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    <title>Astra Genesis, Devlog</title>
    <link>https://www.playastragenesis.com/pl/devlog</link>
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    <description>Dziennik tworzenia Astra Genesis: co buduję, co psuję i dlaczego.</description>
    <language>pl</language>
    <lastBuildDate>Fri, 16 Oct 2026 16:20:00 GMT</lastBuildDate>
    <generator>Astra Genesis, site vitrine</generator>
    <image>
      <url>https://www.playastragenesis.com/assets/logo/icon-512.png</url>
      <title>Astra Genesis</title>
      <link>https://www.playastragenesis.com</link>
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    <item>
      <title>4,721 strings later, Astra Genesis speaks English</title>
      <link>https://www.playastragenesis.com/en/devlog/astra-genesis-speaks-english</link>
      <guid isPermaLink="true">https://www.playastragenesis.com/en/devlog/astra-genesis-speaks-english</guid>
      <pubDate>Fri, 16 Oct 2026 16:20:00 GMT</pubDate>
      <description>v0.89.0 closes the translation work: the whole game is now in English, from the screens to the server&apos;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.</description>
      <content:encoded><![CDATA[<p>Until now, Astra Genesis could only be played in French. A good share of the
screens already had an English version, tucked away and never offered. The
rest was more stubborn: the names and descriptions of the game&#39;s content were
written straight into its data tables, and the server answered in French.</p>
<p>In short: v0.89.0 closes that work, and the whole game is now in English. 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, on the
live server: two places were still in French. They are fixed, and a check
keeps them from coming back.</p>
<h2 id="what-is-translated">What is translated</h2>
<p><img src="/assets/screenshots/anglais-batiments.jpg" alt="The Buildings screen in English: building names and descriptions are translated" loading="lazy" decoding="async"></p>
<p>Everything on screen: the screens and their tooltips, the tutorial&#39;s
explanations, the names and descriptions of buildings, resources,
technologies, quests, ships and defenses. That is 4,721 strings in all, and
not one is missing in English. At the start, our counter found 854 sentences
written straight into the code, where no translation could reach them. It is
at zero.</p>
<p>The trickiest part was the server&#39;s 281 messages: a building you cannot build
yet, a sale that is refused, an action that went through. The server
translates nothing: it attaches a code to its answer, and your game turns it
into a sentence, in your language.</p>
<h2 id="picking-your-language">Picking your language</h2>
<p>The first time, the game uses your browser&#39;s language if it offers it, and
French otherwise. You can change it on the sign-in screen, where it applies
right away, or in game from Settings: the game asks you to confirm, then
reloads in the new language.</p>
<p>With an account, the language is saved with it and follows you from one
device to another. In guest mode, it stays on the device.</p>
<p>What is already written keeps its language: a notification or a history line
stays in the language it was written in.</p>
<h2 id="what-stays-in-french-on-purpose">What stays in French, on purpose</h2>
<p><img src="/assets/screenshots/anglais-hangar.jpg" alt="The hangar in English: ship nicknames are proper names, the same in every language" loading="lazy" decoding="async"></p>
<p>Proper names are not translated: star systems, planets and ship nicknames. In
the screenshot, Chimère, Aigle and Écho-3 keep their names in English. Their
class, type and description, on the other hand, are translated.</p>
<p>The oldest entries of the in-game version history stay in French as well.</p>
<h2 id="what-the-review-turned-up">What the review turned up</h2>
<p><img src="/assets/screenshots/anglais-centre-de-controle.jpg" alt="The Control Centre in English: the announced incursions, the recommended posture for each one and the three defensive postures" loading="lazy" decoding="async"></p>
<p>Before closing the work, we did what we did for the tutorial: play, rather
than trust our tests. On a test account, with the game in English, we opened
every screen, every tab and every window (11 screens, 45 tabs, 7 windows),
noting any text that looked French.</p>
<p>Two leftovers. In the Hangar&#39;s Defense tab, the Posture line showed &quot;Posture
équilibrée&quot; instead of &quot;Balanced posture&quot;. Same thing on the posture buttons
of the combat simulator. The Control Centre already showed them in English:
those two places fetched the French name straight from the source instead of
asking for its translation.</p>
<p>Both are fixed in v0.89.0. And since this kind of slip creeps back easily, our
tests now fail if a screen shows a game name without going through its
translation. That check found exactly those two places, and nothing else.</p>
