About the Game


As with most space games of this genre, mining is a big mechanic of Astrox. It is the easiest way to earn credits. You can also complete contract missions. These are randomly generated missions that offer a variety of task and objectives to complete. Some of these contracts are combat missions that will involve raiders, pirates, and sometimes regular npcs. The combat missions offer a bit more action to an otherwise relaxed game. The rate at which you choose to progress is up to you. There are a number of small, interesting little mechanics sprinkled throughout the game that were given a lot of thought and care, but you will not find anything groundbreaking or innovative here. This game is meant to feel comfortable and familiar. The game play loops are designed to be simple enough to understand quickly, and complex enough to enjoy over many hours of play.

Basic Features Overview
All features listed here are currently in this Early Access Release.
Open World - Free to do as you please, go where you want, do what you want.
Exploration - Over 100 maps to explore, each with unique resources, stations, structures and secrets.
Flight - You can fly your ships with the mouse, WASD, or point and click. (No controller support)
Camera Control - You have full control of the camera. 3D rotational focus, first and 3rd person , and follow behind views with lots of options.
Mining - 12 different types of resources to collect.
Skills- 100+different skill to train.
Refining - Break down ore into raw materials and components used for crafting.
Crafting - Use those raw materials and components to create new items.
Trading & Economy - Profit from the simulated economy with trade.
Missions - 15 unique mission types. Contract missions for the 18 game factions.
Factions -18 factions, ratings effect all areas of life in the Astrox Universe.
Combat - Real time, dynamic, tactical and strategic. hundreds of weapons, ECM, drones, bombs , ships and more.
Smart AI - Intelligent, and plays by the same rules are you do.
Life support -expand your range of exploration, manage and upgrade your life support systems.
Ships-Currently over 70 ships and growing.
Drones -10 unique drones , each with special abilities. Automate their control, or manually manage their tasks.
Fleets - Build a fleet of up to 10 Merc ships. Command and control their actions individually or as a group.
Station Building - Yes you can progress to the point where you can construct stations, and employ your mercs generating passive income and opening station services.
Tons of sandbox options that will allow you to adjust the universe to your liking.
MOD tools built into the game, Allowing you to create just about everything you see in the game. No need for additional downloads.
The game files, databases, scripting files , ship files are all in plain text and can be edited with notepad. All images are exposed for easy editing and modding.
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What NOT to expect
Astrox is NOT a fast-paced space shooter... there is no mouse aiming.
Astrox is NOT an idle game. There are things you can do AFK, but this game requires user input to play.
Astrox is NOT multiplayer.
Astrox does NOT have AAA quality models and textures. Many are placeholders and will be replaced.
The game will be soon leaving early access. With over 144 updates over 7 years, the journey has been a long one. I could not have done it with the endless support and help from some amazing players and contributors. I am eternally grateful for their years of support and encouragement.
Screenshots
58 imagesVersion Information
Steam Patch Notes
Official update history
- Fixed issue causing sandbox warpgates to not generate proper ID tags, thus prevent warping to return sectors.
- Fixed bug causing ship to dump you into the center of the map, instead of at the return gate in sandbox.
Build 0.0144
- Fixed bad mouse over UI on Journal main menu buttons.
- Fixed bad mouse over UI on fabricator and refinery buttons in station panel.
- Fixed bad mouse over UI on station mission panel.
- Fixed bad wormhole warpgate model not properly showing correct model and animation.
- Fixed bad path to MOD folder when saving changes to the sector map using the map editor.
- Fixed bug where Merc would not follow thru the warpgate when Warp FX animations are disabled.
- Fixed bad path to MOD folder on station services panel when assigning station services under alternate MOD folder.
- Fixed Delivery mission bug preventing proper generation of delivery missions on the station Missions panel.
- Fixed a number of typos here and there.
- Fixed bug causing warp drive module to throw errors when no exit gate it available.
