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Asteroids ++ News

3RD DROP IN ASTEROIDS ++

Asteroids ++ now introduces the 3RD DROP IN THE GAME.




  • When playing the game you will receive random planet items in your inventory and they will be available during the 1.2.X period. Drops are determined based on how long / often you play the game.
  • Later they will be replaced by future drops and will no longer be droppable by the game, so gather as many as you can!
  • The 2nd Drop of planets is no longer available. You can only gather them through the market or trading.


You can also visit the Asteroids ++ Store here! Buying from the store supports the developer!

Asteroids ++ 1.2.0a

  • Forgot to add the skill tree for the mini rockpods so I readded it :)
  • Fixed issue with daily levels not disappearing when clicking through menus
  • Fixed issue with the Kepler campaign not using correct planets
  • Mini rockpods now deal 1% of damage to dark green asteroids
  • Mini rockpods firerate is now 50% slower (as previously on level 12 they would be fired instantly per frame)
  • Mini rockpods cost changed from 50 > 55, procedural cost 31 > 65


If you want more quality updates, please donate!

Asteroids ++ 1.2.0 - NEW CAMPAIGNS, DAILY LEVELS, NEW SHOP ITEMS, NEW ASTEROID!

Features and Changes


I am probably going to forget to cover something, so I am going to try my best to mention the best features.

[h2]NEW CAMPAIGNS[/h2]



Added 3 new campaigns are added, Red Moons (2 satelites), Kepler-90 (8 planets) and the Teegarden Family (3 planets)
The game has significantly more content than ever!
(Note: Inventory items are required for these campaigns to be played)



[h2]NEW ASTEROIDS[/h2]



You don't want to touch them.
These new asteroids are also added in Sandbox

[h2]NEW MUSIC[/h2]
New Music was added when black asteroids appear, check it out in the soundtest or on youtube! (Or just buy a soundtrack to support the developer)

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

[h2]DAILY LEVELS[/h2]

Asteroids was always about who can be the best player. Play a randomized sector with randomized weapon loadout with randomized asteroids! How fun!

Rewards in daily levels are credits, the reward is higher depending on how hard the daily level is, the difficulty on a daily level also matters greatly (realistic gives a lot of credits)
You can now enjoy daily content and compete with players every day! Play through very short levels!



[h2]PLANET DROPS[/h2]
The 2nd drop of planets is officially done! You can no longer buy planets from the store, the 3rd drop is coming very shortly after this update, I will be revealing them in a future news post.

[h2]CRAFTING[/h2]



A new menu was remade for the steam inventory so I can put things in like crafting. This isn't still fully complete as I need to add more items, but we have a nice foundation in general now

[h2]NEW SHOP ITEMS[/h2]

[h3]MINI ROCK-PODS (Weapon)[/h3]

Cost: 50, Procedural Cost: 31

[h3]WAVE CRUNCH (Utility)[/h3]


Cost: 75, Procedural Cost: 20

These items add a nice dynamic to the game and there is also skill trees for both of the shop items

[h2]GAMEPLAY CHANGES[/h2]
[h3]TIME LEFT INDICATOR[/h3]


Ever wanted to know when the wave ends?
In 1.2.0, the small ship that shows the wave counter will move towards the next wave number. Once it's close enough, that is the indicator of the next wave.

[h3]WAVE SKIP REWARD[/h3]

Instead of giving coins instantly upon wave skip completion, it will now spread them out in a level. This is more of a balance change to make the magnet seem more unique to player loadouts, but at the same time lower the cost of the Convince utility because it was too damn expensive!

I'd like to hear your opinion on this change because it is a pretty significant one.

[h3]HARDMODE SHOP DISABLED[/h3]

I've disabled the shop in hardcore (and daily levels) because there is an exploit to avoid death during hardcore by just going to the shop during gameplay. You can still prevent death by going to the title screen, but all collected coins won't be saved, which was possible previously.



[h2]OTHER[/h2]
  • Sector completion coin reward now depends on what grade the player got
  • Shield Regen while idle is now healing 50% more instead of 200%
  • Updated recruitment names
  • Improved loading
  • Improved sector generation
  • Ship Spikes Cost: 75 > 50
  • Updated steamworks api, in the future, timelines will be included
  • Fixed timestop for the mothership boss (thanks BrawnyVolt)
  • Added a new achievement


[h2]Support the Developer[/h2]
Buy goods from the shop and receive rewards for more quality updates! Thank you!

Asteroids ++ 1.2.0 News

Usual updates have slowed down to focus on myself, however I am packing a big punch very soon!

The new Asteroids ++ update is almost ready! :meng8:



[h3]New Campaigns[/h3]
I know people asked for more content so I have planned out campaigns for the future 1.2.0 update. As soon as it drops, there will be new planet drops as well (The planet in the news art should hint what the long campaign will include)

Two campaigns will be short (2 and 3 planet campaign), and one will be as long as the main campaign (8 planet campaign)

The names of the campaigns will be announced later, for now you can guess.

[h3]Dailies![/h3]
There are rumors that daily levels are coming to the game, which give the player a randomized loadout on a randomized sector and randomized waves, also coming with leaderboards to compete with friends, don't tell them that I told you!

In the future, weekly and daily events will have restricted weapons, abilities and utilities, making the game a bit more interesting to find solutions to problems, but I'm thinking to add new weapons first before diving into that!

[h3]New Rocks![/h3]
Also coming in the brand new asteroid type (with new music) and planet types (more on that later!)
New weapons are coming as explained earlier, but before all of that, I'm still working on 1.1.8, I talked about it here, which brings crafting and should be out soon.

Thanks for the patience, if you have bugs to report, report them here!
Thanks again!

If you want more quality updates, please donate!

Asteroids ++ 1.1.7f

[h3]Features/Changes[/h3]
  • Added ads that advertise my stuff (sorry)




[h3]Ads[/h3]
  • If players have paid for Infiland games, DLCs or similar previously, the frequency of ads is reduced, while some (like the soundtrack) would be completely removed.
  • Frequency of ads changes depending on level and what they bought
  • Ads will only be shown on the main menu, ads will not appear during gameplay
  • Ads wont appear under level 15, unless players have played at least for 20 minutes (timer resets on game launch)
  • Ads wont appear every time, it has 15% base chance for an ad to appear, chance increases up to level 200 up to 50%
  • Each ad isn't advertising any other product other than my stuff, so no "inappropriate" ads are shown. Other opportunities to advertise on my game may come up though, just contact me on [email protected]
  • There may be an opportunity for me to add a free "disable ads" option in settings, however I'm thinking on making this more viable.


  • Drops are now 2X more common
  • The sun campaign no longer has dark green asteroids


[h3]Fixes[/h3]
  • Fixed weapon drops not working properly
  • Fixed bug where you can click on skill tree if you had a popup (weekly popup for example)
  • Removed developer debug console if cheats are enabled (only to avoid exploits)


I know this would probably be a hated feature, however I hope you value the transparency of the game. It is only understandable that I do this in F2P game models, and ads in my paid games are avoided. It only makes sense for the frequency of ads to decrease as the player supports the game, which makes more sense and would act more like a game which someone paid for. Please give me feedback on this system, I want to make it right and fair for myself and players

If you want more quality updates, please donate!