Climb from your cryo-pod and enter the Void... Astrox Imperium is a space based rpg that offers familiar game play in an open-world universe. With tons of ships, upgrades, and options, being lost in space might just be fun.
Recent Reviews:
Very Positive (17) - 82% of the 17 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (113) - 84% of the 113 user reviews for this game are positive.
Release Date:
Mar 22, 2019
Developer:
Publisher:

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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?

“In short, I was hoping the Steam community could help me steer this puppy home. There are a few tools provided in the game itself to allow players to create content for Astrox Imperium. I wanted to make these tools available to the players who have been following Astrox for the past 2 years. Early Access also provides me the opportunity to interact with a new community of space gamers, who know where the fun parts in a space game should be. With their feedback, we can shape Astrox Imperium into something special.”

Approximately how long will this game be in Early Access?

“With what I have on my list, I would guess around 6-8 months. It is possible that the Steam community comes up with some really cool ideas that could stretch this out. I prefer to keep the scope of this phase to the bug fixes and balancing that will be required with the features I plan to add.”

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

“There are a few main features I want to add before I would call the game complete. The base building aspect that will allow players to build up the sectors using the various structures already present in the game. These structures will effect a number of attributes, such as the environment, economy, and security of sector. I also want to add unique story lines for all the main 6 factions. Where currently, there is only 2 paths to take, based on the 2 main rival factions.

I am considering a number of game modes for sandbox play. These various modes would allow you to play in a completely different way, with new objectives and rules , all in a universe of your design.

What to expect during Early Access


  • The addition of Structure fabrication.
  • New mechanics to allow for towing large objects thru space.
  • The ability to anchor large objects.
  • The ability to retire a Merc into an administration position of a station.
  • Administrative Mercs will generate revenue and bonuses based on their position and location.
  • A complete story line for each of the 6 main factions
  • New mod tools (Map editor, Skybox editor) and extensive modding documentation, along with tutorial videos.
  • The addition of gangs, that work as a cohesive unit, to perform a specific task, from a list of nefarious options.
  • Sandbox options, with various game modes.
  • A broad number of tweaks, balances, and graphical enhancements.
  • Optimization of ship turret math, and enemy AI logic.
  • New missions, events, items, document, drones, weapons, etc.
  • New transitional scene welcoming you to the medical bay from the new campaign creation.
  • New unique endgame scene for each story line.

What is the current state of the Early Access version?

“There will be a few bugs here and there, mostly small graphical things and nothing major. Very stable, enjoyable and fun. It is a solid game that is 95% feature complete. All of the features listed in the Features Overview are currently in the game, and working as intended. The What to expect from Early Access section will provide an overall scope of what is currently planned. I took special care not to show ANYTHING in the videos or screenshots that is not currently in the game. If you see it here, it is in the game. If you have any questions at all about these features, please visit our Steam community forum or discord channel, and I will be more than happy to explain it all.”

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

“Price will not change.”

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

“Astrox brings with it a small community of fans, who like me, enjoy simple space game fun. I have taken much of the feedback from the original Astrox players, and created something that we can all grow together into something special. The potential for this game is huge, and where we decide to take it is beyond exciting.

By hosting open discussions here on the Steam forums, as well as the official website and our discord, we can explore the ideas that made us fall in love with space games in the first place. I look forward to working with you all!”
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Buy Astrox Imperium

Buy Astrox : Space Miners Unite! BUNDLE (?)

Includes 2 items: Astrox: Hostile Space Excavation, Astrox Imperium

-10%
$22.48
 

Recent updates View all (14)

May 10

BUILD 0.0054 - Major graphics update.

BUILD 0.0054
* Adjusted colors of shield and armor indicators.
* Fixed names of items in MOD for ammo descriptions.
* Fixed ECM targeting bug.
* Fixed ECM calculation bug with higher level pilots.
* Fixed negative market price bug.
* Fixed Journal market Buy and Sell order price calculations.
* Fixed bug causing mis-matched pricing alignment in Journal.
* Fixed pricing text format for Journal station markets.
* Fixed journal market listing bug showing 0 qty items.
* Fixed spelling errors in structure descriptions.
* Adjusted base scanner speed.
* Adjusted missile tracking speed.
* Adjusted projectile tracking speed.
* Adjusted salvager tracking speed.
* Adjusted label of structure scans to include random ID.
* Adjusted label of resource scans to include random ID.
* Adjusted label of ship scans to include random ID.
* Adjusted label of warpgate scans to include random ID.
* Adjusted label of crates scans to include random ID.
* Adjusted economic generator success frequency.
* Adjusted market calculations for world faction slider.
* Adjusted drone energy calculation timer.
* Adjusted drone energy dock recharge penalty.
* Adjusted item descriptions.
* Adjusted display for Journal scan listings.
* Added Journal scan file creation for structure active scans.
* Added Journal scan file creation for resources active scans.
* Added Journal scan file creation for ships active scans.
* Added Journal scan file creation for warpgates active scans.
* Added Journal scan file creation for crates active scans.
* Added access buttons for all scan file types in Journal.
* Added timestamp to add object active scans.
* Added timestamp to all station details in journal.
* Added background image for all scanned items.
* Added new ship part models with proper texture maps.
* Fixed all ships for new parts layout.
* Fixed all module slot positions and rotation on new ships.
* Added temp fix for all module texture maps ( working on design revamp ).
* Added new textures for space debris in Void Starcross.

