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Astra Protocol 2 News

Gamepad Controls Beta

Attention Captains,

We have uploaded a new beta branch that focuses on controlling Astra Protocol 2 using a gamepad.

Whilst Astra Protocol 2 controls best via a keyboard, there are some circumstances where it might not be practical, or possible to use one.

This beta intends to get the proposed control system into users' hands so they can help us work out if it is a control system worth pursuing. If all goes well, there's the possibility that it could open the door to a Steam Deck build.

If you're still interested, read on.

Having a game designed around inputting commands meant that it was a challenge to come up with a system that supported a limited form of input like a gamepad. There is the possibility of an on-screen keyboard, but navigating that with a controller can be clunky in real time, and pausing the game each time the keyboard was required wouldn't lead to a very slick system. So we have come up with the following control system:

Holding down the Left Trigger (L2) will start the command input process (the command line will change colour to reflect this).

Pressing Upand Down will toggle through the list off available entries - this will be the command, subcommand, or parameters depending on which part of the command you are entering. Left and Right will skip to the next command that starts with a different letter.

Once the correct entry has been selected, pressing the Accept button / button 1 will enter that into the command string and bring up the next set of entries where applicable. If an incorrect entry has been selected, pressing the Back button / button 2 will remove that entry from the command.

Releasing the Left Trigger will then commit the command (e.g. it is the same as pressing return on a keyboard).

Should you need to enter a numerical or yes / no value, pressing the Right Trigger (R2) will change the input mode accordingly.

Additionally, to swap between modules quickly, the Bumpers (L1 and R1) can be used to cycle between them.

In all other circumstances, the gamepad will work as normal - e.g. in the science module, it will move the cursor and select a target as long as the left trigger is not being held down.

We are aware that this system seems unconventional, but once you get used to it (and we iron out all the issues) it can be quite usable.

If this feels like a control system you would like to try out, please jump onto the controller_beta branch. As this is still a work in progress, we'd also like to hear your thoughts and any bugs and issues you encounter. Please leave any comments on this post, in the forums, or feel free to reach out to us via email.

Patch 1.7 Live!

Ahoy Captains,

Patch 1.7 is now live!

This patch was influenced by feedback from the Astra Protocol 2 community, and includes additional player information, and more options to control the players’ experience.

This patch brings a mix of new features, improvements, and bug fixes:

New Features
  • DISABLE ALL command to cut power to all systems in a pinch
  • ALIAS command to allow for user remapping of commands
  • Ability to save and load ALIAS mappings
  • CONTINUE command as a variant to the UNPAUSE command


New Configuration Options
  • Ability to select feature sets of what game content does and doesn’t appear
  • Can remap the SECOND SCREEN and EXTERNAL LOG keys
  • Option to save EXTERNAL LOG to disk rather than sending to a printer


Improvements
  • Bearing towards locked on object shown in SCIENCE and ORDNANCE modules
  • Current LASER mode shown in ORDNANCE module
  • Current FIGHTER mode shown in OPERATIONS module


Bug Fixes
  • Fixed missing and incorrectly formatted user documentation
  • TARGET LOCK is cleared when out of RADIO range / RADIO is disabled
  • Can no longer highlight objects out of RADIO range / when RADIO is disabled
  • Fixed TARGET LOCK logic to relate to object to be locked on to


We hope that these new improvements and hardcore mode offer some new and improved ways for people to enjoy Astra Protocol 2.

If you have any comments, feedback, or suggestions, please post them here or via the usual channels.

We hope you enjoy the changes and have fun with the work we've done on Astra Protocol 2.

Upcoming Patch 1.7

Attention Captains,

The upcoming v1.7 patch is currently available in the beta branch.

This patch is mainly focusing on some quality of life improvements based on user feedback, featuring new commands, information, and configuration options.

Its a relatively small patch compared to some of our other patches, so it may not be too long until it goes live.

As usual, please feel free to leave comments here or in the Community Feedback thread - https://steamcommunity.com/app/2026750/discussions/0/5789982181540189847/
Watch this space for further updates

Patch 1.6.1.0

Attention Captains,

Patch 1.6.1.0 is now live. This patch focuses on improving the rendering times and bugfixes.

The changes are as follows:

  • If not running in a window, the game will ask the user on launch whether they want to run in 800x600 mode. This lowers the resolution of the screen that the game is running on to fix issues when running at higher resolutions. Closing the game will return the resolution to normal.
  • Planet type (terrestrial / gas giant) added to scientific readouts for planets.
  • Fixed minor graphical issue with render modes 1 and 3 where the CRT shutdown effect didn't render properly.
  • Shield mites can no longer be targeted by the lasers when out of range.
  • Fixed issue where enemy ship shields could be set to NaN making them indestructible.
  • Fighters will only target ships near the player and not fly off if the nearest target is too far away.
  • Launching fighters when none are available is no longer a syntax error.


We hope that these fixes improve your enjoyment of Astra Protocol 2. The rendering time has been a long running issue that we have been looking into fixing through other means, so hopefully this has now been resolved.

We also appreciate any feedback and comments. Should you have any, please leave them here or in one of the discussion posts.

Patch 1.6 Live

Attention Captains,

The Patch 1.6 for Astra Protocol 2 is now live!

Star-fighters have been overhauled and new features have been programmed into the terminal.

This patch brings a mix of new features, improvements, and bug fixes:

New Features
  • Overhauled fighters
  • Battleships and destroyers launch fighters
  • Hardcore mode - type a syntax error and the ship explodes
  • Ships can drop chaff
  • Pause / unpause command



New Configuration Options
  • Toggle to view assists which provide extra information to aid the player
  • Toggle to remove the radiation jitter
  • Toggle to automatically stabilise the ship if engines / thrusters / rudder set to zero
  • Three different render modes for potentially improved rendering speeds


Improvements
  • AI follow behaviour matches that of the autopilot


Bug Fixes
  • Fixed crash when loading some space-time anomalies
  • Fixed issue where distress beacon would always spawn at maximum range
  • Fixed issue where autopilot wouldn’t account for planet rings correctly
  • Fixed issue where crystalline entities wouldn’t collide with minefields correctly
  • Fixed issue with alignment of damaged components in ship readouts
  • Fixed hang when pressing return on opening the Help screen


The speed of rendering was an issue we've looked at solving. Three new rendering modes have been implemented for users to determine which work best on their system. Additionally, turning off some rendering features, such as the radiation jitter and scanlines, can provide some improvements.

Handling fighters was another key area we've been wanting to solve since launch. The way they behave now, with the removal of the friendly fire option from the previous patch, now means that they can be useful.

We've also added a few toggles to aid players.

We hope that these new improvements and hardcore mode offer some new and improved ways for people to enjoy Astra Protocol 2.

If you have any comments, feedback, or suggestions, please post them here or via the usual channels.

We hope you enjoy the changes and have fun with the work we've done on Astra Protocol 2.