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	<title>System Era &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Astroneer Interview: Boldly Enterprising Where None Have Before</title>
		<link>https://gamingbolt.com/astroneer-interview-boldly-enterprising-where-none-have-before</link>
					<comments>https://gamingbolt.com/astroneer-interview-boldly-enterprising-where-none-have-before#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 02 Jan 2017 07:42:08 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Astroneer]]></category>
		<category><![CDATA[Early Access]]></category>
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					<description><![CDATA[System Era co-founder discusses the upcoming space exploration title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hether you loved or hated <em>No Man&#8217;s Sky</em>, there&#8217;s no denying the cloud it cast on space exploration titles for the future. However, one such game has been thriving in Steam Early Access since December 16th and seems to be making all the right moves with its communication. System Era&#8217;s <em>Astroneer</em> features procedural generation but is offering a much heavier focus on industry and exploration.</p>
<p>GamingBolt spoke to System Era co-founder Adam Bromell about <em>Astroneer</em>, including managing expectations, the current state of development and much more.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-283341" src="https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"When it releases on Early Access/Game Preview there will be 6 types of planets a solar system can build from."</p>
<p><strong>To begin with can you please introduce yourself?</strong></p>
<p>My name is Adam Bromell, I’m co-founder of System Era and an artist working on <em>Astroneer</em>. I mostly focus on the worlds/environments of the game. I have a background in AAA development. My last job was with Ubisoft Toronto as an Assistant Art Director.</p>
<p><strong>How did the idea of <em>Astroneer</em> come about?</strong></p>
<p>It started as a side art project of mine that I shared with Paul Pepera privately. As we were discussing it we saw potential for a game in it and decided to pursue that idea. Eventually I moved away from it being an art project to me trying to establish a style and overall narrative of the game.</p>
<p><strong><em>Astroneer</em></strong><strong> is being touted as the next <em>No Man’s Sky</em>. What is your take on this comparison?</strong></p>
<p>I’m not sure who is saying it’s the next <em>NMS</em>. And honestly I don’t quite understand what they mean when they say that. Other than being in space with procedural planets our games are very different. Hopefully they’re not talking about the launch of the game and the perception the players had of it! <a href="http://blog.astroneer.space/system-era/expectations/">We’ve learned a lot from Hello Games and the launch of <em>No Man’s Sky</em></a> that we put in to practice every day.</p>
<p><strong>The game promises to have “a multitude of harsh new worlds.” How many worlds are we looking at here? Is the game going to have some sort of unlimited planet algorithm?</strong></p>
<p>When it releases on Early Access/Game Preview there will be 6 types of planets a solar system can build from. Each of those planets has a myriad of biomes and variations within to make them feel different each time you visit. It’s hard to comment on the future of the game, especially its technology, but we want to expand on all ideas.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer.jpg"><img decoding="async" class="aligncenter size-full wp-image-286629" src="https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Weather and environment hazards will be what originally challenge the player."</p>
<p><strong>Roughly speaking how big is each planet?</strong></p>
<p>Hard to say. In Unreal they’re anywhere from 500,000 to 100,000 units in radius.</p>
<p><strong>The gameplay mechanics seem to be much interesting and complex that <em>No Man’s Sky</em>. Can you please talk about the same?</strong></p>
<p>We use a diagetic interface &#8211; one where you’re interacting with menus and things directly in the game. There’s little-to-no 2D UI in <em>Astroneer</em>. We use that to embrace our hierarchical snapping system where players can piece together different aerospace-themed components to create modules and vehicles as they see fit. Those things will be used in the exploration of planets and discovery of rare things.</p>
<p><strong>Can you tell us about the game’s progression system and whether there will be any sort of a customization system involved?</strong></p>
<p>Progression currently happens by way of discoveries: You’ll make rare discoveries that will unlock new items for you to 3D print (craft). We’ll have some customization at launch, which we’ll eventually grow to be a more fulfilled customization system. We’re keeping those details secret, for now.</p>
<p><strong>We have read reports that there will be no combat in the game. Then how do you plan to tackle the players vs. environment theme and make it interesting for players?</strong></p>
