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Steam ImageSteam ImageSteam ImageSteam Image
Astroloot
Andreas Hager Gaming Developer
Andreas Hager Gaming Publisher
2025-03-14 Release
Game News Posts: 48
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (88 reviews)
Public Linux Depots:
  • [0 B]
Version 0.4.5

  • A lost transmission appeared next to Nihalor's Chamber

  • Fix minion power scaling for less multipliers

  • Properly dispose of Nihalor's targeting lasers once destroyed


[ 2025-06-12 05:42:09 CET ] [ Original post ]

Version 0.4.4

This is a hotfix for the new simulation thread.

It fixes a glitch, when the renderer was running at a lower FPS count than the simulation.


[ 2025-06-10 17:08:39 CET ] [ Original post ]

Version 0.4.3

Fixes a rare race condition in the command buffer, that was introduced by today's 0.4.2 release.


[ 2025-06-09 16:37:26 CET ] [ Original post ]

Version 0.4.2

Dedicated Simulation Thread


[img src="https://clan.cloudflare.steamstatic.com/images/45510497/644f1b8fe2b214150688455b411ad9b0b6269fd6.png"][/img]

The simulation now runs on its own thread, freeing the renderer from heavy lifting. This boosts performance, especially in rollback-heavy co-op sessions or FPS-hungry builds. The renderer reads from a double-buffered simulation state and uses client-side prediction for smooth movement. This should yield better performance, smoother co-op, and an overall more responsive game.

A new Sim-FPS stat now appears next to your FPS. If it drops below 50 and turns red, the game will slow down to let the simulation catch up. This will feel like bullet-time, but should at least still be playable.

Co-op player info


When playing co-op, the game will now show some info about your co-op partner next to your buffs.

[img src="https://clan.cloudflare.steamstatic.com/images/45510497/25aafe9c91449050e3968162dbecfae387a649ae.png"][/img]

Bugfixes


  • Fix attack speed per time to also apply to Minions

  • Fix preview calculation of Instant Leech

  • Fix the cap of Leech in-game. The preview calculated this correctly, but in-game the cap was 50 times higher due to a technical error. The base leech cap has been raised from 10% to 25%.

  • Fix display of more damage affix quality range on Empowered Chips

  • Fix a rare stats glitch when hovering item allocated skills


[ 2025-06-09 13:32:34 CET ] [ Original post ]

Version 0.4.1

  • Fix Radiant Annihilation scaling with Minion Power

  • Fix Minion attack speed mutating owner's attack speed when minion spawns

  • Fix Necromancer Level is applied when spawning Minions, instead of Minion Level

  • Fix a rare crash during Nihalor fight


[ 2025-06-07 06:24:47 CET ] [ Original post ]

Astroloot - Fall of Nihalor

Campaign Showdown


The wait is over. Astroloot's main campaign is now complete!

  • Face off against the final Guardian bosses and claim their powerful Boons

  • Unlock the third Spirit-Animal Token to take your build customization even further

  • Embark on new adventures with Kiki and Carlo, each with their own surprises

  • Earn 7 brand-new achievements as you explore the final chapter

  • Descend into Nihalor's Chamber for the ultimate showdown, an epic boss battle that will push your build to the limit

Enemy Damage Overhaul


The enemy damage system has been rebuilt from the ground up to make combat feel fairer, smoother, and more predictable. Without losing the challenge.

  • Reworked Damage Curve to better scale difficulty across all stages of the game

  • Completely overhauled enemy weapon logic - all enemies now operate from a shared damage baseline

  • Enemy weapons are now always common rarity, removing random affix rolls that could previously lead to wild damage spikes

  • The Corrupted Area has been tuned to be a little more aggressive, so watch your back!

Boss Exhaustion


A new mechanic that flips the power dynamic in long boss fights: Boss Exhaustion rewards endurance with huge damage potential.

  • 5 seconds after being damaged, bosses start accumulating Exhaustion Stacks - one per second while taking damage

  • Each stack causes the boss to take 3% more damage, up to a max of 30 stacks

  • New skill tree nodes let you invest in and enhance this effect even further

  • This system goes hand-in-hand with the enemy damage rework: Enemy damage now scales more slowly at extreme monster levels, making tanky builds viable, even in the deepest Abyss.

Minion Builds Overhaul


Previously, only skills that explicitly mentioned Minions could affect them. This made Minion builds feel narrow and one-dimensional. Not anymore.

  • Minion Power now grants a portion of your offensive stats to your Minions, enabling more synergy-rich builds

  • Base Minion Power depends on the Mod: Drones have 50%, while Bulwarks have 70%

  • Tons of changes to minion-focused skill tree nodes to support new strategies

  • Raise your Minion's power with the all-new Necromancer Mod, perfect for commanding your swarm

New Mods


Four powerful new Mods have arrived, ready for new fun builds:

  • Hop: Activate your engine to leap across the battlefield in a flash. Each hop consumes Dash, but as long as you've got charges, nothing can pin you down.

  • Crush: Become a close-combat menace with more melee damage and a chance to deal double damage.

  • Necromancer: Empower your Minions like never before with a direct boost to their Minion Power.

  • Agility: Crank up your Engine Damage and gain extra Dash Slots.

Empowered Chips


A new tier of power has arrived.

  • Empowered Chips can now drop from level 70 onward and are limited to 3 equipped at a time

  • They come with a brand-new pool of ultra-powerful affixes, that are exclusive to Empowered Chips

  • Existing Chips with now-exclusive affixes remain unchanged, but can be converted to Empowered Chips using a Blank Dice

Item Enhancements


A wave of upgrades and reworks is herebuffing favorites, refining mechanics, and introducing something brand new.