<h2 id="what-about-other-languages">What about other languages?</h2>
<p>This site comes in eleven languages, the game in two. The game is now built
to take others: adding one is translation work, no longer a coding job. No
other language is translated today.</p>
<p>Two notes. The game&#39;s English is surely not perfect: if a sentence sounds
off, or a French word is still lying around somewhere, let us know. And the
screenshots in this post come from a guest game, with the interface in
English.</p>
<hr>
<p>Feedback, or something wrong? Drop by the <a href="https://discord.gg/eBGJUH3FSp" target="_blank" rel="noopener noreferrer">Discord</a>.</p>
]]></content:encoded>
      <dc:creator>Gaetan</dc:creator>
      <category>Programowanie</category>
    </item>
    <item>
      <title>We played our own tutorial, and we got stuck</title>
      <link>https://www.playastragenesis.com/en/devlog/we-played-our-own-tutorial</link>
      <guid isPermaLink="true">https://www.playastragenesis.com/en/devlog/we-played-our-own-tutorial</guid>
      <pubDate>Mon, 12 Oct 2026 12:50:00 GMT</pubDate>
      <description>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.</description>
      <content:encoded><![CDATA[<p>Two updates ago, the game&#39;s tutorial went from two phases to eight. On paper,
it walked a new player from the first worker hired to the end of the game&#39;s
core loop. Before closing the work, we did what we should have done from the
start: play it all the way through, on a test account, doing only what it
asked.</p>
<p>In short: we got stuck in several places, and v0.88.0 fixes them. The steps
come in a new order, where you learn to earn Scrip before spending it. The
guide brings the place to act into view, helps you in the Workforce window
and tells you when a build is already under way. A greyed-out button says
what is missing. And as before, you can skip the tutorial at any time.</p>
<h2 id="what-we-found-by-playing-it">What we found by playing it</h2>
<p>A step with no way out. &quot;Build a second power source&quot;: the guide pointed at
the Champ solaire, already built, whose only button was &quot;Upgrade&quot;. Upgrading
it ticked nothing. The only way forward was to build a coal plant, which then
sat idle for lack of coal and an operator.</p>
<p>Scrip asked for too early. The tutorial had you hire a technician, paid in
Scrip, long before explaining how to earn any. On our test account, at zero
Scrip, the &quot;Hire&quot; buttons were greyed out without a word, and nothing said to
go and sell.</p>
<p>Places off the screen. The guide sometimes pointed at a button hidden below
the bottom of a column, or at a card with only its edge showing.</p>
<h2 id="a-new-order">A new order</h2>
<p>Still eight phases and twenty steps, arranged differently: first steps,
factories, selling at the NPC Counter, then technicians and power, research,
an expedition, scanning a system, and defense to finish.</p>
<p>So you learn to sell right after your two factories, before any second hire.
The scan comes before defense, which is the longest step. And the step with
no way out becomes &quot;Upgrade your Champ solaire&quot;, which the button shown
really lets you do.</p>
<h2 id="a-guide-that-points-at-what-you-can-see">A guide that points at what you can see</h2>
<p><img src="/assets/screenshots/tutoriel-guide.jpg" alt="The guide on the Buildings screen: the Champ solaire card highlighted, its "Build here" label and the step bubble" loading="lazy" decoding="async"></p>
<p>When the place to act is out of view, the guide brings it onto the screen,
once. After that you scroll as you like: it does not drag you back.</p>
<p>In the Workforce window, it shows who to hire. To staff two factories, that
is a technician able to run two sites, the cheapest one you can afford: one
candidate in two can only run one, and nothing said so. Once the hire is
done, it points at the button that closes the window.</p>
<p><img src="/assets/screenshots/tutoriel-chantier.jpg" alt="During a build: the card reads "In progress" and the bubble says the build finishes on its own" loading="lazy" decoding="async"></p>
<p>During a build, the bubble no longer asks you to build next to a button that
has turned into &quot;Cancel&quot;: it says the build is in progress, and that it
finishes even if you leave the screen. The same goes for a probe on its way.</p>
<p>Finally, a greyed-out &quot;Hire&quot; button says why: no room left, or not enough
Scrip, with how much is missing and where to earn it.</p>
<h2 id="the-early-deficit">The early deficit</h2>
<p><img src="/assets/screenshots/tutoriel-compas.jpg" alt="The Compass on the colony screen: the steps of the first phase and the line about the Scrip deficit" loading="lazy" decoding="async"></p>
<p>Right after your first hire, the Advisor reports a Scrip deficit. It is true,
and it is expected: you are paying a wage before you have anything to sell.
