Verken en vorm afgelegen werelden! Astroneer speelt zich af tijdens een 25e-eeuwse goudkoorts. Spelers verkennen de buitengrenzen van de ruimte en zetten in barre omstandigheden hun leven en hulpbronnen op het spel om steenrijk te worden.
Recente recensies:
Grotendeels positief (366) - 71% van de 366 gebruikersrecensies in de laatste 30 dagen zijn positief.
Alle recensies:
Erg positief (17,589) - 85% van de 17,589 gebruikersrecensies voor deze game is positief.
Releasedatum:
15 dec 2016
Ontwikkelaar:

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Vroegtijdige toegang

Ontvang onmiddellijke toegang en begin met spelen; raak betrokken bij dit spel terwijl het zich ontwikkelt.

Opmerking: Deze game in vroegtijdige toegang is nog niet voltooid en kan mogelijk wel of niet veranderen. Als je niet staat te springen om deze game in de huidige staat te spelen, kun je beter afwachten hoe het spel zich verder ontwikkelt. Meer informatie

Wat de ontwikkelaars zeggen:

Waarom vroegtijdige toegang?

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.”

Hoelang blijft dit spel ongeveer in vroegtijdige toegang?

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

Hoe gaat de volledige versie verschillen van de versie met vroegtijdige toegang?

“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.

Wat is de huidige staat van de versie met vroegtijdige toegang?

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

Zal de game anders geprijsd worden tijdens en na vroegtijdige toegang?

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

Hoe zijn jullie van plan de community te betrekken in het ontwikkelproces?

“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
Meer informatie
 

Recente updates Alles weergeven (70)

12 oktober

The "Excavation" Update is now live!

Astroneer's Pre-Alpha Early Access will be updated to version 0.4.10215.0 (The Excavation Update)



The "Excavation" Update includes new modules & items to craft, an entirely new core gameplay loop, and quality of life updates. It also includes some crucial fixes for vehicles and tweaks to research RNG ahead of Research 2.0 changes. We would like to sincerely thank Early Access players for their feedback in the Experimental 002 test, as that information helped us make changes that eventually made it into this update.

Disclaimer: Up until this point, we have worked hard to make sure older saves were compatible with the newest versions of Astroneer. While old saves will be "compatible" with our newest update, we highly recommend you start a fresh save. Use old saves at your own risk, and please keep bug reports limited to savegames that were started fresh during 215!

UPDATES

You can find these updates in 0.4.101215.0, the current build of the game.

Added the new "Reusable Canister" item
The Reusable Canister is an important part of the Excavation Update. You can now print these canisters from your backpack for one Resin. In 215, they serve as the primary way to store collected soil and refined hydrazine from the new Hydrazine Catalyzer. In the future, we would like these canisters to hold all of the liquid resources Astroneers might encounter or create.

[AS-1130] - Mineral Extractor Module now available to build

The Mineral Extractor is a completely new module used to extract resources from all of the terrain beneath your Astroneer's feet. It works by taking sediment gathered into Reusable Canisters and filtering it, resulting in the resource of your choice. To create resources, simply gather sediment into reusable canisters using your Terrain Tool. Then feed that gathered sediment into the module's reservoir, and place a sample in the center of the centrifuge. Upon activation, the Extractor will fill its canisters with sediment, and extract out the requested resource. Mineral extraction has entirely new ratios for output, and now includes additional resources not found in our experimental test. The output values and list of resources available will most likely change in the future.

[AS-1131] - Hydrazine Catalyzer Module now available to build

The Space Pizza Oven Hydrazine Catalyzer is now available. The conversion of Hydrazine from a crystalline deposit to fully refined resource in a container was never the intended final experience for gathering fuel. Now, when you would like to fuel a shuttle or thruster, use your terrain tool to gather ammonium crystals, and then catalyze them in this new module. Resuable Canisters are also required to store this newly created Hydrazine fuel. In the future, we hope to possibly use the catalyzer for the conversion of other minerals.

[AS-1566] - New Boost Mod Augment is now available.
The boost mod is a new tool used to gather soil augment allows for rapid deforming, at the cost of drawing power from your backpack battery.

Fuel Condenser changes
The fuel condenser now requires multiple charges to create a full canister of refined Hydrazine, and also reusable canisters to put that Hydrazine in. The good news is, this is now our first automated module in the game. Attach medium storage units to this and all of the new modules, and watch them pick and place items when necessary.

New Power Dynamic has now been implemented
There have been significant changes to the backpack power system to better suit our intended progression path. Changes listed below:
  • Deforming, flattening, or removing terrain no longer uses backpack battery power. Deform forever!
  • The backpack no longer "trickle charges". That means if you run out of power, you are out until you can generate or find more. Be careful!
  • Printing from the backpack printer now draws power
  • Augments also now draw power when activated on your terrain tool.
There is also a big change when it comes to portable power generation! The solar panel and small generator have swapped places. Now, the most accessible power in the early game is the non renewable organic based small generator. Printable for one compound, these generators run on foliage gathered from the world. (If you never noticed, grass and bushes with bright colors yield organic.) Although this might seem like a cumbersome change, the small generator allows you to create power both above and below ground at any time. Rather than wait at your base till the sun comes up, you can head underground knowing you will almost always be able to find organic. Removing the trickle charge, and making the small generator more prominent decreases the amount of time you are just waiting around for power to come back, and lets you make deliberate choices about what you want to do.