  • Broodfire: A brand-new unique that unleashes long-lasting projectiles which bounce off the Corrupted Area

  • Plasma Nova: Melee tag removed and damage boosted for more explosive impact

  • Orbitron: Range tag removed; now fires constantly, even without enemies nearby

  • Grand Finale: Now also grants more damage the longer the rocket has been flying, up to 80%

  • Zeds Pact: Now can roll up to 250% more Bulwark Damage (was 150%)

  • Warp: Melee tag removed

Balancing


  • Limit shock stacks to 100

  • Thermal modifiers count only 33% during damage conversion

  • Minion Commander on skill tree now also grants +1 to Level of all Minions

  • Imperial Legion on skill tree now also grants 10% Minion Power instead of 16% increased Armor

  • Add new unique skill "Umbra"

  • The unique skill "Fist of the Endbringer" now grants 60% more damage against Bosses (was 50%)

  • The unique skill "Necroblast" now grants 800% corpse explosion damage, scales with offensive Minion stats and Area of Effect (was 50%)

  • Add new skill cluster "Necrotic Power"

  • Add new skill cluster "Assembly Line"

  • Add new skill cluster "Phantom Step"

  • Add new skill cluster "The Untouchable"

  • Add new skill cluster "Tyrant Cruncher"

  • Add new skill cluster "Burden of Collapse"

  • Add new skill cluster "Stressed Overlords"

  • The skill "Army of Greed" now also grants the effect of "Sidekick's Boon"

  • The skill "Sidekick's Boon" has been removed

  • Buff the skills "Horde Resilience", "Pack Savagery" and "Swarm Frenzy"

  • Grim Bulwark and Titan Bulwark now have 20% more damage (was 10%)

  • Guardian Drone now also grants 10% less damage taken

  • Drones now gain +1 Drone at level 4 and then every 6 levels (was at level 5 and every 5 levels)

  • The spirit animal skill "Mastermind" now also grants 25% increased Minion Power

  • The spirit animal skill "Guardians" no longer grants Minions have 20% to all Resistances. Instead, it now grants 10% increased Minion Power and 40% of Minion Power also applies to defences

  • The spirit animal skill "Bodyguards" now also grants 20% increased Minion Power

  • Reduce increased attack speed on chips, maximum is now 12% (was 20%)

QoL & Bugfixes


  • Allow to zoom further out of the skill tree

  • Skill tree search also finds items placed into the tree

  • Multiplayer reject reasons are now displayed directly on the alert screen

  • Multiplayer invitations are no longer automatically rejected during other screen interaction

  • Fix horizontal cut-off item info text

  • Shock preview calculation now considers "non-critical strikes deal no damage"

  • Blind preview calculation has been fixed when multiple items are used, that each have a chance to cause Blind

Localization


Astroloot is going global - this release is a huge step towards that goal.

  • All previously hardcoded text has been fully extracted into localization files, paving the way for languages besides English

  • German is now fully supported as a second language

  • Simplified Chinese is unfortunately not quite ready yet, but it is on the way. Huge shoutout to moulei for the incredible work on this!

Huge thanks to everyone who's been part of Astroloot's journey so far. Your feedback, bug reports, and ideas have been invaluable. This game wouldnt be the same without you.

We're still deep in Early Access, and there's much more to come.

But for tonight? I'm cracking open a beer and starting a personal-stash co-op run.

See you in the Abyss!


[ 2025-06-06 16:55:38 CET ] [ Original post ]

Astroloot - Fall of Nihalor

Astroloot - Fall of Nihalor launches June 6! Face Nihalor and her two remaining Guardians. They are big, they are mean, and they are the ultimate test for your build. I'm also rolling out a full balance overhaul:

  • Minion Power rework your minions offence now scales with your ship.
  • New Mod: Hop a dash-archetype mod for fast, agile builds that want to blink and bounce around the battlefield.
  • Full enemy damage rework, enemy damage will now cap at a certain point
  • Beta partial language support for Chinese and German
  • And, many, many more...
Can't wait to see the builds you all cook up!


[ 2025-05-25 09:06:05 CET ] [ Original post ]

Version 0.3.7

Personal Stash Beta


You can now toggle between a shared and personal stash for each of your ships! Personal stashes start empty and are perfect for SSF-style play. You can toggle between the two at any time. This feature is rolling out a bit early so players can test it before the big 0.4 update. (Also, I might want to use this myself... )

Bugfixes and Improvements


  • Toggle to exclude Engine Damage from DPS preview (on the new Ship settings)
  • Fix Singularity glitch


[ 2025-05-21 18:01:07 CET ] [ Original post ]

Version 0.3.6

Trade Improvements


Previously, Carlo's limited inventory meant you had to complete a new mission before you could sell more items. With this update, you can now sell as much as you want Carlo's inventory will simply stack items on top of one another as it fills up. Buyback remains fully supported, even when items are stacked, so you can confidently trade without fear of losing something valuable. Additionally, Carlo now brings more dice to the table at higher levels.

Smarter Item Comparison


When comparing items, the system now checks whether the new item can hold as many modifiers as the one you're currently using. If it can't - such as when the new item has fewer mod slots - the system will assume the maximum rollable modifier slots for that item and include this estimate in the comparison. It will also clearly indicate when and how many modifier slots were assumed, so you stay fully informed. To avoid confusion during early gameplay or crafting:
  • This feature activates only after you've unlocked crafting.
  • While crafting with a Slot Dice, it will compare the item exactly as it is.

Improved Damage Conversion


The damage conversion system got reworked to improve clarity and eliminate edge cases that caused confusion. Backwards damage conversion is no longer possible. Previously, two skills (Volt Shift and Death Ray) converted damage in reverse order, leading to intuitively low damage values. Backwards damage conversion has now been removed entirely. Conversion order has been adjusted: Old: Kinetic Explosive Electric Plasma Nuclear New: Kinetic Explosive Plasma Electric Nuclear Volt Shift: No changes required. The fix for Plasma Electric was naturally applied by the new conversion order. Death Ray: Now deals base Kinetic damage. The previous damage conversion affix has been replaced with a new Death Threshold Affix.

Bugfixes and Improvements


  • Boss hp bar is shown for Treasures
  • Removed technical projectile limit introduced in previous patch
  • Wings Power-Up now grants only increased attack speed and no increased velocity (in packed missions the increased velocity was rather a debuff)
  • Prevent rolling Slot Dice if max modifier slots are already reached
  • Fix save game error with very high abyss boss loot (max item level is now always 100)


[ 2025-05-07 15:51:07 CET ] [ Original post ]

Version 0.3.5

Small bugfix release that improves performance for some end-game builds.

