Astrobase Command
Salvage the remnants of your civilization by starting anew in uncharted space, with a small crew and the beginnings of an Astrobase. Grow your base by constructing modules on all three axes, put out fires both literal and metaphorical, and send characters with real personalities and emotions on non-linear text-based adventures across a procedural galaxy.
The only mode is ironman and every section, module, deck and crew member added to your Astrobase comes with implicit risks and reward, so choices matter. How long can you keep from succumbing to the dangers of space?
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Grow - Expand your Astrobase in all three directions.
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Nurture - Build a home for your crew and their daily lives
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Design - Layout the Astrobase to counter crises such conduit leaks, compartment failures, explosions, fires, personnel issues, and more
The Astrobase can be constructed along three axes. Your crew can expand the base by building modules or contract it by salvaging them. They can add or remove functionality by building up or tearing down sections in the modules. They can even build ships that lets you explore the galaxy.
You choose what to build and when to build it. The crew needs to rest and they need to breathe, do you rush the construction of the Enlisted Quarters or the Air Pump first? What’s the optimal placement of the new module? Is it better to have the Plasma Reactor closer to storage or to the crew’s quarters? Keep the station well maintained and stocked with supplies or disastrous consequences may result.
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Characters - Your crew make their own decisions as they interact with each other and the world around them.
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Full AI lifecycle - They work, eat, sleep, use the bathroom, relax, and socialize all as part of their daily lives.
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Morale - Your crew can get exhausted, or suffer from low morale which affects the quality of their lives and how they perform tasks.
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Relationships - Your crew form personal, professional, and romantic relationships. The relationships can be either positive or negative based on how their personalities and actions align.
Your crew live their own lives on the Astrobase. They have things to do and people to meet. Exactly how well they perform depends on how good they fit into their job, what adventures they’ve had, and what horrors they have survived; even how well matched they are with their peers matters, some will become romantic partners while others become bitter work rivals.
You will run into stumbling blocks, maybe your crew is exhausted because you’ve pushed them too hard, or low morale makes slacking off more enticing, or maybe Jenkins and Rodriguez spend too much time arguing while the Fission Reactor goes critical. Figure out your problems and fix them!
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Explore - Build and dispatch ships across the galaxy to explore planets, fight killbots, extract resources, and interact with other civilizations.
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Delegate - The ranking officer of each ship will make decisions based on their personality, and take recommendations from their team.
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Overrule - Change the decisions in the logs they send back, or let them make their own mistakes.
The procedural adventures of the crew assigned to your ships can be read and interacted with in the logs they send back. Carefully handpick the crew for each ship you send out. Monitor their progress or leave them to their own fate. Whatever you choose to do, the outcomes of their adventures will be felt in what resources they get, what injuries they suffer, and in how it changes their emotional state.
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Assign - Choose the best person for each job based on their stats, personalities, and over 50 different skills.
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Manage - Prioritize tasks, clear task blockers, optimize the routes that the crew take during their day.
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Observe - Calculate resource depletion and stay on top of tasks to prevent the reactors from exploding, the conduits leaking, and compartments failing,
The desk is where you design the Astrobase into a functioning home for your crew, promote leaders, manage tasks, monitor resource consumption, read reports from your ships and give them your input.
Running the station means manning your desk. Be efficient, and use your time wisely or take a break and play some Asteroid Shooter.
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Individuality - Characters maintain emotional memory, and experience psychological growth over time depending on how results align with expectations.
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Expression - Each character’s personality is expressed in their conversations, thoughts, and ship log entries
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Story - Over 100 personality traits and 42 intertwined emotions combine to author narratives that reflect how the crew are actually thinking and feeling.
The Astrobase’s crew will have conversations with each other, or insights about their lives. Crew members join the Astrobase with revealed personality traits that drive the emotions that effect their job suitability, choices and actions. More traits become unlocked as they experience emotional growth.
Ensure that your crew’s psychological needs are met and they have the ability to grow as people. When you’re processing recruit applications you’ll want to keep an eye out for personalities that might clash with your existing crew, or will be compatible and create lasting friendships.
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Honey, I Joined a Cult
This is the best ‘early access’ game I’ve ever come across - perfectly playable and enjoyable in its current state, I’ve already had an incredible time and the game isn’t even released yet!
The visuals are beautiful, the humour is great and not overdone - it really does feel like you’re crafting your own cult, and I love how customisable everything is. Choosing what your followers are called is a really great idea - simple, but does a lot to make the player feel immersed.
Can’t wait to see what comes next!
– Real player with 41.6 hrs in game
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Really fun game in its current early access state. But like all early access titles, it suffers from balancing & technology progression issues (in terms of unlocking reasearch) as well as the lack of endgame content. For a few examples of lacking content: I can’t see a use for the prison/cell doors than cosmetics, no upgrades for the canteen, people constantly getting sick from eating with “dirty hands”, the cult being unable to grow their own food on the compound (become fully independent of society lol) or expand the compound to have more access to land to build on, etc…I hope it will mean something more in the future. Fortunately, the clean aesthetically-pleasing UI and the core gameplay is so relaxing to play through and easy to get immersed in, it’s given me all sorts of ideas and hopes for future updates.
– Real player with 41.6 hrs in game
This War of Mine
I really love this game! I waited a long time to play it but it was worth the wait! The game is hard as h*ll I have played and lost more times then I can count but I finally made it to the end the other night I was shocked and disappointed because I had no clue that it would end that quick! I was not happy about that at all but in general I really love this game. The makers of this game did a great job!
– Real player with 259.0 hrs in game
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This War Of Mine ..
what an extraordinary experience i went through !!
it’s a simulation to the reality that i lived in RL !!
at the start there’s a sign says " F The War "
totally F war and all who agreed to end people’s lives !
we’ve lost many people neighbors friends family’s members even !!!
man there are too many families vanished from the existing !!
it’s not a game to have fun with !! it’s a phase that you test yourself that :
" what kind of human you are ? "
Every soul matter .
in addition i recommend you all to buy the " charity DLC " to support war children .
– Real player with 129.0 hrs in game