After playing for a bit and unlocking the smelter, you can then make the neccessary copper to unlock the power of the sun. We feel like solar energy in the early game made progression too easy, and didn't present any interesting choices related to power. Most people made small solar panels for their base and themselves within five minutes of every new game and never really had to think about power generation ever again.

Deforming with the drill head fills connected canisters

The drill has long been a great looking piece of machinery, with very little practical use. Now, whenever a drill is used on a vehicle, any connected reusable containers on any slot of the vehicle will fill with the deformed terrain. The above image has a rover train with 64 connected canisters, and the drill head can feed them all!

Other Excavation Update Changes
  • Adding terrain now requires stored terrain from reusable containers
  • Research has received a tuning pass to make it a bit less punishing, in anticipation of Research 2.0 changes.
  • Medium Solar is now unlocked for every new save
  • [AS-1575] - Added a new Soil Hose to the Deform Tool to show Soil usage between the Deform Tool and Canisters in the Backpack.
  • [AS-1576] - Added Soil gauge to the Terrain Brush
  • [AS-1579] - Updated Deform Tool to have a burn off valve to indicate lost terrain when Canisters are full
  • Revised Soil usage to have a 1:1 relationship with changes made to terrain. ‘Flatten’ mode now collects or consumes Soil contextually.
  • [AS-1572] - Opening Backpack while the Deform Tool is equipped will now pop out the Deform Tool automatically. Likewise, closing the Backpack with the Deform Tool popped out will automatically equip it.
  • Pressing the Deform Tool ‘equip’ button/key while the Backpack is open will toggle popping out the Deform Tool instead of closing the backpack and equipping it.
  • [AS-1573] - Indicator slots can now pull resources from Deform Tool in addition to the the Backpack.
  • Deform Tool slots are now available when quick-storing items to the Backpack.
  • When dying, any items attached to the Deform Tool or Backpack’s auxiliary slots are dropped with the Backpack itself instead respawning with the Player.
  • [AS-1583] - When respawning, the Astroneer will now descend from the Space Station in their Habitat.
  • Added new tutorial sequence to introduce Soil collection and changes to power usage. (Note that new saves will have to complete this tutorial before all starting recipes are made available)
  • All Augment recipes now (temporarily) unlocked until the new Research System is released. Have fun!
Audio Changes
  • [AS-1614] Mixed, Mastered, & Implemented new music assets
Our composer Rutger has submitted some new music for Astroneer. You should be hearing this new music in-game intermittently.

BUGFIXES

  • [AS-1450] - The Thruster now plays sounds when it activates and deactivates
  • [AS-1516] - Fixed an issue where audio occasionally did not play when removing terrain
  • [AS-1549] - Fixed an issue where Beacon icons would become inaccurate while viewing from orbit
  • [AS-1554] - Partially fixed an issue where dead Astroneer backpacks would use world lighting, making it difficult to see what it is on them in low light situations. Future updates will have a more complete fix.
  • [AS-1709] - Beacon collision model has been changed so it is no longer spherical. No more escaping Beacons!
  • [AS-1720] - Driving past conduits on Rovers no longer pops attached objects off the front and back connectors!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!111!1
  • [AS-1740] - Fixed an issue where Rovers would fly into space when loading a save from a rover seat
  • [AS-1742] - Fixed several issues with Rovers displaying inconsistent physics
  • [AS-1745] - Fixed an issue with Rovers not having the power to perform basic intended functionality
  • [AS-1758] - Sandstorm Attenuation should now be working properly
  • [AS-1763] - Fixed an issue where Rovers would load in incorrect positions when quitting to Main Menu then reloading the Saved Game.
The team heard your feedback about rovers and worked during our bugfix week to fix them up. As always though, we want to remind you that they are a work in progress! Thanks to the community for reporting, documenting and triage-ing bugs for us to smash!

PROTOTYPING ROADMAP HIGHLIGHT

The following major features are continuing during development, but are not included in this release. Since we are (mostly) out of the prototyping phase, we can start calling this section the roadmap highlight, where we talk about some of the major work being done behind the scenes.

Dedicated Servers
Dedicated servers are moving along nicely. Carl spoke to us on the vlog about what he was specifically working on at the time, including demoing 8 Astroneers on one dedicated server build here locally. The player number is still TBD, and to be fair none of those 8 users were moving or deforming or any of the other things users might do. We can say though that since then we have made great progress, including figuring out the plan for UI and the systems necessary to allow dedicated servers to work within Astroneer. Now we need to build them. Lots of work yet to be done, but some intrepid discord users noticed that SES has uploaded something into the tools section on steam. ;)

Terrain 2.0
T2.0 is now in engine and deformable. That means work has begun to figure out the new authoring tools, as well as optimizing it so we can start creating the interesting terrain that this new, much more efficient system will allow for.

