Explore e transforme mundos distantes! Astroneer se passa durante uma corrida do ouro do século XXV onde os jogadores devem explorar as fronteiras do espaço sideral, arriscando suas vidas e recursos em ambientes hostis para ter a chance de ficarem ricos.
Análises recentes:
Neutras (382) - 65% das 382 análises de usuários dos últimos 30 dias são positivas.
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Muito positivas (17,350) - 85% das 17,350 análises de usuários deste jogo são positivas.
Data de lançamento:
15/dez/2016
Desenvolvedor:
Distribuidora:

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Jogo com acesso antecipado

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Observação: Este jogo com acesso antecipado não está completo e pode ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

Before you read, it is important that you consider this before deciding if you want to support Astroneer this early:

Astroneer is an incomplete game that is in PRE-alpha.


Astroneer will be in Early Access on Steam so that we may get the game in the hands of the players as soon as possible. Engaging with the Astroneer community early on is important to us as that we may work with them to make Astroneer the best aerospace and planetary exploration experience ever.

When it is first release, Astroneer will be in a pre-alpha state: That is to say it will have bugs, it will crash, there will be some performance issues for some players, multiplayer will be unstable for others, gameplay will be unfinished and early, and so on. This is part of the development process and we'd love your support for the game this early. Supporting Astroneer this early will ensure we're getting accurate information about the improvements it needs so that it can be the best version of itself when its finished.”

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

“It is hard to estimate exactly how long Astroneer will be in Early Access, though we are aiming for a year or two.”

Como a versão completa será diferente da versão de acesso antecipado?

“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 reality-based hazards. From weather situations, turbulent environments, and unforeseen medical crises.
  • Build and manage a working industrial base and leave your finger print of the galaxies economy.
  • Customize everything from what your Astroneer looks like, to the modules you produce, and the rovers you own.
  • Play with friends, or strangers, in an online experience that encourages communication and cooperation to succeed.
  • Unravel the mysteries of the galaxy as you search for the elusive rare items.

Qual é o estado atual da versão de acesso antecipado?

“The current version of Astroneer in Early Access explores the main pillars of the gameplay experience:
  • Discover
  • Explore
  • Research
  • Trade
  • Build
  • Expand

O preço do jogo será alterado após o fim do acesso antecipado?

“Astroneer will launch for $19.99 USD. As the game matures and its content grows the price of the game will be reviewed.”

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“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, and Facebook. System Era aims to be as transparent with the games development as possible so that its community can be as equally transparent with us with how they're feeling about the game and what improvements they'd like to see.

Forum: https://forum.systemera.net/
Blog: http://blog.astroneer.space
Twitter: www.twitter.com/astroneergame
Facebook: www.facebook.com/astroneergame
Reddit: www.reddit.com/r/astroneer
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Atualizações recentes Ver todos (68)

15 de setembro

Update 201 is now live!

Astroneer's Pre-Alpha Early Access will be updated to version 0.3.10201.0 (Patch "201")



Update 201 includes some new controls, makes adjustments to tethers, and adds a new item! We as a team are moving out of the prototyping phase and into implementation of our major boulder sized tasks for feedback from the community. We will be updating the roadmap next week with LOTS of info as a result of these last few weeks but I will say this, the goal is to wrap these systems up and move on to Alpha ASAP. More info on that in the bottom prototyping section. Now for notes!

Updates
You can find these updates in 0.3.101201.0, the current build of the game.

Added the Alignment Augment
This new augment creates a flat plane that is perpendicular to the curve of the planet, unlike the existing Flatten mode, which flattens based on a selected voxel and mimics that angle. The Alignment augment will make a flat surface based on the planet's center. When used vertically, it creates curved, column-like walls.



Changes to tether placement
Pressing the “place tether” button will now place a Tether post at the Astroneer’s feet. The post can be moved around after that point. This change affects both Mouse and Controller players. For tethers, we feel these changes are going to have a great benefit to the overall experience. PROTIP: Now when running and placing tethers, drop them as soon as your oxygen line detaches. This will give you maximum length between tethers, while still allowing you to run in the direction you were going.

