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Full Astrox: Hostile Space Excavation update
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What changed
- Workshop
I have been somewhat silent for awhile now about what I have been cooking up behind the scenes, but today, I am excited to reveal that Astrox Imperium, the sequel to Astrox HSE, is on it's way . As many of you know, Astrox was designed as a browser game, and because of this, many limitation were hard-coded into the game to help optimize it for web play. It was only after the success of Astrox on Kongregate that many of you began asking for a stand alone version. I was directed to Steam by the players, and after much work, and plenty of hoop jumping, Astrox hit the Steam Store 2 years ago. It didn't take me long to realize that Astrox could be so much more if it had been designed as a stand alone game from the start. I'm proud of this game and I want to make it the best that it can be. To do this properly, I had to start over from scratch, taking all the best parts of web version, and adding everything I would have added if there were no limitations. I am ecstatic to announce that after working diligently for the past year, my vision is finally coming to life. I started with a clear plan on what I wanted to accomplish, and I would like to share some of that with you now. Hopefully this post and video will convey what Astrox Imperium is, and what you can expect to find when it is complete. What is Astrox Imperium? Astrox Imperium is a stand alone game that will have it's own store page, separate from Astrox HSE. It is not a DLC or expansion of Astrox HSE. It is slated for release in the 3rd quarter of 2018, and will include all the things I wanted for HSE but couldn't add without an entire code rewrite. What will be different about Astrox Imperium? Almost everything. I basically kept all the concepts that worked, and added all the stuff that was missing. I have read every review, suggestion, comment and idea that players have submitted over the past two years. I took notes and tried to find the best way to implement these features without making a mess of the fun parts. I think I have found a nice balance between the immersion, and the functional game-play elements. MOD tools? The game will include all the MOD tools I have created and currently am using to develop the content. This gives you the ability design and create just about everything in the game. No additional programs or files will be required, and everything you create can be shared via the workshop so that other players might enjoy your hard work. Storylines and Factions? Astrox Imperium will has a rich, unique, non-linear storyline, allowing you to play through missions and quests for 6 main factions, each with 2 sub factions that represent certain interests. By doing missions for these factions, the perspective of good guys and bad guys change. You are never locked into any faction, and with a little hard work, you can literally switch sides. Are you a pirate looking for the next big score? Lucrative, but you'll run into problems with the law. However, If that gets old, you can befriend the allies of your enemy and eventually get back into the good graces with those who once hunted you. Combat Physics?
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