The Compass now says so in one line: at zero Scrip, nothing is destroyed and
nobody leaves.</p>
<h2 id="nothing-mandatory">Nothing mandatory</h2>
<p>The tutorial blocks nothing. No timer, no reward you could miss, nothing to
lose. &quot;Skip the tutorial&quot; stays in the Compass from start to finish. The
&quot;Phase complete&quot; card goes away on its own, or with a click.</p>
<p>If your tutorial is in progress, it picks up where your colony stands. If it
is finished or skipped, nothing changes for you.</p>
<p>Two notes. Not everything is perfect: in the Workforce window, the guide&#39;s
bubble covers part of the card of the candidate it points at. And the
screenshots in this post come from a guest game, in a narrow window where the
game switches to a single column, with the interface in French.</p>
<hr>
<p>Feedback, or something wrong? Drop by the <a href="https://discord.gg/eBGJUH3FSp" target="_blank" rel="noopener noreferrer">Discord</a>.</p>
]]></content:encoded>
      <dc:creator>Gaetan</dc:creator>
      <category>Programowanie</category>
    </item>
    <item>
      <title>Alliances are here, and nothing forces you into one</title>
      <link>https://www.playastragenesis.com/en/devlog/alliances-are-here</link>
      <guid isPermaLink="true">https://www.playastragenesis.com/en/devlog/alliances-are-here</guid>
      <pubDate>Sat, 10 Oct 2026 16:20:00 GMT</pubDate>
      <description>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.</description>
      <content:encoded><![CDATA[<p>In the last post, we wrote that alliances did not exist in the game. That
is no longer true: five updates built them, piece by piece, and v0.87.0 closes
the work. It adds nothing new: it simply says that everything is in place.</p>
<p>In short: you can found an alliance or join one. Its members can donate Scrip
to it, which pays for posting an announcement, for changing its name or its
tag, and for giving it a banner and a frame. An alliance brings no in-game
bonus: no resources, no production, no protection. The whole game can be
played solo, and nothing forces you to be part of one.</p>
<h2 id="found-or-join">Found or join</h2>
<p>Founding an alliance is free. It needs a name, a tag of a few letters, an
emblem, an icon and a colour picked from the game&#39;s list, and a motto if you
want one. It holds up to twenty members.</p>
<p>Joining an alliance takes both sides: your application accepted by the
alliance, or its invitation accepted by you. An alliance can only invite a
player who has declared themselves open to offers on their public profile.
