📣 This time, specially two players are jumping into the demos of "Play Together" and "Bird Get into a Fight." While they play through Ella Stars, enjoy watching their reactions as well.📣
Thank you for your continued attention and support, even amidst your busy schedules managing interstellar fleet affairs. Today, we are excited to announce that the playable demo for "Nonentity Galaxy" is now officially available!
In this demo, you will venture into the shadowy corners of the galaxy, facing off against clandestine deals and covert missions. Optimize your fleet's combat strength through tactical formations, or secretly liquidate corporate assets to bolster your own power. Between handling all sorts of bizarre assignments, you can return to the space station to unwind and share stories with other down-on-their-luck companions.
We hope to gather your valuable feedback and suggestions through this demo. Every piece of input you provide is incredibly important to us, and we will use it to fine-tune and enhance the gameplay experience in future development. Please note that this demo does not represent the final quality of the game. If you encounter any issues or bugs during your playthrough, feel free to report them in our official Discord channel.
We've recently announced that we've started work on Planetbase 2. The response has been great, people seem to be as excited about the project as we are, we thank you all for that!
We are now hard at work to make sure the game delivers according to everyone's expectations.
We are actually coding the game from scratch (as we did for Dawn of Man) as the code for Planetbase 1 is very old and it's just better to start over.
We've added a ton of stuff so far, but these are some of the highlights:
New Astronaut models
We've updated the Astronauts with a more modern look and with more real proportions, a bit more like the characters in Dawn of Man. Models can be tinted with various colors for the different specializations.
We have various vehicles in the game. They allow colonists to carry more resources and reach locations further from the base. You can also build roads, which make vehicles a lot faster.
Colonists automatically pick up vehicles when needed, but you can also manually tell them to do so, and tell them where to drive the vehicle. We are also working on specialized mining and tanker vehicles.
We have the complete nuclear power mechanics in the game. - There is a Nuclear Reactor structure, that needs to be fed Nuclear Fuel. - They need to be monitored from the Nuclear Console in the Control Center (like Telescopes in PB1). - They produce Nuclear Waste, that has to be taken to the Nuclear Dump. - The Landing Ship will have a nuclear reactor inside, which will provide initial power for the colony. - We will still have Solar Panels and Wind Turbines, nuclear power will be an alternative that will work well in certain situations.
See the Nuclear Reactor (available in 3 sizes) and Nuclear Dump:
Conclusion
We are also working on other stuff, like the Tech Tree, Work Areas, Mining and even Toilets!
We intend to post updates every 2-3 months here, but if you want to stay more up to date with the development you can follow us on X or Bluesky, we post several times a week there.
Thank you for the continuous feedback! 🥰 We reviewed over 70 musicians and could acquire over one hour of fantastic new music from the talented Loïc Leclair and Yurii Panivan! This provides much greater variety in the music, even during long sessions. 🎶 You can also tame wolves and have them as pets in your homes! Of course, we also fixed various issues and crashes. 🛠️
Patch Notes:
Added over one hour of new music from Loïc Leclair and Yurii Panivan
Improved the description for energy reserves.
Made the color indicator for good values in the plant UI better visible and less gray-ish.
Fixed an issue where foxes could not be tamed when they already have a burrow home.
You can now tame wolves and have them as pets.
Improved the habitat AI when animals are pets.
People can now care more for their pets if they feel lonely.
You get now a flat 5 people event immigration every spring stacking up to two times.
An issue has been fixed where you could not invite people when you had event immigration but the village attractiveness was very low.
Increased the temperature range of the Finn torch and the Windcatcher Tower.
Slightly buffed the temperature values of the Finn Torch and Windcatcher Tower.
The building entry markers are now better visible on snow.
The UI will no longer show quick notifications if the QuickNotificationDuration is set to 0.1s or lower in the settings.
Sheep's wool can now be collected more quickly.
Crashes:
Fixed a crash that occurred when the user looked at the AI status tooltip while an animal was interacting with another animal that had just died.
Fixed a crash when the user changed the workplace priority at the same time a worker quit the job / died.
Fixed a rare crash when destroying buildings very quickly.
Enjoy the new tracks and let us know what your wolf companion is called! 🐺🎶 As always, leaving a Steam review helps us a lot! Thank you! 💚
Greetings, fellow introverts! We're excited, nay, THRILLED to share some exciting updates about Azooma Escape and our journey so far!
We've reached 17,000+ wishlists - thank you so much!
We're absolutely thrilled to announce that Azooma Escape has hit over 17,000 wishlists on Steam! This milestone means the world to us, and we genuinely couldn't have done it without your incredible support. Every single wishlist represents someone who believes in our vision, and that means everything to our small team.
From the bottom of our hearts, thank you for being part of this journey with us. To celebrate this incredible milestone and show our appreciation, we have something special planned for you!
Join Our Eid Celebration - You're Invited!
