Game Info

Astrobase Command is a sci-fi sandbox space station-building game with roguelike elements and AI-generated stories. Inspired by classic sci-fi TV series and films (Star Trek, Battlestar Galactica, Star Wars, Alien, etc.), Astrobase Command allows you to build a crew of dynamic characters, brought to life through their unique adventures and a deep skill system.

Pssst! Check out the scenarios at the bottom of the page to really see what makes this game unique!


Once you’ve created and customized your spacefaring civilization, you build them a new home on the edge of known space in the form of a modular, 3-dimensional space station. Let loose your creativity as you decide how to arrange the variety of modules and external structures (panels, antennae, etc.) at your disposal. Will you try to reproduce Deep Space Nine or the Death Star, or will you make something entirely new? We can’t wait to see what you come up with.

As you build up your astrobase, you will start to attract members of your own civilization, and encounter new ones. Some will apply to become members of your crew and it’s up to you to decide who the right people are for your playstyle. Not only will you have an ever-expanding list of jobs to fill as you unlock new modules and technologies, but you will also be relying on successful missions for resources, contacts and even the occasional alien treasure!


We’re taking a page from tabletop RPGs on how stories diverge based on character skills. Will diplomatic missions result in making friends or enemies? Will adventures on unexplored alien planets yield artifacts or casualties? Will choosing an inexperienced but very intelligent recruit for a power plant job give you more power or a fiery-meltdown-of-epic-proportions? Anticipating and matching the needs of a job or mission team to the skills of your crew is critical to your success.


However, how you define success in this sandbox is entirely up to you. Astrobase Command gives you the building blocks of a great sci-fi experience, but you will be writing the story of your crew through your actions and theirs.


Key Features

  • Fully customizable player race - You get to decide the look and feel of your race with customizable appearance, points-based attribute selection and a long list of unique racial traits, like Hive Mind, Ancient, Warlike or Logical. Each member of your race will be united by some or all of the characteristics you choose.
  • 3D Station Building - While initially limited to basic power plants, crew quarters, shuttle bays and a command module, the resources and technologies you bring back from missions will allow you to build to your heart’s content. Whether you want to be militaristic, scientific, social or just want to make a station with a particular look, there’s a module for that.
  • A great Crew of AI Characters - You can build as big as you want, but if you don’t have the right people for the job, your station won’t survive for very long! As you recruit members of your race and others and assign them to roles on-station and off, you will see them grow and develop through the game’s deep skill system. As they progress, they pick up personality traits which inform their decision making. Their story will unfold through the events they face and the decisions they make (as well as the ones you make for them).
  • Robust AI Storytelling System - You may explore unknown planets, encounter new alien races there, horribly offend them in a diplomatic mission and later have to deal with their invasion of your station. Our mission system will help you write your race’s history as it ventures out into unknown space in search of resources, allies and the countless treasures waiting to be discovered.
  • AI-Generated Events – Whether it’s a fire, a core system malfunction, invasion or an alien artifact giving everyone hallucinations, you and your crew will face events spanning the catastrophic to the hilarious (and sometimes hilariously catastrophic)
  • Real-Time Squad-Based Combat - You may sometimes be called upon to command your crew in combat, from small groups to massive regiments. Equip them well and lead them carefully as death is permanent in Astrobase Command.


When Dave originally pitched us the game over coffee, he told us these hilarious stories. We laughed so hard at tales of spider-bears, charming crew members contracting strange diseases with even stranger side effects after “getting friendly” with some member of an alien race… and oh so many inept crew members screwing things up at the worse possible moment.

Even ignoring our enthusiasm over every other element of the game, those stories alone meant we had to make this game. Here are some of the situations you and your crew could find yourselves in!

Curiosity killed the Science Officer

After a survey of neighbouring systems reveals a planet with valuable fuel resources, you hand-pick a star team to retrieve them so you can keep the lights (and the environmental systems) on. You mission leader is in command. The decisions he makes are defined by his personality traits and your team’s combined skillset.