And you leave whenever you want.</p>
<p>Inside, three roles: the leader, the officers and the members. The member
list says who has played recently, in broad strokes: online, today, this
week. Never an exact time. An activity feed keeps the alliance&#39;s latest news:
arrivals, departures, role changes.</p>
<h2 id="a-treasury-of-donations">A treasury of donations</h2>
<p><img src="/assets/screenshots/alliance-tresorerie.jpg" alt="The Treasury tab: the shared balance, the Scrip donation and the ledger of movements" loading="lazy" decoding="async"></p>
<p>Every alliance has a treasury in Scrip, the currency earned in game. It lives
on the voluntary donations of its members only. Let us be clear: a donation
cannot be taken back, not by leaving the alliance, not if it is disbanded,
and it earns nothing for the one who gives. The treasury produces nothing and
gives nothing back to anyone.</p>
<p>It pays for three things. Posting an announcement, a short message read by
all members, which stays displayed until the next announcement. Changing the
name or the tag of the alliance. And buying its cosmetics. A ledger, which
only members can see, keeps track of every movement.</p>
<h2 id="a-banner-and-a-frame">A banner and a frame</h2>
<p><img src="/assets/screenshots/alliance-cosmetiques.jpg" alt="Alliance cosmetics: four banners and four emblem frames, paid for by the treasury" loading="lazy" decoding="async"></p>
<p>The leader can give the alliance a banner and a frame for its emblem, paid
for by the treasury. The catalogue holds four of each. What the alliance
wears shows wherever the alliance is displayed.</p>
<p>It is appearance, and nothing more: no effect on the game. The prices shown
may still change.</p>
<h2 id="nothing-is-required">Nothing is required</h2>
<p>An alliance brings no in-game bonus. That is a choice, not an oversight: a
solo player must lose nothing by staying solo. An absence costs nothing
either, neither to the member nor to the alliance.</p>
<p>Two notes. An alliance requires an online account: in guest mode, nothing is
sent online. And the alliance in the screenshots, Les Veilleurs de Prima, was
founded for the occasion on a test account, then disbanded.</p>
<hr>
<p>Feedback, a problem? Drop by the <a href="https://discord.gg/eBGJUH3FSp" target="_blank" rel="noopener noreferrer">Discord</a>.</p>
]]></content:encoded>
      <dc:creator>Gaetan</dc:creator>
      <category>Programowanie</category>
    </item>
    <item>
      <title>A profile of your own, and vacations with no nasty surprise</title>
      <link>https://www.playastragenesis.com/en/devlog/profile-settings-vacation</link>
      <guid isPermaLink="true">https://www.playastragenesis.com/en/devlog/profile-settings-vacation</guid>
      <pubDate>Wed, 07 Oct 2026 17:30:00 GMT</pubDate>
      <description>v0.86.0 completes the Profile &amp; settings screen: a real governor profile, settings that follow you from one device to the next, a vacation mode that protects your colonies, and a showcase of appearance items.</description>
      <content:encoded><![CDATA[<p>v0.86.0 closes a piece of work: the Profile &amp; settings screen. For a long
time, some of its buttons did nothing. That is over: everything this screen
shows now works.</p>
<p>In short: you have a profile other players can look at, settings saved to
your account, a vacation mode that protects your colonies while you are away,
and a showcase of appearance items.</p>
<h2 id="a-governor-profile">A governor profile</h2>
<p>The Profile tab is simple: a few words about yourself, your numbers (tier,
colonies, completed expeditions, unlocked research, account age) and the
choice to show your profile or keep it private. You do not type these
numbers: they are read from your game.</p>
<p>In the leaderboard, click a player to open their profile, if they left it
public.</p>
<p>You can also flag that you are open to alliance offers. To be clear:
alliances are not in the game. This choice shows on your profile and does
nothing else.</p>
<h2 id="settings-that-follow-you">Settings that follow you</h2>
<p>Settings are sorted by category: Interface, Audio, Notifications,
Accessibility, Social, Gameplay, Account &amp; security. Interface size, high
contrast, reduced effects, notification duration: each one has a real
effect.</p>
<p>They are saved to your account, so you find them again on your other devices.
