Astroneer - Space, you can dig it.

Explore and reshape distant worlds! Astroneer is set during a 25th century gold rush where players must explore the frontiers of outer space, risking their lives in harsh environments for the chance of striking it rich.

On this adventure, a player’s most useful tool is their ability to shape their world, altering the terrain and extracting valuable resources from planets, and moons. Resources can be traded or crafted into new tools, vehicles, and modules to create everything from massive industrial bases to mobile rover bases.

- Reshape terrain as though it were made of Play-Doh.
- Survive on and explore procedurally generated planets that can be entirely deformed and traversed.
- Build vehicles and travel to new planets and moons.
- Snap together components and objects to create custom vehicles and modules.
- 4 player online drop-in/drop-out co-op.

A game about wonder, discovery, power, greed, mystery, and grand endeavor in a new age of expansion on the fringes of humanity. You will land alone, or with a small crew of friends, on a planet to call your own. Harsh but bountiful, infinite worlds will beckon you to explore, exploit, and ultimately to reshape to your desire. Excavate and deform the land, uncover precious resources, jury-rig equipment to suit your taste and needs, create industrial scale extraction and manufacturing facilities, and locate rare items and artifacts. Contribute to the survival of Earth-based humankind, and get rich along the way.

Each world is procedurally generated, unique to your experience, and can be totally reshaped by your tools. Excavate vast underground tunnels or create megaliths on the surface; the world is your Play-Doh.

I played for about two hours tonight, it's definitely got a very No Man's Sky vibe (in a good way). There's no sort of tutorial or even help yet, though I was able to work out the basics and start making meaningful progress in short time. For anyone just starting out I highly suggest building a refinery first, then a 3D printer. The storage units you can make with the printer very quickly become invaluable.

Looks neat, but there's a RATHER large graveyard of games in this genre. And an equally large population that seems to be stuck in early access hell. I've wishlisted this for now but it remains to be seen if it has any legs.

I'm with Tamren.

The concerns are fair, I'm enjoying it a lot, though I must add I've not played much in the mine/survive/thrive genre. It feels pretty alpha but I dig the aesthetic and the exploration and discovery of systems is definitely stronger if you just dive in and figure it out (its not hard). I'm about 5 hours in and im wondering if i've found the majority of the systems and resources the game has to offer at the moment. It feels like I have.

I think this game has benefited from No Mans Sky treading a similar path before them and being at such a lower price point and being put out there as an early alpha helps curb expectations. At this point there doesn't seem to be anything super new to the genre but I'm certainly enjoying it.

I don't play early access games in general, but my friend gifted me a copy of this and we played it for several hours tonight. I agree with both Troubleshot and Tamren here. I feel like you can more or less figure out everything this game has to offer (at the moment) in a couple hours, and it remains to be seen if this will make it any further than Early Access. That's not a judgement of the team by any means--this is release day after all so it's not like they've been in Early Access forever and are not making progress. It's just, like Tamren said--there's tons of games like this and a lot of them are unfinished.

That said, this game has a strong foundation. The early game is quite fun, and the exploration and survival aspects are great. However, once you've built everything there's no reason to build it all again somewhere else. The game either needs more intense survival aspects, or more freedom of expression in the construction, or a narrative to drive repetition on new worlds, or maybe just an extended tech tree to make the exploration and survival last longer. Whatever choice they make, I'm eager to see where it goes because I have had a lot of fun these last 4 or so hours.

It seems like almost all the upgrades are locked behind researching unknown artifacts- I've found a lot of cool stuff, heavy trucks, trade platforms, etc, but I hope that stuff eventually gets built into a tech tree instead of dictated by RNG.

I doubt there will be a tech tree, the devs seem to be going for a HUD-less approach. No text blocks, no real in-game info. Which sounds odd, but works.

Its definitely early access. Very early access. Low content, no optimization (of course), glitches abound.

Its a lightweight, low key game. The survival aspects are avoiding stupid deaths such as running out of air, falling down a cliff (which you might have made) or being repeatedly killed by a tree. So, if you want to run around, gather bits, do some basic research, hollow out a mountain then build it back up in a one for one scale replica of your favorite castle, craft and watch your tractor-trailer made from trucks glitch out and bound off for LEO, then its the game for you.

I've enjoyed the few hours I've spent in it, and fully expect to enjoy it a lot more than the 40+ hours in NMS. The three planets I've visited and set up bases on all had their quirks. Probably a good one to wishlist and follow for a year, but for $20 I think its okay. Wait for the Winter Sale maybe?

Hit 6 hours and planned to put it down until some significant updates come through, but found myself wanting to start a new save with what I learned previously, I had laid around a thousand tethers in that time, which is what was causing some major performance issues. Planning on actually picking up tethers from regions when I'm done there. And looking on the subreddit for the game there is still a bit I'm yet to discover/play with. Still fun.

Also, despite the crazy performance issues because of the bazillion tethers I left in the world, I've not had the game crash ever. Which is neat for an alpha, right?