- Adjusted station panel button mouse over graphics to match for consistency across all station panels and sub panels.
- Adjusted remote market prices to reflect recent event updates to market items prior to docking at remote location.
- Adjusted general tooltip to allow for multi-line and colors.
- Adjusted functionality and UI layout of the Map Editor. Now matches the Skybox Editor.
- Adjusted Pilot panel to remember last viewed tab instead of resetting to skills view when re-opening the Pilot panel.
- Adjusted drone engagement to preform a check of the target type before sending the drone. If target type mismatch, done will remain at ship.
- Adjusted the loot drop formula to prevent higher level ships from dropping lower tier loot from the raiders loot table.
- Added autoscale UI for steamdeck resolution. Loading new player will auto adjust the UI so all panels are visible.
- Added sell pricing information to the remote prices panel on the markets.
- Added tooltip to GPS quick link on the remote prices panel on the station markets.
- Added ability to enter values using keyboard into the Alt-Drag popup box when transferring items.
- Added (Move all to Storage) button onto the fabricator panel next to the (Move all to Ship) button.
- Added button to mission display panel that will open the pilot mission panel showing active missions.
- AUDIO STUFF
- Adjusted all 3d audio settings for every module object in the game.
- Adjusted all 3d audio settings for every prop object in game.
- Adjusted all 3d audio settings for every fx object in game. ( Thank God that is over with!)
- Added new slider for station ambience volume control under Audio Options.
All station sound effects have been moved to this new audio channel.
- Added new slider for communications chatter volume control under Audio Options.
- Added new audio for mouse clicks and mouseover on all station panels.
New mouse over audio for all Market panel buttons, and market overview buttons.
New mouse over audio for all Market Buy and Sell panel buttons.
New mouse over audio for all buttons on the station Garage panel. Garage module overview and extra garage options.
- Added missing audio for mouse clicks and mouseover on station Shipyard and shipyard subpanels.
- Added missing mouseover tooltips and audio onto the Refinery and Lounge station panels.
- Added missing audio mouseovers to all items on the station Mission panel.
- Added missing audio for mouse clicks and mouseover on Lounge and Market panel.
- Added missing audio for mouse clicks and mouseover on Station Storage panel and sub panels.
- Added audio to mouseovers to office list items on station Office panel and station Services panel.
- Added audio to mouseovers to NPC Dialog panel.
- Added tooltips and audio on the specialty buttons for free floating NPC Dialog box.
- Added new ambient audio system for all stations. new system takes over 2 unique ambient sounds and sprinkles them into the background.
How busy the station is will affect how often these audio samples are added to the station atmosphere.
- Added new audio for station trams, utility ships, personal vehicles.
- Added the ability to collapse and expand drone groups and categories on the Fleet Command panel.
- Added ability to expand collapsed drone group by clicking header. This will not select all drones from that group, but expand the group.
- Added dynamic audio samples for all Projectile impact explosions.
- Added dynamic audio samples for all Missile impact explosions.
- Added dynamic audio samples for all Laser impact explosions.
- Added dynamic audio samples for all Beam impact explosions.
- Added dynamic audio explosions for Crates.
- Added audio for warp drive module, and fuel requirement notification.
- Added new dynamic audio system for all warpgates.
New sounds for warpgate charging, launch, transit, exiting and aborting.
New audio system uses warpgate charging timer to adjust pitch of the charging sound effect.
New system uses warpgate transit timer to adjust pitch of the transit sound effect when exiting the warp.
6 New warpgate charging sound effects for each of the 6 main factions.
6 New warpgate transit sound effects for each of the 6 main factions.
- Added new sound effects for Buy Ship, hire Merc, Train Skill, Buy Entertainment.
- Added new sound effect for Merc payroll deductions.
- Added ship AI vocal warnings for low energy, life support, shield and armor. These are timed in sequence as not to overlap each other.