In guest mode, they stay on the device.</p>
<h2 id="leaving-with-peace-of-mind">Leaving with peace of mind</h2>
<p><img src="/assets/screenshots/mode-vacances.jpg" alt="The vacation mode panel, in Settings: what is protected, what slows down, and the minimum duration" loading="lazy" decoding="async"></p>
<p>Vacation mode protects your colonies while you are away: no new incursion,
and no other player can launch a raid on you.</p>
<p>In exchange, everything runs at half speed: production, factory consumption,
wages and Trading Post contracts. Your game becomes read-only. Whatever is
already under way finishes, nothing new can be started.</p>
<p>Two limits, on purpose. A vacation lasts at least 48 hours. And whatever was
already announced or launched against you when you left still arrives:
vacation mode is for leaving with peace of mind, not for dodging a fight.</p>
<h2 id="a-showcase-not-a-shop">A showcase, not a shop</h2>
<p><img src="/assets/screenshots/profil-vitrine.jpg" alt="The showcase in the Profile tab: the interface theme and four appearance slots, each with its price in Scrip" loading="lazy" decoding="async"></p>
<p>The Profile tab also shows the appearance items: the interface theme, free
for everyone, and four slots, portrait frame, title, banner and profile
background.</p>
<p>Each slot shows a price in Scrip, the currency earned by playing. Nothing is
for sale: the slots are empty for everyone, the showcase is for looking only,
and these prices may still change.</p>
<hr>
<p>Feedback, a problem? Drop by the <a href="https://discord.gg/eBGJUH3FSp" target="_blank" rel="noopener noreferrer">Discord</a>.</p>
]]></content:encoded>
      <dc:creator>Gaetan</dc:creator>
      <category>Programowanie</category>
    </item>
    <item>
      <title>Three weeks of building: from v0.61 to v0.85</title>
      <link>https://www.playastragenesis.com/en/devlog/three-weeks-of-building</link>
      <guid isPermaLink="true">https://www.playastragenesis.com/en/devlog/three-weeks-of-building</guid>
      <pubDate>Mon, 05 Oct 2026 09:30:00 GMT</pubDate>
      <description>The notes on this site stopped at v0.60.3. Meanwhile the game took close to forty updates: colonies that truly exist, expeditions that take their time, a rebuilt Market and a move to a new server.</description>
      <content:encoded><![CDATA[<p>The release notes on this site stopped at v0.60.3, on 12 September. The game
did not stop: close to forty updates in three weeks. Here is what they change
for you, without the technical detail.</p>
<p>In short: your colonies became real colonies, expeditions take their time, the
Market was rebuilt from the ground up, and the game moved to our own server.</p>
<h2 id="screens-built-around-the-colony-v0-61-to-v0-69">Screens built around the colony (v0.61 to v0.69)</h2>
<p>After the Planet view, the Buildings and Factories screens got the same
treatment. Your colony&#39;s landscape fills the whole screen, and the panels
float on top, on a dark background that keeps the numbers readable.</p>
<p>Quests and Expeditions are now two screens. The first gathers the campaign,
achievements and a colony leaderboard. The second gained a map of your
planet&#39;s sectors.</p>
<p>Expeditions finally take their real time: a flight of 1 hour 30, then 1 to
8 hours on site, your choice. The longer you stay, the bigger the loot. The
risk and the Fuel bill go up too.</p>
<p>The colony lives on your clock. Dawn, day, dusk and night tint the scenery,
along with the weather of the day.</p>
<p>Less visible: the game copes better with small hiccups. If the server is busy
while your save loads, it retries on its own instead of showing an error.</p>
<h2 id="colonies-that-truly-exist-v0-70-to-v0-79">Colonies that truly exist (v0.70 to v0.79)</h2>
<p>This is the biggest change of the period. Each colony now has its own stock,
its buildings, its workers and its queues. Switching colony really means
switching place. Scrip, on the other hand, becomes a single wallet shared by
all your colonies.</p>
<p>The top bar slimmed down: four basic resources, Electricity and Scrip. The
rest sits behind a button. Every panel can be collapsed, and the game
remembers it from one session to the next.</p>
<p>A Control Centre gathers what used to be scattered: the threat radar, your
defensive posture, announced incursions, the combat history and a simulator.
