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Hello all you lovely AIs out there! This is just a small hotfix for the manual crafting screen, where the list of required Materials was cut off. There still was a scrollbar but it wasn't that visible and could lead to confusion as to why you could not craft certain items, requiring 3 or more materials.
Hello all you lovely AIs out there! The end of the year again came blazingly fast, especially after so many good games made their debut this year and had time flying by like life was running on x8 speed... So we want to close this year with a quick preview of the next Update that's currently in progress. We still don't have an ETA as it got a bit bigger then we initally intended, but hopefully that's a good thing in the end. steamhappy Currently the very rough "feel" is, that it'll be finished around the end of February/March, but we'll try to keep you more up to date with the progress next year. Till then, here are some of the stuff that'll come with the next update besides the new/missing levels: (Please note that all the screens, numbers etc. may still change or are work in progress yada yada yada)
Just a small bugfix update while we are still working on the next content Patch, stay tuned! :)
Don't mind me, just a small update passing through...
Hey there!
The game will be off by 50% from today till Monday the 28th October!
But wait there's more!
We also want to let you know that after the sale, the price for the game will be permanently reduced from 14,99$ to 9,99$ (And respectively in other currencies).
We want to thank everyone who has supported us and bought the game till now and hope you have/had fun playing it <3
- Snob Entertainment -
Hello all you lovely AIs out there!
While we are currently still working on the next bigger update (and you all are probably busy playing the new Factorio DLC anyway ;), we wanted to put out another small one in between, as it contains some important fixes that we'd like to put out rather early.
First of all, we've updated to the latest 2022 LTS Unity version, which should hopefully fix some reported crashes or compability issues and also somewhat improve the overall performance.
The other big change is actually a "bug", that we finally found by coincidence and that has bugged us from the early access on.
We always had a mismatch between how the UI looks in the editor vs. how it looks ingame and couldn't figure out why. This also meant more effort for making the UIs as we had to switch and test out a lot... For comparison take a look at this nexus upgrade screen for example:
How it looked for us in Unity:
How it looked in the game:
As you can see, it's much darker and elements tend to glow much more etc. We found out, that this was simply the post processing of the UI Camera and now that we've disabled it, the game actually looks like it does for us in the editor. *yay*
This change will make the game UI look a brighter and a bit different overall, but it will also remove a lot of unwanted blurry/over bright UI elements and other stuff that was changed by the post processing.
Let us know, what you think of these changes or if you'd rather see it reverted back to the darker colors!
Hello all you lovely AIs out there, we know you are all busy playing Satisfactory, waiting for the next Factorio DLC or slaying Tyranids for the Emperor! But we still wanted to put out this small patch that should fix some annoying bugs, while we are working on the next, bigger content update :)
Before anything else:
Hey there all you lovely AIs, long time no see!
Unfortunately our private lifes still keep us busy, but we are nonetheless working on the next update in every minute of our spare time!
It will still take some time and we currently can't give you an ETA when the update will come, but we aim at mid or end of july.
For this update, we are mainly focusing on adding more content for the Tower Defense Part. We heard you and totally agree that the game would benefit from more levels, so we are in the process of creating them!
This will hopefully allow for a smoother game progression, as we now can spread unlocks/rewards better over more levels and also have a slower difficulty increase. (And besides that, you get more levels to play - yaaaay!)
Currently our idea is, that every planet has 3 Levels (so 22 new Levels in total) which represent different "stages".
The first being the construction and defending of a landing site, the second being the creation of an outpost and the 3rd beating a Portal boss on that planet and seizing the communication artefact.
(There are no new game mechanics or so coming with this, it's just some sort of fluff to "explain" why each Planet has 3 levels ;))
To better showcase this, we are also overhauling the level selection Screen. You now first select a planet and can then click on one of the tree missions there to get more information and start it:
(Please note that all screenshots are still Work in progress and may still have missing features or placeholders!)
We hope this new selection screen adds some more flavour to the game, aswell as more important informations and a better overview of a level.
Together with this update, we'll also bring some fixes and smaller stuff, that we may talk about in a later post. And of course there will be a lot of rebalancing of enemies and towers, so stay tuned for that!