Modularity
While the team was working on this newest update, We didn't want to completely drop any of the boulders we have been pushing towards. To save time and not take away too much from development, Samantha made a paper prototype to work out the modularity game loop. We will have more details about the results of that prototype soon!

Wow this was a SUPER long one. Go forth and live off the land now. Have fun and we can't wait to hear about what you think!

-jt
165 opmerkingen Meer informatie

29 september

SES Weekly Comms: New Modules & Dedicated Server Progress

Hey All! This week at SES has us arting up new modules, making progress on dedicated servers, and recording brand new sounds.



If you didn't know, we have been posting on Youtube to keep you all informed on development happenings while we make our way closer and closer to Astroneer's Alpha! While I have you here, I want to remind you that we have lots of other places where we post about development, namely:

Twitter l Youtube l Facebook l Reddit l Official Forums
InstagramDiscord Twitch

Now for the matter at hand. On this week's vlog, Spencer walks us through his creative process for making new modules, like the ones you see above. We also go into a little detail about the new canisters we are working on, and a tease about our modularity paper prototype that we will reveal more about next week. Watch it below:

https://youtu.be/dnjz-4t7Dy0

As for last week, Spencer showed off some new art as well, but the star of the show was our new engineer Carl, who was running 8 Astroneers on a local dedicated server. He breaks down what has to happen now to get it up and running for the public, so watch the video below for full details.

https://youtu.be/RrTGSSdjN7I

Also if you missed it, Riley and Myself streamed making sounds for the above new modules on Twitch. The replay is on youtube which you can watch here for all the #buttcam you can handle. ;)

https://youtu.be/xAaeTDxTxvY

Stay tuned for details about our next update, which will include new content for you all to sink your teeth into. Cheers!

-joe

PS: If you are a content creator on youtube/twitch/mixer etc..., that has or wants to make Astroneer content, hit me up on twitter. Some exciting things happening soon ;)
58 opmerkingen Meer informatie
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Meld bugs en laat feedback voor dit spel achter op de discussiefora

Over dit spel

Verken en vorm afgelegen werelden! Astroneer speelt zich af tijdens een 25e-eeuwse goudkoorts. Spelers verkennen de buitengrenzen van de ruimte en zetten in barre omstandigheden hun leven en hulpbronnen op het spel om steenrijk te worden.


Tijdens dit avontuur moeten spelers maximaal gebruikmaken van de mogelijkheid om hun wereld vorm te geven, het terrein te veranderen en waardevolle hulpbronnen op planeten en manen te ontginnen. Je kunt hulpbronnen ruilen of omvormen tot nieuwe gereedschappen, voertuigen en modules om alles van massieve industriële basissen tot verkenningsstations te bouwen.

  • Boetseer het terrein alsof het van klei is gemaakt.
  • Verken procesmatig gegenereerde planeten die helemaal kunnen worden vervormd en verkend.
  • Bouw een ruimteschip en reis naar nieuwe planeten en manen.
  • Combineer allerlei onderdelen en voorwerpen om aangepaste voertuigen en modules te maken.
  • Online drop-in/drop-out co-op met 4 spelers.
  • Prachtige procedurele omgevingen
  • Real time vorming van het terrein
  • Boetseer megalieten of graaf naar het midden van de aarde
  • Basis bouwen
  • Items produceren
  • Gameplay met voertuigen
  • Reizen tussen planeten
  • Co-op multiplayer met maximaal vier spelers
  • Ondersteuning voor gamepad

Systeemeisen

    Minimum:
    • Besturingssysteem: Windows 7 (Alleen 64-bits), Windows 8 (Alleen 64-bits), Windows 10 (Alleen 64-bits)
    • Processor: X64 Dual Core CPU, 2+ GHz
    • Geheugen: 4 GB RAM
    • Grafische kaart: Discrete GPU met 1 GB VRAM
    • DirectX: Versie 11
    • Opslagruimte: 2 GB beschikbare ruimte
    • Geluidskaart: Any
    • Aanvullende opmerkingen: Internet connection required for online multiplayer
    Aanbevolen:
    • Besturingssysteem: Windows 7 (Alleen 64-bits), Windows 8 (Alleen 64-bits), Windows 10 (Alleen 64-bits)
    • Processor: X64 Quad Core CPU, 3+ GHz
    • Geheugen: 8 GB RAM
    • Grafische kaart: Discrete GPU met 2 GB VRAM
    • DirectX: Versie 11
    • Netwerk: Breedband internetverbinding
    • Opslagruimte: 4 GB beschikbare ruimte
    • Geluidskaart: Any

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