A message box comes with it, for reports and alerts.</p>
<p>The Market was rebuilt. The Trading Post shows three offers of the day and a
price table with a 24-hour trend. The Player Exchange shows the real order
books. Nothing is simulated: an empty book shows up empty.</p>
<p>On the sign-in side: a &quot;Stay signed in&quot; box, a faster start, and a security
fix for those who play with two tabs open.</p>
<h2 id="a-move-then-work-behind-the-scenes-v0-80-to-v0-85">A move, then work behind the scenes (v0.80 to v0.85)</h2>
<p>At the end of September the game changed servers. It now runs on our own
machine. Your save, your colonies and your Scrip were carried over as they
were. You only need to sign in again once.</p>
<p>Along the way, you can change your password from the Profile, raid alerts
arrive in under a minute, and signing out now only closes the session on the
device you are using.</p>
<p>The versions after that change nothing in your save. They are tools for the
team: finding out what happened on an account when you report a problem, or
giving resources to every player after an outage.</p>
<h2 id="if-you-are-coming-back-after-a-break">If you are coming back after a break</h2>
<p>Your colony is where you left it, and production kept going without you. Sign
in once, then have a look at the Market and the Control Centre: that is where
the game moved the most.</p>
<hr>
<p>Feedback, or something wrong? Drop by the
<a href="https://discord.gg/eBGJUH3FSp" target="_blank" rel="noopener noreferrer">Discord</a>.</p>
]]></content:encoded>
      <dc:creator>Gaetan</dc:creator>
      <category>Programowanie</category>
    </item>
    <item>
      <title>Reworking the Planet view: from dashboard to colony</title>
      <link>https://www.playastragenesis.com/en/devlog/reworking-the-planet-view</link>
      <guid isPermaLink="true">https://www.playastragenesis.com/en/devlog/reworking-the-planet-view</guid>
      <pubDate>Sat, 12 Sep 2026 09:00:00 GMT</pubDate>
      <description>The Planet view looked like a form to fill in. The v0.60.0 → v0.60.3 rework turns it into a colony you actually want to look at, without touching a single game rule.</description>
      <content:encoded><![CDATA[<h2 id="why-rework-the-planet-view">Why rework the Planet view</h2>
<p>Screen 01 is the first screen every new player sees, and the one veterans
keep open the longest. Up through v0.59.2, it was a dashboard in the
strictest sense: orange-boxed cards, a permanent red alert banner up top,
buildings scattered at roughly random positions on the planet render, with
no visual link to the hexagonal grid sitting underneath. It worked, but it
read like a management form, not a colony.</p>
<p>The v0.60.0 to v0.60.3 rework changes no rule at all: production, costs,
available slots are exactly the same. What changes is what the screen
actually shows you.</p>
<h2 id="before-after">Before / after</h2>
<p><strong>Before (v0.59.2)</strong>: boxed dashboard, buildings scattered across the
holographic table, a permanent red shortage banner, panels that stayed open
whether you were reading them or not.</p>
<p><img src="/assets/screenshots/colonie-avant-v0592.jpg" alt="Before the rework: the boxed dashboard of v0.59.2, buildings scattered across the holographic table" loading="lazy" decoding="async"></p>
<p><strong>After (v0.60.3)</strong>: a 24-slot honeycomb where every building actually
fills its own hexagon, a radial spotlight centering your eye on the colony,
separate Event and Advisor panels, a HUD with a rate for every resource.</p>
<p><img src="/assets/screenshots/colonie-v0610.jpg" alt="After the rework: a 24-slot honeycomb, radial spotlight and per-resource HUD in v0.60.3" loading="lazy" decoding="async"></p>
<h2 id="the-design-choices-explained-simply">The design choices, explained simply</h2>
<p><strong>The render&#39;s radial spotlight.</strong> A radial gradient centered on the colony
pulls the eye toward the middle of the screen instead of letting it scatter
across the four corners of an evenly lit rectangle. It&#39;s the same planet
render as before; only the lighting changed, and the screen still reads far
better immediately.</p>
<p><strong>The 24-slot honeycomb.</strong> Before, a built structure showed up at a
roughly arbitrary spot on the render. Now, the hex grid that already existed
faintly underneath becomes the actual map of slots: 24 cells, occupied or
empty, each at a fixed position. One glance tells you how much room is left.</p>
<p><strong>Buildings that fill their own hexagon.</strong> Every built structure now takes
up the full space of its cell, with a readable icon and name right there,
