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Astro Protocol News

Astro Protocol Is Out Now

[p]Astro Protocol is officially released on Steam for Windows, Linux and macOS.[/p][p]After extensive iteration, demos, and playtesting, the full version of our turn-based 4X strategy game is now available. Thank you to everyone who followed the project, played the demo, participated in playtests and shared feedback along the way.[/p][p]What is Astro Protocol?
Astro Protocol is a compact but deep 4X strategy game focused on meaningful decisions rather than long sessions. Matches are designed to finish in about an hour, but every move matters.[/p][p]You’ll:[/p]
  • [p]Explore and map a hostile star system[/p]
  • [p]Colonize and terraform planets[/p]
  • [p]Build space stations and orbital networks[/p]
  • [p]Research technologies across randomized tech trees[/p]
  • [p]Engage in tactical, one-unit-per-tile hex combat[/p]
  • [p]Compete with rival factions and form alliances with minor factions[/p]
[p]The game emphasizes spatial planning, tactical positioning, and adapting to changing conditions as the match unfolds.[/p][p]What’s in the full release?[/p]
  • [p]6 playable factions[/p]
  • [p]8 minor factions[/p]
  • [p]24 ship types[/p]
  • [p]12 planet types[/p]
  • [p]100+ technologies[/p]
  • [p]100+ anomalies[/p]
  • [p]9 victory conditions[/p]
  • [p]4 map generators[/p]
[p]If you enjoy focused 4X strategy, tactical decision-making, and games that respect your time, we hope Astro Protocol earns a place in your library.[/p][p]Thank you for playing and good luck mastering the Protocol.[/p]

Ships and Combat In Astro Protocol

[p]Ships are the backbone of power projection in Astro Protocol. They explore the unknown, terraform and colonize planets, protect your network, and ultimately decide the outcome of wars. Every ship is defined not just by raw stats, but by its class, abilities, and intended role.[/p][p]Some ships are built to deal overwhelming damage, while others are designed to withstand sustained fire. Some dominate at long range, while others should avoid combat entirely and focus on scouting and uncovering anomalies.[/p][h2]Ship Stats[/h2][p]Each ship is defined by a set of core stats that determine how it performs in combat, exploration, and positioning. All ships start with 100 hull points and are destroyed when their hull points reach 0.[/p]
[p]Ship Stat[/p]
[p]Description[/p]
[p]Icon[/p]
[p]Damage[/p]
[p] Determines how much damage each individual attack deals. Higher damage is more effective against armored targets, as armor is applied to each attack separately.[/p]
[p][/p]
[p]Attacks[/p]
[p] The number of attacks the ship performs when engaging in combat. Ships with many attacks spread their damage across multiple hits, which makes them less effective against heavy armor.[/p]
[p][/p]
[p]Shield[/p]
[p]A ship’s first line of defense. Shields absorb damage before the hull is affected and fully replenish at the start of each turn.[/p]
[p][/p]
[p]Armor[/p]
[p]Reduces damage taken from each individual attack once shields are depleted. Armor can never reduce an attack below 1 damage.[/p]
[p][/p]
[p]Action Points[/p]
[p]Determine how many actions a ship can perform each turn, such as moving, attacking, or interacting with the environment. Higher action points allow for greater flexibility and mobility.[/p]
[p][/p]
[p]Sensor Range[/p]
[p]Defines how far the ship can detect enemies and reveal unexplored areas of the map.[/p]
[p][/p]
[p]Attack Range[/p]
[p]Determines the maximum distance at which the ship can engage enemies. Attacking from outside an enemy’s attack range prevents counter-attacks.[/p]
[p][/p]
[p][/p][h2]Ship Classes[/h2][p]Each ship belongs to one of four ship classes, which define its general role and available upgrades: [/p]
[p]Ship Class[/p]
[p]Description[/p]
[p]Icon[/p]
[p]Scout[/p]
[p]Scout class ships are inexpensive, lightly armed vessels focused on exploration, scouting, and colonization. They are well suited for tasks other than combat.[/p]
[p][/p]
[p]Cruiser[/p]
[p]Cruiser class ships are fast and agile combat ships designed to apply pressure and exploit positioning. They can deal significant damage but cannot withstand sustained fire.[/p]
[p][/p]
[p]Battleship[/p]
[p]Battleship class ships are slow, heavily protected warships with strong armor and shields. They excel in direct engagements and prolonged fights.[/p]
[p][/p]
[p]Carrier[/p]
[p]Carrier class ships operate at long range, with extended attack and sensor ranges. Many provide support capabilities that strengthen friendly ships and shape engagements from a distance.[/p]
[p][/p]
[p][/p][p]Some technologies unlock upgrades and abilities that apply only to ships of a specific class, allowing you to specialize your fleet over time.[/p][h2]Combat and Counter-Attacking[/h2][p]When a ship attacks, it performs all of its attacks, each dealing damage independently. Damage is applied to shields first. Once shields are depleted, damage is applied to the hull, with armor reducing the damage of each attack. Armor can never fully negate an attack; every hit that reaches the hull will always deal at least 1 damage.[/p][p]If a ship is attacked inside its attack range and survives the initial strike, it will counter-attack unless it is busy exterminating a planet. Counter-attacks use the defending ship’s full attack profile and are resolved immediately.[/p][p]To attack or counter-attack, a ship must be able to see its target. This requires the target to be within the sensor range of at least one friendly ship during the turn.[/p][p][/p][h2]Tactical Combat and Special Abilities[/h2][p]Combat in Astro Protocol takes place on a one-unit-per-tile hex grid. Only one ship may occupy a tile at a time, making positioning and map control critical.[/p][p]Many ships have special abilities that modify how combat is resolved. These abilities can affect damage, positioning, or counter-attacking rules and often define a ship’s tactical role.[/p][p]For example, the Disruptor ship has the Neutralizing Strike ability, which prevents the attacked unit from counter-attacking any other unit for the rest of the turn.[/p][p]Combat in Astro Protocol is decided as much by positioning and information as by raw firepower. Understanding how positioning, counter-attacks, and ship abilities interact is key to effective combat.[/p][p][/p]

