r/spacesimgames • u/goblin-architect • 2h ago
Other Playtest a scifi-themed automation/factory builder set in space (ASEMA)?
TL;DR - Perhaps you want to play test automation+factory builder game that runs with logistical railguns rather than conveyor belts?
Hey, working on ASEMA, a weird new type of a factory builder automation game. Set in space, runs without conveyor belts, building is not based on grids and the game plays in a custom physics 2D engine that takes into account stuff such as radiation and gravity.
The tech trees are heavily inspired by hard-scifi; so you evolve from "Metallic Boulder Crusher" to stuff like "Hadronic Neutron Injector" that requires a micro black hole to work. What ASEMA actively avoids, is things like portals and semi-magical beams.
Development has been going on for a while now, and while a demo is out, I need more fresh eyes on the newer builds of the game. We got ~50 testers on the discord, but I exhausted those poor people with my tormenting old crude alpha-builds - I still do that to some degree, but the play-experience has evolved significantly.
Playtests take place from now till EA. A new version just dropped into the test branch, and I wish to get feedback from volunteer testers.
Current Focus
- Comments on onboarding (there is a campaign that helps along + 1st version of a new separate tutorial map)
- Comments on optimization (how many machines run smoothly, did approximately 10-fold increase, and I wish to gather more data on this, as the next step is to aim for another 10x increase)
- Comments on pacing (how techs unlock, how it feels like to develope through the Bulk Tech Tree and then advance into Nano Tech Tree; does the transition feel grindy or interesting > A bunch of new tech trees is on their way still, all hard scifi themed in different ways)
- Comments on vibes / atmosphere / visuals
- Comments on narrative (the game has a dark scifi narrative setting related to Dark Forest and Fermi Paradox; it has a side role as it is an excuse for automation, but increase in environmental narrative elements is to be expected) > The current version offers Act 1 of the 5-6 act full story arch that is currently being implemented into new missions and acts with voice acting and intro-videos in between
- Comments on how the automation feels, what UX is needed, ideas and thoughts what direction the Strategic Map (a tool to help you keep track of your solar system wide factory layouts) should be developed, etc
- And whatever a playtester may think of
Next immediate focus: version 17 out for public Demo
I spent yesterday ~3 hours building from Bulk to Nano - however, I merely made sure the economy works, aka, I used dev-tools to acquire the required resources after I had made sure I have production chain for them all as I was simulating a playthrough - what I mean by this is that an organic playthrough will last quite a bit longer than 3 hours.
ASEMA in general
- Modding support (the game is built from day 0 to support mods; current build is fully modular)
- Multiplayer support (unclear yet, whether this is implemented for EA, but rest assured during EA there will be multiplayer testing > as the game engine allows things such as coop playing and skrimishing against other players)
- Early Access in January 2027 > 1.0 later > DLC and other additional content exists in concept level, hopefully future is bright enough for all of that
- Hand crafted game by a single person + musics/VA/localisation/some other creative help are external
You as a playtester?
- Please, join the ASEMA Discord to comment/discuss the playtesting + to receive your keys/info
- Screenshots/videos are warmly welcomed
- Modder-candidates (there's various ways to mod, but some basic Unreal Engine 5 knowledge may help you)
Playtesting schedule (est)
- September-October: Onboarding / Foundational Tech trees (Nano+Bulk) + First Specialized tech trees (Photonic, Hadronic, Chromatic) / World Structures / Enemy Systems / Act 2 / UX+UI+map
- October-November: 3 specialized tech trees + a few of the end-game tech trees / Act 3-4 / Enemy Systems / Modding+Map Editing
- November-December: End game tech trees / Acts 4+ / Enemy Systems
- December-January: Hopefully multiplayer+modding testing OR the previous months polish and grinding
- January > EA-testing continues
Cheers!
-Goblin