  • Group entities by type to fixed memory regions to improve CPU cache efficiency and bitset queries
  • Limit max enemies at the same time alive to 1024
  • Limit max amount of projectiles alive at the same time to 10,000
  • Improve steering performance of rockets
  • Increase range of Zapper and limit lifetime of Zapper projectiles to its range similar to other ranged weapons
  • Players / minions / enemies are now always rendered above projectiles for better visual clarity
  • Prevent visual artifacts when picking up Power-Ups
  • Fix Thermal Fusion Soul Stone name
  • Reduce difficulty of the two missions after Azathoth
  • Aetherbane gains 3% increased damage per destroyed enemy instead of 2%


[ 2025-05-02 18:09:07 CET ] [ Original post ]

Version 0.3.4

  • Fix Thorns and King Gruvak's projectiles that disappeared after the last patch
  • Venom and Focus mod can be equipped in engines and cores again
  • Buff Aetherbane damage 1% -> 2% per destroyed enemy
  • Significantly reduce King Gruvak's Hullbreaker damage


[ 2025-04-27 06:40:43 CET ] [ Original post ]

Version 0.3.3

Boss HP Bars


This update brings a big quality-of-life improvement to boss battles! Bosses now have dedicated HP bars, visible at all times, whether they're on-screen or off. A special objective hint icon marks off-screen bosses, and their health bars are displayed right beside it, keeping you informed from any distance. Even better, the system supports multiple bosses at once. Never lose track of the fight again!

End-game Loot Improvements


The max completed monster level calculation didn't consider Abyss progress, so it got stuck at 55. This level is used for two things at the moment: - Scale loot on the ground depending on usefulness - Roll the Turtle inventory Carlo could not offer better loot than level 55 all that times, even if you've ventured deep into the Abyss already (sorry for that). While at it, I've also added a little border indicator and punchier drop sound to Eternal items, they now pop-out a little better.

Shaekiru's Wrath


A unique chip has been added, which hopefully will enable a new set of fun projectile builds.

Debris Improvements


Debris now scales with increases to AoE radius, previously its splash radius has constantly been 150. Plus, stats now also show Debris damage and radius.

Balancing


  • Monster damage now increases a lot less in endgame, to incentivize defensive builds
  • Limit self-reflected damage of Sacrificial Claws to 10% of max Armor/Deflector shield per game tick
  • Motherboard and Zealot can roll on Soul Stone
  • Enemy Death Explosions don't overwrite existing Corpse Explosions
  • Add DoT tag to Beta Ray Mod
  • Fix Miss Chance interaction with luck
  • Temporal Frenzy now works with Parasites
  • Projectile speed can now roll on chips
  • Hullbreaker damage buff (damage efficiency from 140% -> 240%, more damage to unique enemies now scales up to 800% for Eternal Hullbreakers)
  • Only up to one Asteroid Pack can spawn per Abyss mission wave

Improvements


  • Lifetime of straight shooting projectiles adjusts to range, to ensure they will reach their target
  • Rockets can target enemies again, once they escaped the enemy's bounds they hit before
  • Average instead of sum of range of all weapons is shown in diff preview
  • Unseen strike applies to attacks per second instead of hit damage in preview
  • Shock system uses attacks per second for preview damage
  • Improve luck description and clarify it doesn't apply to Dodge / Power-Up drops
  • Fix unintended experience penalty for mods at higher ship levels
  • More streamlined starter mod experience for new players
Thank you for being part of EA, and have a great weekend!


[ 2025-04-26 13:02:51 CET ] [ Original post ]

Version 0.3.2

Dice Pickup QoL


  • Picking up any dice on the ground now automatically stashes all uncollected dice at once.
  • This feature becomes available once you've unlocked the stash.
  • A summary message will now appear, showing what was stashed. This should help clarify what just happened - especially for new players.

Soul Stone Improvements


  • Soul Stone now works when placed into item chip sockets
  • Item allocated skills are now highlighted on the skill tree
  • Infinity dice can re-roll items that are already eternal. This change prevents Soul Stones being bricked due to too many re-rolls.

Tutorial Improvements


  • Stats are not shown until Starter Mod Reward is claimed
  • Items / Skills / Mission tabs are hidden until Starter Mod Reward is claimed
  • When claiming the Starter Mod Reward, the chosen Mod is automatically equipped
  • Rename first mission from "Asteroid Field" to "First Contact"

Bugfixes & Improvements


  • Fix persistence of dash button on controller settings
  • Double all pickup drop ranges on skill tree
  • Make Lin's Yin description consistent with other crit reductions
  • Do not show armor percentage in skill diff when hovering over allocated Nuclear Deflection node (percentage would be close to infinity)
  • Remove voice slider from audio settings for now


[ 2025-04-20 06:16:28 CET ] [ Original post ]

Version 0.3.1

Hotfix for random Audio crashes introduced with 0.3


[ 2025-04-18 19:21:38 CET ] [ Original post ]

Version 0.3 - Easter Update

Happy Easter everyone!


This update contains balance tweaks, a whole batch of improvements and the most powerful unique Chip the game has seen so far! But wait... there's more. Somewhere out there hides a mysterious Easter Egg. And of course Carlo wants to have it. No spoilers - you'll have to find it yourself.

New Chip Possibilities


A brand-new chase unique Chip item has been added to the game. It comes in 66 different variants and is probably the most powerful Chip in the game. Also, a new set of Affixes can roll on chips now!
  • Range T2: 3-4%
  • Range T1: 5-7%
  • Area of Effect P2: 3-5%
  • Area of Effect P1: 6-10%
  • Area Damage P3: 4-8%
  • Area Damage P2: 9-18%
  • Area Damage P1: 19-32%
  • Crit Chance S3: 4-10%
  • Crit Chance S2: 11-20%
  • Crit Chance S1: 21-30%
  • Crit Damage S3: 4-8%
  • Crit Damage S2: 9-16%
  • Crit Damage S1: 17-25%
  • Damage over Time S3: 8-14%
  • Damage over Time S2: 15-21%
  • Damage over Time S1: 22-34%

Audio Enhancements


Some users experienced loud Audio crackling noise after playing for a few hours. Apologies to your ears! A few measures have been implemented, to hopefully fix this problem.
  • All OpenAL library calls now happen on a dedicated thread
  • Unused Sound files are removed from the sound pool and disposed after each mission
  • Offer an alternative Audio library in beta mode (choose 'miniaudio' in settings, if the issues with OpenAL remain)

Crafting Enhancements


Users with lots of dice could experience massive freezes, when crafting with the Wheel of Fortune.
  • The Wheel of Fortune search has been put onto a background thread
  • While searching, dice keep rolling and the dice count increases steadily
  • You can always abort search by clicking 'prev' or changing craft mode
  • Search now always stops if max modifier slots are reached (Slot Dice)

Time Enhancements


Users with a Time Stacking build experienced uncontrollable movement of their ships, since everything was moving so fast.
  • Time can accelerate movement of entities only for a maximum of times two, not more
  • Intrinsic base velocity of engines does not increase after Relic item quality
  • Reduce intrinsic velocity affix on Siebenmeilen unique item from 80-100% to 10-30%

Bugfixes & Improvements


  • Only Fields work with and can be put into DIY Workshop
  • Enemy objective hints fade in and out and don't appear / disappear abruptly
  • Fix double damage chance to scale with Luck
  • Add range tag to Plasma Nova
  • Nova attack range scales with AoE damage radius
  • Radiant Annihilation does not affect DoT in preview damage
  • Fix weapon base damage on item info. Damage Conversion is applied later - it was confusing and sometimes wrong, when it happened here before.
  • Display actual range on Viral Nexus item info
Happy Easter and have fun with the egg hunt!