That's it already for today. Like we've said we can't give you an ETA yet and there are still Levels missing, and they need testing and polishing and so on, but we'll keep you updated about our progress!
Till then, we end this news with some screenshots of some of the new levels aswell as an updated version of the old "Cosuna" Level :)
As always hit us up on Discord or in the Steam discussions and let us know what you think or miss!
- Snob Entertainment -
Hello all you lovely AIs out there!
With this small update we bring you some long awaited outposts and with it the ability to finally mine rare resources like silver, tungsten, gold and platinum! steamhappy
(More Outposts will still be added with future updates)
We've also made stars on the starmap slightly bigger and their names hopefully a bit more readable together with some other minor UI polishing for the miners.
We've also made Steam Leaderboards public, so you can now see how you compare globally and with your friends in Steam yourself. Just click on your Steam Achievements and in the upper right you have a drop down for "Personal/Global Leaderboards" :)
On top of that we took another look at the Cryo Tower GPU Performance and were able to increase their GPU performance further from 30fps with 6 Towers to 60fps with 8 Towers firing their AoE simultaneously.
Before:
After:
As you can see in the lower picture, the performance spikes (those green/blue mountains in the bottom) are much lower and consistent than before.
If you had fps drops from the Cryo Tower AoE before, let us know if this increased the performance for you aswell.
We wish all of you a happy and relaxing easter and hope to see you on the next update!
Hello all you lovely AIs out there, another small update this week, while we are still working on a larger update. (Mostly rewriting the Portal mode.) Unfortunately we have no ETA yet for the larger update, but we'll keep you updated and you can always reach us on our Discord or in the Steam Discussions, if you have any questions, bugs or feedback! :) Meanwhile we are bringing you some smaller stuff and bugfixes, that'll hopefully make your experience smoother. Here's what's new with this update:
Hello, all you lovely AIs out there! Today we release a small update, mainly bringing some additonal keybindings that'll hopefully help some left handed players and people with a broken mousewheel. We are still working on some other stuff but unfortunately the last weeks, our private lifes took a lot of time. Thus we decided to bring some smaller "goodies" now and the features which require more work and testing in a later update. So here's what's new:
Another week, another update!
This time it's a again a bit smaller and mostly focusing on bugfixes (especially empty portal waves) and some minor combat balancing changes.
Meanwhile we are working on some greater changes to the portal mode and if all goes well, we will release those with the update next week already.
Till then, here are the changes and fixes for this update:
Hello all you lovely AIs out there and a big welcome to all new players!
In this patch, we were mainly focusing on fixing the bugs and translation errors you've reported, aswell as a small rebalancing of the Portal mode (Still WIP, see below).
We've also added a small visual upgrade to the Drone Pod Requesters and hope you like their new look - let us know what you think:
Portal Mode [WIP]
The way the Portal mode worked till now was, that it picked randomly enemies from all available levels and then scaled their values according to your combat level. This could result in really weird results as you may have experienced because you could be lucky and get a Traebis IV enemy or directly a 50k hp golem in the first round.
We've changed the mode so that it now has it's own list of enemies, that only appear in the Portal Mode. This allows us to better tweak their values, loot and Combat Level Scaling.
All these enemies are variants of the one you've encountered and may differ in their values, skills and loot.
Speaking of loot: ALL Enemies in the Portal mode will be able to drop Alien Orbs and have a slightly higher chance of doing so. We've also increased the Alien Orb Drop Chance of many enemies in the normal mode. This way, you are hopefully able to increase the damage of your modified recipes to meet with the rising difficulty due to the combat level scaling.
Please note, that these changes are still Work in Progress.
We'll continue to optimize, balance and add enemies to this mode, according to your feedback!
With the next updates we'll plan to add better wave compositions, so that you can for example encounter special waves like a "Devourer Rush", or a "Golem Summit" - More on that with the next update :)
So here's the upate in short summary:
Hello all you lovely AIs out there!
