AstroMart Adventures
Build a convenience store on an abandoned asteroid.
Harvest materials, craft and sell, attract cosmic visitors, battle monsters for sellable loot, restore the old shop, expand your merchant empire – intergalactic success awaits!
I am a solo dev who finally got caught into the magic world of VR.
This won't be the next AAA title, but maybe it will be a fun game you can enjoy for a while.
The core loop as it is planned:StoreBuy a checkout, get a shelf, unlock a landing pad.
All items beside landing pads can be placed at will in the store area of the asteroid. No grid.
Put items on the shelf, customers will land in their spaceship and browse your store if no checkout is available, if one is free they present you with their order.
You now have to get the required items either from your shelf, or from a stash somewhere.
Customers will only want to buy items that are on your shelf. So this should be the last resort to take items from.
At the same time you can fill your shelf the way you like, so you can have the store of your imagination.
Expand, more shelfs, more landing pads, more checkouts.
Automation is planned so you don't have to micro manage customers all the time.
It is also planned to have different shelf types. Life critters can't be stored on a simple shelf. Nor can items that need to be cooled or heated.
This should allow for some variation in store design.CraftingGet machines to craft new items to sell.
For example, getting a mushroom seed sells for 5 credits. But converting it into a mushroom slushy will give you 15 credits.
Or convert fibres into rope, and ropes into a net. You can now catch little critters and sell them .. or make them into slushy or fried crisps.LootingThere are lots of static loot resources like mushrooms, rocks and so on.Go there, grab them, use excavation tools etc. simple mechanics.HuntingTo get the highest selling goods you will need to get down into the asteroid where danger awaits.
Grab a net, some pellets for your totally harmless pellet shooter and catch some critters.
Putting a net on passive creatures is no problem, but aggressive ones will require you to wear them down before capturing.
High value critters will sell really high when alive. But be worthless in a slushy.
It's up to you to try different recipes to see what works best, or read a, by that time hopefully available, wiki.ExpandingThe asteroid itself will start really small.
Early on you have a chance to buy an alien artifact your gramps talked about, which he sadly never could get out of the merchant.
Due to some cosmic event you get your hands on it, work in progress, maybe a caught special critter.
This artefact will attract pieces of other asteroids and they will dock to yours.
Therefore expanding either horizontally with new biomes, or vertically with new mineshafts.
Harvest materials, craft and sell, attract cosmic visitors, battle monsters for sellable loot, restore the old shop, expand your merchant empire – intergalactic success awaits!
I am a solo dev who finally got caught into the magic world of VR.
This won't be the next AAA title, but maybe it will be a fun game you can enjoy for a while.
The core loop as it is planned:StoreBuy a checkout, get a shelf, unlock a landing pad.
All items beside landing pads can be placed at will in the store area of the asteroid. No grid.
Put items on the shelf, customers will land in their spaceship and browse your store if no checkout is available, if one is free they present you with their order.
You now have to get the required items either from your shelf, or from a stash somewhere.
Customers will only want to buy items that are on your shelf. So this should be the last resort to take items from.
At the same time you can fill your shelf the way you like, so you can have the store of your imagination.
Expand, more shelfs, more landing pads, more checkouts.
Automation is planned so you don't have to micro manage customers all the time.
It is also planned to have different shelf types. Life critters can't be stored on a simple shelf. Nor can items that need to be cooled or heated.
This should allow for some variation in store design.CraftingGet machines to craft new items to sell.
For example, getting a mushroom seed sells for 5 credits. But converting it into a mushroom slushy will give you 15 credits.
Or convert fibres into rope, and ropes into a net. You can now catch little critters and sell them .. or make them into slushy or fried crisps.LootingThere are lots of static loot resources like mushrooms, rocks and so on.Go there, grab them, use excavation tools etc. simple mechanics.HuntingTo get the highest selling goods you will need to get down into the asteroid where danger awaits.
Grab a net, some pellets for your totally harmless pellet shooter and catch some critters.
Putting a net on passive creatures is no problem, but aggressive ones will require you to wear them down before capturing.
High value critters will sell really high when alive. But be worthless in a slushy.
It's up to you to try different recipes to see what works best, or read a, by that time hopefully available, wiki.ExpandingThe asteroid itself will start really small.
Early on you have a chance to buy an alien artifact your gramps talked about, which he sadly never could get out of the merchant.
Due to some cosmic event you get your hands on it, work in progress, maybe a caught special critter.
This artefact will attract pieces of other asteroids and they will dock to yours.
Therefore expanding either horizontally with new biomes, or vertically with new mineshafts.
Available on devices:
- Windows