<p>Weather and environment hazards will be what originally challenge the player. Sand storms, acid rain, torrential winds, falling rocks, huge fall distances, slippery slopes, etc. will be what challenge the player. We’ve no plans to pursue adversarial gameplay. Part of the fantasy we’re building is of astronauts being explorers on uncharted planets. As we explore that theme we feel weapons/”Bad guys” would be a distraction of that work.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer_03.jpg"><img decoding="async" class="aligncenter size-full wp-image-286630" src="https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer_03.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer_03.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer_03-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"It’s the basis of our game play motivations: Explore, survival, and discover. You can’t expand without making discoveries and researching what you find."</p>
<p><strong>Will the game feature any sort of story line? How are the quests generated and what kind of mission structure do they follow?</strong></p>
<p>Perhaps! We’ve mostly talked about the sandbox experience so far and that is for good reason: We’re still establishing what it is a “story” might play like in a game like ours. If a story line is important to you in a game like this we might have something in the game at launch that you’ll find interesting 😉</p>
<p><strong>How big is the discovery element in the game?</strong></p>
<p>It’s the basis of our game play motivations: Explore, survival, and discover. You can’t expand without making discoveries and researching what you find. We’ve been tuning that endlessly so it feels meaningful and challenging each time.</p>
<p><strong>What is your take on the negative reception that <em>No Man’s Sky</em> has been receiving in the last few months?</strong></p>
<p>I think it’s important for every developer to understand what they’re saying to their audience and understand what it is they are hearing.</p>
<p><strong>Is there a reason why you guys are launching as a console exclusive on Xbox One? </strong><strong>Are you looking at other platforms such as PS4?</strong></p>
<p>One of the best things about <em>Astroneer</em> is that it’s a game being built for a paid-alpha platform. We’re build a game made for the “early access” process: It’ll fail without player feedback. Microsoft has a great platform for this with their Game Preview program for Xbox One and Windows 10 store. It’s similar to Steam Early Access in many ways, which made it a very easy transition for us to go from being Steam exclusive to being available on both Steam and Xbox Game Preview. <em>Astroneer</em> could end up on a Sony console at some point, but for now we can only work with platforms that support our development process and that means Early Access and Game Preview.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer_01.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-286632" src="https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer_01.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer_01.jpg 620w, https://gamingbolt.com/wp-content/uploads/2017/01/Astroneer_01-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"We want it to be the absolute best version of itself it can be and working with the players on that will ensure that."</p>
<p><strong>The game is scheduled to go into Early Access this December so when can we expect the final release to happen?</strong></p>
<p>That’s hard to answer as it hinges on the development of the game during Early Access. If we can get it to a point that feels like a complete version of the game in a year, we’d love to. We also know that being in a paid-alpha is a more liquid process, so that could take longer to do. It depends on the player’s reaction to the game, our road map, and what they want of <em>Astroneer</em>.</p>
<p><strong>What is your target resolution and frame rate for the Xbox One? 1080p and 60fps, I suppose?</strong></p>
<p>That is the target goal we’re aiming to reach. Zabir writes about that in the blog post I linked to above.</p>
<p><strong>Are you planning to bring the game to NX, Pro and Scorpio?</strong></p>
<p>We’re only planning for <em>Astroneer</em> to be released on Steam (Windows 7, 8, 10), Windows 10 store, and Xbox One.</p>
<p><strong>I would like to thank you for your time. Is there anything else you want to tell us before we let you go?</strong></p>
<p>Just that <em>Astroneer</em> was a chance for us to leave the AAA development process for one that felt more live to its audience. We truly want to work with players that want a game like <em>Astroneer</em> and are invested in its development.</p>
<p>It’s liberating to be able to share the development process with players, where we lift the curtain back to show the ups and downs of the process. And, ideally, come to decisions on things with them. In our eyes releasing as a paid-alpha was crucial to the success of the game. We want it to be the absolute best version of itself it can be and working with the players on that will ensure that.</p>
<p>&nbsp;</p>
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		<title>Astroneer Dev Doesn&#8217;t Quite Understand Comparison With No Man&#8217;s Sky, Remarks On Its Negative Reception</title>
		<link>https://gamingbolt.com/astroneer-dev-doesnt-quite-understand-comparison-with-no-mans-sky-remarks-on-its-negative-reception</link>
					<comments>https://gamingbolt.com/astroneer-dev-doesnt-quite-understand-comparison-with-no-mans-sky-remarks-on-its-negative-reception#respond</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Wed, 23 Nov 2016 15:31:44 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[astronner]]></category>
		<category><![CDATA[Hello Games]]></category>