instead of a small floating marker hovering above the terrain. The colony
looks built, not pinned.</p>
<p><strong>Collapsible panels, with the choice remembered.</strong> Constructions, Research,
Expeditions: these three panels can now be closed with one click, and the
game remembers each player&#39;s choice across sessions. If you never launch an
expedition early on, that panel stays closed until you open it yourself.</p>
<p><strong>A HUD with per-resource rate and a real date.</strong> The top bar used to show
totals only; it now also shows the rate (+412/h, +17, and so on) so you can
tell at a glance where the colony&#39;s economy is heading, plus an in-game date
instead of a bare sector number.</p>
<p><strong>A banner reserved for events, the advisor split out.</strong> Before, shortage
alerts and advisor tips landed in the same red zone. Now, the top banner is
reserved for actual events (a solar storm, a detected signal), and the
advisor has its own panel, no more mixing up &quot;this is happening right now&quot;
with &quot;here&#39;s what I suggest.&quot;</p>
<h2 id="what-this-changes-for-players">What this changes for players</h2>
<p>Nothing to relearn: same buildings, same costs, same slots. What changes is
how long it takes to read the state of your colony when you open the screen
and, simply, how much you enjoy looking at it.</p>
<h2 id="what-39-s-next">What&#39;s next</h2>
<p>v0.61.0, shipped right after, applies the same logic to the Buildings
catalog: the same colony render in the background, the same radial
spotlight, the same collapsible panels, this time applied to the screen
where you choose what to build.</p>
<hr>
<p>If you&#39;re testing v0.61.0, we want to hear from you: join the
<a href="https://discord.gg/eBGJUH3FSp" target="_blank" rel="noopener noreferrer">Discord</a> to talk directly with the team, or
sign up for the newsletter to catch every update. There&#39;s no Steam page yet;
the wishlist link will follow once it exists.</p>
]]></content:encoded>
      <dc:creator>Gaetan</dc:creator>
      <category>Projektowanie</category>
      <category>Programowanie</category>
    </item>
    <item>
      <title>A month rebuilding the Research screen, and what it taught me</title>
      <link>https://www.playastragenesis.com/en/devlog/rebuilding-research-screen</link>
      <guid isPermaLink="true">https://www.playastragenesis.com/en/devlog/rebuilding-research-screen</guid>
      <pubDate>Thu, 27 Aug 2026 09:00:00 GMT</pubDate>
      <description>Sixty-four technologies fitted into a perfectly correct and perfectly unreadable grid. It took a month to work out that the grid was not the problem.</description>
      <content:encoded><![CDATA[<p>The Research screen had existed for eight months. It worked. All sixty-four
technologies were displayed, the prerequisites were right, the queue ran. And
nobody, myself included, could decide what to research.</p>
<h2 id="the-first-diagnosis-which-was-wrong">The first diagnosis, which was wrong</h2>
<p>My first thought was: it is too dense. Eight branches, eight technologies each,
that is a wall. So I tried to declutter. I shrank the cards, added whitespace,
moved the descriptions into a tooltip.</p>
<p>It changed nothing. It was prettier and still impossible to decide from.</p>
<h2 id="the-real-problem">The real problem</h2>
<p>What was missing was not space, it was <strong>consequence</strong>. A card said &quot;Advanced
photovoltaics, cost 400 Data, 12 minutes&quot;. Nowhere did it say what that would do
to my colony, right now, with my colony.</p>
<p>The difference between the two phrasings:</p>
<blockquote>
<p>Advanced photovoltaics, +6% solar panel yield</p>
</blockquote>
<blockquote>
<p>Advanced photovoltaics, <strong>+18 power</strong> across your four solar fields, which is
enough to run the Plate Press you are missing</p>
</blockquote>
<p>The second one requires the engine to know the actual state of the save at the
moment of display. That is more work: every technology effect has to be a
function evaluable against the current state, not a line of hand-written text. I
had to rewrite the effects table for it.</p>
<h2 id="what-the-rebuild-produced">What the rebuild produced</h2>
<ul>
<li><strong>A sticky queue panel</strong> on the left, always visible, answering &quot;what is
running right now&quot; without scrolling.</li>
<li><strong>Eight genuinely colour-coded branches</strong>, with the colour reused everywhere
else in the game. Colour is not decoration here, it is identity.</li>
<li><strong>A vertical tree</strong> rather than a horizontal one, because a screen is taller
