coming in. 

Implemented new resource colors
Keeping with our ideal to try and base items in our game on actual science, we worked on updating resource colors. Items like malachite should now better reflect their real world counterparts. These are still a work in progress. 

UI updates
The game now has a few usability and informational tweaks. The first is a prompt to let players know that an old save is most likely unsupported and buggy. Upon loading the older save, the game will warn you about the potential for bugs and less than ideal performance. We also added a new message of the day area on the home screen, with a link to patch notes so you can check them out anytime. 

Added a new in-game tutorial
Players will now have an on-screen prompt upon starting new saves that explains updated mechanics and content! Press F1 on your keyboard or the "View" button on your controller to pull up these tutorials at any time. 

Automatic Crash Reporting Implemented
Now, if you crash as a result of a bug, the game will automatically send a report to us for triage. We might still ask for crashdumps from time to time, but this will help us better track crashes and how many players they effect. 

New Soundtrack Music now added to the existing soundtrack songs
Purchasers of the Astroneer soundtrack will get the new Soundtrack Volume 2 by Rutger Zuydervelt for free! If you want to purchase a physical copy, head over here! Riley also added new sounds for the Research Chamber and Catalog. 

If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing. This month the team showed off some new hazard behaviors that you should be seeing in game really soon.

  • [AS-1308] - The game now auto-saves appropriately when force quitting via the window “x” in the top right corner or by pressing ALT+F4.
  • [AS-1713] - Fixed a visual issue where Client player’s dropship had no thrusters in Multiplayer games.
  • [AS-1762] - Players can no longer hold objects after death or during the re-launch animation from orbit. 
  • [AS-1816] - Fixed a few issues with quick stowing of items not interacting well with the backpack printer.
  • [AS-1829] - Fixed the Terrain Brush color ring to reflect the player color in the 'tool disabled' state (it’s no longer fuschia).
  • [AS-1832] - Fixed a few other instances of Client players getting stuck in a wheelie while driving a Rover in Multiplayer games. 
  • [AS-1834] - Fixed an issue in Multiplayer games where the soil burn-off effect on the drill did not display for Client players
  • [AS-1876] - Fixed a bug in Multiplayer games on Xbox One where the 'No Power' text and symbol were not visible on Modules to Client players 

The following major features are continuing during development, but are not included in this release. Now that we are in Alpha, you can expect to see all of these items implemented during the first half of 2018. 

Dedicated Servers - (Q2 2018)
We are currently working diligently with a 3rd party to start standing up the dedicated server experience. There are unanswered questions regarding ownership & persistence, but we expect to be shipping our first dedicated server experience during Q2 of 2018. 

Basebuilding - (Q1 2018)
Right now the team is working on some elements that will will completely change how you build your bases, and creating "tiers" of base modules that will scale up as your Astroneer starts to master the solar system. We want there to be a sense of progression when creating bases, so that your initial base looks way different than a base belonging to a seasoned Astro. That doesn't just mean bigger, that means more complex, but also more rewarding. Right now you could technically burn organic on 30 small generators to power a big base, but what if you could just upgrade your base with more powerful and automated power sources to replace them all? The initial version of basebuilding will be shipping some time in Q1 2018. 

Research 2.1* - Implemented & In Progress
The first version of this is out, but that doesn't mean we are done. As with all of the new systems we are shipping, these are just base implementations that we will now work on expanding. The next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates. 

Weather and Hazards - (Q1 2018)
As a part of Terrain 2.0 we will also be introducing an entirely new weather and hazard system to challenge players. You should have gotten a taste of this in last weeks vlog. Rather than just being challenged by gas bags and dust storms, we are going to implement different kinds of weather effects, and aggressive flora that will challenge your exploration of the solar system. 

Terrain 2.0 - (Q2 2018)
I will save you the technical talk and just say that creating new planets, biomes and caves has begun. There is still a long process to tweak the procedural system, but T2.0 is slowly being turned over from engineering to the art team so they can begin making much more complex planets with unique challenges to face. 

Wow this was a long one. Thanks to everyone who has been sharing, reporting bugs, and providing feedback on the current state of Astroneer. Keep it coming! The team is excited to continue updating the game on a regular basis.

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November 13

"Patch 221" Live!

Astroneer's Pre-Alpha Early Access will be updated to version 0.4.10221.0

Update 221 is a followup to the Excavation update, including an update to rover connections, some quality of life changes, and bugfixes/multiplayer fixes. While we continue work on a major December milestone and large content update, we wanted to still ship a patch on our monthly cadence. 