		<category><![CDATA[No Man's Sky]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[System Era]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=283424</guid>

					<description><![CDATA['Other than being in space with procedural planets our games are very different.']]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art.jpg"><img loading="lazy" decoding="async" class="size-full wp-image-283341 aligncenter" src="https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art.jpg" alt="astroneer-concept-art" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><em>Astroneer</em> is a rather promising looking space exploration game coming to the Xbox One, which uses procedural generation to cope with just how vast space is- which is a premise that sounds rather familiar. In fact, most people will probably recognize <em>No Man&#8217;s Sky</em> from that description, and compare <em>Astroneer</em> to it.</p>
<p>However, it doesn&#8217;t look like the developer of the game quite understands that comparison. Speaking to GamingBolt in an interview, Adam Bromell of System Era commented on the comparison, noting that they have learned from <em>No Man&#8217;s Sky</em>, and are hoping that their game is received better.</p>
<p>&#8216;I’m not sure who is saying it’s the next <em>No Man&#8217;s Sky</em>, he said. &#8216;And honestly I don’t quite understand what they mean when they say that. Other than being in space with procedural planets our games are very different. Hopefully they’re not talking about the launch of the game and the perception the players had of it! We’ve learned a lot from Hello Games and the launch of <em>No Man’s Sky </em>that we put in to practice every day.&#8217;</p>
<p>He also commented on the reception and immense backlash that <em>No Man&#8217;s Sky</em> got. &#8216;I think its important for every developer to understand what they’re saying to their audience and understand what it is they are hearing,&#8217; he said.</p>
<p>I agree, and I also think that the issue would not have been quite so bad had Hello Games and Sean Murray not been <a href="https://gamingbolt.com/no-mans-sky-twitter-confusion-today-proves-that-the-developer-does-not-care-about-his-fanbase">so bad at communicating with their fans</a>. Let us hope that System Era have truly learned from where Hello Games went wrong.</p>
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		<title>Astroneer Dev Explains Current Lack of PS4 Version, No Early Access Program Cited As Reason</title>
		<link>https://gamingbolt.com/astroneer-dev-explains-current-lack-of-ps4-version-no-early-access-program-cited-as-reason</link>
					<comments>https://gamingbolt.com/astroneer-dev-explains-current-lack-of-ps4-version-no-early-access-program-cited-as-reason#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 22 Nov 2016 17:29:20 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Astroneer]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<category><![CDATA[System Era]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=283323</guid>

					<description><![CDATA[System Era's Adam Bromell discusses the benefits of early access for development.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-283341" src="https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art.jpg" alt="astroneer-concept-art" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art.jpg 620w, https://gamingbolt.com/wp-content/uploads/2016/11/Astroneer-concept-art-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Of the many games to release since the PS4 and Xbox One entered the world, indie games have formed a major backbone of support for both consoles. The PS4 had a pretty strong lead thanks to Microsoft&#8217;s restrictive indie policies but ID@Xbox has served to turn things around for the Xbox One. However, it&#8217;s still interesting to see an indie title skip the PS4 and head to the Xbox One instead.</p>
<p><a href="https://gamingbolt.com/top-15-xbox-one-exclusives-of-2017-and-near-future">Such is the case with System Era&#8217;s <em>Astroneer</em></a>, a space exploration title that will be available in December for Steam Early Access and through the Xbox Game Preview program. We recently got in touch with co-founder Adam Bromell and asked him why it&#8217;s currently an Xbox One console exclusive and what exactly is stopping them from launching on the PlayStation 4.</p>
<p>&#8220;One of the best things about <em>Astroneer</em> is that its a game being built for a paid-alpha platform. We’re build a game made for the &#8216;early access&#8217; process: It’ll fail without player feedback. Microsoft has a great platform for this with their Game Preview program for Xbox One and Windows 10 store. It’s similar to Steam Early Access in many ways, which made it a very easy transition for us to go from being Steam exclusive to being available on both Steam and Xbox Game Preview.&#8221;</p>
<p>That being said, the developer could consider the PS4 in the future. &#8220;<em>Astroneer</em> could end up on a Sony console at some point, but for now we can only work with platforms that support our development process and that means Early Access and Game Preview.&#8221;</p>
<p>So once again, if Sony wants titles like <em>Astroneer</em> on its platform, it&#8217;ll need to have some kind of early access program sooner or later. Thoughts on the matter? Let us know in the comments.</p>
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