[ 2025-04-18 18:58:50 CET ] [ Original post ]

Version 0.2.13

  • Fix performance regression for projectile heavy builds introduced in version 0.2.11
  • Improve performance of split / chain entity lookups
  • Rewrote animated lightning system for better performance (decouple game state from presentation to reduce entity creations)


[ 2025-04-16 19:03:01 CET ] [ Original post ]

Version 0.2.12

This is a small improvement on yesterday's projectiles update.

  • Lifetime of Rockets increased by accident from 5s to 17s. This release adjusts Rocket lifetime to 3s. It also slightly increases Rocket velocity (still a lot slower than before last patch).
  • Reduce projectile amount of small Thorns from 12 to 4
  • Remove small Thorns from Abyss, only big Thorns remain in Abyss
  • Slightly increase projectile speed of cannon / blast gun / plasma blaster (still a lot slower than before last patch)
  • Restore previous lifetime of Azathoth projectiles
You're all very welcome to join the current balancing discussions on Discord: https://discord.gg/47YdnDJgVG Thank you for providing feedback so quickly. It's a lot of fun to work out the perfect balance together with you.


[ 2025-04-15 19:41:39 CET ] [ Original post ]

Version 0.2.11

Slower Enemy Projectiles


This version tests a new take on enemy projectiles. All enemy projectiles have been adjusted to usually not move faster than the player, so that it is possible to see projectiles coming and to have a chance to avoid them. It brings the game back to the chilled, relaxed vision I started with. Especially mid-campaign missions become a lot more relaxed to play. Also Abyss feels a lot less stressful, because there should be no more totally unexpected one-shots. I did a lot of testing with this change, and I really like it. But I am very excited to hear what you think about it!

Bramble and Ash Path polishing


With DPS on the lower end, Bramble and Ash Path have been quite a nightmare to play. When I introduced them, I tested with a high level build with huge DPS and did not feel the pain. I did now and adjusted those missions to make them more enjoyable.
  • Add limit to enemies that spawn other enemies, at some point they run out of enemies to spawn
  • Reduce spawn rate of enemies that spawn other enemies
  • Enemies that spawn other enemies do not spawn enemies that shoot projectiles
  • Reduce armor of Ash Queen and Bramble Queen
  • Ash Queen has no Flame Slinger weapon
  • Bramble Queen has no Blastgun weapon
  • Reduce armor of Motherships

Performance Improvements


With heavy investment, some mine builds have been pretty much unplayable in endgame. Especially with additional mine trigger chance, high luck and projectile mines, there have been a lot of problems. This patch brings improvements for those builds:
  • Swapped collision detection broad phase to a faster algorithm (this should benefit performance for all builds)
  • Extra mine triggers add to the triggered mine's damage multiplier and do not spawn extra mine effects
  • Storm Mine and Shrapnel Mine spawn 3 projectiles at all item qualities (was up to 6 at Eternal quality)
  • To compensate, Storm Mine and Shrapnel mine's damage was increased (up to doubled at Eternal quality)
  • Limit amount of animated lightning projectiles rendered in parallel on screen (they are still simulated, but do not shred the GPU and Renderer)

Bugfixes


  • Reworked Shock preview calculation. It now estimates enemy resistances before calculating each weapon's hit damage. This means, when you apply shock with a support weapon, the DPS preview for your other weapon will properly take into account the applied Shock of the support weapon.
  • Increase max packet size when playing via Steam network, to fix mission starts with builds that use more memory than expected (this still needs to be fixed for local network games)
  • Ensure only one instance of Astroloot runs in parallel


[ 2025-04-14 19:56:50 CET ] [ Original post ]

Update 0.2.10

Hotfix for glitch discovered by TomatoYogurt.


[ 2025-04-12 17:24:26 CET ] [ Original post ]

Version 0.2.9

Mission Objective Hints


Mission hints aren't just for tutorials anymore! I've expanded and enhanced them across various objectives. Now, important entities are visually marked - even off-screen, helping you stay on track.
Objective types now using mission hints:
  • Destroy all enemies, Enemy Waves, Enemy Spiral, Abyss (once 25 enemies or fewer remain)
  • Egg Hunt (every egg marked)
  • Destroy Boss (boss is marked)
  • Talk to NPC (all NPCs marked)

Skill Tree


Making big build changes is now actually fun:
  • Deallocate entire sections of the tree in one go
  • Allocate multiple skills at once - the system finds the shortest path and spends your points efficiently
  • Mix and match allocation/deallocation in one go. Once you hit confirm, you'll be prompted to spend Blank Dice if needed to refund points.


Loot Balancing


  • Introduced an Item Rarity system, which is being tested in Abyss missions. Each Abyss depth adds +1% Item Rarity. Item Rarity has diminishing returns, so the highest depth won't automatically bring the best loot outcome in terms of time spent vs drops.
  • Abyss missions now drop extra dice, making their longer time investment compared to regular missions more rewarding
  • Mod drops now scale better: their drop rate is reduced at higher-level missions where they're less useful

Balancing


  • Unique items with no visible item tier have no item tier level requirement
  • Add more field effect affix to Papyrus
  • Animated lightning duration is affected by projectile speed
  • Reduce enemy amount of level 25 missions final wave
  • Remove Motherships that spawn Thorn enemies from the game entirely (they were just annoying)

Bugfixes


  • Fix stacking of dice with controller
  • Fix update of item diff when hovering over multiple empty slots with a Mod item
  • Fix Chronos Virus combined with virus effectiveness, before it resulted in faster enemies instead of slower enemies
  • Fix damage preview for Pendulum, to only works for hits
  • Fix damage preview for Shock, to require lightning damage to trigger
All these changes and improvements wouldn't have been possible without your feedback. Thank you for being part of Early Access!


