Astra Genesis

One planet. One colony. A future to build.

Set down a colony on Prima, keep its factories running, explore a galaxy of a hundred systems and build, alone or in an alliance, a civilisation among the stars. At your own pace: nothing is lost while you are away.

Early Access on Steam: 5 March 2027

The Steam Playtest opens on 20 November 2026: request access from the game's Steam page.

  • 12tiers
  • 29buildings
  • 64technologies
  • 19resources
  • 100systems
  • 5,000planets
A colony on the bank of a turquoise river on Prima: white domes, solar panels and an open-pit mine, at sunrise.

It all starts with a signal

“The first signal picked up from low orbit: a temperate planet, a good enough foothold. The Directorate opens the ‘Prima’ file.”

Project Directorate, tier I

You arrive on Prima with a few reserves, twenty-four free slots and a single job applicant. His name is Rurik Voss, he is a miner, and he is the same for every player: the first one on the file, the one who laid the foundations before anyone else.

The rest is yours to build. A colony runs when three things hold together: hands, power and something to extract. The Compass, the game's guide, walks you through the first eight phases, and you can skip it whenever you like.

What you will do on Prima

Each tab shows a screen of the game, as it is in the current version.

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

Screen 01Planet

The command table

A holographic table made of hexagons: each tile is a building you have actually built. Next to it, the colony's vital signs (power, Scrip, happiness, pollution, population) and an advisor who suggests up to three useful actions.

  • One hexagon per building
  • The detail of each vital sign on hover
  • Several colonies on a single account
The building catalogue. Every card states what it costs, what it produces and what is still blocking it.

Screen 02Buildings

Twenty-nine buildings, seven families

Extraction, power, factories, research, defence, infrastructure and orbit. Each card tells you what it costs, what it produces and what still holds it back. A building without staff produces nothing: you hire, then you assign.

  • Eight trades, workers whose age is set when they are hired
  • Upgrade, demolish, or cancel a build for half its cost
  • A catalogue that opens up tier after tier
The factory graph: the real path from ore to components, with each factory's pace and output.

Screen 03Factories

Production chains to untangle

Ferrite becomes ingot, ingot becomes plate, and the circuit comes from three chains that cross. The factory graph shows the real path of every resource and flags bottlenecks before they block.

  • Overclock from 50 to 250%
  • Power priority, factory by factory
  • Alternate recipes to find through exploration
Eight branches, sixty-four technologies, one active research and four queued.

Screen 04Research

Sixty-four technologies

Eight branches, from energy to diplomacy by way of xenology. One active research, four queued, and very real effects: production, power, build speed, wages.

  • A readable tree, sorted by tier
  • The queue moves on while you are away
  • At tier X, a doctrine chosen once and for all
Expeditions: the signals spotted around the colony, a ship on its way, and the log of destinations.

Screen 05Expeditions

Leave, wait, come back with the unexpected

Spot a signal, pick a ship and a time on site, then wait for the report. The longer the expedition, the bigger the loot, and the higher the risk.

  • Loot based on duration, level and risk
  • Alternate recipes are found here, never through research
  • Fuel taken on departure
The galaxy map. It is explored a little at a time, and it does not get carved into borders.

Screen 06Map

A hundred systems, five thousand planets

The galaxy reveals itself bit by bit: fog, system scans then planet scans, colonising a sector. A planet has fifty sectors, and other players can settle right next to you.

  • Three views: galaxy, zone grid, globe
  • Seven missions, from probe to raid
  • Every mission checked again by the server
The Control Centre: incursions announced more than a day ahead, and the defensive posture you pick in response.

Screen 07Control

See threats coming

Incursions are announced well in advance, countdown included. You choose your stance, build up your defences and simulate the fight before it arrives. A defeat costs resources, never your colony.

  • Defense Complex, Planetary Shield, Early Warning Beacon
  • Built-in combat simulator
  • Twelve hours of respite after an incursion
The hangar: every ship shows its six genes, its power and its status, docked, on a mission or in garrison.

Screen 08Hangar

A fleet with genes

Six ships, from probe to cruiser, built at the Shipyard. Each hull carries six genes: hull, propulsion, shield, weapons, hold and sensors. Fusion, which will cross two ships to obtain a third, is in the works.

  • Shipyard and build queue
  • A garrison you can assign to defence
  • Fusion: the preview is already in the game
The Alliance screen as its leader sees it (v0.87.0): the tag, the name, the motto, the emblem in its frame, the banner behind, then the latest activity lines.

Screen 09Alliance

One banner, many players

Up to twenty members, a leader, officers, a shared treasury fed by donations, announcements, and an identity: emblem, motto, banner and frame. An alliance gives no gameplay bonus.

  • Found, join or leave freely
  • A treasury ledger members can read
  • Cosmetics paid in Scrip by the treasury
The Market: buying and selling at posted prices, with daily bonuses that are the same for every player.

Screen 10Market

The Counter and the Exchange

Buy and sell at the Counter at listed prices, with three daily offers, the same for everyone. Or go through the Player exchange: a shared order book, a 3% fee, and matching done by the server.

  • Seven-day price history
  • Supply contracts paid in Scrip
  • Orders valid for seven days

Twelve tiers, from Awakening to Genesis

The Directorate sets no deadline: it waits for deliveries. Each tier is completed by delivering resources, and opens buildings, quests and a piece of Prima's story.

