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Team-FavoritVideospieleMontreal, Canada
23.224$
von 101.836 $von 101.836 $ erreicht
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Finanzierung fehlgeschlagen
Die Finanzierung dieses Projekts wurde nicht bis zum Zieldatum Fre, 20. Dezember
2013 15:57 CET erreicht
Letzte Aktualisierung 6. März 2020


ASTROBASE COMMAND



A sandbox base-building RPG in a low-tech science fiction universe. Explore the
stars with the computing power of the Atari Age!

Jellyfish Games
2 erstellt • 1 unterstützt
Mehr


ASTROBASE COMMAND

A sandbox base-building RPG in a low-tech science fiction universe. Explore the
stars with the computing power of the Atari Age!

23.224$
von 101.836 $von 101.836 $ erreicht
769
Unterstützer


Team-FavoritVideospieleMontreal, Canada
Finanzierung fehlgeschlagen
Die Finanzierung dieses Projekts wurde nicht bis zum Zieldatum Fre, 20. Dezember
2013 15:57 CET erreicht
Letzte Aktualisierung 6. März 2020


Kampagne
Belohnungen
FAQs2
Updates74
Kommentare227
Community
Kampagne Belohnungen FAQ 2 Updates 74 Kommentare 227 Community
Speichern
Risiken


STORY

Astrobase Command is a character-driven survival and building simulation in a
70's sci-fi setting.

Send out your crew to negotiate treaties, research and discover technology, and
generally secure your Astrobase against attacks and espionage. All while
exploring the universe and utilizing everything you were taught from sci-fi
television and movies to not get them killed. 

After defining and customizing your species, you play in a procedurally
generated universe with AI-created events and stories. Astrobase Command is
about realizing your science-fiction fantasy.


 * Astrobase Command combines elements of Base-Building, RPG Sandbox, and
   features AI-generated stories.
 * The funding goal is for the single player version of the game. We would love
   to do an optional persistent multiplayer game mode, but this would take
   additional resources and is part of our stretch goals.
 * Astrobase Command will be available on PC, Mac, and Linux.



We're inspired by our favorite sci-fi TV series and films (Star Trek, Battlestar
Galactica, Star Wars, Stargate Universe, Alien, etc.); as well as our favorite
video games ranging from Star Control lI to Startopia.

Please vote for us on Steam Greenlight!




Introducing Astrobase Command (Village Gamer)

Interview with Dust Wright (Gamer Academy)

Astrobase Command Interview (The Indie Mine)

Gaming News: Jellyfish Games Interview: Astrobase Command (The Samurai Rabbit)

Seeking Spacebucks: Astrobase Command Kickstarter (rockpapershotgun)

Kickstarter Project ‘Astrobase Command’ Is Unlike Anything You’ve Played
Before(inquisitr.com)

We Interview the minds behind Astrobase Command (rtsguru.com)

Astrobase Command Q&A with Adam Blahuta (savingcontent.com)





It's often hard to judge a game by the "back of the box features," because there
is no agreed-upon definition for common video game terms. So in order to be
perfectly clear about the gameplay in Astrobase Command, here are what a few of
the words we use mean to us:

Sandbox  -- You can actually go anywhere and do anything, and as a core premise
the game is built around making this as true as possible.

Actions have Consequences -- Your choices fundamentally shape the world, and
also how the world informs your future actions in a feedback system which
extends into all aspects of the game.

RPG -- The game encourages attachment and emotional investment in characters by
imbuing them with personality, which is expressed during the moment-to-moment
gameplay.

Immersion  -- You feel like you're inside the game-world to such a degree you
forget you're playing software. The world is credible and the characters behave
not as scripted plot devices or bags of stats, but as individuals that live and
exist in that world.

Science Fiction -- A setting that explores how technology creates novel
predicaments for characters, but can also yield the solution to those same
predicaments.



Astrobase Command is about building the space station in your personal fantasy,
informed by decades of watching sci-fi shows and movies.

We felt building in 3D is the only way this could be achieved.

Astrobase in "ant farm" view

Much of the game entails the player fulfilling intrinsic goals.There is no
"right" or "wrong" way to play the game... there is only survival, and however
you want to achieve that is up to you!

Modules are the bread-and-butter of a station. Constructing a module is a bit
like crafting, where you combine parts whose stats are added cumulatively to the
whole. The characters selected to construct a module also plays a part, so
module quality, build-time, and resource efficiency is affected by the skills of
the build team.