[ 2025-04-12 09:54:47 CET ] [ Original post ]

Version 0.2.8

Improvements


  • Glossary hints on item description now work with controller input.
  • Glossary hints on item description now properly work with loot items on the ground.
  • Improve switching between screens and loot item description with controller input.
  • Show Aftershock chance if Nuclear damage can cause Aftershock and a weapon deals Nuclear damage.

Balancing


  • Remove XP penalty for playing higher level content. An XP penalty now only applies if you play content that is below your level.
  • Additional Attacks Mod now works with Laser.
  • The Critical Corrosion skill now works with Radiation Damage.


[ 2025-04-08 19:58:39 CET ] [ Original post ]

Version 0.2.7

Balancing


The more damage per split on initial hits was a bit nuts and really out of line compared to other mechanics. Split already provides huge clear - investment into Split should be rewared with a damage improvement, but not as much as we had. The following adjustments have been made: Split Mod Before: 2% more at level 1 to 8% more at level 20 After: 10% increased at level 1 to 40% increased at level 20 Shatter Strike Before: 8% more After: 40% increased Split Damage Before: 2% / 3% more After: 10% / 14% increased Other balancing changes:
  • Hullbreaker now grants 30% less damage taken (before: 20% less damage taken)
  • Enemies spawned from Motherships grant experience, the experience amount decreases for each enemy the Mothership has spawned so far

Bugfixes


  • Fixed a crash with Black Hole Warp
  • Skill and item diffs group Thermal Damage taken correctly
  • Display critical strike stats for DoT weapons if Critical Corrosion is allocated


[ 2025-04-07 19:58:21 CET ] [ Original post ]

Version 0.2.6

Glossary Hints on Items


Ever wondered what a specific item attribute does? You no longer need to jump over to the skill tree to find out. By holding ALT, all keywords with a glossary entry will now be underlined, making it easy to get more info at a glance. This feature currently supports mouse input only. Controller support is planned for a future update.

Minion Resistances Mod


A summoner without minions is as good as dead. While the last update boosted their innate tankiness, this one introduces a brand-new Minion Mod: Minion Resistances. It occupies one modifier slot but could potentially free up valuable skill tree nodes in certain minion-focused builds - giving you more room to experiment and optimize.

Improvements


  • Take all dice at once while crafting is not yet unlocked. This way new players can better organize their inventory.
  • Improve visibility of enemy projectile tells
  • Change blend mode of Flame Slinger projectiles for better visibility
  • Improve explosion particles so that they don't overlap too much and don't turn into bright flashbangs.
  • Improve Debris description
  • Improve Multicrit description

Balancing


  • Buff Minion Damage Mod from previously 40% more damage at level 1 and 60% more damage at level 20, to 60% more damage at level 1 and 80% more damage at level 20
  • Reduce velocity of DrakVeth Eggbane
  • Motherships don't spawn new enemies if there are too many enemies alive
  • Motherships, Ash Queen and Bramble Queen grant more experience, to account for their spawns giving no experience

Bugfixes


  • Unlock gained Achievements when loading a Demo game into the EA version. Unfortunately this does not help existing imports, but will prevent this for new players.
  • Treasures can be damaged by Black Holes
  • Fusion Drive triggers when dashing during a dash
  • EMP triggers when dashing during a dash
  • Remove range tag from Black Hole Warp, since it only scales with AoE


[ 2025-04-06 17:00:25 CET ] [ Original post ]

Version 0.2.5

QoL


  • Always show diff when hovering over items, ALT now only toggles between verbose details
  • Simplify less damage taken in diff (group different damage types if all values are the same)
  • Ships can be renamed (Resume Game -> Edit -> Rename)
  • Add stacked Buff display to Aetherbane, replacing its damage increase notifications
  • Reduce clutter on death screen if no damage was mitigated
  • Change wording of "Replay" to "Watch Replay" on death screen
  • Rename "Kamikaze Drone" to "Hunter Drone"

Balancing


  • Buff Minion Armor, add hidden modifier to all minions "50% less damage taken from enemies"
  • Improve Parasite damage scaling, especially with fields
  • Enemy pack size does not grow after monster level 100
  • Reduce amount of enemies on first Bramble Path mission


[ 2025-04-04 04:55:52 CET ] [ Original post ]

Version 0.2.4

  • Fix bug when taking a not yet earned boon reward out of the stash via mouse input
  • Turbine Blades fade out after not attacking to prevent flickering on high damage builds
  • Clarify Rigor Mod description, it now says "increased base critical strike chance"


[ 2025-04-01 05:20:10 CET ] [ Original post ]

Version 0.2.3

QoL


  • Make Abyss depth clickable to jump to the bottom of the Abyss
  • Add button to the Abyss bottom to jump back to the top

Balancing


  • Attack speed of your ship now applies to Parasites
  • Luck of your ship now applies to Parasites
  • Automatically destroyed enemies after victory do not trigger on-death effects
  • Reduce projectile speed of Thorns
  • Reduce damage and projectile speed of Blast Gunners

Bugfixes


  • Fix abyss jump to top with controller input
  • Properly spawn new parasites instead of redirecting the host, this fixes the observed Parasite attack animation glitches
  • Parasites are properly disposed (fixes jerky movement if they left a time field behind)
  • Add base crit chance to Fusion Drive
  • Fix Deflector Shield glitch with Aurora Bulwark + Aegis
  • Improve readability of abyss depths and abyss edge color


[ 2025-03-31 19:40:27 CET ] [ Original post ]

Version 0.2.2

Performance Improvements


Abyss pushed not only your builds to the limit, but also Astroloot's performance. Thanks to the save games many of you shared, I was able to fix bottlenecks, and boost the performance in many cases. Here is what we got:
  • Improve performance of impact and explosion particles (already part of yesterday hotfix 0.2.1)
  • Optimize Death System performance
  • Rewritten Debris system for better performance
  • Limit amount of Asteroids that can be spawned from an Abyss wave
  • Limit amount of overlapping animated lightning projectiles
  • Limit amount of overlapping novas

Fixes and Improvements


  • Actually check if Opal is unlocked for Affix crafting
  • Adjust Abyss color scheme to a deep blue / purple, as the bright red caused visual problems for some players. The deepl blue / purple also better fits the laid back vibe of Astroloot and a dark Abyss in general.
  • Jump back to campaign by clicking the Abyss button
  • Improve checkbox UI


[ 2025-03-30 09:23:31 CET ] [ Original post ]

Version 0.2 - First Major Content Update: Shadows of Gruvak

21 New Missions


Continue your journey deeper into the Astroloot Sector with 21 brand-new missions packed with fresh challenges, powerful loot, and cosmic secrets.

