The game

How it plays

Astra Genesis is a slow-progression management game. You set a colony down on a temperate planet, you keep it alive, and you climb twelve tiers in twelve steps that each take as long as they take.

The mechanics

The colony dashboard: every hexagon is a building actually constructed, and the right-hand panel holds the vital signs.
colonie v0.52.2

The colony

Everything starts on a hexagonal table: your landing site. Every building you place draws electricity, occupies workers and produces something another building needs. The dashboard gives you the vital signs at a glance: net production, power, morale, available workforce.

What the screenshot shows

  • Coloured hexagons group buildings by family.
  • A progress ring marks the build in progress.
  • The right-hand panel holds the mission, the vital signs and the advisor.
The factory graph: the real path from ore to ship module, with throughput and priorities.
production v0.52.2

Production chains

This is the core. Ore becomes ingot, ingot becomes plate, plate and circuit become a ship module. Alternative recipes unlocked by research let you reorganise an entire chain to save a scarce resource at the cost of another.

What the screenshot shows

  • Every factory shows its real throughput, not a theoretical one.
  • Bottlenecks are flagged before they become blocking.
  • A stalled chain destroys nothing: it waits.
Eight branches, sixty-four technologies, one active research and four queued.
recherche v0.52.2

Research

Sixty-four technologies across eight branches, laid out as a readable tree rather than a wall of boxes. Science comes from three places: your laboratories, the market, and expedition loot. A research queue runs while you play, or while you are away.

What the screenshot shows

  • One active research, four queued.
  • The effects are real: production, power, build speed, wages.
  • At tier X you pick a doctrine, once and for all.
The hangar, where fusion is prepared: two ships, and a third that inherits from both.
hangar v0.52.2

Ship fusion

The Fusion Core, unlocked at tier VI, crosses two ships to produce a third whose stats inherit from both parents. It is genetics applied to hulls: you keep the good rolls, recycle the rest, and eventually get an A or S grade you could never have bought.

What the screenshot shows

  • A and S grades are not bought, they are bred.
  • A failed ship stays useful: it recycles.
  • No fusion is ever paid for with real money.
Incursions announced twenty-four hours ahead, and the defensive posture you pick in response.
menaces v0.52.2

PvE incursions

Threats arrive, with warning, on a schedule you can see. You prepare your defences and decide whether to absorb or intercept. There is no player on the other side: incursions exist to give you a reason to build a bastion, not to punish you for sleeping.

What the screenshot shows

  • Always advance warning, never an overnight surprise.
  • Stackable turrets, with a real power cost.
  • Failure costs resources, never a save file.
The building catalogue. Every card states what it costs, what it produces and what is still blocking it.
batiments v0.52.2

The player's pace

This one has no screen of its own; it is everywhere. No resource is ever lost while you are offline. No event fires in your absence and takes something from you. No button exists to speed anything up for real money. The game is built so that twenty minutes a day never leaves you behind.

What the screenshot shows

  • Offline progress is calculated when you return, with no loss.
  • No energy, no lives, no cooldown between sessions.
  • The pace is the player's, not a server's.

The public roadmap

The game is built in twelve tiers. This page tracks the game release by release, to show you exactly where it stands.

Today: 5 tiers playable out of 12

What comes next

  • Fusion In progress Fusion Core and ship crossing. A and S grades are still being balanced.
  • Swarm In progress Dyson swarm and large-scale orbital harvesting. Energy stops being a constraint.
  • Bastion In progress Tier 3 planetary shield, advanced quarantine, co-op leviathans.

Strategic PvP that respects your sleep

Player-versus-player raids, governed by clear rules: never overnight, never final, never harassment.

  • No attack lands between 10pm and 8am

    A fleet can be launched at any hour, but it can never arrive at your colony between 10pm and 8am. Travel time is adjusted accordingly.

  • Retreat, never annihilation

    A fleet that loses a fight retreats. No battle ever wipes out a colony or destroys an empire outright.

  • 6-hour immunity after an attack

    A colony that was just attacked cannot be re-targeted for the following six hours. PvP stays a strategic choice, never harassment.

  • Alliance notified in real time

    The moment a raid is spotted, the whole alliance is notified, not just the target.

  • Looting limited to surplus

    A raid can only take storage surplus, never the reserves needed for ongoing production.

Planned for version 1 of the game.

What Astra Genesis is not

Better said now than discovered later.

  • No pay-to-win

    No resource, no ship and no tier can be bought. If a shop ever exists, it will sell cosmetics and nothing else.

  • Not a 4X

    You are not conquering a galaxy, you are keeping a colony standing. The map exists to be explored, not to be carved into borders.

  • Not an MMO

    No world server with three thousand players elbowing each other. Light co-operation is planned; dependence on other people is not.

  • Not an idle game without decisions

    Production runs offline, but nothing plays itself. If you decide nothing, nothing interesting happens.

  • No console or mobile for now

    The game is designed for mouse and keyboard. Console and mobile versions are not planned for now.

  • Not finished

    The game is in active development and this page will change. What is written here is true today, not carved in stone.

Follow what comes next

The devlog tells the detail, week by week.