Astrosynodic games are open world RPGs, player creates a custom character and set free into the universe.
The tutorial, and first couple of quests will see the player stuck on a random one of the 'starter worlds' they will need to collect enough cash to buy their first ship and set out on the main adventure
Each new planet visited should have their own internal affairs afflicting the political landscape (like civil wars) or natural dangers (big ol monsters, extreme weather) . Some are extremely lax, coming and going with no inspections or customs. Others might try and block your entry completely, requiring some sneaking behind,.. Or fighting - up to you!
The player can decide (in most of them) to intervene or not.
Towns!
Like most rpg towns, hubs of activity amidst the treacherous wilds. Stay at ins, sell/buy in shops, talk to locals and pick up quests, sleep at ins for some safe party health recuperating (as opposed to camping) and the like!
Dungeons!
Specific areas designed with combat as the main 'feature' - dungeons can range anywhere from, actual dungeons under a fort, a cave not far from a town inhabited by a gang of thugs, or a fearsome creature, all the way to space stations (in space 🤯) mining asteroids, and more!
Plains!
Connecting the towns and dungeons is the actual world in between! Traversing the surface of each planet and exploring every corner is one of the core elements of gameplay. Each planet surface containing its own unique feature/setback (lush grassland, scorching desserts, frozen wastelands, urban city centers, and even ones completely covered in water, requiring a boat to travel) roaming these lands has a chance of spawning a battle encounter, though not as often as the dungeons. Along with towns and dungeons, you'll find abandoned structures, crashlanded ships, hints/clues for where to find treasure, and, well, treasure!
The tutorial, and first couple of quests will see the player stuck on a random one of the 'starter worlds' they will need to collect enough cash to buy their first ship and set out on the main adventure
Each new planet visited should have their own internal affairs afflicting the political landscape (like civil wars) or natural dangers (big ol monsters, extreme weather) . Some are extremely lax, coming and going with no inspections or customs. Others might try and block your entry completely, requiring some sneaking behind,.. Or fighting - up to you!
The player can decide (in most of them) to intervene or not.
Towns!
Like most rpg towns, hubs of activity amidst the treacherous wilds. Stay at ins, sell/buy in shops, talk to locals and pick up quests, sleep at ins for some safe party health recuperating (as opposed to camping) and the like!
Dungeons!
Specific areas designed with combat as the main 'feature' - dungeons can range anywhere from, actual dungeons under a fort, a cave not far from a town inhabited by a gang of thugs, or a fearsome creature, all the way to space stations (in space 🤯) mining asteroids, and more!
Plains!
Connecting the towns and dungeons is the actual world in between! Traversing the surface of each planet and exploring every corner is one of the core elements of gameplay. Each planet surface containing its own unique feature/setback (lush grassland, scorching desserts, frozen wastelands, urban city centers, and even ones completely covered in water, requiring a boat to travel) roaming these lands has a chance of spawning a battle encounter, though not as often as the dungeons. Along with towns and dungeons, you'll find abandoned structures, crashlanded ships, hints/clues for where to find treasure, and, well, treasure!