Face King Gruvak


Prepare for your toughest battle yet. King Gruvak, the first of the Final Boss's elite protectors, stands in your way. Will you survive his wrath?

Kiki's Lost Opal


Join Kiki on a new side quest! Help her get a new shiny thing and - surprise - unlock new crafting powers.

Carlo's Stolen Legacy


Help Carlo track down his stolen treasure. You will not regret helping a rich turtle, would you?

Enter the Abyss Endless Wave Mode


Until a full endgame system arrives, test the limits of your build in The Abyss. An endless wave-based mode where scaling enemies push your power (and sanity) to the edge. Be warned: Many have entered the Abyss. Few return the same...

Balancing


  • Regular Rocketeer enemies now deal less damage
  • Death Explosions deal less damage
  • Adjust level requirements and drop level of Ancient and Eternal items. Ancient items now require player level 68 (previously 64) and can drop from monster level 65 (previously 60). Eternal items now require player level 80 (previously 70) and can drop from monster level 80 (previously 68).
  • Chase uniques always sell for an Inifinity Dice, even if they have max slots

Bugfixes


  • Black Hole now deals damage
  • Fix a bug in the time system, which caused time running backwards in rare scenarios
  • Fix glitch with returning projectiles
  • Fix for Mine tells sometimes being hidden by enemies
  • Fix dsync with Retaliation Instinct
  • Fix dsync with increased armor per mass


[ 2025-03-29 16:51:46 CET ] [ Original post ]

Hotfix 0.1.31

Fix crash when selling chase unique item from the ground


[ 2025-03-23 13:58:39 CET ] [ Original post ]

Update 0.1.30

Death Screen Improvements


  • Show total received damage next to damage taken, so that it is apparent how much damage was absorbed by your defence layers.
  • The same has been done for the final blow.
  • Fix: Damage applied to your ship corpse was aggregated into damage taken. Corpses have no defence, so it looked like your ship's defence was not applied correctly. Now, only damage taken while your ship is alive is aggregated.
  • Allow to take screenshots on death screen with F12.
  • Add new hint to random hint pool, if playing co-op: "You can give items to your co-op partner by dropping them on the ground".

Other improvements


  • Reduce armor of Bosses in Kiki Wheel of Fortune Quest (first missions -50%, final mission -66%).
  • Dash distance is constant and does not scale with max velocity, to allow for predictable dashes.
  • Mouse cursor is not always hidden on Steamdeck or in Steam Big Picture Mode, so that an external mouse can be used.
  • Change from controller input mode to mouse input mode only when mouse moved significantly.
  • Minions now always follow their summoners' ship. Only if the summoner is destroyed, they follow the closest nearby player.
  • Fix highlighting of damage types on some weapons / skills.
  • Chase unique items can be sold for an Infinity Dice.
  • Aetherbane and Twin Blaster gain "base weapon attack speed" affix instead of "ship attack speed" affix. Unfortunately this applies only to new drops. Existing items can be upgraded to the new variant with an Infinity Dice.



[ 2025-03-23 10:05:12 CET ] [ Original post ]

Update 0.1.29

QoL


  • Faster death screen appearance.
  • Boons can be put into the stash. They can be only taken out by ships that reached the required quest state.
  • Add Misc stats including stats for Luck, Multiluck and Thermal Detonation (if present).
  • Add setting for controller vibration.
  • Enable wheel of fortune crafting for Jinx Dice.

Balancing


  • Improve cooldown of Parasites, they now really behave like weapons. Their cooldown now only resets when they actually spawned.
  • Increased attack speed applies to Parasites.
  • Adjust T1 max explosive resistance affix to be in line with other max resistance affixes.

Bugfixes


  • Fix a dsync that could happen with boss attack sequences. This resulted in a weird death screen replay.
  • Fix wording from Armor Reparation to Armor Repair.
  • Improve wording of damage taken from Dash.
  • Improve flame slinger projectile texture


[ 2025-03-22 06:34:28 CET ] [ Original post ]

Hotfix Release 0.1.28

Hotfix for game crash when clicking on the skill tree on desktop


[ 2025-03-19 21:18:19 CET ] [ Original post ]

Death Screen Update First Major Feature Complete!

Hey everyone! I'm a solo indie dev working on Astroloot in my spare time after work. To keep development manageable, I focus on one major feature at a time. Once that feature is finished and released, I move on to the next big thing. For progress updates and a sneak peek at what I'm working on, join the community on Discord! I'm excited to announce that the first focus feature is complete: The Death Screen!
[h4]What's New?[/h4] Previously, when you died in Astroloot, you were instantly sent back to the mission selection screen, with little feedback on what actually killed you. That's no longer the case! The new Death Screen adds clarity and impact to your final moments:

  • Freeze-frame your death See the exact moment your ship was destroyed, frozen in time.
  • Damage Breakdown View all the damage types you took during the mission, which enemy delivered the final blow, and what kind of damage ended your run.
  • Bullet-Time Replay Watch a slow-motion replay of the last two seconds before your destruction, helping you analyze what went wrong.
  • Instant Retry & Ship Screen Options Quickly restart the mission or head back to customize your ship.
  • Contextual Hints A randomly selected hint appears, with the pool of hints adapting based on your run. If you took heavy Electric damage, for example, a tip about boosting Electric Resistance may show up.
  • Full Multiplayer Integration The Death Screen works seamlessly in multiplayer, so you and your co-op partners can see what happened.
[h4]What's Next?[/h4] With the Death Screen fully implemented, it's time to expand the campaign! The next focus feature will be adding more missions, bringing new challenges and content to Astroloot. There are also some quality of life improvements and bugfixes in this release:

QoL


  • Astral Affixes can be sold for an Astral Dice
  • Increase default mouse scroll speed and add setting to adjust it manually
  • Improve skill search interaction with controller

Bugfixes


  • Fix rare multiplayer dsync caused by a combination of lightning projectiles and rollback netcode
  • Fix rare multiplayer connection race condition where one player did not receive messages from the other player anymore
  • Fix rare multiplayer connection timeout issue at start of game
  • Fix verbose ranges on minion attack speed and armor affixes
  • Fix radiation damage preview to consider more damage over time taken
Thanks for playing, and as always, your feedback is invaluable!


