Astrox Imperium

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  • Astrox Imperium

Astrox Imperium is an RPG set in space that was developed and published by Jace Masula on March 22nd, 2019.

As planets kept collapsing into ecological depression, the only way for humankind to survive was to look towards the stars. A gigantic ship was created, called Imperium, and it was designed to bring man into a new age. Everyone put aside their differences for the hope that a new beginning might await somewhere in the cosmos. No one knows how it happened, but the Imperium was destroyed. Survivors created homes from the wreckage and survived as long as they could. 230 years have passed since that happened, and the story of Imperium is still alive.

One of the most important parts of space games that fall into this category focus a lot on mining. Astrox Imperium is no exception, and mining is the easiest way to earn credits early on. It's easy to understand and do, but if you want something more exciting, there are always contract missions on the table. Some involve combat, like taking down raiders, pirates, or even regular NPCs. In a relaxing title like this one, combat missions come like a breath of fresh air.

Progression can be tweaked so that all players adjust the speed of the game. Despite not having any groundbreaking mechanics, Astrox Imperium manages to feel familiar yet incredibly engaging with its gameplay loops that are designed to be simple to understand yet possess incredible complexity so that players can enjoy it for an extended number of hours.

Woohoo, 100 builds and counting! So before I cover the good stuff, I continued my quest to improve ship AI flight and pathfinding at high speeds. I made a number of tweaks and adjustments to the ships code and things are shaping up. I also added persisting crates, which now will remain in a sector even if you leave. This will NOT effect mission crates, as their persistence is handled differently. I have also revamped the small buttons that live next to the module HUD. they are no longer attached...

2020-07-01

Devlog 77 covers an array of fixes and additions. I spent some time working on the Merc AI and their behavior routines. I am much happier now with they way they are flying and working. I revamped a good bit of the FLEET COMMAND panel to make it easier to command multiple Mercs regardless of the ships target. New formation lock code, and improved auto tasking. I made a number of small tweaks and QoL improvements to a number of panels. I reworked the Station Storage panel, it now has full sort, an...

2020-06-12

This video covers a number of tweaks and bug fixes for the latest build 98. I have addressed the reports of the game crashing when using the fabricator, and in some cases the refinery. After spending some time with the code, I was able to rewrite the parts that were making excessive loops and instantiating new variables. The code is now running much smoother, and requires less CPU power to function. I have also added the ability to run the fabricator items while un-docked. As with the refinery, ...

2020-05-27

I made some further adjustments to the way that the UI scaling works. These new changes should make things better for those with larger resolutions trying to read small text. I have also updated the layout and scaling with the Sandbox options, allowing for a less cluttered layout and easier to read descriptions of the available options. I have added some error catching and reporting features into the game which will make it much easier for me to track down any of those pesky hard to find bugs. N...

2020-05-14

In this video, I cover a few of the new QoL improvements, and show off a few of the new map layouts and skyboxes. I have also added a new station interior, and will continue to create new ones until each faction has a unique station interior. I have worked a bit more on the market code, and I have added demand for all raw resources at all the station with markets. I will continue to tweak the campaign map stations. I have a few new structures coming in the next update, and I am also working on a...

2020-04-26

PC SYSTEM REQUIREMENTS

MINIMUM SPECS:

Minimum:

 

  • Requires a 64-bit processor and operating system
  • OS: Windows 7 (64 bits)
  • Processor: Intel Core® i5
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce® GTX 470 / AMD Radeon® HD 6870 / DX10 compatible GPU with at least 2GB VRAM
  • DirectX: Version 10
  • Storage: 1 GB available space
  • Additional Notes: Only 64 bits versions of Windows are supported.

 

RECOMMENDED SPECS:

Recommended:

 

  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: I7Intel Core® i7
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce® GTX 970
  • DirectX: Version 11
  • Storage: 1 GB available space
  • Additional Notes: Only 64 bits versions of Windows are supported.

 

MAC SYSTEM REQUIREMENTS

MINIMUM SPECS:

Minimum:

 

  • Requires a 64-bit processor and operating system

 

RECOMMENDED SPECS:

Recommended:

 

  • Requires a 64-bit processor and operating system

 

LINUX SYSTEM REQUIREMENTS

MINIMUM SPECS:

Minimum:

 

  • Requires a 64-bit processor and operating system

 

RECOMMENDED SPECS:

Recommended:

 

  • Requires a 64-bit processor and operating system

 

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