Today is a big day for us, as Project Astra Dominium officially leaves Early Access. But hold your Keyboard for a second before you type angry reviews! :D
Update 1.0.0 does not mean, that we won't further support or update the game. We are aware of some existing quirks, bugs and that the localization needs improvements for example. We will also still provide content updates in the future e.g. new Levels & Outposts.
Today just marks a big Milestone for us, as exactly 2 years ago 2 crazy people had the even more crazy idea of finally making a small game in their spare time and bring it to Steam.
It's somewhat surreal, how far this game has come from some grey debug screens with cubes running around, to the game you see now...
Where our Players have killed >54 Million Enemies and crafted >73 Million items steamhappy
We want to thank all of you who took part in this Early Access Journey and supported us through giving feedback, reporting bugs, writing a review, kind words or simply just playing :)
We hope you are all having fun with our game and to see you on the next update!
Till then, here's what changes with this Update:
Happy new year, Frohes Neues, Bonne anne, Feliz Ao Nuevo, , , to all you lovely AIs out there!
With this update, we implement rudimentary localization for the game. For now these languages will be available and can be selected in the ingame settings:
- German
- French
- Spanish
- Portuguese
- Simplified Chinese
- Japanese
- Korean
However please note that all these translations were done automatically and thus will probably have a lot of errors. We also may have missed a few places to translate and we needed to switch to another font to support all languages, so there could be text overflows here and there, please let us know if you finde some problems!
If you want to help us out fixing and improving the localization, you are more than welcome, to join our Discord where we've added new translation channels for each language!
Beside that, this update also brings the new Level "Karasir", aswell as the new "Portal mode" after beating it!
When playing a Level in "Portal mode", all enemies and waves will be completely randomized and after each reached endless level, they are randomized again.
The enemies in this mode will also scale with your combat level and become more difficult, while also rewarding more experience and loot.
The mode will still be tweaked, but we like to hear what you think of it so far!
Happy New Year!
Last patch before the 2024.
Everyone at Snob Entertainment wishes you a Happy New Year.
We have some exciting news to share regarding an important update that has taken place in Project Astra Dominium.
In the past we used playfab to track players, which helped us find bugs and resolve issue with players that we couldn't have done without it. Playfab also was used for the leaderboard system.
In response to valuable player feedback, we have decided to make a change to our leaderboards system. We have bid farewell to PlayFab leaderboards and are thrilled to announce the integration of Steam leaderboards!
After thorough assessment and in light of the game's stability and performance, we have made the decision to remove the PlayFab tracking system. This step has been taken with confidence that our game has reached a level of stability where such tracking systems are no longer necessary.
Merry Christmas you busy and hardworking AIs out there!
Here is our small Merry Christmas Patch with some minor bugfixes.
Hello all you busy and hardworking AIs out there!
Here's a small patch before the holidays, that brings some minor polishing and some Quest additions/changes. It also slightly nerfs level 4 (Saitoris), to make the difficulty ramp up less frustrating when reaching the level the first time in a new playthrough.
We again want to thank everyone of you, that played our game, reported bugs, left us feedback and/or even took the time to write a review!
As you may or may not know, we are just 2 friends working on this game in our spare time and we are truly humbled and grateful to have such a kind and lovely community for our first game!
So again, a big thank you! <3
We wish all of you some relaxing holidays and a Happy new year!
Happy Friday everyone,
here's another small update which you hopefully enjoy!
It mainly brings a new "coin sink" mechanic for the Tower Defense mode, by allowing you to boost a Towers damage endlessly after they've reached Tier 3. Each level of this boost adds a flat +5% damage to this tower and increases the coin costs (which depend on the Tier 3 upgrade price of a Tower) of the next level.
We hope this makes coins more useful when playing longer TD rounds and also gives you more strategic choices how to spend your coins while at the same time not being a too powerful feature.
We've also added some more QoL Stuff that'll hopefully make your experience smoother. For example, you'll now unlock all recipes and outposts that we add after a new Update, withouth having to play the respective Levels again (yayyy). Just load your save and all unlocks of all Levels you've beaten will be there. Also the Upgrade Screen of a Tower now stays open after clicking "upgrade" and damage numbers now stay correctly over the enemies head when moving the camera.