Gamepad Control Changes
When using the terrain tool, the camera now defaults to a fixed over-the-shoulder view, and holding LT unlocks the cursor and puts you in the old default mode. Clicking RS alters camera zoom distance as before, except that the closest zoom in this mode is very nearly first-person. When you have your terrain tool out, use right stick to aim the terrain reticle, and left stick to move your Astroneer. Now the right stick is universally the way to look, and the left stick will always allow you to move your Astroneer, whether deforming or just running around.
Brendan gave us a walkthrough on this week's vlog, check it out here:

https://youtu.be/pWxE6lz7WKg

New sounds and updates to old sounds have been implemented
  • [AS-856] - Winch now has audio.
  • [AS-857] - Connecting two conduits together now has audio.
  • [AS-1275] - Worklight now has audio
  • [AS-1309] - Vehicle enter and exit animations now have sound effects.
  • [AS-1507] - Beacon audio has been updated
Riley has been hard at work fixing some new bugs, and simultaneously using Wwise to add new content. Expect the soundscape of Astroneer to continually get updates.

Tether posts now physically simulate and fall to the ground when deforming terrain under them.
No more floating tethers in the middle of the air, if you deform under them, tethers now respond to those changes and no longer act like possessed space ghosts.

Vehicle handling changes!
Steering is now more wheel-controlled and the Rovers have been made more stable overall. Players should see less flipping and spiralling when taking Rovers off sweet jumps. Vehicle physics are still a work in progress, and vehicles might still be a bit wonky on planets with lower gravity. This will be addressed in a future update.

Bug Fixes

Crash Fixes:
  • [AS-1474] - Fixed a rare crash, that according to engineers was “super weird, and something that should never occur,” involving the game trying to access non-existent Rover wheels.
  • [AS-1482] - Fixed a crash that occurred while trying to change resolution in cases where the settings .ini file had become corrupted.
  • [AS-1517] - Fixed an edge case where the game would crash while unplugging the controller and holding any button.
  • [AS-1552] - Fixed a Multiplayer crash that would occur if a Client player joined a game while the Host was not on Terran.
Thanks to last update, the crash list is fairly short and were mainly edge cases. Got a crash? Here’s how to send it over!

Options Menu:
  • [AS-760] - Two different actions can no longer be assigned to the same key / button.
  • [AS-1427] - Fixed an issue where audio values reset to 0 after changing them during active gameplay, and then terminating the title.
  • [AS-1444] - Fixed an issue on Xbox One where brightness setting temporarily persisted when backing out of the pause menu without selecting 'Apply and Resume.'
  • [AS-1514] - Steam client Options menu text adjusts more elegantly to changing window sizes or resolutions (except for very small resolutions or unusual window shapes).
  • Changes to Options menu now persist between sessions on Xbox One.
The options menu is a work in progress, and a few bugs popped up since the last update. Another PROTIP: use the arrow keys to adjust values so you don’t have to click the mouse 1 million times. We will implement sliders down the line.

Audio fixes:
  • [AS-1475] - Fixed an issue in Multiplayer games, where Smelter audio loop continued playing for the Client player.
  • [AS-1524] - Fixed an issue where the Heartbeat audio loop continuously played after returning to main menu.
General Fixes:
  • [AS-1447] - Fixed an issue on Xbox One where players would respawn partially underground after dying by falling
  • [AS-1527] - Reintroduced the plumbline to Beacons
  • [AS-1528] - Fixed an issue where items would go on a beautiful journey into space if not collected from an dead Astroneer before a second death occurs.
  • [AS-1533] - Fixed a major issue where saves were disappearing on Xbox/Win10
  • Fixed a bug that was causing Rovers to fall through the world when loading into a saved game.
  • Astroneers should no longer get stuck inside base modules as they are being built.
  • Fixed a bug where Tethers were not auto-highlighting for selection when playing with a controller.

PROTOTYPING

The following major feature prototypes are going on during development, but are not included in this release.

As mentioned above, our initial prototyping phase is starting to move into implementation. That means we will see faster and more concrete progress that players will be able to get their hands on in coming updates. Now that we have our full team firing on all cylinders, you can expect new things to play in experimental and/or the main versions of the game in almost every update going forward as we push toward our goal of being in Alpha! We are really excited to start getting feedback on the roadmap “boulders” we have been tackling.

Research 2.0
Last update we talked about how our Research 2.0 prototype had been tested internally, and after lots of internal feedback and discussions, implementation has begun. Lots of work to be done here, but we are working towards a completely new progression path that allows players of different playstyles to unlock the things they want to, rather than the current completely randomized system. Sam W. had lots to say about this in a vlog! The plan is to get this into a future experimental build for you all to give feedback on.