Datapad running the Module Builder Cartridge - credit to Dan Cook on the pixel
art

There are no map sizes or hard limits, so you can really build the space station
that's living in your head! We use natural mechanics to define the ruleset, to
avoid that "gamey" feeling. We want the game to feel as real and logically
constructed as any sci-fi universe technical manual.

Proximity Alert!


Race creation is one of our favorite aspect of space games. We're the kind of
guys that never play a pre-made race. So Astrobase Command offers a robust race
creation system that allows you to truly craft the civilization that fits your
playstyle. 

Use the Bioscope to define your species' characteristics

Race creation works a bit like tabletop games, and provides the template from
which new recruits coming to your station are drawn. It sets the average for
your race, which allows you to have an Astrobase filled with characters who are
totally unique in the game world. But who also can have variation between
individuals (depending on your Variance stat!)

The same idea goes for looks. Do you want a race of clones, or a species who has
incredibly diverse characteristics? It's up to you.

The NPC civilizations you encounter also use this system, ensuring that every
time you meet someone, it's a fresh experience.


MEANINGFUL DIFFERENCES

In Astrobase Command, Racial Traits confer unique game features which are only
available to the races which have them.

Basically, we want you to be able to create the race that really suits your
playstyle. Make any species from any science fiction universe, and have it feel
unique and authentic.

Do your characters regenerate wounds in combat? Are they empathic? Can they use
salvaged ancient devices? Can they build and deploy stealth generators? Are they
logical or scheming?

Technology is useful, but it's not more useful than anything else. It can even
be a liability if you don't have skilled people to use to and maintain it. So
this is really a universe where players who focus their Astrobase on any given
area can genuinely compete.



At the core of the game are the characters who live and work on your station.

As fans of Dungeons and Dragons, we believe that characters are about
relationships -- between each other, and with the world itself. Stats and
numbers exist to inform and flesh out character development, but they aren't the
be-all-and-end-all!

Character Sheet

Characters on your Astrobase have jobs, which you specify in the Duty Roster.
Each job performs a specific function, such as managing a power reactor, manning
a security checkpoint, obtaining missions, or monitoring space with the
Astrobase's sensors.

There is a leveless progression system in Astrobase Command, and while working a
job characters improve naturally by gaining in the associated skills which in
turn improves their performance.


RELATIONSHIPS ARE BUILT ON TRUST

Deep character development is central to Astrobase Command!

Characters have personality traits, and these hook into the AI story engine. So
your guys aren't just bags-of-stats with a name! You care about them because
they make decisions based on their personality, and  you'll promote and empower
units who make decisions that fit your playstyle.

Browsing recruit applications, looking for a good engineer

Personality Traits give the characters depth by influencing their
moment-to-moment AI decisions.

For example, if there is a reactor fire between a medic and the wounded crewman
he is tasked with saving, that character might deal with the problem in a number
of ways. Someone logical might first put out the fire, and then deal with the
wounded. An adventurous character might try to make it through the fire and be
the hero. A focused character might put on a space suit, and avoid the fire
altogether by going outside (leaving someone else to deal with it). If he's
creative, he could to seal the burning module and vent the oxygen, and then use
the spacesuit to traverse the de-pressurized module.

Every goal has many valid solutions, and it's the personality of the character
that determines how he chooses to fulfil your orders.

The personalities of characters emerge from the situations the player puts them
in, as outcomes of the AI story engine. We currently have 280 traits, and a
character may posses up to four.

Our goal is to create characters that have real personalities and you can choose
to promote and rely upon the ones that fit your playstyle.


PROMOTING GOOD LEADERS

You have total control over who you promote, so empower people that you trust.

The Org Chart uses top-of-the-line touchscreen technology
Certain jobs on the Astrobase, such as department heads, have minimum rank
requirements. Other jobs such as Duty Chiefs have maximum rank requirements. You
need good people at every level in your organization. People you can trust to
get the job done.




The AI Story Engine generates events based on your actions, and ties them into
everything that's going on in the game

The decisions of you and your crew will have meaningful consequences, and its up
to you to interpret whether those consequences are good or bad because the game
places no value judgement on how you survive (although other races you encounter
might!)


PLAYER CONTROL THROUGH CHARACTERS

While you use the Astrobase's sensors and information gathering capabilities to
inform your decisions, those capabilities are tied to the crewman (or
crew-woman) doing that particular job. 