Any ship you currently have will not automatically update to the newer module layout and ship part positioning. This may cause your ships to look strange with hollow spots and floating parts. This will only effect some ships, and only ships you already have purchased.

Any new ships you buy will be the new design and layout. If you want to fix your old ships... here is what you can do.

1) rebuy the ship, super easy, edit your credits back.
2) Edit the ship file, by open your ship file in MOD/saves/pilotname/ships/ and replace the ITEMs text with the list of ITEMs text from MOD/ships/(same ship file)

I will also be adding a bunch of new features into the Journal to make the times stamps easy to read, and lots of QoL features.

Expect MAJOR changes to the module designs. They will be shrinking in size, and have perfect textures and reduced model size. This will help to optimize things a bit, and improve the frame rate.... stay tuned.
7 comments Read more

May 2

Devlog 49 (Builds 52 - 53)

https://www.youtube.com/watch?v=R1nI3qYTPCU

In this video, I show a bit of the new tactical sensors tweaks. Module ranges are now displayed in the tactical sensors mode, and I will be adding lots more visual stuff here.

The data Journal has finally been added, storing all the information you need about stations. The services, the Skills available, and the most recent market data is available from anywhere.

I will be adding a number of new buttons to display the information for Resources, Structures and Ships. Once they are in place, I will add in a customization notebook that you can use in game to keep track of whatever you like.

Lots of tweaks with the modules, and even a code write of the targeting systems. Anyway, thank for stopping by, lots more to come this summer.

Updates

BUILD 0.0053
* Fixed raider spawn table bug preventing last line from use.
* Revamped Launcher turret code.
* Revamped Gun turret code.
* Revamped Beam turret code.
* Revamped Tractor turret code.
* Revamped Salvage turret code.
* Adjusted lock angles for all Launchers.
* Adjusted cycle rates for all Launchers.

v0.0052
* Fixed mission descriptions not showing proper sector label.
* Fixed removing drone bay if in use by drone.
* Fixed recon drones completing scan missions.
* Fixed dragonfly cargo drop bug.
* Fixed bad gate position in Lins from Veloxi.
* Fixed small memory leak dealing with dock undock.
* Fixed item qty bug with economic event generator.
* Adjusted SHIP AI thrust calc bonuses based on mass.
* Adjusted SHIP AI autopilot pathfinding for high speed ships.
* Adjusted speed of targeting on salvage drones to improve ability.
* Adjusted all missile launcher stats to reflect module level.
* Adjusted Torim ore to refine 1 calcium.
* Adjusted Plasite ore to refine 4 calcium.
* Adjusted station interior billboards and bots.
* Adjusted all base ammo and missile sizes.
* Adjusted all base missile speeds.
* Adjusted raider table to smooth out the scaling.
* Adjusted various texts and descriptions.
* Added WORLD option for showing unexplored sectors on map.
* Added raider_spawn.txt to MOD/objects folder for modding.
* Added codebase for upcoming special modules (rare,epic,artifact).
3 comments Read more
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About This Game


Astrox Imperium is my attempt to create the space game that I wanted to play, but no one had created. I wanted a single player, open-world space game that is similar to games I enjoyed, like Homeworld and EVE, with economies, factions, and a story. A game where I could set all the parameters, and the universe would come alive with new challenges each time I played. I tried to take the best of what I liked from many of my favorite space games, and combine them into something simple but deep, familiar yet fresh, and enjoyably addicting to play.


The human struggle to survive is an all too familiar one. As the planet collapsed into an ecological depression, mankind as a whole is forced to expand his vision to the skies. A grand ship was built, and the ‘Imperium’ was scheduled to launch mankind into the future. With a new Quantum technology at its core, the Imperium was mankind’s greatest achievement. Putting aside all differences, the people of world came together. Under a common goal, the efforts of an entire generation came to fruition. The Imperium was ready to carry the dreams of us all, and with it, the hopes of finding a second chance.

Not any one person knows the whole truth, but from what can be gathered, here is what we know. The Imperium was destroyed, and many of the human pioneers perished during the event. The survivors congregated together and began to build a temporary home from the wreckage of the ship itself. At first they waited for rescue, but it wasn’t long before the first ones accepted their fate.

It has been 230 years now, and mankind has been quite busy out there in the stars. The story of the Imperium, passed down through the generations, have all but faded away completely.


The main game play loops are fairly simple, and familiar. What makes Astrox Imperium unique, is the way that you can easily glide between the various loops to maintain a nice level of progression, without it feeling any more ‘grindy’ than you want it to. Sure, you can just mine rocks if you want, but Astrox Imperium provides you many different ways to progress your pilot.

