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Astrox Imperium

w bibliotece

4.3/5

( 58 Recenzji )

4.3

58 Recenzji

English
Oferta kończy się w dniu: 10/26/2025 09:59 EET
Oferta kończy się za: d g m s
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Astrox Imperium
Opis
Astrox Imperium is my attempt to create the space game that I wanted to play, but no one had created. I wanted a single player, open-world space game that is similar to games I enjoyed, like Homeworld and EVE, with economies, factions, and a story. A game where I could set all the parameters, and...
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Opinie użytkowników

4.3/5

( 58 Recenzji )

4.3

58 Recenzji

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Szczegóły produktu
2019, Jace Masula, ...
Wymagania systemowe
Windows 7 / 8 / 10 (64 bits), Intel Core® i5, 4 GB RAM, NVIDIA GeForce® GTX 470 / AMD Radeon® HD 687...
Opis
Astrox Imperium is my attempt to create the space game that I wanted to play, but no one had created. I wanted a single player, open-world space game that is similar to games I enjoyed, like Homeworld and EVE, with economies, factions, and a story. A game where I could set all the parameters, and the universe would come alive with new challenges each time I played. I tried to take the best of what I liked from many of my favorite space games, and combine them into something simple but deep, familiar yet fresh, and enjoyably addicting to play.

The human struggle to survive is an all too familiar one. As the planet collapsed into an ecological depression, mankind as a whole is forced to expand his vision to the skies. A grand ship was built, and the ‘Imperium’ was scheduled to launch mankind into the future. With a new Quantum technology at its core, the Imperium was mankind’s greatest achievement. Putting aside all differences, the people of world came together. Under a common goal, the efforts of an entire generation came to fruition. The Imperium was ready to carry the dreams of us all, and with it, the hopes of finding a second chance.

Not any one person knows the whole truth, but from what can be gathered, here is what we know. The Imperium was destroyed, and many of the human pioneers perished during the event. The survivors congregated together and began to build a temporary home from the wreckage of the ship itself. At first they waited for rescue, but it wasn’t long before the first ones accepted their fate.

It has been 230 years now, and mankind has been quite busy out there in the stars. The story of the Imperium, passed down through the generations, have all but faded away completely.

The main game play loops are fairly simple, and familiar. What makes Astrox Imperium unique, is the way that you can easily glide between the various loops to maintain a nice level of progression, without it feeling any more ‘grindy’ than you want it to. Sure, you can just mine rocks if you want, but Astrox Imperium provides you many different ways to progress your pilot.

As with most space games of this genre, mining is a big mechanic of Astrox. It is the easiest way to earn credits, and most players are familiar with how it works. You can also complete contract missions. These are randomly generated missions that offer a variety of task and objectives to complete. Some of these contracts are combat missions that will involve raiders, pirates, and sometimes regular npcs. The combat missions offer a bit more action to an otherwise relaxed game. The rate at which you choose to progress is up to you. You are given a number of game options allowing you to adjust 'the grind' and speed of the game. There are a number of small, interesting little mechanics sprinkled throughout the game that were given a lot of thought and care, but you will not find anything groundbreaking or innovative here. This game is meant to feel comfortable and familiar. The game play loops are designed to be simple enough to understand quickly, and complex enough to enjoy over many hours of play.

Many of the classic mechanics from the space game genre have been incorporated into Astrox Imperium. Basic interface controls were designed using elements from some RTS and FPS games. All the fan favorites and core game play elements have been included; mining, crafting, trading, refining, fleets, combat, exploration, survival, and more. This game will seem familiar to fans of the space survival / exploration game genre. Here is a list of features that are currently in the game. Check out our community forum if you are looking for more information about upcoming features.

