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It's been about a decade since I first started prototyping a space game - one where you'd start off with a small ship and trade resources. Two games, three game engines and 15,000 copies sold later, here am I with a new life where I don't quite have the time for such work anymore. Deimos Games will be shutting down this year. Both Helium Rain and Astral Shipwright will be going free-to-play, so that new players can still experience them in the future. As a reminder, both are also open-source, so if you were going to build anything based on these projects, you now have access to free content too. It's been refreshing to see game developers reuse code for their own projects, and I hope that will continue. I want to thank all players who supported me on this endeavour. I'm truly happy that I was able to share my work with you. Stranger
The new 1.10 update is now live! As a highlight, it brings a complete rewrite of the resource processing system, designed for accurate processing times and fast-forward operation. It also introduces Aracca Station, a new area that will act as a high orbit destination.
Astral Shipwright 1.9 is live. Along with some minor changes, it brings a few new spacecraft equipment. A new main drive, new RCS thruster and larger solar array are bringing some more options for your ship!
More updates are coming, with additional content and hopefully more play style options.
Hi everyone!
It's been less than two days since Astral Shipwright came out, and we're already on the 6th update. After a few hotfixes, this one is big enough to warrant some more details.
[previewyoutube=KMImiMDaZvk;full][/previewyoutube]
After a week in demo (did you try it?), here's an update on everything that's coming to the game. But first, as you may know, Astral Shipwright was targeting September 2 for an Early Access launch, and that's awfully close. If you've been playing the demo, you probably noticed the game is quite empty at the moment - and with the amount of work left, the game is now set to release on October 14 2022. This small delay will make development a lot more confortable.
The first public release of the game is now available. Try it to get a first look at what the game will feel like, and don't forget to wishlist it if you enjoy the experience! [previewyoutube=vJZgy2oR48g;full][/previewyoutube]
Getting a game to look good is hard, but getting a good-looking game to perform well is even harder. And here is why Astral Shipwright was moved to Unreal Engine 5 six months ago, using a development branch of the engine's sources: new features of the engine bring both great quality and new ways to get the game running well. The previous devblog entry focused on planets, and we'll move on today with the rendering of the stations featured in the game.