Compare Astra And The New Constellation prices across 50+ stores and find the best deal. Developed by rarelikeaunicorn. Published by Llocin7 Digital. Released on 6/12/2023. Available on PC, Mac, Linux. Genres: Action, Indie.

A handcrafted Pico-8 precision platformer that packs genuine challenge, a 30-minute original soundtrack, and speedrun infrastructure into under 1MB of disk space.

I have a soft spot for games that accomplish something improbable within tight constraints, and Astra and the New Constellation is exactly that kind of small wonder. Built entirely inside the Pico-8 fantasy console by a solo developer, it squeezes fifteen levels, multiple planetary biomes, a full collectible system, and nearly 30 minutes of original music into a package that weighs less than a megabyte. That compression of craft is, to me, already worth paying attention to. The movement set is modest but surprisingly expressive. You run, slide, jump, and glide. Sliding is your speed tool, the fastest horizontal option available, but it locks you into shorter jump arcs, so routing around that limitation becomes a quiet puzzle on every screen. The aerial glide lets you hang in the air and cut vertical speed, which the game uses to build platform timing that rewards clean reads rather than pure reflex. Springs add a third layer: their behavior is state-based rather than input-based, meaning the game reads where you are when you land, not what you are pressing. That distinction trips up players who expect the spring-stomp combo to behave like Sonic or Celeste Classic. Once you internalize the rhythm it clicks, but the learning curve there is genuinely steeper than the pastel visuals suggest. The level design keeps introducing new wrinkles across all fifteen stages. One-off gimmicks appear and exit before they overstay, and the recurring mechanics build on each other in a way that feels structured rather than random. Community players have compared the overall feel to Celeste Classic in terms of the PICO-8 pedigree, while noting Astra earns its own identity through its color work. The palette tricks the developer pulls are subtle but real: the game reads as vibrant and spacious in ways the hardware technically should not allow. The soundtrack leans into that cosmic warmth, giving each biome its own tonal texture without ever becoming background noise. For accessibility, there is a Cozy Mode that reduces hazards for players who want the journey without the wall. On the opposite end, a loadless speedrun timer, per-level PBs, full-run PBs, and sum-of-bests are baked in from the start. The TAS community picked it up within weeks of release, which tells you something about how tightly the movement physics are defined. That dual audience, the casual completionist collecting stardust to illuminate the final constellation and the runner optimizing slide-jump frame windows, is genuinely rare at this price tier. If there is something to flag, the spring interaction and the stomp-drop timing do have a learning cliff that a handful of players find frustrating before the logic settles in. This is not a failure of design so much as a design choice that prioritizes internal consistency over immediately familiar genre conventions. The developer has been responsive to feedback and shipped patches, which matters for a solo release this small. Knowing when a six-hour game is done is a skill, and rarelikeaunicorn has it. Kai, Scout Team

Astra And The New Constellation
ActionIndie

Astra And The New Constellation

Jun 12, 2023rarelikeaunicornLlocin7 Digital
GamerScout Says

A handcrafted Pico-8 precision platformer that packs genuine challenge, a 30-minute original soundtrack, and speedrun infrastructure into under 1MB of disk space.

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About Astra And The New Constellation

I have a soft spot for games that accomplish something improbable within tight constraints, and Astra and the New Constellation is exactly that kind of small wonder. Built entirely inside the Pico-8 fantasy console by a solo developer, it squeezes fifteen levels, multiple planetary biomes, a full collectible system, and nearly 30 minutes of original music into a package that weighs less than a megabyte. That compression of craft is, to me, already worth paying attention to. The movement set is modest but surprisingly expressive. You run, slide, jump, and glide. Sliding is your speed tool, the fastest horizontal option available, but it locks you into shorter jump arcs, so routing around that limitation becomes a quiet puzzle on every screen. The aerial glide lets you hang in the air and cut vertical speed, which the game uses to build platform timing that rewards clean reads rather than pure reflex. Springs add a third layer: their behavior is state-based rather than input-based, meaning the game reads where you are when you land, not what you are pressing. That distinction trips up players who expect the spring-stomp combo to behave like Sonic or Celeste Classic. Once you internalize the rhythm it clicks, but the learning curve there is genuinely steeper than the pastel visuals suggest. The level design keeps introducing new wrinkles across all fifteen stages. One-off gimmicks appear and exit before they overstay, and the recurring mechanics build on each other in a way that feels structured rather than random. Community players have compared the overall feel to Celeste Classic in terms of the PICO-8 pedigree, while noting Astra earns its own identity through its color work. The palette tricks the developer pulls are subtle but real: the game reads as vibrant and spacious in ways the hardware technically should not allow. The soundtrack leans into that cosmic warmth, giving each biome its own tonal texture without ever becoming background noise. For accessibility, there is a Cozy Mode that reduces hazards for players who want the journey without the wall. On the opposite end, a loadless speedrun timer, per-level PBs, full-run PBs, and sum-of-bests are baked in from the start. The TAS community picked it up within weeks of release, which tells you something about how tightly the movement physics are defined. That dual audience, the casual completionist collecting stardust to illuminate the final constellation and the runner optimizing slide-jump frame windows, is genuinely rare at this price tier. If there is something to flag, the spring interaction and the stomp-drop timing do have a learning cliff that a handful of players find frustrating before the logic settles in. This is not a failure of design so much as a design choice that prioritizes internal consistency over immediately familiar genre conventions. The developer has been responsive to feedback and shipped patches, which matters for a solo release this small. Knowing when a six-hour game is done is a skill, and rarelikeaunicorn has it. Kai, Scout Team

Tags

singleplayercontroller-supporttier:sub-5Precision PlatformerPico-8Speedrun SupportCozy ModeStardust CollectiblesSolo DeveloperGlide MechanicSteam Deck Friendly

System Requirements

Minimum

OS
7
Memory
1 GB RAM
Storage
1 MB available space
Graphics
any
Processor
700Mhz
Sound Card
any

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Game Info

Developer
rarelikeaunicorn
Publisher
Llocin7 Digital
Release Date
Jun 12, 2023

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Astra And The New Constellation is available on PC, Mac, Linux.

When was Astra And The New Constellation released?

Astra And The New Constellation was released on 12 June 2023.

Who developed Astra And The New Constellation?

Astra And The New Constellation was developed by rarelikeaunicorn and published by Llocin7 Digital.