After Mars was successfully settled humans are suffering from a large demand on resources which are becoming increasingly expensive to gather. Mining Companies found the inner asteroid belt to be a profitable goal. Located between Mars and Jupiter they aim to get control over the sleeping resources bound in the asteroids.
People are sent out to aquire control over as much sectors as possible starting a great competition between mining companies - ending in agression far away in the outer space, where no law exists.
Advances in technology not only allowed humans to settle asteroid colonies but also ushered a new generation of space vessels and weapons. Being far away from any jurisdiction the endless desire for power and wealth led to conflicts in the vastness of the inner asteroid belt. Can you claim your place?
You are a freelancer in this world. Seek out to find asteroids, colonize them, build up a mining colony, gather resources and defend them. You will be on your own and have to care for your colonies survival. Expand your Scanner Range, send out scouts to find even more asteroids in your sector. Your main goal is to mine resources and sell them to the occassionaly appearing transporters to earn credits.
Build up your fleet to defend and to engage. Make use of interstellar rockets of different types and satellites. Build different types of space ships and equip them with different types of weapons until you are ready for the final fight to get the whole control over your sector. Use different tactical missiles to engage enemy asteroids and try to defend yourself against enemy strikes.
Each asteroid is randomly generated. They rotate and they move. They are not static. They can even collide.
Your colony has to react on different environmental conditions, which differ from asteroid to asteroid. Send out a scout first to see if an asteroid is worth to get settled before you send out your colonization ships.
Every unit in this game is simulated seperatly - they hardly use any predefined animations for their tasks but instead will steer and behave on their respective tasks. Docking, Steering, Interaction are completely handled by the AI.
For the latest news, gameplay videos and more, please also visit our official website: Ageofasteroids.com
The latest updates to the game concerned a lot of cool stuff.
First of all, the sun is finally added - looks just nice and was something that bugged me all the time to not see the sun (it's cool as a reference point also).
Beside the sun the Tactical Overview is now overworked. You now see your sector and the radar range indicators and such things. Also the camera control was adjusted to be more helpful.
Some things get complicated in 3D, so I did an aproach of making everything a bit useful. For that reason in tactical view you get some sort of layer, originating at your current asteroid or - if no asteroid selected - in the middle of your sector. That way you always have a good reference point for any commands. This will even be more helpful once you can track asteroid movements and such things. At first it feels a bit weird but it once you are used to it, it is pretty good to handle. I've looked a lot onto older Homeworld Versions, how they did solve that, but they actually managed to virtually flatten down the playing area (and lead the player to play there) which is not possible in Age of Asteroids.
The Ship AI in concerns of fighting was completly reworked (yes, again!) because there were some "cat-chases-tail" situations. I've started thinking about how I play such games as a pilot and for that reason started up some rounds in War Thunder (Dogfighting Game with Planes) and look how I do react.
The thing is, once you have someone behind you, it is pretty hard to get rid of them - your best chance is to get away, call for help and pray while flying ridicolous manouvers.
The same is now happening in the game. Once a ship is in trouble it will start to flee, try to get out, call for help and head back to the asteroid (there is more chance of getting out of fire range).
The ship fights therefore will not be over in a few seconds, they can last pretty long, and there is still room for improvement. Also the ships will be different equipped and may have different engines, so they may differ in turning capabilities and speed. So this will get pretty interesting :-)
New Demo Iteration
A new iteration of the alpha demo will be available very soon where you can see this new stuff first hand and hopefully you like it, don't hesitate to ask any questions or give suggestions!
Age of Asteroids is progressing very rapidly - with every day new features are added or completed making big steps towards the Alpha Release. Read more...
From now on, you can see a little bit of the upcoming game prior to any official release - read more here!
Age of Asteroids is now submitted to steam Greenlight and needs your vote!
How will Space Transportation work in the Age of Asteroids. Thoughts and Development Progress about Cargo Transportation.
A new update which fixes several bugs and incooperates the latest changes of the game.
The latest version of the Alpha Demo now has an auto updater included!
This is a DEMO version of Age of Asteroids ALPHA v 0.1.2
This is a DEMO version of Age of Asteroids ALPHA v 0.1.1
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Nice ! K240 is one of my favourite game ^^
Good luck for the next ;)
I love it! Question: In a future will stay free or it will have a price?
Great! Nice to see this game. Reminds me so much of K240, loved that game on the Amiga. Best of luck and will look forward to updates. :)
Thanks for your comment! I loved K240 as well and still keep an emulator for that game alone - it was a main reason to make "Age of Asteroids" so it will be inspired heavily by this old classic :-)
It's very intriguing idea. I'm stoked to see more. Keep up the good work!
I like the idea. Hard to give much input until you release a Alpha or Beta for play. Need to expound on control interface. Thanks for Sharing
I am working on a detailed gameplay video, so everyone will get a good insight in current version state to shorten the waiting time for the alpha :-)
There are some things I consider as a must-have for any public alpha so I have to get those things sorten out first.
any idea about mac version?
not planed - the game uses directX, so I don't know if this will run on Mac. sorry
Multiplayer?
Multiplayer Mode is planned!