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

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.

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

Screen 01Planet
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.

Screen 02Buildings
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.

Screen 03Factories
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.

Screen 04Research
Eight branches, from energy to diplomacy by way of xenology. One active research, four queued, and very real effects: production, power, build speed, wages.

Screen 05Expeditions
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.

Screen 06Map
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.

Screen 07Control
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.

Screen 08Hangar
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.

Screen 09Alliance
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.

Screen 10Market
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.
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.
I
“The first signal picked up from low orbit: a temperate planet, a good enough foothold. The Directorate opens the ‘Prima’ file.”
II
“We no longer depend on the arrival reserves. The colony breathes on its own; the Directorate authorises the first long-range probes.”
III
“The logistics network holds. Second settlement site approved: nothing is urgent, but nothing waits either.”
IV
“Orbit becomes territory. First shipyard commissioned above Prima.”
V
“First contact confirmed with a non-human signature. No hostility declared, monitoring stepped up.”
VI
“The Fusion Core is operational. The first genomic crossings of ships are authorised.”
VII
“The Dyson Swarm goes into construction. Energy slowly stops being a constraint.”
VIII
“Bastion approved. The colony can now take a hit without giving way.”
IX
“Expansion is no longer a project; it is a well-oiled routine.”
X
“Contained antimatter changes the scale of everything we build.”
XI
“The Nanoforge closes the industrial loop. What remains to be done is no longer a question of resources.”
XII
“Genesis. The ‘Prima’ file closes on a breathable planet; the next file has yet to be opened.”

Astra Genesis runs around the clock, without holding it against you that you have a life. These rules are enforced by the game server.
Production, construction and research carry on while you are away. When you return, everything is calculated, with no loss.
No attack from another player can reach you at night, in your colony's local time.
A raid levels nothing: no building, no ship, no technology. Afterwards, six hours of immunity.
Only the surplus can be taken. 40% of your stock, plus your tier's floor, always stays yours.
No raid on an account less than seven days old, nor on a player who holds two colonies or fewer.
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.

Every interaction with other players is a choice. Stay in your corner, or join an alliance, trade on the Exchange and climb the leaderboard.
Up to twenty members, a shared treasury, announcements, a banner and an emblem. No gameplay bonus attached: you ally to play together.
An order book shared by every account, settled by the server. Sell your surplus, buy what you are missing.
A showcase of colonies, to see where you stand among other players, with no must-have reward attached.
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.
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.
The devlog tells what changes and why. The release notes cover the rest, version after version.

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.

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.

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.

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