I went delving deep in a long tunnel complex beneath the nearby mountains, (insert old bearded guy commenting that he has no memory of this place) and found a body. Which was surprising since I was playing solo, and was pretty sure I had never been down this deep, and the suit was the wrong color. Since this guy was all dead, I went through his pockets and found some of the usual stuff.

And some dynamite. Still haven't messed with it, other than carrying it back to a storage pod near the main base. Not sure what it does, maybe I should try selling it on the trade platform. It will probably cause the trade shuttle to blow up on launch...

Its nice that the devs are actually sticking odd bits in fairly inaccessible areas. It is encouraging, getting a bit of a reward after you have spent some time trudging around exploring. I've heard of other odd finds, people are still trying to figure out that giant black and white marble dug out of the center of an odd planet.

And Troubleshot is right, its a nicely stable game, which is pretty good for a game this early. Some glitches, no crashes, it does make my GTX 750 Ti GPU run very hot, but still below dangerous.

Okay. Be careful when removing dynamite from backpack.

Day one: beautiful landing, we are gonna make so much money. Hey, nice pl....
Day one, supplemental: that plant is dangerous.
Day two: so is that one.
Day seven: and that one, too. Wonder if I can jury rig the general purpose harvest/build tool to be a flamethrower...
Day seven, supplemental: dangerous plants are often react energetically to small flames and sparks...

It is looking nice. I'm tempted, but don't have the budget.

I believe the black and white marble is just a ball to play with. This is what I've heard.

Also, trucks in caves are tricky but okay but it all turns pear shaped when you load up your truck with research items. After trying to drive it and being tossed out the truck jumped about and climbed the walls erratically as what I can only describe as a tarantula on fire. Looks like I'm going to have to drag all the stuff up to the surface by foot.

I've found a few dead Astroneers here and there, usually near dangerous stuff. Beware.

From what I've seen/read the smaller trailers are okay, but the bigger truck chassis are very buggy. They have a tendency to glitch out or get embedded in the ground.

The interface for visiting other planets seems to be quite slick, however it does seem a little awkward in that you can't precisely choose where things will land. So if you build a ship in your vehicle bay it's going to sit there and block it until you lift off into orbit for the first time. I can also see it getting very confusing when you have assets spread over multiple landing sites and planets because it only tells you if you have a core built in a certain location without a name, number or any other identification.

Latest patch fixed my truck loaded with research items problem, drove it straight out of there no worries. Only negative was when I got back to my base all my resources just laying in a hole I dug had disappeared, along with my spare vehicle, storage pods and a bunch of gear I'd crafted. Bummer but im not that bothered tbh.
Still playing this game and liking it more the more I play.

The only times I've ever had any problems with the truck are when I run out of space and stick an artifact to the front of it. One time I hit a rock like that and the truck flipped me out and catapulted onto the top of one of those tall standing stones.

Vehicle trains are almost unusably unstable, though, and there's no easy way to right them if they flip over. I took a long distance trip to set up a new base and half the time I was just dragging the upside down trailer behind me.

Troubleshot, dig down beneath that hole, until you find a cavern. Your lost items will probably be scattered around more or less under the storage hole.

Ark Survival had a problem with dinos sinking through the floor. This game has similar problems, items left lying around (i.e. not attached to something) can glitch out and sink through the world. Dying, reloading a game, leaving a planet and returning, those events seem to do it the most. .

Vehicle trains work, sorta. Occasionally the trailer will flip, but if you disengage the trailer, drive the cab off a short distance, you can modify the terrain to flip it. Shallow hole on one side, raised terrain in the other, it should right itself. If the vehicle has a cab, then hitting Tab can right the vehicle. I've had some luck flipping the trailer right side up by deliberately jackknifing the rig, reversing the cab back into the trailer and then past it. Seems like a horrible idea in real life, but works for me ingame.

Saw a great glitch today. Launched off planet for the first time that game, and the red arid planet looked like someone had taken a planet sized knife and cut it into quarters. The 4 parts were rotated out, so all the 'skin' was facing inwards, with a clear gap between the pieces. They rotated around a center point while in the normal orbit. Decided landing there just was a bad idea.

I tried sticking a wind vane on top of a geothermal vent. Now its stuck, can't be removed, and does nothing.

LtWarhound wrote:

Troubleshot, dig down beneath that hole, until you find a cavern. Your lost items will probably be scattered around more or less under the storage hole.

Ha, thanks Warhound. My stashs and vehicle were indeed in the cavern below!

Been able to get a few sessions in with a buddy. The game, overall, has been a fantastic experience. The MP has really enhanced the experience for me. There's been a few crashes. And in MP, an instance where I was on my friends map, and could see a resource, but it wasn't harvesting. When he looked at where I was digging, he couldn't see anything. Some sync issues. Otherwise, good fun. I look forward to setting up a base on another planet. I landed on the Arid one, and boy was that place just constantly hostile.