We've also added the new inventory UI to all Item selections e.g. on the Drone Pods and Grabbers.
Other than that we've gathered some feedback and did some small rebalancings on Upgrade costs and Loot and also added more Quests to further smooth the progress from starting a new game to owning an automated factory for nearly everything.
So here's as always a small list of Stuff in this update, we hope you like it:
Unfortunately somehow the Belt and Laserpart recipes were removed with the latest patch, we're sorry for that! They should be available again after downloading this update and restarting the game. If you can't download this update yet, you might have to restart Steam. Hotfixes
Hello all you lovely AIs out there!
First of all, sorry for the wait, It took us much longer than expected to work on this update, but we hope it's worth the wait for you!
As you may know, we always try to maintain savegame compability. However some existing recipes have changed, while this shouldn't crash your savegame, you still may want to take a look at the Items section below, before you wonder why some of your production lines don't work anymore.
We also had to reset your Eco upgrades! Unfortunately we didn't implement a compensation like getting the items back and we are very sorry for that, but we hope that you'll find comfort in the fact that you still can keep the rest of your savegame.
Now let's finally jump into the good stuff of this update!
To make it more readable we've put it into section(s), so you can expand those, you are interested in:
Hey there all you lovely AIs! We are sorry that a month has passed since the last news, but we are making good progress with 0.10.0 and hope to release it either next week or at latest by the end of this month! Most of the content and coding is done and now there is a lot of playtesting and balancing to do, but we want to share some small changes we are making to let you know, what we are working on.
Hello all you lovely AIs out there!
We are currently working on some bigger Changes for 0.10.0 Update of Project Astra Dominium.
You probably already heard about the Unity disaster. Project Astra Dominium is and will stay a Unity Game, but we've decided, that future Projects of Snob Entertainment will be done with the Unreal Engine.
Switching to a new Engine means a lot of extra work for the team and Snob Entertainment is very sorry that the Project Astra Dominium updates have been lacking the last weeks!
We have also gained somewhat of a new "team member" due to the birth of a young human. This is awesome news for us, but obviously it disrupts our regularly updates.
We will still try to give our best to provide you with further updates for the game and we will definitly finish a Version 1.0.0 as soon as possible. Please just have some understanding, that it's currently a bit more difficult to work on the game in our sparetime.
Speaking of updates, let's talk about the upcoming 0.10.0.
For everyone that isn't aware of our Version schema the second Number is the amount of Tower Defense Levels in the Game. So please don't be confused that after 0.9.0. the new version now isn't 1.0.0.
Okay anyway, here is a short teaser preview of upcoming stuff for the next update, that we hope to roll out within the next weeks:
Hey all, long time no see!
As you may have noticed the development has unfortunately slowed down a bit the last weeks, due to personal (good!) reasons and the upcoming gamescom.
We will probably go back to pushing out updates more frequently around mid/end of september.
Till then we will still provide hotfixes if necessary and also we got a smaller update with this one, that hopefully some of you may enjoy.
It (finaaallyyyy) brings a Waveinfo screen, where you can see more informations about upcoming waves:
You can switch, which wave to view aswell as hover over any enemy to get a tooltip with their stats. (Beacon modifications included!)
The portal colors are the same as the markers, that show you the enemys path, so you know where they are coming from.
You may also have noticed that the menu has changed a bit and also has new buttons.
While your keys for changing the gamespeed ( +- / 1-4) still work, we've removed the + and - button and instead made it now a collapsible menu:
We did the same with the visual options, to save some more screen space.
Speaking of saving screen space: You can now enable/disable the loot window, but that's not all! It is now fully draggable to where ever you want it... but wait there's more: You can now disable the "wiggle" animation when receiving an item!
So in short:
Hello all you lovely AIs out there!
This week we got another small update, in which we added some new items for the Railgun T1 weapon, community suggestions, QoL stuff, further recipe changes and fixed some bugs you reported.
We also tried to add more information to the modification system, that will hopefully make it even more clear what kind of magic is happening there!