As with most space games of this genre, mining is a big mechanic of Astrox. It is the easiest way to earn credits, and most players are familiar with how it works. You can also complete contract missions. These are randomly generated missions that offer a variety of task and objectives to complete. Some of these contracts are combat missions that will involve raiders, pirates, and sometimes regular npcs. The combat missions offer a bit more action to an otherwise relaxed game. The rate at which you choose to progress is up to you. You are given a number of game options allowing you to adjust 'the grind' and speed of the game. There are a number of small, interesting little mechanics sprinkled throughout the game that were given a lot of thought and care, but you will not find anything groundbreaking or innovative here. This game is meant to feel comfortable and familiar. The game play loops are designed to be simple enough to understand quickly, and complex enough to enjoy over many hours of play.


Many of the classic mechanics from the space game genre have been incorporated into Astrox Imperium. Basic interface controls were designed using elements from some RTS and FPS games. All the fan favorites and core game play elements have been included; mining, crafting, trading, refining, fleets, combat, exploration, survival, and more. This game will seem familiar to fans of the space survival / exploration game genre. Here is a list of features that are currently in the game. Check out our community forum if you are looking for more information about upcoming features.

Basic Features Overview


All features listed here are currently in this Early Access Release.
  • Non-linear Story - Choose your own adventure... The ending is in your control.
  • Open World - Free to do as you please, go where you want, do what you want.
  • Exploration - Over 100 maps to explore, each with unique resources, stations, structures and secrets.
  • Flight - You can fly your ships with the mouse, WASD, or point and click. (Partial controller support)
  • Camera Control - You have full control of the camera. 3D rotational focus, first and 3rd person , and follow behind views with lots of options.
  • Mining - 12 different types of resources to collect.
  • Skills- 100+different skill to train.
  • Refining - Break down ore into raw materials and components used for crafting.
  • Crafting - Use those raw materials and components to create new items.
  • Trading & Economy - Profit from the simulated economy with trade.
  • Missions - 15 unique mission types. Contract missions for the 18 game factions.
  • Factions -18 factions, ratings effect all areas of life in the Astrox Universe.
  • Combat - Real time, dynamic, tactical and strategic. hundreds of weapons, ECM, drones, bombs , ships and more.
  • Smart AI - Intelligent, and plays by the same rules are you do.
  • Life support -expand your range of exploration, manage and upgrade your life support systems.
  • Ships-Currently over 70 ships and growing.
  • Drones -10 unique drones , each with special abilities. Automate their control, or manually manage their tasks.
  • Fleets - Build a fleet of up to 10 Merc ships. Command and control their actions individually or as a group.

What to expect during the Early Access phase of Astrox Imperium


  • The addition of Structure fabrication.
  • New mechanics to allow for towing large objects thru space.
  • The ability to anchor large objects.
  • The ability to retire a Merc into an administration position of a station.
  • Administrative Mercs will generate revenue and bonuses based on their position and location.
  • A complete story line for each of the 6 main factions
  • New mod tools (Map editor, Skybox editor) and extensive modding documentation, along with tutorial videos.
  • The addition of gangs, that work as a cohesive unit, to perform a specific task, from a list of nefarious options.
  • Sandbox options, with various game modes.
  • A broad number of tweaks, balances, and graphical enhancements.
  • Optimization of ship turret math, and enemy AI logic.
  • New missions, events, items, document, drones, weapons, etc.
  • New transitional scene welcoming you to the medical bay from the new campaign creation.
  • New unique endgame scene for each story line.
  • Improved Models and textures.

What NOT to expect


  • Astrox is NOT a fast-paced space shooter... there is no mouse aiming.
  • Astrox is NOT a Real-time strategy game, There is no band-boxing and group movement commands.
  • Astrox is NOT an idle game. There are things you can do AFK, but this game requires user input to play.
  • Astrox is NOT multiplayer. I may add some co-op in the future, but Astrox will never be a MMORPG.
  • Astrox does NOT have AAA quality models and textures. Many are placeholders and will be replaced.
  • Astrox is NOT another vaporware EA project. The original Astrox launched on March 23rd 2014

What to expect from me, the developer.


  • I will listen to all feedback, and do my best to adjust the game to make it the best it can be.
  • I will not leave for any extended period of time during the Early Access phase of the game.
  • I will update the game frequently with bug fixes taking priority over new features and shiny do-dads.
  • I will be extremely active, accessible, and available on our forums and discord channels.
  • I will not ruin the game with in-game payments, subscriptions, or anything that requires additional payment.
  • I will always be extremely thankful and grateful that you took some time out of your life to play Astrox. Thank you!

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 (64 bits)
    • Processor: Intel Core® i5
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce® GTX 470 / AMD Radeon® HD 6870 / DX10 compatible GPU with at least 2GB VRAM
    • DirectX: Version 10
    • Storage: 1 GB available space
    • Additional Notes: Only 64 bits versions of Windows are supported.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: I7Intel Core® i7
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce® GTX 970
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Additional Notes: Only 64 bits versions of Windows are supported.

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