Some jobs allow you to set feature parameters using the information you have
about your universe. So for example, you use the Mission Control Officer to
build the missions that sustain your Astrobase.

Diplomacy and research all work on a similar principle. While manufacturing and
shipbuilding take an approach similar to module construction.

You're in control, but the characters do the dirty work. 



Combat scales from small squad and wing-based encounters to large regimental
engagements and fleet battles. These can happen on and around your Astrobase, on
planets and in deep space for resource and supply-line control, and even at the
Astrobase of your enemy.

Crewmen performing a flight check before takeoff

Because you can't be everywhere at once, the larger the conflict the more you
will have to rely on the skills and personalities of your Commanders to bring
you victory.

To do this you create combat groups that can be anything from squad and
wing-sized to regiment and fleet-sized, and assign the personnel, equipment, and
a commander. It's to these groups that you issue orders.

For small conflicts, you are really able to really take a hands-on approach and
direct every movement. But with large conflicts, there will be too much going on
to micromanage every action in real-time, and while you can take direct control
of whatever area needs your attention, you'll be conveying the other objectives
to the commanders on the ground. The AI will execute those orders using the
character personalities.

So it's about promoting Commanders you trust to fulfill the objectives in a way
that corresponds to your playstyle. 



Astrobase Command is about extending immersion to all aspects of the game --
even the interface and styling. 

To us, retro means so much more than using low-fidelity graphics, or using a
particular art style.

Retro is about evoking the same of excitement and wonder we experienced playing
our favorite games growing up.

These games didn't box themselves into a particular genre or followed any
convention. They were each unique visions that did something totally new.

Datapad cartridges on the retractable desktop

The game draws heavily on the physical aesthetic from the late 1970s and early
1980s. The interface is real and tangible, and you can touch all the elements
and move them around.

We wanted a mix of technologies, so you'll be manipulating old-school cartridges
for the Datapad, manilla envelopes, ID cards, and all the knobs and dials that
exist in a world populated by characters who have to use these same technologies
in the game.



We're huge modders of the games we play. We feel that even with our favorite
games, there's no substitute for being able to customize your game however you
want (shout-out to any fellow Fallout 2 modders out there).

In Astrobase Command, you'll be able to write your own Datapad programs, rename
all the character ranks, redesign the uniforms, change out looks and body types,
skin the interface, and even design new personality traits.

We'll include such functionality in an editor which ships with the game, but
really savvy modders will have full access to the game files. You'll be able to
share your mods with the community, or import mods other people make into your
game.

We believe that DRM-free means that if you own a copy of the game, you can do
what you want with it and we'll even support you!



Let's face it.

We need an artist.

We have been operating so far with 0 artists on the game, so while we have a lot
of great ideas about the aesthetic, they're more complicated than we can pull
off on our own.




Gamer Academy Interview (Gamer Academy)

Astrobase Command Interview (The Indie Mine)

Gaming News: Jellyfish Games Interview: Astrobase Command (The Samurai Rabbit)

Seeking Spacebucks: Astrobase Command Kickstarter (rockpapershotgun)

Kickstarter Project ‘Astrobase Command’ Is Unlike Anything You’ve Played Before
(inquisitr.com)

We Interview the minds behind Astrobase Command (rtsguru.com)

Astrobase Command Q&A with Adam Blahuta (savingcontent.com)

Gamer Academy Interview (Gamer Academy)

Astrobase Command Interview (The Indie Mine)

Gaming News: Jellyfish Games Interview: Astrobase Command (The Samurai Rabbit)

Seeking Spacebucks: Astrobase Command Kickstarter (rockpapershotgun)

Kickstarter Project ‘Astrobase Command’ Is Unlike Anything You’ve Played Before
(inquisitr.com)

We Interview the minds behind Astrobase Command (rtsguru.com)

Astrobase Command Q&A with Adam Blahuta (savingcontent.com)

Gamer Academy Interview (Gamer Academy)

Astrobase Command Interview (The Indie Mine)

Gaming News: Jellyfish Games Interview: Astrobase Command (The Samurai Rabbit)

Seeking Spacebucks: Astrobase Command Kickstarter (rockpapershotgun)

Kickstarter Project ‘Astrobase Command’ Is Unlike Anything You’ve Played Before
(inquisitr.com)

We Interview the minds behind Astrobase Command (rtsguru.com)

Astrobase Command Q&A with Adam Blahuta (savingcontent.com)


