Astroneer

Had this for a few weeks now, decent little game with lots of potential but think Mack said too it needs the devs to keep on it at and they haven't so far mentioned any AI wildlife/littlegreenmen etc which is disappointing.
 
got this for me and the GF to play, lost about 5 - hours to it yesterday, We had a blast (as she doesn't like games with too much threat lol).

There are a bunch of bugs, some of which are downright infuriating, however for a pre-alpha it's still very polished.

I'm looking forward to what the devs bring to this.
 
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There's been some heavy shilling for this over on the Gaf and Reddit.

People pushing it as a fantastic game and head and shoulders above the other similar titles out there.

It's not, and sufferers from all the same problems they do, its just packaged differently.

The best game of this type is still Empyrion- Galactic survival.
 
The best game of this type is still Empyrion- Galactic survival.

I refunded Empyrion, but expect to pick it up when it's more playable. Astroneer frankly is more fun and enjoyable but I expect Empyrion to feel more like a survival game.

both need a lot more content and it's too early to say which is "best".
 
decided to give this a go with a friend. both really enjoyed it much more than i had expected. once we can build a spaceship is that the final thing to discover and do?

You can go to other planets in the solar system and build a habitat there, though after that I'm not really sure there's a great deal left to do.

I'm at that stage now, but I'm going to leave the game for a bit until there's some new stuff.
 
yeah does appear to be the final thing. we had the space craft or whatever it's called ages ago which is small. we've now got the spaceship, and every new rock sort of thing we find that we've never seen before doesn't unlock any new tech so assume we've hit the max of what there is to do. we could make a 4th base on another planet, but there appears to be no reason for this.

we don't need any more supplies as we've unlock everything. there's no real point in exploring much paste the initial section you land on a planet as each planet, although different from the last, the sections on the planets aren't any different.

definitely a great idea for a game just massively lacking content. will try give this a great big break now so that lots of new content can be added.

minecraft is still a million times better
 
Anyone playing this at the moment? I picked it up in the Steam Christmas sale but have only really got around to playing it now. I've been playing co-op with a friend, and so far it's been loads of fun. I already feel like even after two evenings of playing that I got my money's worth. I picked it up for £12.59, the same as it's on for now, and I don't regret it one bit. What a clever little game this is. The world is vibrant and beautiful, and all the systems just work nicely together. I love how the stacks work on your backpack and on everything else that they can attach to.

At the moment, I feel like I felt after buying and playing Subnautica. That it's an early access title that's had a lot of thought and love that's gone into making it. Their current development roadmap is looking great as well, but for me starting later than some, I've got a lot to do before I even get close to reaching the point where I need new stuff.

Last night me and my friend ended up finding a huge cave system. It was massive, with loads of researchables and even a few downed space rockets with some nice stuff on them. It's going to take us a few hours at least to explore what it has to offer!

Anyway, if you're thinking of getting the game but aren't sure, get it! Especially if you have a few friends to play it with. The game is amazing when you're playing with others :)
 
I've already spent more than 8 hours on it so far with my friend and we've still got loads to do. We've only just built a large rover!
 
fair play. it's brialliant fun for sure, but i just wish there was more to it. planets with hostiles, many planets/solar systems. more to the plant you're on.

perhaps outposts, better weather effects to consider etc

I'm sure it'll be coming soon. The roadmap looks pretty full with nice stuff coming. It is still only an Alpha, but I'm happy to say that unlike most early access titles, it's a really well-polished alpha even if it only has limited longevity at the moment. There are only three developers as well. Well, according to their roadmap anyway!
 
Well, over the weekend I started up a new game after the latest update (0.9.2) which brought in some nice changes. One of the big changes is that the medium fabricator isn't in the game anymore (to be honest it didn't make any sense to me to have three stations that could manufacture items). Also, there are loads of wrecks on the planet surface now, some ships, some old bases, where you can recover items that can be really useful at the start, as well as debris to salvage. I've not used the shredder yet, but I'll probably give that a go this evening. I probably should have done though, because I think scrap gets you stuff that will help you out at the start.

I found a wreck near my base that had a medium battery which is very useful as it'll store a huge amount of power for my base when there's extra to spare, and then it can provide power to the base when it's needed. Something like that helps so much in the early game. I also found a bunch of small power cells, which again, come in rather handy.

At the start of my new game I was really struggling to find compound near my base. I had a few deaths as a result of exploring too far out. I managed to find some in a cave nearby but it's been rather sparse. I guess it's time to put my mineral extractor to good use!

I also got hopelessly lost in the same cave because it was just a huge underground network of tunnels. I had been exploring the cave for ages, mostly looking for laterite and lithium. I had tethers going down loads of different corridors but the cave system was vast. I ended up going too far down a corridor and then losing my bearings. At the time I had no idea that you had a compass on the ground where you stand if you select yourself. I ended up managing to survive on oxygen harvested from inside the cave, and by making filters until I ran out of power on my pack. I found a way back to the surface but I was nowhere near my base. I ran in all directions, surviving a bit more on oxygen and filters. I found a load of other wrecks (with other cool stuff!) but ended up dying because I couldn't find oxygen in time. I've learned my lesson, I'm now equipped with a couple of oxygen tanks, I'm carrying tethers, and I am now also marking cave corridor walls with an arrow using my terrain tool so that I can find my way back to the entrance! But it's stuff like this that makes this game so awesome. It's such a simple concept but it provides some very entertaining gameplay.

The thing about this cave is that I discovered a third level to it, but haven't been able to locate it again because it's just so huge! I'll have a proper go tonight. I think I'm going to build a small rover, power it with a few power cells (they can run the small rover for 30 mins) and then take the rover into the cave with me. I did that in my previous game by building a ramp from the entrance down to the lower levels, and then just building more ramps with the terrain tool to go further down. It's such an awesome game mechanic. I've also used the terrain tool to build a second level to my base. I built a ramp up and then started building a flat area right above my base. It'll be interesting to see what happens with the rocket if the terrain is in the way when it takes off!

