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About Me

Found 19 results

  1. So with not many objectives in the endgame except personal goals and/or working on the gateways, I thought of a new goal that would garner many players' attention. This goal is the construction of an ultimate space craft that can fly in atmosphere and travel to other planets. These space craft can have enormous storage space, be fueled by astronium or large amounts of hydrazine, and consume large amounts of resources and research to construct from start to finish. For the design of such impressive craft we could have the design (choice) of the US space shuttle orbiters or the russian buran bec
  2. I was up early and came up with the idea for reintroducing the Exo Request Platform (ERP) outside of just events. It is somewhat hinted in the game that this module is meant for quests and i have some suggestions for it. - Using bytes players can unlock different levels of quests ranging from common > rare > epic > legendary > event > seasonal at different byte costs. Each new quest will cost a specific amount of bytes and is randomized from a pool. You can only embark on 1 quest at a time but you can choose the difficulty. while event and seasonal quests will persist throu
  3. I think people would spoil themself if new players just dug to the center of the planet and ruin there experience, or at least make the endgame cutscene not play unless they have already beaten the game EDIT, i have recently seen a person trick a new player into spoiling themself in creative in the disc server
  4. SPOILERS Hey y'all, I was about to finish the game, and I'd placed a Shelter at the center of the Unidentified Satellite (US), and now I can't finish the game. Unfortunately, I didn't know that the center of the US was needed to prompt the end of the game. I'm not sure what I'd need to do, as the thing with the Shelter is that it isn't removable. Funny thing was I actually thought to put a Field Shelter there, but alas I didn't. Seeing as how this is a core feature of the game, I didn't find it necessary to list my build, but I can do so if it's found to be helpful. Played on
  5. Gateway mods I've made this post on reddit (idk about this forum). In thos post i briefly describe how the gateways could be used in a different way and to incentivice players to activate surface nodes aswell.
  6. This is a really rare item you can make using rare items such as astronium, or a new anti-gravity ore. When placed down you can select up to a certain range with a slider to collect and it will pick up all the items (that the player has made, such as platforms, machines, etc.. but not research items, dirt, etc...) and shrink them down to a "package" size (small amounts would be carried on your backpack, medium amounts in your hand, and large on a vehicle) to carry to another place, such as a new base, and if its something that cant be packaged or moved (like a habitat) then it won't pick it up
  7. So i thought it’d be super cool to build a base on the satellite with a shelter in the middle. Little did i know that you cannot move a shelter nor can you select whatever is inside to get the “and beyond” achievement. Im kinda mad about it. There’s a floaty orb in the middle that i cannot access. Please allow us to use the packager on shelters.
  8. Hi! yesterday i completed the game by activating all cores etc. Today i did the tutorial to get the achievement (scince i did not do that before starting my world). when i went to my ordinary world to go achievementhunting, i spawned as the "exo suit". When i looked, all my cosmetics were gone, including my retro suit.