Basic Features Overview


All features listed here are currently in this Early Access Release.
  • Non-linear Story - Choose your own adventure... The ending is in your control.
  • Open World - Free to do as you please, go where you want, do what you want.
  • Exploration - Over 100 maps to explore, each with unique resources, stations, structures and secrets.
  • Flight - You can fly your ships with the mouse, WASD, or point and click. (Partial controller support)
  • Camera Control - You have full control of the camera. 3D rotational focus, first and 3rd person , and follow behind views with lots of options.
  • Mining - 12 different types of resources to collect.
  • Skills- 100+different skill to train.
  • Refining - Break down ore into raw materials and components used for crafting.
  • Crafting - Use those raw materials and components to create new items.
  • Trading & Economy - Profit from the simulated economy with trade.
  • Missions - 15 unique mission types. Contract missions for the 18 game factions.
  • Factions -18 factions, ratings effect all areas of life in the Astrox Universe.
  • Combat - Real time, dynamic, tactical and strategic. hundreds of weapons, ECM, drones, bombs , ships and more.
  • Smart AI - Intelligent, and plays by the same rules are you do.
  • Life support -expand your range of exploration, manage and upgrade your life support systems.
  • Ships-Currently over 70 ships and growing.
  • Drones -10 unique drones , each with special abilities. Automate their control, or manually manage their tasks.
  • Fleets - Build a fleet of up to 10 Merc ships. Command and control their actions individually or as a group.

What to expect during the Early Access phase of Astrox Imperium


  • The addition of Structure fabrication.
  • New mechanics to allow for towing large objects thru space.
  • The ability to anchor large objects.
  • The ability to retire a Merc into an administration position of a station.
  • Administrative Mercs will generate revenue and bonuses based on their position and location.
  • A complete story line for each of the 6 main factions
  • New mod tools (Map editor, Skybox editor) and extensive modding documentation, along with tutorial videos.
  • The addition of gangs, that work as a cohesive unit, to perform a specific task, from a list of nefarious options.
  • Sandbox options, with various game modes.
  • A broad number of tweaks, balances, and graphical enhancements.
  • Optimization of ship turret math, and enemy AI logic.
  • New missions, events, items, document, drones, weapons, etc.
  • New transitional scene welcoming you to the medical bay from the new campaign creation.
  • New unique endgame scene for each story line.

What NOT to expect


  • Astrox is NOT a fast-paced space shooter... there is no mouse aiming.
  • Astrox is NOT a Real-time strategy game, There is no band-boxing and group movement commands.
  • Astrox is NOT an idle game. There are things you can do AFK, but this game requires user input to play.
  • Astrox is NOT multiplayer. I may add some co-op in the future, but Astrox will never be a MMORPG.
  • Astrox is NOT another vaporware EA project. The original Astrox launched on March 23rd 2014

What to expect from me, the developer.


  • I will listen to all feedback, and do my best to adjust the game to make it the best it can be.
  • I will not leave for any extended period of time during the Early Access phase of the game.
  • I will update the game frequently with bug fixes taking priority over new features and shiny do-dads.
  • I will be extremely active, accessible, and available on our forums and discord channels.
  • I will not ruin the game with in-game payments, subscriptions, or anything that requires additional payment.
  • I will always be extremely thankful and grateful that you took some time out of your life to play Astrox. Thank you!
Częste osiągnięcia
Wymagania systemowe
Minimalne wymagania systemowe:
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Szczegóły gry
Gatunek:
Działa na:
Windows (7, 8, 10, 11)
Premiera:
{{'2019-03-22T00:00:00+02:00' | date: 'longDate' : ' +0200 ' }}
Rozmiar pliku:
954 MB
Linki:

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Języki
English
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Opinie użytkowników

Posted on: January 17, 2020

Recenzja z wczesnego dostępu

Prototype idle game

In Astrox, you type your name, choose a faction to give a 15% bonus to scavenging, and send your spaceship into space. You then click on an asteroid, wait till your ship flies over and wait till a light beam converts a part of the rock into your cargo space. You wait while flying back to a space station and wait some more till the rocks are refined into more costly goods. Then you sell the goods, and repeat, repeat, and repeat. After about 100 trips you start to feel some progress. You have learned some skills, like improved mining level 4 that gives a +10% to mining operations and have increased your cargo by an additional 20% using some earned skill points. Perhaps you want to go on a mission, hunt pirates or scan an object in some unexplored sector? Perhaps it awards more credits and skill points? It is not more exciting, though. You fly out, you travel to the designated place in space, and click on the object or pirate. You wait, and return home to collect the bounty. A thousand missions later you fly a dreadnought, have a few mercs, a big cargo, level 8 in mining and your credits have a few more digits. Astrox is a typical idle game. It is a mindless grind that works wonders on a brain tired after a busy day at work. Astrox is probably more fun to make than to play, and people saying they have fun are probably in a state of addiction-denial, and ignore the facts that Astrox has nothing new to offer after the initial 5 minutes of play, and for some strange reason feels okay to play for weeks, months or maybe even years? I’m not going to criticize the concept of idle games. I have rated Astrox based on not having some half naked Japanese girls added to the mix to satisfy another piece of brain addiction (good thing), for lacking any kind of interesting grind other than the look of ships (good) and level n goes to n+1 (bad), and the lack of options that I can think of that might improve gameplay other than more of everything (mildly bad thing).