Terrain 2.0
While Zabir works hard on the tech, the art team and other engineers are plotting out the new ways we can author interesting and more varied terrain, while still keeping Astroneer’s signature look. To reiterate earlier posts, our new terrain system will allow for all of the above, while simultaneously letting us up the player count in multiplayer sessions.

Dedicated Servers
In case you missed the announcement, we hired our last Engineer (for now ;]) Carl, who will be helping push forward all tech related to dedicated servers, online persistence, and more. We have also identified our partner for hosting, which we will announce at a later date!

Modularity
Modularity has advanced very nicely. After the initial prototype was validated, Aaron has been working on the specifics of how the system will work with other in game loops. During that process, the need was brought up for another system to get an overhaul which leads to the next section.

Power Refactor
I refuse to add another 2.0 so let’s go with refactor! A couple of weeks back, Elijah did a segment on the vlog where he talked about how we are redoing the power system. Go watch that. To sum it up: in order for bases to be modular, we need to allow players to deliberately control power flow and lines. While refactoring that though, we also are working on gameplay elements that allow players to make more interesting bases. Want to build an underground base but use solar power? Set up your solar farm on the surface, and pipe the power down deep underground. This is one example, but I hope it is enough for you to understand the interesting ways the power refactor can change the ways you play Astroneer.

Once again, this is a long one! Thanks for reading and please do not hesitate to reach out with feedback, suggestions, bugs, and encouragement for the team!

-joe
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23 de agosto

SES Vlog 014: Sam talks about improving research

Hey Astroneers! Out newest development vlog is now out!



This week's vlog is a spotlight on Research 2.0 thanks to our newest engineer, Sam. As a gameplay engineer, Sam works with the designers to stand up new systems, and his biggest task right now is the overhaul of research. This episode also has Andrew talking briefly about a new Augment he has been working on, and Aaron "breaking" his modularity prototype.

https://youtu.be/q7DQdZ-Px6A

Also, if you missed last week's episode, I talk to Riley about our new audio engine, and all the new sounds you can hear in-game.

https://youtu.be/QHE1-o-bI5E

Want to see the rest of the series? Click here to see the full youtube playlist, and here to subscribe! Thanks & see you next week!

-joe
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Sobre este jogo

Explore e transforme mundos distantes! Astroneer se passa durante uma corrida do ouro do século XXV onde os jogadores devem explorar as fronteiras do espaço sideral, arriscando suas vidas e recursos em ambientes hostis para ter a chance de ficarem ricos.


Nesta aventura, a ferramenta mais útil de um jogador é sua habilidade de transformar seu mundo, alterando o terreno e extraindo recursos valiosos de planetas e luas. Recursos podem ser trocados ou usados na fabricação de novas ferramentas, veículos e módulos, para criar qualquer coisa, de bases industriais enormes a bases móveis.

  • Transforme o terreno como se ele fosse de massinha.
  • Explore planetas gerados de forma procedural que podem ser deformados e explorados completamente.
  • Construa uma espaçonave e viaje para novos planetas e luas.
  • Monte componentes e objetos para criar veículos e módulos personalizados.
  • Jogo cooperativo de 4 jogadores com saída/entrada livre.
  • Ambientes procedurais belíssimos
  • Deformação de terreno em tempo real
  • Modele megálitos ou cave até o centro da terra
  • Construção de base
  • Fabricação de objetos
  • Uso de veículos no jogo
  • Viagem interplanetária
  • Jogo multijogador cooperativo com até quatro jogadores
  • Suporte para Gamepad

Requisitos de sistema

    Mínimos:
    • SO: Windows 7 (Exige 64-bit), Windows 8 (Exige 64-bit), Windows 10 (Exige 64-bit)
    • Processador: CPU Dual Core X64, 2+ GHz
    • Memória: 4 GB de RAM
    • Placa de vídeo: GPU discreto com 1 GB VRAM
    • DirectX: Versão 11
    • Armazenamento: 2 GB de espaço disponível
    • Placa de som: Any
    • Outras observações: Internet connection required for online multiplayer
    Recomendados:
    • SO: Windows 7 (Exige 64-bit), Windows 8 (Exige 64-bit), Windows 10 (Exige 64-bit)
    • Processador: CPU Quad Core X64, 3+ GHz
    • Memória: 8 GB de RAM
    • Placa de vídeo: GPU discreto com 2 GB VRAM
    • DirectX: Versão 11
    • Rede: Conexão de internet banda larga
    • Armazenamento: 4 GB de espaço disponível
    • Placa de som: Any

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