RISIKEN UND HERAUSFORDERUNGEN

Let's be honest, making a video game is hard. They're inherently complex, and it
takes quite a bit of experience building them to identify and conquer all the
challenges that will certainly arise during development. There's a lot of moving
parts, which all have to fit and work together. The fact is, the more you try to
innovate and not follow in another game's footsteps, the more uncertainty you
add to the schedule. Astrobase Command is an ambitious project. But we feel like
that's exactly what makes it worth doing. The biggest risk is that on an indie
project, everyone is a bit out of their comfort zone as everyone does a bit of
everything. But we're confident we can make this happen based on the prototype,
and that each of us has substantial expertise in our core areas (programming,
design, technology) and enough general knowledge and experience to figure out
the rest. We're also plugged into the indie scene in Montreal, and they've been
a big help. Working with friends is a big part of the fun. So is making the game
we're dying to play.

Näheres zur Rechenschaftspflicht auf Kickstarter
Fragen zu diesem Projekt? Viele Antworten findest du in den FAQ
Dieses Projekt Kickstarter melden
Jellyfish Games
2 erstellt • 1 unterstützt
Jellyfish Games is an independent Montreal-based game company made up of a
worldwide team of industry veterans. In addition to providing...Weitere anzeigen


ALLE WEG

15 CA$

SPACER - Digital copy of the game will be provided to you at launch (PC, Mac or
Linux), for this special price. You receive the "Chief" forum title and the
Spacer Badge, and can participate in backer-only polls related to development.


BACKERS

375


VORAUSSICHTLICHE LIEFERUNG

Nov 2014
Details
Trage 15 CA$ bei

25 CA$

ELITE - Along with your digital copy, you get a BONUS SOUNDTRACK for the game.
You also unlock the CYBERNETIC CAT, an exclusive in-game mascot for your
Astrobase that can only be obtained through this Kickstarter. You will receive
the "Senior Chief" forum title and the Elite Badge.


BACKERS

109


VORAUSSICHTLICHE LIEFERUNG

Nov 2014
Details
Trage 25 CA$ bei

30 CA$

PIONEER - All the benefits of the Elite Tier, plus you'll be given EXTRA EARLY
BETA ACCESS, and access to the beta forums where you can give us feedback during
development. You will receive the "Ensign" forum title and the Pioneer Badge.


BACKERS

161


VORAUSSICHTLICHE LIEFERUNG

Nov 2014
Details
Trage 30 CA$ bei

50 CA$

PRECURSOR - In addition to the previous tier, you get a limited edition Officer
Pet. The ALIEN ARMADILLO can be the companion of any officer on your Astrobase.
You also get a DIGITAL ARTBOOK, with behind-the-scenes concept art and hilarious
anecdotes from making Astrobase Command. You also get a DIGITAL POSTER. You will
receive the "Lieutenant" forum title and the Precursor Badge.


BACKERS

71


VERSANDZIEL

Weltweit


VORAUSSICHTLICHE LIEFERUNG

Nov 2014
Details
Trage 50 CA$ bei

95 CA$

INNOVATOR - Not only do you get everything included in the previous tiers, but
you also get a to CREATE AN NPC in the game using our toolset, that other
players may encounter as friend or foe. We then put you in the CREDITS, telling
the world you made him or her. You also get an Astrobase Command T-SHIRT, only
available through this kickstarter. You will receive the "Lt. Commander" forum
title and the Innovator Badge.


BACKERS

26


VERSANDZIEL

Weltweit


VORAUSSICHTLICHE LIEFERUNG

Nov 2014
Details
Trage 95 CA$ bei

195 CA$

HACKER - The tier for people who love to mod, even before the game launches. You
get everything at the Innovator Tier and lower, plus you'll be given a
personalized custom Astrobase Command "Physical Keycard." This is a small
key-chain sized USB memory FOB which will allow you remote access to builds and
mod-related files on our server which aren't public. This also gets you beta
access to our mod tools and API. If you make something awesome and want us to
include it in the launch of the game, we'll specifically give you the credit.
You will receive the "Tactical Commander" forum title and the Hacker Badge.