Czy to było pomocne?

Posted on: January 21, 2020

Recenzja z wczesnego dostępu

Potential

I like the idea of an EVE Offline, but this needs more fleshing out and content added, and much more of a hook in the early game. I'm not really taken with the writing/tone (or amount of typos). Hoping it gets built on and improved so I can revisit when its released. Be very interested in POS/station deployments/defense, exploration mechanics, moon mining, planet landings, scanning sites out for rewards, more systems/wormholes/gate rats etc. etc. I've only put a handul of hours in so far so might be missing some mechanics, but struggling to motivate myself to return to it just at the moment.


Czy to było pomocne?

Posted on: April 26, 2020

Recenzja z wczesnego dostępu

Don't be fooled. This isn't single player EVE.

Nether does it have any similarities to Homeworld like the developer claims. This game feels like someone tried very hard to make a single player EVE. But the mechanics were dumbed down so much, it ended up being a mindless Idle game. Mining as well as every mission I've encountered has the exact same exceedingly simple formula; undock go to objective by double clicking wait press appropriate button for objective wait return home Even the combat is like this. There is no thought, tactics or strategy. Just click on a ship. Turn on your weapons. And. Wait. Yet. Again. The amount of downtime due to travel is absurd. Most other space-sims gets around this with mechanics like 'space highways' (freelancer) or warp drives/cruising speeds/time dilation. This game has a button that doubles your snails pace and a menu slider that speeds up the entire game. This is a very clunky solution, the menu slider speeds up/slows down everything! Not just travel time. Having to go into the menu settings to adjusting up and down depending on what I'm doing every so often does not please me. The real confounding thing, though, is that even though getting anywhere feels like it takes forever, the areas are tiny! You can basically zoom out and see everything right when you jump into a new area. Then it's time for a rousing 20 minute game of scan every object without moving and inch, oh boy! It's very obvious this game is early in its development. Can it become any good down the line? Of course, but it still needs a ton of work. Wait until release before giving it a try.


Czy to było pomocne?

Posted on: November 29, 2019

Recenzja z wczesnego dostępu

THEKOZMA

Gry: Opinie: 7

A single person that made a whole

That person - is the author of this game. He made it mostly on his own, working guided by his very own vision of 'a dream game', having a little - except of his talents - and he was succeed. Taking off my hat. It's simply marvelous


Czy to było pomocne?

Posted on: April 15, 2023

Recenzja z wczesnego dostępu

"Eve Offline", but lacking the soul

I really like what Jace is putting together here. The open, sandboxy, go where you want, do what you want*** style gameplay really gives that Eve Online kind of feeling. But in all my hours playing it (between GOG and Steam - yes I bought it twice lol), I always end up feeling like there's "something" missing. And I think I've maybe put my finger on it. What makes Eve Online what it is, is the presence of other players. The interactions, the trades, the combat, the negotiations, the betrayals... Those are the things that make Eve stand out and generate the headlines. Other players really are content in Eve Online, in the truest sense of the phrase. Your achievements in Eve Online have meaning and significance because they can be seen - and taken away - by other players. It gives everything meaning. There's a "point" to it all. The more successful you become, the bigger your footprint becomes in the universe. It puts you on people's radar. Makes you a sought after ally, or a target. And that "point" is what I find lacking when I play Astrox Imperium. When ever I'm grinding out whatever I'm doing at the moment, the thought of "why am I doing this? What's the point? Where am I going with this? To become the most powerful pilot in this particular universe? For what? I can't lose it. It can't be taken from me. I'm not going to be influencing anything politically." And then my motivation to continue fails and I uninstall. With the lack of other players as content, and all the possibilities that opens... I think Astrox Imperium needs to provide some kind of "end game" - even if a "soft end game" in its place. There needs to be some consequence for all your growth and improvement. Your presence needs to mean something, so it's not just "power for the sake of power". Not sure how that can be done, or how it would fit into Jace's vision for the game, but I really feel like some grander over-arching campaign with real influence in the universe could only help.


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