You can find these updates in 0.4.101221.0, the current build of the game.

Added rigid joints between rovers
The old rover joints created all sorts of physics issues caused by the individual rover bodies flipping over, colliding with other rovers in the train, and generally just being extremely wonky. The new joints are much more rigid, allowing for more stable rover trains overall. As always, rovers are still a work in progress, and we hope to have a complete overhaul of their physics, maneuverability, and controls when we get closer to our 1.0 launch. 

Patch Notes now on the home screen
Both Steam and Xbox "Play Anywhere" users should now see a "Patch Notes" button on the home screen of their game. This first iteration will point to Excavation Update changes, but in the future this link will change dynamically and have "message of the day" type information. 

Contextual Quick Stow enabled
This feature is a small but extremely helpful one. Currently Astroneers have three kinds of storage. Backpack space, Aux Slots (top of the backpack), and the terrain tool slots. Things like augments are useful on the terrain tool or stored in the backpack, while solar panels and small wind vanes want to be on the top of your backpack to be useful. With this new behavior, while quick stowing items, (Shift + Mouse 1) on PC (Right Trigger + X) on Xbox items will naturally try and slot to the place that makes the most sense. This should also work with items currently in your inventory, so swapping a solar panel to your aux slots should be a bit easier now!

New music and sound implemented
  • [AS-1822] - Implement New Music Assets
  • [AS-1839] - Audio - Update "negative" UI sound effect
  • [AS-1861] - Audio - cleaned up foley SFX

Oxygen/Power/Resource Plinths removed from planets
The "infinite" power and oxygen towers in the game have been removed. They were first implemented as a "fix" for players that got lost, but their frequency changed the exploration experience in a bad way. Exploring far away from your base should be viewed as a trek that requires planning and preparation. You can still find oxygen and power on cave walls, but otherwise, plan ahead or bring a vehicle or meet almost certain death.

If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing. Of particular interest is Spencer's work on basebuilding, which caused him to visually explore what monster truck rovers might look like:



  • [AS-1752] - Hydrazine Catalyzer now shows the name of the resource (Ammonium) required to make Hydrazine.
  • [AS-1779] - Fixed an issue where the Fuel Condenser wouldn’t fill an entire canister with fuel in five battery cycles.
  • [AS-1802] - Fixed several Multiplayer issues causing Canisters holograms to frequently not appearing for the Client player.
  • [AS-1803] - Fixed an issue where empty canisters some times display as full on Client
  • [AS-1805] - Fixed a Multiplayer issue where the Mineral Extractor module would become temporarily invisible for the Client player.
  • [AS-1806] - Fixed an issue where the ‘'Enclosed 1-Seat' would be un-selectable in Vehicle Bay after the player cycled away from printing it.
  • [AS-1815] - Player can no longer jump infinitely off of items on the deform tool with the backpack open.
  • [AS-1817] - Fixed issues with inconsistent power usage by Augments.
  • [AS-1818] - Objects dropped from backpack upon death are no longer buried when the player returns, instead items that were slotted into the Deform Tool are now found on a Deform Tool near the body.
  • [AS-1819] - Fixed some awkwardness for players getting out of vehicles while they were upside down.
  • [AS-1830] - Fixed a major Multiplayer issue which prevented players from rejoining a game after they quit to the Main Menu.
  • [AS-1831] - Fixed a Multiplayer issue where Tether lines would not go dark for Client players when they were disconnected from an oxygen source
  • [AS-1835] - Fixed a visual-only bug in Multiplayer games where the Mineral Extractor canisters looked full for Client players
  • [AS-1856] - Crane controls once again work for gamepads!
  • [AS-1868] - Fixed a crash in Multiplayer games that occurred when Client players left the game while seated in the respawn Habitat.
  • [AS-1906] - Instances of the hilarious, yet annoying Rover Rodeo have been reduced, but may still occur in extraordinarily laggy network situations.
Thanks to the community for reporting, documenting and triage-ing bugs for us to smash!


The following major features are continuing during development, but are not included in this release. This month we spent a ton of time working on "spec" documents for future features like weather/climate, hazardous discoveries, new UI and more. View our full roadmap here. https://trello.com/b/UoZgKrd3/astroneer-development-roadmap

Dedicated Servers
We now have a fully operating dedicated server running in house! Brendan tweeted last week:

"Just brought online our first always-on @astroneergame headless dedicated server in the studio. It gets automatic updates from daily builds." "Still a ways from a public roll-out, but a big step closer."