Astro Protocol Launches on February 9

[p]We’re excited to officially confirm that Astro Protocol will launch as a full release on February 9.[/p][p]We’ve also just released update 0.21, the final major update before launch. From here on, our focus will shift to bug fixing, smaller quality-of-life improvements, and adding a few more anomalies for variety.[/p][h2]Gameplay Changes[/h2][p]Several systems have been refined to improve variety, balance, and strategic decision-making:[/p]
  • [p]Added Shattered Sector and Fractal Corridors map generators, creating more constrained and fragmented map layouts (not available in the demo)[/p]
  • [p]Added more anomalies to increase exploration variety[/p]
  • [p]United Tellus bonus changed from extending the network to +1 network range[/p]
  • [p]Terraform, exterminate, and discover actions now cost energy when performed outside your network[/p]
  • [p]Decreased the attack and damage of Phantoms[/p]
[p][/p][h2]User Experience[/h2][p]The user experience has received further polish ahead of release:[/p]
  • [p]Reworked the start of the tutorial for clearer pacing[/p]
  • [p]Updated tutorial steps and explanations[/p]
  • [p]Improved tutorial map edges[/p]
  • [p]Improved minor factions menu for better readability[/p]
  • [p]Added help buttons to menus for quicker access to explanations[/p]
  • [p]Added a force end turn option by holding Shift + End Turn[/p]
  • [p]Improved tooltips and shortened long tech names[/p]
[h2]Audio & Graphics[/h2]
  • [p]Added new music tracks[/p]
  • [p]Various small visual improvements across the UI[/p]
  • [p]Updated map edge texture[/p]
  • [p]Added a new Earth planet texture[/p]
  • [p]Darkened map background elements to improve overall visibility[/p]
[h2]AI & Performance[/h2]
  • [p]Improved AI technology research selection[/p]
  • [p]General performance improvements[/p]
  • [p]Improved performance on large maps[/p]
[h2]Looking Ahead to Release[/h2][p]With update 0.21, Astro Protocol is now feature-complete. The remaining updates before launch will focus on stability, polish, and final balance tweaks to ensure a strong full release experience.[/p][p]Thank you to everyone who has played, tested, and shared feedback throughout development. Your input has been instrumental in shaping Astro Protocol into what it is today.[/p][p]See you among the stars![/p]