This leader is an Adventurous Science Officer. As you receive your first mission report, you find out that he couldn’t resist the temptation to explore a cave the team came across on their way to their objective. He is very excited to have encountered a race of giant alien spiders. He takes this opportunity to collect samples and pre-emptively name the species after himself. Then the report seems to cut off prematurely.

Lesson Learned: There’s a time and a place for an adventurous leader. Maybe this wa- WHY WOULD YOU GO INTO THE SPIDER CAVE! WHY WOULD YOU DO THAT?! WE NEEDED THAT FUEL AND NOW I NEED TO FIND A NEW SENIOR SCIENCE OFFICER!

Last Man Standing

Your sensors pick up a derelict spacecraft drifting in the area, so your Mission Control Officer creates a mission for you to explore and retrieve the salvage you desperately need. You fill up the mission with your A-team, but there’s a slot left so you put in some random redshirt you find not doing anything terribly important on the station. He’s kind of fat, so you just call him Ensign Fatty.

Turns out that spacecraft had automatic defenses. Your A-team walked into a trap. Ensign Fatty managed to survive and recover the technology. Saves the day. He gets a new personality trait: Last Man Standing. Now you care about him, take him under your wing, move him out of Maintenance level C. You give him a promotion. He’s now Lieutenant Junior Grade Fatty.

Lesson Learned: You never know who among your crew will be thrust into the spotlight. So, maybe act professional and cut back on the name-calling!

Game Over, man! Game Over!


Lesson Learned: It’s a dangerous universe out there. Be prepared and Don’t Panic!

Lock And Load

In anticipation of attacking an enemy station, you invest heavily in Marines (with a deep duty roster and solid command structure) as well as design a new type of fighter in your drydocks. Once you’ve built multiple launch bays, you fill your transports and ready your fighter pilots.

The plan is to take down the defense turrets in space combat to open a gap to bring in your Marines. You’re worried that the high percentage of rookies in your air group could ruin the plan before you get your soldiers inside.

Luckily, your Air Commander is an Ace. All pilots benefit from her skills and experience and they succeed in their mission. As your Marines breach the enemy station, sit back and watch someone else deal with fires and plasma leaks for a change.

Lesson Learned: Crew members receive bonuses to skills and stats according to their superiors’ proficiencies. Having the right people at the top can mean the difference between victory and defeat.

That’s no moon!

You build a gigantic, spherical super-station. Why? Why not? Well, turns out that running such a huge station is a logistical nightmare. In your impatience to build your Totally-Not-A-Death-Star, you have started mass recruitment just to get bodies in various jobs. Who needs quality when you’ve got quantity?

One of your random recruits was assigned to a power diagnostics terminal. If he were competent at his job, he would be able to warn you about the imminent power relay overload in 5 hours. Unfortunately, he sends you a glowing report that all systems are operating at peak performance. So, you decide this is a good opportunity to power up the new promenade section equipped with basic market and bar facilities.

Everybody rushes into this new social area to unwind, then immediately rush out as a massive power failure rains electrical fires and environmental system failures on them. Your chief medical officer is top notch, but the medical facility is pretty much on the opposite end of the station. He told you that a station of this size required aid stations throughout, but a bar sounded better to you.

Lesson Learned: You will be relying on your crew members to do the jobs you can’t. Make sure you have the right people in the right place and be mindful of the layout of your station.

Brains of the operation

You’re overextended, so you have to send a lot of inexperience officers with dubious personality traits to lead away teams. One such new promotion reports everything is fine on a critical mission. Not to worry.

Fortunately, at race creation you gave the Mental stat a high score. As such, many of the members of your race you recruit are highly intelligent. For example, your Mission Control Officer (responsible for passing along said mission update reports from the field) does some editorializing. She adds a note to the report stating that the young Lieutenant is in over his head and needs a rescue party. She’s right. You send the order and she gains the Perceptive trait.

Lesson Learned: Your star crew members will evolve and acquire traits as they are exposed to different situations. Taking the time to find the right people and helping them progress will pay off greatly as you come to rely on them more and more.

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