- Added ship AI vocal triggers for toggles of, Auto dock, Auto warp, Auto scan, Auto target and orbit.
- Added ship ai vocal triggers for Missions. Objective complete, Accepted, Aborted, and Expired.
- Added ship AI vocal triggers for Mercs. Hire, Retire, Standby, Killed and Abandoned fleet.
- Added ship AI vocal warnings for Mercs. Low hull, needs repair, and gained a level.
* Fixed broken ship path file allowing players to sell there active ship bricking their save game. (easy fix on forums)
- Fixed market station exploit to prevent stations from buying items for more than they sell them. (Regardless of skills and market values)
- Fixed bad image for locker after 138 moved the MOD folder from the assets.
- Adjusted cloaking skills and calculations for energy recharge after cloak field has dissipated.
- Adjusted cloak module mechanic. You must now have an active cloak module to maintain the cloaked field. Turning off the module will dissolve the cloak field regardless of how much power it has stored. This will allow you to disabled the cloak to regain the ability for the ship to recharge its energy.
- Adjusted cloak field mechanic. When using more than one cloak field generator, once the cloak field is established, turning off one of the cloak modules will collapse the field until the second active module can spawn a new one.
- Adjusted the naming of the Active Shield modules, from booster to re-charger to help avoid confusion with passive modules of the same name.
- Adjusted mining and salvage drones AI to check if the parent ship has cargo space to continue operations. If not, they will return to the parent ship but remain active on their task. Clearing cargo will send them back to work.
- Fixed auto-targeting bug with new drone commands.
- Fixed market exploit involving maxed skills and faction standing.
- Fixed all render textures for Shipyard camera, Garage camera, and Ship Details camera. No more stretching on odd aspect ratio monitors.
- Fixed pilot panel overlay anchor position when using resolutions with height greater than 2400.
- Fixed tactical turret overlay when uninstalling one module when having another selected.
- Fixed bug when clicking arrow to cycle merc on offices manager panel in station.
- Adjusted mass reduction modules in items database.
- Adjusted mass ,scan, and engine burn modifiers to provide bonus reduction to the current value, instead of the base value.
- Adjusted market skills , their stats and bonuses.
- Adjusted mouse scroll speed on resolution dropdown menu in title screen options.
- Adjusted the way that merc ships filepath data is stored in the player_data.txt file. absolute and relative paths now work.
- Adjusted the drone pathfinding code to help prevent drones from getting stuck on larger objects like stations and rocks. It is by no means perfect, but it should prevent your drones from getting stuck on big objects most of the time.
- Added drop down for ship editor to allow sorting of ship classes as well as type. You can use both in combination to filter only a particular class within a selected type.
- Added new mod_config.txt file. This file sits outside of the default MOD folder and contains the path to the MOD folder the game will use. This is still being tested, so if you run into any issues, please report. You will find a copy of this file inside the default MOD folder. Just move it up a folder to Astrox_Imperium_data to activate.
- Added new title screen menu with animated background and props. This new centered version should function better with larger resolutions and other odd display sizes.
- Added new system for scaling the windows on resolutions larger than 2k. The new system will now adjust the width of each panel window based on the overall width of the display. This will keep things focused more in the center of the screen, but allow for some scaling room. The way that the UI scaling in options will adjust these panels will allow for more control over how the UI is displayed across all display resolutions.
* Removed a large chunk of unused assets from the build repositories associated with the project. This should decrease some of the required resources when launching the game. This may however increase some of the 'first time loaded' screens. i will be monitoring this on the forums and discord channels for any issues that may popup. Hopefully this will improve the overall stability of the game once I get the kinks worked out. Bare with me, I will hotfix any major issues within hours.
Current Release
Build 18335809
Uploaded Aug 19, 2026
System Requirements
How to Install
Astrox Imperium.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Astrox Imperium for PC with a direct link or via torrent. Get the full version of Astrox Imperium for free. Astrox Imperium is a Action released by Jace Masula.