Here are the changes (copied from Steam):

Update 0.9.2 contains the groundwork for extensive changes to the crafting and resource systems, as well as additions to printer lists and changes to printers overall!

UPDATES
You can find these updates in 0.9.2.0, the current build of the game.

NEW RESOURCES AND RECIPE CHANGES

New resource deposits have been added to the solar system! Titanite, Wolframite, and Hematite deposits can now be found on the surface of planets and in caves. But you won’t be able to find all of these on Terran, intrepid Astroneers will have to travel the solar system in order to find the new resources.
  • Titanium has been changed to be the refined form of Titanite.
  • Wolframite and Hematite can be smelted into Tungsten and Iron, respectively.
New recipes have been added to include these new smelted resources! New resources need new recipes to print them! These are just a few items that will be using this new resource progression, be on the look out for more items in updates very soon.
  • Drill Head: 1 Tungsten and 1 Resin
  • Extra Large Platform: 2 Iron
  • Extra Large Storage: 2 Iron and 2 Aluminum
  • Fireworks: 1 Titanium
  • Thruster: 2 Tungsten
GENERAL CHANGES

- Medium Printer has been removed as part of an ongoing effort to streamline crafting. With the introduction of the Small and Medium Fabricators, the Medium Printer became increasingly redundant and created confusion about where objects can be crafted.
  • All objects that previously printed from the Medium Printer can now be crafted from the Small Fabricator.
  • Existing Medium Printers in saved games have been automatically converted to Small Fabricators.
- Thruster is now a craftable object. It is available in the Catalog for 2000 Bytes and prints from the Small Fabricator for 2 Tungsten.

- The respawn rate of Harvestables has been positively adjusted!

- EXO wrecks can now be found in caves! Adventurous Astroneers will also discover new large wrecks on the surface that hint to each planet’s theme.

- The orange launch button has been removed from the Shuttles. You can now use the Auxiliary keys (Z / X on keyboard or RB / LB on gamepad) to launch into orbit.

- Beacons have received an update and a bug fix.
  • Beacons are once again visible when slotted. Now players actually can locate their vehicles if a beacon has been put in a slot on the chassis.
  • They can now be turned off. This option is available when you finish cycling through all of the color options using the input keys.
  • They can now be turned on, off, and their color can be changed using the aux keys when slotted onto an auxiliary slot on vehicles and backpacks.

BUGS & CRASH FIXES

The following live issues have been fixed as of version 0.9.2.0:

A number of frequently occurring low-level crashes have been fixed, increasing overall stability.
  • [AS-2475] - Fix an issue where the Backpack "No power” notification did not account for attached extra power from batteries.
  • [AS-2521] - Fixed an issue in Multiplayer games where an incorrect required resource notification is displayed when a Client player scrolls between craftable objects with a resource in their backpack.
  • [AS-2576] - Picking up or quick stowing a bundleable item into the Backpack no longer starts a new bundle if a non-full bundle of that item is already in the backpack.
  • [AS-2598] - Fixed a Multiplayer issue where the Backpack printer did not display necessary resource to craft for the Client player.
  • [AS-3256] - If you open the catalog while your terrain tool is out, it will be put away. This fixed an issue where the mouse did not work with the catalog if the catalog was opened while the terrain tool was equipped.
  • [AS-3261] - Fixed an issue where Medium Generators attached to a Rover aux slot could not be toggled using the aux keys.
  • [AS-3267] - Fixed an issue in the Tutorial, where the Research Module control panel could not be examined when the progress tooltip refreshed too quickly.
  • [AS-3294] - Fixed an Audio issue causing the reverb audio filter to persist when Players exited a cave.
  • [AS-3311] - Fixed a small visual issue where the Trade Module Rocket appeared unskinned for a brief moment when the Trade Module platform is unpacked.
  • [AS-3331] - Spiker Seeds now have a UI card.
  • [AS-3339] - Client players should once again be able to slot items to the top slots on the Medium and Large Rovers.
  • [AS-3349] - Fixed an issue on the Xbox One where the selection cursor persisted upon respawn if the Astroneer died while browsing the catalog.
  • [AS-3382] - Drop SFX have been restored on small modules.
  • [AS-3383] - Pick-up and placement SFX for Small Wind Turbine, Small Solar, and Small Generator have been restored.
  • [AS-3389] - Clients should once again hear Fuel Canister emptying SFX.
  • [AS-3396] - Vehicle Bays should now be able to print Rovers and the Small Shuttle on top of a wrecked Spaceport.
  • [AS-3424] - Blowing up a Large Shredder should no longer leave an unusable partial Scrap resource.
  • [AS-3430] - When modules are picked up from their bases, their control panels will now close automatically instead of jittering erratically.
  • [AS-3463] - Tweaked the Fireworks sound effect so it no longer starts before the visual effect appears.
  • [AS-3525] - Resource slots on small fabricator can disappear or reappear as camera is rotated to put it offscreen
  • Fixed a number of small localization bugs, naming inconsistencies, and text spacing issues.
  • Restored a number of missing icons indicating the contents of a printed package.
KNOWN ISSUES
The addition of new Wrecks and Discovery types will cause terrain seams in old saves. This will no longer be an issue once Terrain 2.0 gets rolled out!

Thanks for reading! Can't wait to see you all at PAX in a few weeks to talk about some really exciting news related to Terrain 2.0! Keep an eye out on our Youtube channel about the next info related to what we are bringing to Pax West!

Is anyone else back on this?
 
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