[ 2025-03-19 20:30:32 CET ] [ Original post ]

Bugfix Release 0.1.26

Balancing


  • Reduce intrinsic max dodge from 90 -> 75 and theoretical max dodge from 99 -> 90. (I know, I know it says balanced for fun, but it really was a little bit over the top.)
  • Buff Parasite, before it had 25% less damage at all levels, now it scales from 25% less at level 1, to 25% more at level 20

QoL


  • Dice can be rolled by left / right keybinding
  • Radiation damage is now displayed as a separate stat, especially when using Radiant Annihilation it was very confusing before being mixed with hit damage
  • Extended path to take screenshots to /Astroloot subfolder

Bugfixes


  • Fix for skill info in skilltree to always fit the screen
  • Fix initialization order of spawned mods, which has caused rare minion level / minion count mismatches
  • Fix Pelt of the Moon King max dodge
  • Show power up notifications only on player entities
  • Prevent skill tree movement while searching and typing W, A, S, D
Thank you for your support!


[ 2025-03-16 10:54:12 CET ] [ Original post ]

Bugfix Release 0.1.25

QoL


  • Improve Wheel of Fortune visibility
  • Reduce spatial audio falloff, you should now hear distant enemies better
  • Reduce rendering statistics to FPS and Ping

Balancing


  • Reduce projectile speed of certain enemies about 40% to 20%, so that players have a chance to evade manually
  • Improve Parasite spawn cooldown

Bugfixes


  • Fix highlight that stayed visible if items are moved via CTRL, until you hovered any other item
  • Fix mod / minion level affixes now always count towards the players ship, instead of sometimes just the minion that carries the item
  • Fix slot highlight bug with minion mods, now only possible slots are highlighted
  • Fix rare keyboard movement glitch, where the game missed a released key and the ship kept moving in a direction
  • Add a setting to use the native mouse cursor
  • Show the actual key that is configured for Details Hint, instead of always "Alt"
  • Fix rare crash in bitsets, improve sparse bitset performance
Thank you for your support!


[ 2025-03-15 15:34:51 CET ] [ Original post ]

Bugfix Release 0.1.24

Final preparation for Early Access


  • Improve victory sound
  • Improve spikes sound
  • Some QoL improvements for mechanics that get unlocked later in the game


[ 2025-03-14 17:15:42 CET ] [ Original post ]

Bugfix Release 0.1.23

Hey everyone! Just a quick (and slightly sleep-deprived) update Astroloot is getting a full sound and music overhaul! Two days ago, a streamer reported that the game's music got flagged for copyright. This took me completely by surprise. I immediately contacted my sound asset provider (whom Ive had a pro subscription with for two years), and turns out even though they offer lots of game assets, their license doesn't actually allow asset usage in games - only for videos. There would have been a business license option, at around $10k, which was just out of my league as a solo indie dev. So I really messed that up, big time! So what happened next? Well, I basically hit panic mode, took two days off work, and went on a full sound rescue mission:

  • Bought new audio subscriptions (this time, triple-checked the terms lesson learned!)
  • Recreated all sound effects
  • Luckily found amazing alternative music tracks that fit Astroloot's relaxed vibe
  • Hired a professional composer to craft an original soundtrack - but that will take some time to finish After two non-stop days of work, Im finally done! I really wanted to get this out ASAP so that you all get to experience the demo with updated sound assets before deciding to buy the EA version. To my surprise I am actually satisfied with the outcome. I think everything got a bit more consistent now. But it is different to what you heard in the demo so far, so I really hope this works out well and that you're going to enjoy the new sound of the game. There are some other improvements in this version, so read on!

    QoL


  • Reduce skill tree refund price to 1 Blank Dice, to allow more experimentation
  • Reduce ship status bar when entering game, so that it is easier to keep focus at the center of the screen
  • Make both bars symmetric, this allows to observe them both when things get grim, without the need to look left/right

    Bugfixes


  • Fix base stats display, so that each stat starts at 1
  • Fix accidental skill / mission selection with mouse dragging
  • Fix a deflector shield bar glitch
  • Fix local friend search animation sound glitch when leaving game
  • Fix DIY crash with Parasite
  • Fix Parasite scaling (it got worse with levels not better, d'oh!)
  • Fix a skill tree refund glitch Phew, that's it! Hope to see you all later today for the EA launch!


    [ 2025-03-14 08:16:19 CET ] [ Original post ]

  • Demo Bugfix Release 0.1.22

    Removing Cutscenes


    First off, I want to thank you all for playing the demo and sharing your feedback! It's been amazing to see how many of you are enjoying the core gameplay - building unique ships, looting, and blasting through waves of enemies. I want to take a moment to address the AI-generated cutscenes and voiceovers of previous versions. It was never my intention to make anyone uncomfortable or cause harm. As a solo developer, I added those cutscenes thinking it would be a fun extra layer to the game, but I understand now that I reached the exact opposite of what I intended. Because this game is, at its heart, about gameplay and build creativity, not about video sequences, I'm removing all video cutscenes and voiceovers in this update. Moving forward, the focus will stay on what makes the game fun. Thank you again for your honest feedback, and for being part of shaping this game into something awesome. I really appreciate all of you!

    QoL Improvements


    • Color-code all damage types and their corresponding ailments on items and skill tree (if you prefer no color, you can disable this in the display settings).
    • Add min height for Deflector Shield Bar if it is present, to improve its visibility
    • Distinguish dash bar color from deflector shield bar color

    Bugfixes


    • Fix Early Access countdown. EA starts Friday 7:00 PM GMT+1 (not AM). Sorry for the confusion this has caused!