Really enjoying this game so far but I've hit a point of frustration. I can't seem to find a research node that produces the habitat blue print. It's an issue because I built too many resin nodes without expanding and I can't build the fuel condenser. I also would like to start building bases on other areas of the planet and other planets but I obviously need the habitat blue print.

Any advice on where to find this?

I've not seen in mentioned here, but there is a trello board with a road map.

bigred wrote:

Really enjoying this game so far but I've hit a point of frustration. I can't seem to find a research node that produces the habitat blue print. It's an issue because I built too many resin nodes without expanding and I can't build the fuel condenser. I also would like to start building bases on other areas of the planet and other planets but I obviously need the habitat blue print.

Any advice on where to find this?

Unfortunately, no clear cut solution, but I have been finding blueprints in the organic research nodes in addition to the spaceship part ones. Just gotta keep cracking those eggs until the right one hatches, I suppose.

Habitat research item?

Spoiler:

Normally I find that in the research objects at a ship crash site.

The other option is to restart, the game is pretty short right now. Fiddling around with new base layouts is relaxing, until the rocks come flying through the air...

Finding blueprints seems completely random. You only seem to get one per type of re-searchable container. After that the same looking container will give you rare resources instead.

Well, it can be multiple research results from the same type of relic. For example, in the last game I did (where I had no copper except off crashed ships) the same square tech relic found at crashed ships gave me 3 different items - crane, winch and ... forgot the third, storage for the vehicles I think. After that, just rare resources. And yes, they were identical relics, same shapes and colors. In previous games, I have gotten habitat and the spaceship from the tech relics, so there is some variance.

There seems to be some randomness, but mostly what I've seen is the plants with the relics as fruit or roots give a handful or two of certain tech results, then you need to find the square rocks for a few more, and a few more off the crashed ships.

It doesn't seem to be completely random.

Good to know! I've not seen a relic give a blueprint more than once so far. I've seen the habitat from just about any sort of relic.

I eventually got the habitat off of a ship research object. I didn't realize they existed and was only working off the organic research items. Eventually they only rendered Titanium or Lithium and I was left scratching my head.

I'm going to put the next part in a spoiler although I assume most have already discovered this. It has to do with resource gathering/production.

Spoiler:

So a fuel condenser and a trading platform = infinite resources. I feel like this needs to be removed or what's the point of the game? Once I figured this part out, I've focused on building bases across the galaxy but it's really lessened my enjoyment of the game. Makes resources no longer scarce.

Thoughts?

bigred wrote:

II'm going to put the next part in a spoiler although I assume most have already discovered this. It has to do with resource gathering/production.

Spoiler:

So a fuel condenser and a trading platform = infinite resources. I feel like this needs to be removed or what's the point of the game? Once I figured this part out, I've focused on building bases across the galaxy but it's really lessened my enjoyment of the game. Makes resources no longer scarce.

Thoughts?

Honestly the

Spoiler:

trade platform

alone is a problem in its current iteration. Maybe it will be mitigated by other factors in the future but currently it makes the game trivially easy once it's unlocked. It's still super early in the game's development, though, I've just stopped using them in the meantime.

Check the beta patch notes, the devs have already started tweaking the interaction between the fuel condenser and the trade platform.

Simply removing one of them isn't a viable long term solution. Trying to mine enough hydrazine would be tedious, maybe too tedious. This last game, I had compound and resin nodes every few feet, and anywhere I sank a tunnel I walked back out with a pack full of aluminium. But the only copper I found was on crashed ships, and they were oddly very rare. I was running around in a truck & trailer, using wind vanes and batteries for base power, long before I had a working printer - which meant no base solar panels, no fuel condenser. The game before, I couldn't find resin or compounds, not in the amounts you need for a full base, let alone building more bases on other planets, I ended up using the trade platform just for those two resources.

So, tweaks needed. Balancing, shifting numbers. Since the game just came out, this is no surprise. And of course new content will shift the balance again, and again. Joys of early access. For example, From the Depths is an awesome game, but it keeps radically shifting that balance, and that's fine, since it is still a long ways from release.

They rolled out a patch, some fixes, some tweaks. Research relics now give a large range of resources after you research everything that type of relic offers. So, no more endless lithium and titanium. In fact, I didn't get any lithium. Resin, compound, copper, some titanium a little aluminium, a little coal. Nice change.

Fuel Condensers take twice as much power, and hydrazine is worth half as much at the trade platform - took 8 to buy one lithium. I don't think this will do much other than slow down the initial game. Getting excess power doesn't take much, and if it is slowed down, just build a second condenser. Obviously, you can choose not to do that, but I'd prefer the game have the internal balance, instead of having to handicap myself.

The truck seemed like it was worse, running around with no trailer, same general scouting setup I had pre-patch, and I was constantly crashing the truck, having to jump out and flip it back upright.

The algorithm that decides what height to build the base parts at was tweaked. If you smooth out the terrain, the base is build basically flat. If you don't, then it acts the way it did prepatch.