Please also note, that with this update, again some recipes have changed and you may need to alter some of your production lines! You can find more information under the "Balancing" section.
Thank you again for all your feedback and input!
Hi all!
This weeks update is a bit shorter, but we'll also be having a small release stream today, where we show the new blueprint system we are bringing with this update!
So if you are interested, you can join our developer here and see him fail my horribly designed difficulty ramp ups in the TD levels steamhappy
[previewyoutube=RihEHHlaHXw;full][/previewyoutube]
Greetings to all you diligent AIs out there, welcome to Update 0.9.1!
This one has some Ear & Eyecandy, aswell as more bugfixes and because we love it so much, even more balancing!
We've also watched a lot of lovely streamers playing our game over the last week, which helped us to see the game more through your (A)eyes (Get it?... okay I'll stop already).
Using this feedback, we've implemented some small QoL stuff and added/rewrote some tooltips / info texts, that hopefully make the game a bit more approachable.
For example:
We've added a Copy & Paste function for the base building, so no more tedious building of the same production lines!
We've set the Railgun Tower to target "Highest current HP" by default now, as this is usually the role you would give it.
We've added a "close" button for the tutorial missions, so it now won't take up so much screen space, when you are doing a mission that's still far away from being completed.
(Looking at you "unlock outposts & fleet management" mission!)
There's still a lot more feedback that we took away from this and we try to implement it step by step over the next updates.
If you also want to give us your feedback, feel free to join our Discord or our Steam Discussions!
Alright, you'll probably know by now how these updates are structured. Let's get into it:
Hello Folks and AIs! First of all sorry for the wait after the last update, we were on vacation and are now getting back on track! Thus todays update will be rather small, but we are preparing a larger update for next week that will among other things include a new level! We aim to get back into our weekly release cycle from next week on, so stay tuned. Till then, here's some small stuff for this update:
Okay ChatGPT, please write me a summary of this update!... What do you mean it's too long??
Fine, we'll do it ourselves...
Welcome, all you lovely AIs out there!
This Update may be a longer read, as we've changed how the endless mode works and did some rebalancing of the combat part.
We've put most of the detailed explanations into expandable fields, so it's hopefully more readable to you.
If you find the time, we'd love to hear your thoughts about these changes on the Steam Discussions or our Discord!
Let's get to it:
Hello all you lovely People and AIs out there!
Project Astra Dominium hosts an Event until 01. June 2023. This Event is a Challenge Beacon, which increases the Drop Rate and Drop Amount of Items, but you are only allowed to leverage Railgun and Artillery Tower.
Next to the Event we also updated the Game.
Here's a list of things that are new in Version 0.8.1:
Hello all you lovely People and AIs out there!
Today we are happy to announce v0.8.0!
It brings the new Level "Drecanus", a new Outpost on Saitoris, new Display Settings in the options, Alien Orbs, Resource Hub Upgrades for your Fleet Management and more!
Here's a list of things that are new:
Version 0.7.2 is a bit smaller with focus on some bugfixing and balancing.
We are working on more Outposts and Level 8 in parallel and hope to release them soon!
A quick word before we start:
We are a very young and small company and it was always our dream to finally release a game, which came true with Project Astra Dominium.
We are very greatful for all you lovely people supporting us, sending in bugs, giving feedback and playing our game, so THANK YOU!
If you haven't already, we would love to hear your opinions on our Discord or within the Steam discussions <3
Now onto what's new with this update:
Hello Folks and AIs!
Today we are happy to announce the new 0.7.1 Update!
We've put a lot of stuff in it, which is why we had to delay it a bit this week. It still may be rough around the edges on some parts, but we wanted to get your feedback as soon as possible, before diving into further optimizations and polishing!
The most notable change this time are the new Outposts, which allow for some passive resource generation and more building space. See below for more infos on that!
We've also managed to fix a huge performance problem, that should also fix a lot of the crashes some of you were experiencing when playing from Level 5 onwards.
So let's start with that first:
With a small delay to our usual schedule, we are happy to announce our next update 0.7!