No tier has a deadline.

  1. I

    Awakening

    “The first signal picked up from low orbit: a temperate planet, a good enough foothold. The Directorate opens the ‘Prima’ file.”

    • Mine
    • Solar Field
    • Laboratory
    • Starter quests
  2. II

    Autonomy

    “We no longer depend on the arrival reserves. The colony breathes on its own; the Directorate authorises the first long-range probes.”

    • Optical Fiber
    • Circuit
    • Frigate
    • Exploration quests
  3. III

    Network

    “The logistics network holds. Second settlement site approved: nothing is urgent, but nothing waits either.”

    • Tier 2 factories
    • Long-haul freighter
    • Second colony
  4. IV

    Orbit

    “Orbit becomes territory. First shipyard commissioned above Prima.”

    • Orbital shipyard
    • Orbital Elevator
    • Defensive platforms
  5. V

    Contact

    “First contact confirmed with a non-human signature. No hostility declared, monitoring stepped up.”

    • Xenolab
    • Xeno quests
    • Rarer recipes
  6. VI

    Fusion

    “The Fusion Core is operational. The first genomic crossings of ships are authorised.”

    • Fusion Core
    • Grades A and S
  7. VII

    Swarm

    “The Dyson Swarm goes into construction. Energy slowly stops being a constraint.”

    • Dyson Swarm
    • Orbital harvest
  8. VIII

    Bastion

    “Bastion approved. The colony can now take a hit without giving way.”

    • Planetary Shield
    • Advanced quarantine
    • Co-op Leviathans
  9. IX

    Expansion

    “Expansion is no longer a project; it is a well-oiled routine.”

    • Colonies 3 to 5
    • Regional stargate
  10. X

    Antimatter

    “Contained antimatter changes the scale of everything we build.”

    • Antimatter Plant
    • Colossus
    • Mythic quests
    • Doctrine
  11. XI

    Nanoforge

    “The Nanoforge closes the industrial loop. What remains to be done is no longer a question of resources.”

    • Nanoforge
    • Legendary recipes
  12. XII

    Genesis

    “Genesis. The ‘Prima’ file closes on a breathable planet; the next file has yet to be opened.”

    • Terraforming
    • “Architect” title

A game that waits for you

Astra Genesis runs around the clock, without holding it against you that you have a life. These rules are enforced by the game server.

  • Nothing is lost offline

    Production, construction and research carry on while you are away. When you return, everything is calculated, with no loss.

  • Curfew from 10 pm to 8 am

    No attack from another player can reach you at night, in your colony's local time.

  • Never any destruction

    A raid levels nothing: no building, no ship, no technology. Afterwards, six hours of immunity.

  • Capped looting

    Only the surplus can be taken. 40% of your stock, plus your tier's floor, always stays yours.

  • Newcomers protected

    No raid on an account less than seven days old, nor on a player who holds two colonies or fewer.

  • Vacation mode

    Leave for at least 48 hours: production runs at half speed, no raid can target you, and threats restart on a fresh timer when you return.

Everything can be played alone. Nothing stops you from playing together.

Every interaction with other players is a choice. Stay in your corner, or join an alliance, trade on the Exchange and climb the leaderboard.

  • Alliances

    Up to twenty members, a shared treasury, announcements, a banner and an emblem. No gameplay bonus attached: you ally to play together.

  • Player exchange

    An order book shared by every account, settled by the server. Sell your surplus, buy what you are missing.

  • Leaderboard

    A showcase of colonies, to see where you stand among other players, with no must-have reward attached.

  • Raids between players

    Already in the game, with all its safeguards. It will become a choice of game mode, down to a peaceful mode with no PvP at all.

  • Alliance raidsAfter release

    Up to twenty players against a specific planet, in real time, led by a raid leader. PvE, always optional.

Screenshots of the current version. The game changes fast: they are replaced as versions go by.

All screenshots

The latest news from the build site

The devlog tells what changes and why. The release notes cover the rest, version after version.

4,721 strings later, Astra Genesis speaks English

v0.89.0 closes the translation work: the whole game is now in English, from the screens to the server's messages. You pick your language on the sign-in screen or in Settings, and it follows your account. Before shipping, we went through the entire game in English, and two places were still in French. They are fixed, and a check keeps them from coming back.

We played our own tutorial, and we got stuck

v0.88.0 closes the tutorial work, which walks a new player from their first hire to their first defenses. Before shipping it, we played it from start to finish, and we got stuck more than once. The steps now come in a new order and the guide finally points at a place you can see. None of it is mandatory.

Alliances are here, and nothing forces you into one

v0.87.0 closes the alliance work: found one or join one, keep it going with a treasury of voluntary donations, announcements, a banner and a frame. No in-game bonus: playing solo costs you nothing.

The Directorate is waiting for your first delivery

Add Astra Genesis to your Steam wishlist: you will be notified on release day.

Discord

This is where I post experiments, the day's screenshots and balancing questions, and where I announce every step: Playtest, demo, Early Access. The server is still small and the mood is calm.

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Newsletter

One email when there is real news: a big version, a date, the opening of the Playtest. Never more than one a month, and no third-party provider sees your address.

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