than it is wide once the HUD is accounted for.</li>
<li><strong>The tier X doctrine behind a double confirmation</strong>, because three people
picked it by accident during testing. A permanent choice deserves to be asked
twice.</li>
</ul>
<h2 id="what-i-take-from-it">What I take from it</h2>
<p>When a screen is unreadable, the temptation is to simplify it. Nine times out of
ten in this project, the real problem was not the amount of information: the
piece that lets you decide was missing. Removing is not enough. Often you have to
add the right thing, and that costs more.</p>
<p>The screen today shows <em>more</em> text than before. It is far simpler to use.</p>
]]></content:encoded>
      <dc:creator>Gaetan</dc:creator>
      <category>Projektowanie</category>
      <category>Programowanie</category>
    </item>
    <item>
      <title>Why production never stops when you close the game</title>
      <link>https://www.playastragenesis.com/en/devlog/offline-production</link>
      <guid isPermaLink="true">https://www.playastragenesis.com/en/devlog/offline-production</guid>
      <pubDate>Wed, 12 Aug 2026 09:00:00 GMT</pubDate>
      <description>A management game that punishes absence is not difficult, it is just demanding about your schedule. Here is how Astra Genesis works out what happened while you were away.</description>
      <content:encoded><![CDATA[<p>There is one rule I set myself on day one of this project, and it has outlived
everything else: <strong>closing the game must never cost you anything.</strong></p>
<p>It sounds minor. It is not. It is the constraint that shaped the engine more than
any other, long before the art or the balance.</p>
<h2 id="the-problem-with-most-management-games">The problem with most management games</h2>
<p>In a classic online management game the loop is simple: you start a production
run, it takes eight hours, and you have to come back to collect it. Come back too
late and the warehouse is full and the rest is lost. If a player passes by during
the night, your resources leave with them.</p>
<p>That is not difficulty. It is a tax on your availability. A player who can log in
six times a day beats a player who plays better but has a job. And above all:
none of it is <em>interesting</em>. Nobody has ever told a friend about the thrilling
decision they made at three in the morning to save a fleet.</p>
<h2 id="what-astra-genesis-does-instead">What Astra Genesis does instead</h2>
<p>The engine does not simulate time continuously. It stores a timestamp, and when
you come back it works out what should have happened in between. That is what the
catch-up function does:</p>
<pre><code class="language-js">// The server replays the hours you were away, boundary by boundary:
// each construction finishing, each research completing and each
// expedition returning is handled in order, with the production
// rates as they stood at that exact moment.
catchUp(state, elapsedSeconds);
</code></pre>
<p>The detail that matters is in that last sentence. A naive catch-up multiplies the
current rate by the elapsed time, which is wrong the moment an event changes the
rates halfway through. If your factory finishes two hours after you log off, the
following six hours have to use the new throughput, not the old one. So the
catch-up cuts the absence at event boundaries and recalculates rates at each one.</p>
<p>It takes longer to write. It is also the only honest version.</p>
<h2 id="what-else-does-not-happen">What else does not happen</h2>
<ul>
<li><strong>Warehouses do not overflow</strong> in the punishing sense. A saturated chain stops
and waits; it destroys nothing.</li>
<li><strong>No event fires while you are away</strong> to take something from you. Incursions
arrive with a warning you can see before you close the game.</li>
<li><strong>There is no button to speed things up</strong> for real money, because there is
nothing to speed up: time passes the same whether you are there or not.</li>
</ul>
<h2 id="what-this-choice-actually-costs">What this choice actually costs</h2>
<p>To be honest about it: this rule makes balancing harder. With no time pressure,
the only tension left is the trade-offs. Every tier has to pose a real factory
question, or nothing is left at all. It is a game where I cannot hide behind a
countdown and pretend something is happening.</p>
<p>Good. That was the idea.</p>
]]></content:encoded>
      <dc:creator>Gaetan</dc:creator>
      <category>Programowanie</category>
      <category>Projektowanie</category>
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