BACKERS

4


VERSANDZIEL

Weltweit


VORAUSSICHTLICHE LIEFERUNG

Nov 2014


NUR SOLANGE DER VORRAT REICHT

46 übrig von 50
Details
Trage 195 CA$ bei

195 CA$

COLLECTOR - Love swag? This is the tier for you! In addition to everything at
the Innovator Tier and lower, you'll get a limited edition SIGNED POSTER with
whatever note you want from the development team (within reason). You also get a
second T-Shirt, with a different design from the first. You get the "Operations
Commander" forum title and the Collector Badge.


BACKERS

4


VERSANDZIEL

Weltweit


VORAUSSICHTLICHE LIEFERUNG

Nov 2014


NUR SOLANGE DER VORRAT REICHT

96 übrig von 100
Details
Trage 195 CA$ bei

195 CA$

CONTRIBUTOR - The tier for people who really want to help us make this game! You
get everything at the Innovator tier and lower, plus you are given a SPECIAL
FORUM INTERFACE for the public and beta forums used to present ideas, make
polls, and flag threads and posts we really need to read! You also get FIVE
EXTRA COPIES OF THE GAME so your friends can play too, through whatever digital
distribution platforms we release on. You get the "Astrobase Commander" forum
title, and Contributor Badge.


BACKERS

2


VERSANDZIEL

Weltweit


VORAUSSICHTLICHE LIEFERUNG

Nov 2014
Details
Trage 195 CA$ bei

495 CA$

ARCHITECT - Our artist will provide a CUSTOM DRAWN LIKENESS, which will be
available in-game for your Base Commander, and anywhere else you want to use it.
Or if you want, we'll also use it in the game with your created NPC. Then you
can pick one of the $195 tier reward packages, plus you get everything at
Innovator Tier and below. You will receive the "Captain" forum title and the
Architect Badge.


BACKERS

1


VERSANDZIEL

Weltweit


VORAUSSICHTLICHE LIEFERUNG

Nov 2014


NUR SOLANGE DER VORRAT REICHT

24 übrig von 25
Details
Trage 495 CA$ bei

750 CA$

DIRECTOR - Design a premade race that ships with the game, using our toolset.
We'll give you a development credit in the game highlighting your contribution.
You also get the Architect Tier ($495) plus TWO of the $195 tiers, and
everything at the Innovator Tier and below. You will receive the "Commodore"
forum title and the Director Badge.


BACKERS

1


VERSANDZIEL

Weltweit


VORAUSSICHTLICHE LIEFERUNG

Nov 2014


NUR SOLANGE DER VORRAT REICHT

19 übrig von 20
Details
Trage 750 CA$ bei

1.250 CA$

BENEFACTOR - All previous rewards are yours. Plus you'll be invited to attend an
event with the developers, and granted a behind the scene look at what inspired
us to create AstroBase Command. Hang out for a night in Montreal, because the
drinks and conversation are on us. We'll give you the star treatment and a
special thanks in the credits. (You'll be responsible for your own travel,
accommodations, etc) Additionally a shrine will be made in-game representing
your contribution to our project, that you will help design. You will receive
the "Vice Admiral" forum title and Benefactor Badge.


BACKERS

1


VERSANDZIEL

Weltweit


VORAUSSICHTLICHE LIEFERUNG

Nov 2014


NUR SOLANGE DER VORRAT REICHT

9 übrig von 10
Details
Trage 1.250 CA$ bei

3.500 CA$

PARTNER - Be an honorary part of the team and contribute to the design process,
through the entire development cycle! Private forums access and join our skype
channel, etc. (We reserve the right to refund $2,250 and demote you to Vice
Admiral should we deem it necessary. ) You'll have a Designer title in the
credits, and be invited to the launch party. You also get EVERYTHING else from
the previous tiers. You will receive the "Admiral" forum title and badge, as
well as a Partner Badge.


BACKERS

0


VORAUSSICHTLICHE LIEFERUNG

Nov 2014


NUR SOLANGE DER VORRAT REICHT

4 übrig von 4
Details
Trage 3.500 CA$ bei

8.000 CA$

FOUNDER - Ever wanted to be on video game cover art? Well, at this tier your
personalized character portrait (or any likeness you want) will be featured on
the cover art for the game. Plus, you'll get a producer credit for helping us
make this game happen. You lead the other admirals, and get ALL REWARDS from the
previous tiers. You will receive the "Fleet Admiral" forum title and badge, as
well as a Founder Badge.


BACKERS

1


VORAUSSICHTLICHE LIEFERUNG

Nov 2014


NUR SOLANGE DER VORRAT REICHT

Vergriffen
Details
Trage 8.000 CA$ bei



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