This update mostly contains balancing, the new Filter Grabbers and of course a new Level, where you are finally able to gather the rare Platinum Ore.
Note: To unlock the new Filter Grabbers, you have to beat Level 7 at least once.
We've also updated Unity to the latest version in hopes, that it'll fix the crashes some users (especially on Mac) have reported.
Let us know, how the game runs after this update on our Discord or in the Steam Discussions!
While this update may seem rather small, a lot of "behind the scenes" work has been done for a bigger update, which probably will be released next week. A small Teaser awaits you on the end of this news!
So let's jump right into what changed:
We release a hotfix, since we had some major issue in Project Astra Dominium.
Fixes:
With this update we bring some new recipes and slightly adjusted old ones aswell as their modifications.
Please Note: The base recipe for Steel has changed, as it now requires 2 iron ingots instead of 2 iron ore!
Also the Laser Tower Weapon is now modifiable. (More to come with further updates)
Other than that you'll probably find that a lot of the "modified recipe chains" you've made so far aren't possible to recreate anymore due to some balancing changes.
However as we always strive to avoid savegame wipes between updates, we've decided to leave your old recipe modifications intact.
This means, if you have an old "overpowered" Railgun recipe for example, it will still work!
Aswell as any automation you've built so far for your other modified recipes.
It may just not be possible anymore, to recreate all of your old recipes via modifying.
So we leave it up to you if you want to use these old overpowered recipes or delete everything and start from scratch.
Talking about deleting: We've added a multi-delete function for the base building mode!
Usually this update would've gone online around thursday/friday with more stuff in it.
But because it contains an important fix for savegames that sometimes got lost, we decided to release it asap!
Please restart Steam, if you don't see the update yet.
Again we want to apologize to all players who have lost their savegame and a big thank you to all who sent their player.log, that helped us pin down this bug!
Here's the full changelog for 0.6.1:
Hotfix 0.6.0.4
There was a major bug in the Drone Pod Requester.
If you limited it to not send Drones via "Keep Items in Inventory", the Requester didn't send drones as intended but items in your Inventory still were lost.
This should be fixed now!
You may need to restart Steam, if you don't see the update yet.
Fixes:
Hotfix 0.6.0.3
Some players encountered several issues with version 0.6.0 of the game.
We've just released Version 0.6.0.3 to adress these issues.
You may need to restart Steam, if you don't see the update yet.
Fixes:
Release Notes for Version 0.6.0
Hello folks and AIs out there!
Today we are happy to announce another update for Project Astra Dominium!
Again we tried to strike a balance between putting in more content, fixing bugs, improving some UIs and implementing user feedback.
The probably most notable changes are the new Level and the 8x Speed for the Tower Defense mode!
So let's jump right into the patch notes to see what else is new:
Happy Easter - We added 32:9 Ultra Wide and 21:9 Wide Screen support
Hotfix Version 0.5.14 We just released a short hotfix for Project Astra Dominium. Fixes: - Laser Tower Quest "Laser Burning II" and later are fixed - Cryo Tower Discharge Skill VRAM Memory Leak fixed. If you still face crashes on the Cryo Tower Discharge skill, please update your graphic card drivers. If you are on latest drivers and still crash, please contact us on Discord or Steam Discussion. Happy Easter everyone! - Snob Entertainment -
First of all a big thank you and welcome to all new players since our Early Access Release last week!
We are very grateful for all of your feedback that already reached us over various channels and work hard on the next patch.
While those patchnotes will come later this week, we also want to give you an insight on the "bigger picture" and what's planned next.
So let's jump right in:
Tonight some Streamers will stream Project Astra Dominium on Twitch
The streams will be in german, but both streamers should understand english.
Max und Moritz Online - 20:00 CET
Tryndawhere - 20:15 CET
Release Notes for Version 0.5.11
- Fixed Tower Combat (Red), Reload (Yellow) and Idle (Green) Materials.
We deactivated those materials because of a memory leak in endless mode.
This should be fixed now.