  9. System era, I hope you are reading this cause I have just finished the game and I have a bit to say about the bugs I saw after activating the satellite. First of all, once the player is looking at the catalog showing the other solar systems, the screen then freezes, then blacks out, and finally comes back. In doing this, the music is ahead of what is actually happening and making it disruptive for the player that worked hard to get to this point in time. Another bug is that after the credits and thank you page, the game suddenly is exited and back on the Xbox home page. This makes the game una
  10. For instance one of the planets requires explosive powder to unlock the core. OK how would I know that before getting down there? It seems like my choices (without cheating and reading a wiki) are: 1. Go to core, figure out what material is needed, die to get back and lose equipment 2. Build a big ass ramp to the core so I can get back easily Option 1 means losing equipment, 2 means spending an hour, maybe 2 making a ramp (and making 7 big ass ramps sounds really boring) Is there some sort of clue to what is needed at the core before you get there? There should be! Like s
  11. I think we need an ending to this game, there isin't a goal if you build and research everything. I suggest that there should be alot of new galaxies and at the end we can find earth ? Maybe ? You would have to build a space ship to travel through galaxies. More Space accesories, rockets, engines, space ships. Ending scene ? New ores in new galaxies. That's my suggestion i hope you like it
  12. Idea for a "Personnel Teleporter" in Astroneer. The Personnel Teleporter is a deployable module simular to a Habitat. Allows instant-ish travel between planets providing the player provides enough energy to transport the player Crafting: Using Astronium and iron that are currently useless "aside from research" copper and titanium. Made in an advanced crafting module/printer using 2 astronium 1 titanium and 1 lithium the player can make a sort of teleporter core that is required to make the teleporter. using 4 iron the teleporter frame can be made. using 1 cop
  13. I think the current system for research is fine for the basics, but by the time I was ready to leave Terran to find new resources, I already had all of the research points I needed to unlock everything, and a bunch of extra resource pods that I had dug out but never carried back to base. While I ended up creating a research scanner on the next two planets, I wouldn't have needed to. That seems strange to me - research is one of the few base components that you don't really need to build after Terran. And yet, there are many varieties of research pods, and they are on every planet. It seems
  14. Hello, I think that walker machine could be a good endgame feature. A machine that would have four legs instead of wheels, based on large rover body. It would go a bit slower than rover, but would be more stable, environment ressistant. And the best feature would be its ability to stick to walls and ceilings with magnets. Magnets would drain energy, but player could get out of dangerous situations with it, crawl out of a hole or get through a steep hill/valley. Also, walker machine could ba a "super-rover", about 1.5 length of large rover and with six legs. Why I see it as a promisin
  15. - Possible end game goal: (And a story could probably even be crafted around this idea if a story isn’t already finalized) Terraforming. The goal being to build one or more Terraforming base modules on each planet so that the planets can one day be settled by sustained populations. This could maybe even be in specific locations on the planet, which would be visible and indicated when orbiting a planet using a shuttle. This would give a little more purpose to expansion both between planets and on each planet. Probably wouldn’t want the module to actually terraform the planet
  16. Why? My impression of this game at its current stage, is that it is too easy. Sure that may change soon with the addition of destructible structures, hostile mobs etc... but nonetheless I would like to contribute my idea to lengthen the game and add something which is a real challenge to build and unlocks some really cool tech. My vision for a particle accelerator: What does it do? Currently our real life particle accelerators can be used to create super heavy elements. I intend for the use of a particle accelerator in Astro to be exactly this. A particle accelerator does
  17. I don't know what the developers might have planed for the endgame, but the description of astroneer says: " for the chance of striking it rich." So if not already fixed an idea could be to implemtent a module, similar like trading platform, where ressources can be sent to the "Headquarter" (?) and transferred into Astro-Credits. Quit similar to the trading platform where you can trade Fuel for Titan or resin for Aluminium, etc. At the end there might be a world-wide chart with how many Astro-Credits everybody has collected. This chart can have limitations (timewise, etc.). I don't r
  18. Frankly, Hydrazine is worth way too much. I get to a certain point in any point of Astroneers save where I'm simply grinding away, using the fuel condenser and trading Hydrazine to get any and all resources I need, and I find myself with very little or no reason to go out and explore. I think that this needs to be balanced by doing one of two things 1. Making Hydrazine worth nothing as a trade commodity (unless a dynamic player economy is in place), or by 2. Making Hydrazine tanks/fuel containers cost Titanium to build, much like oxygen tanks, and said tanks you would be ab
  19. Hey all! This is my first post, hopefully not duplicating anyone else's suggestion. I had a thought about a potential end-game path, since with sandbox-y games, a lot of people end up asking "but what's the point?". To that end, I was playing Offworld Trading Company, and the idea of having an NPC 'colony' to support seemed like it could fit in really well with Astroneer. The devs have already speculated on building space stations and fleshing out the inter-player trade network, and I wonder if it wouldn't be fun to have a series of modules and base-building options that were purely for a