    [ 2025-03-11 19:23:54 CET ] [ Original post ]

    Demo Bugfix Release 0.1.21

    QoL


    • Directly jump to Stash when unlocking it
    • Add more contrast to highlighted possible item slots
    • Game remembers last window size and position in Windowed Mode

    Bugfixes


    • Fix Minion level and all mod level affixes on weapon that Minions are attached to
    • Fix damage preview for Minions, points in Time affect nearby Minions
    • Fix +Dash Slot Affix on Engine
    • Ensure item info overlay fits the screen for loot items
    • Fix dash movement when ship velocity is zero (at start of mission dash did not move the ship forward)
    • Fix sound glitches by having only one instance per sound loop running in parallel
    • Enemies with death explosion attribute count towards mission objectives

    Balancing


    • Remove shortcut to Halo on skill tree
    • Reduce scaling of Zapper projectiles at higher item levels


    [ 2025-03-11 02:55:08 CET ] [ Original post ]

    Demo Bugfix Release 0.1.20

    Enemy Balancing


    • Better constrain enemies attacks to visible area
    • Randomly delay initial enemy attacks to prevent unfair one-shots

    Parasite Improvements


    • Add indicator to enemies that have a Parasite attached
    • Indicate that Parasite Mod isn't compatible with Minions
    • One Parasite per weapon can attach to an enemy, making boss fights more rewarding
    • Better Parasite distribution accross enemies, when there are many around

    Balancing


    • Tune down Railgun a little bit, so that it is in line with other weapons
    • Solar Dice cannot be rolled onto Astral Affixes
    • Rework of EMP to reduce CPU spikes

    Quality of Life


    • Restore Search / Power Report selection when opening skill tree again
    • Improve astral affix validation message for common items
    • Better aggregation of Minion Range in diffs
    • Warp sound for all Engine dashes

    Bugfixes


    • Fix initialization order of affixes with Minion buffs on items
    • Mod level affixes work on Chips
    • Enter Search Text, then hover over skill, alt is now working
    • Fix resume game screen glitch after deleting a game


    [ 2025-03-08 05:20:20 CET ] [ Original post ]

    Demo Bugfix Release 0.1.19

    This is somewhat of a screen scaling improvement release!

    Screen Scaling


    • Scale down item info widget if item info does not fit the screen entirely
    • Improve screen scaling, so that players always see the same amount of space during combat
    • Fix glitch with unsupported aspect ratios, black bars are shown when aspect ratio is not within 4:3 to 21:9
    • Fix glitch of stats / trade when resizing window
    • Fix glitch of skill tree lines on scaled resolutions

    Balancing / QoL


    • Improve astral affix validation order so that players understand better on which items the affix is going to work
    • Adjust Armor Leech and Minion Armor Leech, so that it needs a bit of investment to get going
    • Fix layout of armor leech indicator
    • Cap enemy weapon range to visible screen range
    • Adds one more digit to xp progress display


    [ 2025-03-06 19:26:31 CET ] [ Original post ]

    Demo Bugfix Release 0.1.18

    • Improve UX by highlighting action buttons, this should especially prevent accidential crafting
    • Add more glossary entries
    • Minor wording improvements


    [ 2025-03-05 06:40:27 CET ] [ Original post ]

    Demo Bugfix Release 0.1.17

    • Improve UI scaling of Full HD display resolution
    • Trigger chance of Ailments does not cap at 80% but 100%
    • Fix effective Radiation Chance of Sport Blaster
    • Fix Radiation DPS preview calculation


    [ 2025-03-03 06:31:43 CET ] [ Original post ]

    Demo Bugfix Release 0.1.16

    • You can now press ALT and hover over underlined parts of the skill node description! So far, there are about 80 entries in the glossary explaining various mechanics of the game. Hopefully that lets you enjoy planning your build on the tree even more!
    • Allow to compare mods when pressing ALT and there are empty slots where the mod would fit into
    • Add more stats descriptions
    • Add Windows taskbar icon
    • Fix some UI glitches


    [ 2025-03-02 18:07:45 CET ] [ Original post ]

    Demo Bugfix Release 0.1.15

    • Add hoverable descriptions to ship stats screen (see screenshots below)
    • Add setting to configure the input controller deadzone
    • Fix movement glitch when switching between keyboard and controller movement



    [ 2025-02-28 21:28:00 CET ] [ Original post ]

    Save the date - Early Access Launch

    After almost two years of development, Astroloot is ready for Early Access, and I want YOU to be part of this journey.

    What is Astroloot?


    Astroloot is a cozy yet deep sci-fi ARPG focused on looting, leveling up, and customizing your own spaceship. Featuring a massive skill tree, deterministic crafting, and meaningful build choices, every upgrade brings you closer to your ultimate ship.

    Whats Included in Early Access?


    • Core gameplay loop: Loot, craft, and optimize your ship
    • A massive skill tree for endless build possibilities
    • Deterministic crafting craft gear your way, with the right amount of RNG
    • The first major sectors to explore and conquer, the final EA boss is monster level 50
    • A vast amount of items and mods to find, that shape your playstyle

    Why Early Access?


    I believe in building this game alongside the community. Your feedback will help shape new features, balance changes, and upcoming content. This is just the beginning of Astroloots journey, and I'd love you to be part of it!

    Join the Looters!


    Astroloot is here, and were just getting started. Jump in, craft your perfect build, and help shape the future of the Astroloot Sector! Release date is Mar 14, 2025 7:00 PM GMT+1


    [ 2025-02-28 06:17:59 CET ] [ Original post ]

    Demo Bugfix Release 0.1.14

    • Add setting to adjust the display mode of the game. Available modes are Windowed Fullscreen, Windowed and Fullscreen
    • Add keybinding to take an in-game screenshot. Default key is F12
    • Shorten end of tutorial voice


    [ 2025-02-27 21:24:20 CET ] [ Original post ]

    Demo Bugfix Release 0.1.13

    • Fix numbers for Dash on Hit Mod
    • Fix L2/R2 buttons on Xbox controller


    [ 2025-02-27 06:48:49 CET ] [ Original post ]

    A Galaxy of Loot

    Venture deep into the Astroloot Sector, a vast and enigmatic sci-fi expanse filled with dark secrets, lost treasures and relentless foes. Every step forward uncovers new dangers and greater rewards. Obliterate anything in your path, level up, and claim every piece of loot you can carry. All in a cozy, stress-free walking simulator infused with deep ARPG mechanics.

    Infinite Build Customization

    Choose between the Leviathan, Hyperion, or Chronos ship archetypes. Customize your build with hundreds of items, with up to six modifier slots that drastically alter their function. Chart your own course through a massive skill tree with over a thousand nodes, each choice reshaping how your build plays.

    Deterministic Crafting

    Find and collect nine types of dice, each offering unique and powerful crafting effects. See the exact outcome of your final roll before committing to a craft. There's no gambling.

    Balanced for Fun

    Astroloot respects your time, offering a true solo-self-found experience where you can discover and craft your own gear. The game is designed for a smooth, balanced single-player experience with no servers or online restrictions. You own your progress. If you’d rather explore and loot with a friend, co-op is just a click away, playable via LAN or online through Steam.


    MINIMAL SETUP
    • OS: SteamOS 3.6+
    • Processor: Quad core 2.4Hz x64-compatibleMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: OpenGL 2+
    • Storage: 500 MB available space

    GAMEBILLET

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