Map Generation, Graphics, User Experience, AI and Balance improvements

[p]As release draws closer, this update focuses on map generation, map graphics, visual clarity, and user experience improvements, based on feedback from our playtesters.[/p][h2]Map Generation & Graphics Updates[/h2][p]This update improves exploration, readability, and atmosphere across the galaxy:[/p]
  • [p]Added another map generator, introducing more varied and less predictable maps[/p]
  • [p]Added a new network indicator, now enabled by default for better strategic awareness[/p]
  • [p]Added particle effects for harvesting metal, gas, and energy (thanks Pymous for the idea!)[/p]
  • [p]Unexplored tiles are now fully hidden by black fog of war, while explored but unobserved tiles use white fog of war[/p]
  • [p]Replaced space telescope image backgrounds with new painted backgrounds by our artists[/p]
  • [p]Improved anomaly placement and added more anomaly types[/p]
  • [p]Added icons to allied units and planets for quicker identification[/p]
[p][/p][h2]User Experience Improvements[/h2][p]Many changes in this update aim to reduce friction and make information easier to read at a glance:[/p]
  • [p]Switched to a more readable body text font[/p]
  • [p]Added colonizable and terraformable icons directly to planet labels[/p]
  • [p]Improved nested tooltips system[/p]
  • [p]Added more game settings descriptions[/p]
  • [p]Unified resource icon sizes[/p]
  • [p]Recolored and reordered ship stat icons for better readability (thanks Pymous for the idea!)[/p]
  • [p]Center planet name is now shown in tooltips[/p]
  • [p]Improved the loading screen and removed the blur effect[/p]
  • [p]Shift-click to build multiple stations or ships at once[/p]
  • [p]Added a button to center the camera on your home planet[/p]
  • [p]Added a notification when a ship is attacked outside sensor range[/p]
  • [p]Added more input and hotkey icons throughout the UI[/p]
  • [p]Added clearer, more instant feedback on victory and defeat[/p]
  • [p]Improved ship descriptions, tooltips, and tutorial texts[/p]
[p][/p][h2]AI Improvements[/h2][p]AI behavior has been refined across multiple systems:[/p]
  • [p]Improved AI evaluation of adjacency based production bonuses[/p]
  • [p]Improved AI usage of conversion stations[/p]
  • [p]Improved major faction AI behavior towards minor factions[/p]
  • [p]Various additional improvements to AI economy and decision making[/p]
[h2]Balance Changes[/h2][p]Several balance updates refine progression and faction behavior:[/p]
  • [p]Rebalanced minor factions and their alliances[/p]
  • [p]Generator, mining, and agriculture planets now provide only 1 resource per adjacent station, but have a base income of 2[/p]
  • [p]Allowed the Myrmidon Horde to gain techs from anomalies instantly[/p]
  • [p]Limited anomaly reward displays to a maximum of 3 rewards[/p]
[h2]Fixes[/h2]
  • [p]Fixed resource icon colors not updating correctly[/p]
  • [p]Fixed stealth ships capturing stations while moving through enemies[/p]
  • [p]Fixed duplicate ships appearing in the buy menu[/p]
  • [p]Fixed scoreboard scrolling issues[/p]
[h2]More Playtests[/h2][p]If you'd like to help make the game better or get access to the full version of the game you can apply to the playtest in https://nullvectorstudios.com/playtest[/p][p]Thanks to all the playtesters for the valuable feedback![/p][p]See you among the stars![/p]

Gameplay & balance updates, improved fog of war, better AI & performance

[h2]Gameplay & Balance Updates[/h2][p]Several changes add new strategic and tactical layers:[/p]
  • [p]Ships starting their turn on gas giants gain +1 action point[/p]
  • [p]Ships ending their turn on friendly planets no longer require upkeep[/p]
  • [p]Allied minor factions now behave more aggressively[/p]
  • [p]Armor can no longer negate all incoming damage, ensuring every attack matters[/p]
  • [p]Processor stations are now much cheaper making prediction cycle victory condition easier to reach[/p]
  • [p]Rebalanced many victory condition requirements[/p]
  • [p]Game no longer ends if two players are tied victory points[/p]
[h2]Improved Fog of War[/h2][p]Unexplored areas of the map are now fully hidden by the fog of war. This makes navigation more uncertain, increases tension during exploration, and makes early scouting decisions far more meaningful. We have also added new graphics for the edges of the map.[/p][p][/p][h2]Smarter AI & Performance Improvements[/h2][p]AI has been improved across the board:[/p]
  • [p]Better threat evaluation and decision-making[/p]
  • [p]Improved use of processor stations and techs[/p]
  • [p]More consistent health and damage prediction[/p]
  • [p]Faster turn resolution and improved large-map performance[/p]
[h2]New Tutorial[/h2][p]We’ve completely reworked the tutorial to make learning Astro Protocol smoother and more engaging:[/p]
  • [p]Smaller, more focused which expands slowly as you go[/p]
  • [p]Clearer step-by-step guidance[/p]
  • [p]Improved explanations of technology, terraforming, and combat[/p]
  • [p]Better use of input icons and tooltips[/p]
[h2]More Hotkeys[/h2]
  • [p]Added hotkeys for unit actions[/p]
  • [p]Added hotkeys for build and buy menus[/p]
  • [p]Hotkey icons added to the tooltips[/p]
  • [p]Added option to clear key bindings in the options[/p]
[h2]Upcoming Playtest[/h2][p]Over the past months, our focus has been on building out the full scope of Astro Protocol adding factions, ships, techs, and other content that won’t be available in the demo. With this build, we’re now very close to the complete game experience, and we’ll be kicking off playtests in just a few days.[/p][p]If you’d like to experience full-version content ahead of release and help shape the final stages of development, you can sign up for the upcoming playtests: https://nullvectorstudios.com/playtest
[/p][p]See you among the stars![/p]