Carl has continued work on dedicated servers, and we are moving towards the goal of having them roll out to the larger community!

Terrain 2.0
Terrain 2.0 tech is moving along well! We now have the new tech in-engine and work has begun on authoring tools, which will allow us to start crafting new biomes, caves, & planets! There has also been a ton of work to figure out what weather (& weather related dynamic events like lightning, sandstorms, radiation, heat & cold) might look like in an updated planet in Astroneer.

The power system and basebuilding system is making lots of progress. As mentioned above, basebuilding had some unanswered questions around moving base modules, which spawned visual explorations for xl rovers that can house and move base modules.

Research 2.1*
We have internally playtested, revised, and subsequently playtested another version of the new research 2.1* gameplay loop. We are now balancing and tweaking it for a larger rollout.

Next month's CU is going to be a big one, as we are celebrating our one year anniversary of launching into early access, and are looking forward to announcing a major milestone in Astroneer's development! Thanks to everyone who has been sharing, reporting bugs, and providing feedback on the current state of Astroneer! I am looking forward to sharing our plans for December soon :).

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About This Game

Explore and reshape distant worlds! Astroneer is set during a 25th century gold rush where players must explore the frontiers of outer space, risking their lives in harsh environments for the chance of striking it rich.

On this adventure, a player’s most useful tool is their ability to shape their world, altering the terrain and extracting valuable resources from planets, and moons. Resources can be traded or crafted into new tools, vehicles, and modules to create everything from massive industrial bases to mobile rover bases.

  • Reshape terrain as though it were made of Play-Doh.
  • Survive on and explore procedurally generated planets that can be entirely deformed and traversed.
  • Build vehicles and travel to new planets and moons.
  • Snap together components and objects to create custom vehicles and modules.
  • 4 player online drop-in/drop-out co-op.

What does this mean? It means that Astroneer is still very early in to its development. We've designed Astroneer from the ground-up to be a game that is developed in Early Access. When you first play the game, you will notice that the core gameplay is there but that we have a lot of work ahead of us. Now that we have moved to Alpha, you can expect the following content in the next few months:

  • Basebuilding: This system will allow for completely customizable base layouts that can be modified and moved at any time. (Q1 2018)
  • Power Refactor: Power management will become a completely new gameplay experience, players will have the flexibility to layout base infrastructure however they wish. Want to harness the power of the sun but create your base underground, hidden from the harsh weather on the surface? Create a solar farm and run cables down to your subterranean base. (Q1 2018)
  • Terrain 2.0: An all new procedural terrain system that will be much more performance friendly, while allowing us to create much more robust planets. These new planets will include more diverse biomes, land features, underground cave systems and more. (Q2 2018)
  • Weather & Hazards: A completely new system to challenge players when exploring or while at their base. Deal with environmental effects while in the relative safety of your base, or explore planets while outsmarting aggressive flora. (Q1 2018)
  • Dedicated Server Support: (Q2 2018)

In addition to the features mentioned above, you can expect a game like Astroneer in Alpha to contain bugs, crashes, and overall instability in single and multiplayer.

If you think our core gameplay is compelling enough to want to support Astroneer while it’s still in Early Access, we'd love to have your support. Otherwise, we recommend waiting until Astroneer is out of Alpha and in a state where the game is more stable and gameplay and content are further along. We're committed to making Astroneer the best it can be and including you this early in to its development is a crucial step that that.

If you're curious about the direction we're aiming to take Astroneer in, be sure to go check out our road map, and our development vlogs that we post a couple times a month!

System Requirements

    • OS: Windows 7 SP1 (64 bit only), Windows 8 (64 bit only), Windows 10 (64 bit only)
    • Processor: X64 Dual Core CPU, 2+ GHz
    • Memory: 4 GB RAM
    • Graphics: Discrete Non Mobile GPU with 1 GB Ram
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: Any
    • Additional Notes: Internet connection required for online multiplayer
    • OS: Windows 7 SP1 (64 bit only), Windows 8 (64 bit only), Windows 10 (64 bit only)
    • Processor: X64 Quad Core CPU, 3+ GHz
    • Memory: 8 GB RAM
    • Graphics: Discrete Non Mobile GPU with 2 GB RAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: Any
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