Astrobase Command Closed Alpha Now Open To The Public

Posted on September 13, 2017 by Max Shields

Well we’re here. Astrobase has just been launched out of the airlock into the welcoming void beyond. We’re happy to announce that the Closed Alpha has officially gone public.

If you haven’t had a chance, check it out on, and help spread the word. Every share counts!

If you’re one of our Kickstarter Stardust or Meteor backers and would like to join the alpha, contact us at for upgrade options.

Closed Alpha, One Week Later – Astrobase Command Weekly Update, 8 Sept 2017

Posted on September 8, 2017 by Max Shields

We’re starting off with an important, if not obvious survey. Your responses will help us tweak some settings, as you’ll see below.

So here we are , a week after we let Astrobase out in the wild. We’re really excited by your reception. It’s given us a big boost. Your feedback has been great, too. It doesn’t matter how much internal testing devs do, it’s the initial set of players (YOU!) that really puts a game through its paces. Your input at this stage will et the conditions for success in the future.

By popular demand, we’ve also come up with a way for our Stardust and Meteor Kickstarter backers to join in the alpha adventure. If you’re one, and you’d like to upgrade, check your email. We’ve sent an invitation. If it’s gotten lost in the tide of emails, or the voids of the spam filters, drop us a line on Kickstarter, Discord, or through, and we’ll sort you out.

Daniel – @Polygonatron

Hi Everybody!
These last two weeks have been a whirlwind of activity for us all. I’ve been all over the place, doing what I can to make sure everything we’re wanting to get in gets done and isn’t blocked by anything. This has had me doing a bit of everything, from asset production, to particle effects, to playtesting,etc, all the way to a little bit of programming in parts of the code that is more art adjacent and therefore more accessible to me helping out.

Adam – @adam_blahuta


This week, I spent a bunch of time getting through some priority alpha features, improving overall presentation and reacting to feedback from our amazing Closed Alpha Crew! If you’re an Alpha Backer, definitely take a minute to read through the patch notes on tonight’s build!

Here are a few of the highlights:

I worked on integrating crew using their division-based uniform colors and color-coding different game elements accordingly (This caused a huge debate about which color triad was better: TOS or TNG). I spent some time integrating an updated approach to interacting with desk elements that Daniel proposed. It’s consistent across all desk elements and makes more sense overall. It definitely took a bit of time to unlearn the old approach, but definitely feels more responsive and intuitive.

I also made the character highlight on pressing Shift more prominent to make it easier to spot characters at a distance.

Finally, I integrated the updated section info panel, which will make it clearer what sections are for and what their status is, as well as give the ability to unassign characters from jobs, quarters and the like.

Dave – @Dave_Astrobase

Hey guys!
Having been working on all the necessary tasks to move the game along the alpha timeline. Lots of playtesting, balance & tweaking game parameters, writing text, logging and sorting bugs for Adam to squash, recording footage for trailer video, and miscellaneous designer tasks like last-minute design and design reviews. Very excited to see the alpha players get their hands on what we have in store!

Max – @Max_Shields


I was busy tweaking the new version of the alert notices. They haven’t been implemented yet, but let me tell you that finding out that your reactor’s about to blow will never have looked better.

Besides managing the dissemination of alpha upgrade keys, I’ve been going over Dave’s footage to put together a few videos and a sizzler reel for when we open the store back up.

The Big Day is Here: Kickstarter Backer Closed Alpha Launches

Posted on August 31, 2017 by Max Shields


So here we are. As foretold in the Memory Crystals of Kickstarteria, delivery drones are on their way to our Alpha backers.



Over the next few weeks, you’ll have the opportunity to kick the tires and light the plasma fires, getting a taste of what’s in store for the future, and giving us feedback to continue improving Astrobase Command.

There are a few conditions attached to the closed alpha, and we whipped up a fancy EULA to cover it that you’ll be able to read later. To keep it simple for now:

It is private. Please don’t share images or videos. You’ll be able to do that once the open alpha arrives. We know there are still a few rough spots (it’s an alpha, it’s normal) and we are counting on you to help us make sure that Astrobase’s first public appearance is as awesome as possible.



If you backed at SUNSHINE or above, you’ll be receiving an access key to the Alpha (via  Kickstarter or by email) . We’re pretty sure we’ve proven the pipeline, but it’s the first time we go through the process of passing keys out live, so there could be some friction points. We aim to make everything as seamless as possible, so if you don’t see a key come in by Monday, Sept 4th, let us know.

What’s your goal? Simple. Survive. 🙂


By the way, we’re trying to create a new model in game development and funding through Patreon. If you’d like to know more, follow the link. We’d be grateful for your patronage.

We Want to Know: Do You Even Platform, Bro?

Posted on August 28, 2017 by Max Shields

This week we come to you with another poll (turnip!)

We’d like to know which platform(s) you like to get your games from so we know where to prioritize investing our time for release.


Daniel – @Polygonatron

Hi Everybody!
This week I’ve mostly been playtesting, polishing, and bugfixing. Of course there are limitation to the type of stuff I can bugfix but there’s nevertheless always a steady stream of things for me to tighten up. This of course means that the graphics that are in will stand in starker contrast to the grayboxed placeholder assets that are awaiting a proper art pass before looking their best.

Max – @Max_Shields


This week has been iconic, in that I spent all week making icons.

Dave – @Dave_Astrobase

Hey guys!
This week been moving full speed ahead on wrapping up the remaining features before the alpha (text, GUI, final passes on jobs), and lots of playtesting!



Has been locked in a small utility closet and won’t be let out until Astrobase is ready. He will provide a proof of life at a later time.


Tickled About Tachyons: Astrobase Command Weekly Dev Update – 21 August 2017

Posted on August 21, 2017 by Max Shields

Daniel – @Polygonatron

Hi Everybody!
This week I’ve been working on particle effects to help communicate when the player has inappropriately stored reactants. As there were a few reactants this pretty much covered my entire week. The question I guess becomes; do the effects look good enough for players to intentionally store reactants wrong or not?

Oops, the Tachyons have broken containment. Again.

Dave – @Dave_Astrobase

Hi Everybody!

Finished up the GUI for resource acquisition, which should close the game loop. Also been writing more text to interact with the personality system, with the goal to have it finished before Adam hits the corresponding implementation task. Basically, getting ready for the alpha!

Adam – @adam_blahuta

Hey everybody!

This week I continued work revolving about implementing jobs. It’s taking a little longer than expected because I’ve had to re-wire a bunch of AI to accommodate it, but I’m learning a lot about job implementation in the process, which will make integrating the other jobs a lot faster!

Max – @Max_Shields

Hello, Spacerinos!

I spent the week working on icons for our new Task Tracker application. It’s been a blast, although it was a little hard to explain to my visiting mother why exactly her retired infantry officer of a son is busy making poop icons. It’s a poopy job, but someone’s got to do it.