- Reworked option screen
- Added setting to disable camera movement to Tower/Build Slot
- Increase Item Boxes for readability
- Disabled Advisor A.I. sounds
- New Wiki entries
- Fix Smelter/Assembler UI
- Level 3 Boss route corrected
- Minor fixes
Project Astra Dominium is finally released in early access.
We changed alot since the last beta test.
The changes made beta save games unable to persist.
We are happy to welcome any new player to our Discord.
Discord
The following changes werde made:
- UI Rework
- All Tower SkillTrees are implemented
- Reload Tower Icon
- Balancing Endless mode
- Remove AI Chips. Smelter work like Assembler now. Check Roadmap for more Information.
- Added missing SkillTree descriptions
- Gun Tower Buff effect visible
- Added more Quests
- Changed Artillery Tower sounds
- Added Loading Screen Tips
- New Wiki entries
- Fix memory leak within tower defense level
Snob Entertainment is about to release (30.03.2023) the early access version of Project Astra Dominium.
We want to thank everyone, who helped us on this journey!
Endless Mode, Cryo Tower and Tower Defense UI Redesign - Version 0.5.6
The following features/bugfixes are included:
- Endless Mode
- Redesign Tower Defense UI
- Cryo Tower Skilltree
- Cryo Tower Visual Effects
- Hide/Show Information in Tower Defense
- Autostart Next Wave Button in Tower Defense
- More Drone starting points
- Fix Resistance Calculation
Tonight at 20:00 CET, Tryndawhere takes a look at the early access version of Project Astra Dominium!
This early access version contains 2 more levels compared to the demo, all towers plus some new resources + items!
If you'd like to join as, feel free to stop by:
https://www.twitch.tv/Tryndawhere/
Version 0.5.4 is out now! The following features are implemented:
Tonight at 18:00 CET, Moritz from MaxUndMoritzOnline takes a look at the alpha version of Project Astra Dominium!
This alpha version contains 2 more levels compared to the demo, all towers plus some new resources + items!
If you'd like to join as, feel free to stop by:
https://www.twitch.tv/maxundmoritzonline
Version 0.5.0 is out now. Level Cetazed & Tesla Tower finally arrived!
NOTE: The Demo still is only playable till Level 3.
The following bugfixes/features are out now:
Watch the developer play the Early Access Version today at 21:00 CET
Project Astra Dominium Version 0.4.3 just released.
We implemented the following Bugfixes and Features:
- A new ingame Wiki with all Tutorial Texts has been added
- Changed Balancing of early Levels
- Adding a +5/-5 Button for Drone Assignments
- Crafting doesn't open with Iron Beacons, if they haven't been unlocked yet
- Speed can be controlled with Numpad +/- and 1, 2 and 3
- Lowered Music Volume by 50%
- Pathes on the Level get displayed more frequently
- The Building Interface will notify the player, if something went wrong
- Improved the Tower Upgrade by highlighting values that change
We are happy to announce that german Streamer Geruhn will play Project Astra Dominium on Monday 18:30 CET.
Additionally we have added Level 3 to the Demo.
Level 3 also adds Beacons into the game, which alter the game quite alot.
You will face the first boss on Level 3.
Please watch the Geruhn's Stream, this is also a good opportunity to talk to the team.
Obviously most of the Snob Entertainment Team will participate in Twitch Chat!
We are very excited to announce, that as of now you can finally play our demo on steam!
It currently features:
Another Update for Astra Dominium has arrived!
This time as a short list, this is is what changed since our last update:
Today we would like to inform you about another update for "Project Astra Dominium"!
Today we've added a new tower to the arsenal: The Railgun!
The Railgun tower mainly fulfills the role of a heavy single-target killer, best used against stronger/slower enemies.
It only can shoot once before a longer reload and rotates rather slow, but in return deals heavy damage and pierces a lot of resistance.
Going down it's skilltree, it becomes an even more powerful single-target killer, as it gains more damage, more crit chance & crit damage, more abilities and just more of everything!
Let us know what you think about it! :)
Today we've released the first little Gameplay Trailer for Project Astra Dominium! We hope you like it :) [previewyoutube=D6MYLc5pdXw;full][/previewyoutube]
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