As a heartfelt thank you to our incredible community, we're throwing a special Eid Azooma Celebration on our Discord server! We've been nurturing a cosy corner of the internet where introverts and gamers can truly feel at home - and we'd love for you to be part of it.
What's waiting for you: 🎮🎁 Exciting giveaways featuring amazing games 🎨🏆 Creative art contests and fun community events 💬🤗 A welcoming space to chat and make genuine connections 👥✨ The opportunity to meet incredible people who share your interests
We also have some exciting news from Dubai! Azooma Escape recently placed 3rd at the Big Indie Pitch hosted by PocketGamer in Dubai! It was such an honour to showcase our game alongside so many talented developers from around the world. The experience gave us fresh perspectives and renewed energy to make Azooma Escape the best it can be. Competing at that level was both thrilling and inspiring for our entire team!
We'd love to have you be part of our growing community. After all, it's your enthusiasm and support that's brought us this far, and we're excited to continue this adventure together.
Thanks again for everything, Steam community. You're the best! With love,
We've recently announced that we've started work on Planetbase 2. The response has been great, people seem to be as excited about the project as we are, we thank you all for that!
We are now hard at work to make sure the game delivers according to everyone's expectations.
We are actually coding the game from scratch (as we did for Dawn of Man) as the code for Planetbase 1 is very old and it's just better to start over.
We've added a ton of stuff so far, but these are some of the highlights:
New Astronaut models
We've updated the Astronauts with a more modern look and with more real proportions, a bit more like the characters in Dawn of Man. Models can be tinted with various colors for the different specializations.
We have various vehicles in the game. They allow colonists to carry more resources and reach locations further from the base. You can also build roads, which make vehicles a lot faster.
Colonists automatically pick up vehicles when needed, but you can also manually tell them to do so, and tell them where to drive the vehicle. We are also working on specialized mining and tanker vehicles.
We have the complete nuclear power mechanics in the game. - There is a Nuclear Reactor structure, that needs to be fed Nuclear Fuel. - They need to be monitored from the Nuclear Console in the Control Center (like Telescopes in PB1). - They produce Nuclear Waste, that has to be taken to the Nuclear Dump. - The Landing Ship will have a nuclear reactor inside, which will provide initial power for the colony. - We will still have Solar Panels and Wind Turbines, nuclear power will be an alternative that will work well in certain situations.
See the Nuclear Reactor (available in 3 sizes) and Nuclear Dump:
Conclusion
We are also working on other stuff, like the Tech Tree, Work Areas, Mining and even Toilets!
We intend to post updates every 2-3 months here, but if you want to stay more up to date with the development you can follow us on X or Bluesky, we post several times a week there.
It's been 3 weeks now that the Moons Update has been released. We spent this time reading your feedback and trying to fix what we could to improve your overall experience. Our small team of 6 has been hard at work to polish all the content we put into this free update to make it even better.
We couldn't be more grateful as the game just passed 50,000 Overwhelmingly Positive reviews on Steam, and it's so rewarding to see you all play the game in many ways we didn't anticipate!
We will now start to work on our next content. As announced previously, this will be a new DLC. We can already tell you it will be a new planet, with new mechanics and story telling. Codename: Toxicity.
We have other exciting things planned for Planet Crafter, but for now, we'll keep them secret ;)
V 1.524 - Moons Update Patch #2 : Changelog
Upgraded engine version
Upgraded network package to improve network performance
Added new visual information on map when rocket infos t2 is sent to improve understanding of Harvester and WaterLifeCollector,
Divided animal food consumption by 2. So that animals consume a bit less food.
Selenea : Balances some loot containers. Add a few more specific resources to allows to leave the planet or explore wrecks (if you started on Selenea). Those containers has been reset, so feel free to reopen containers if you are stuck on Selenea.
Selenea : Adds a departure trade platform blueprint(in the trade rockets in the astro port)
Selenea : Water rises sooner
Selenea : Key Cards can't be destroyed anymore (to avoid being stuck on an intense run)
Aqualis : Adds moss on giant shells when terraformed
Humble : Adds a new Hydrequs poster (in the big final safe and in the biolabs on the beach, It has been reset)
Adds multiple checks to avoid crashes
Fixed an issue with objects becoming pink when constructing them near an optimizer,
Fixed an issue with tree spreaders not properly inited when switching planets,
Fixed an exception when unloading a procedural wreck,
Fixed an issue with terra stages potentially not properly displayed when reaching the last one,
Fixed various issues with crafting,
Fixed issues with recyclers or crushers not starting on inactive planets,
Fixed quartz craft station title,
Fixed an issue with AutoCrafters using vegetables not yet fully grown,
Fixed issues with wreck unloading causing the inability to save,
Improved initialization of AutoCrafters,
Adds more SysTi units labels
Fixes an issue with a specific starform crate not visible on Humble
Fixes some typos
Multiple environment fixes and changes to improve performances on the new moons
Stay in the loop
As always, don't miss any information about Planet Crafter and Miju Games: