
Astro Colony
A first-person automation sandbox that makes your entire factory mobile, if you can stomach a rough tutorial and some lingering co-op jank, there are easily 50+ hours of belt-optimising, asteroid-catching colony building waiting for you.
GamerScout Verdict
Rewarding pick for automation fans who self-teach from wikis; newcomers should budget time for a rocky tutorial before the loop clicks.
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About Astro Colony
I've got a personal rule: any automation game that makes me lose track of time before I've even touched the mid-game tech tree deserves a serious look. Astro Colony triggered that reflex inside the first couple of hours, and that initial reaction held up across the longer run. This is a first-person colony-builder set in a procedurally generated voxel universe, and its central mechanical trick is genuinely clever: your factory is not anchored to a planet. You build propulsion, unlock Map Autopilot, and move the whole thing through space to chase new resources and dock fresh planetoids to your growing network. Satisfactory and Factorio comparisons are inevitable, but neither of those lets you physically relocate your industrial base across a star system. The depth of decision-making here sits comfortably in mid-tier automation territory, which is a compliment rather than a criticism. The tech tree spans six science branches covering over 70 technologies, running from hand-crafted wire and basic conveyors all the way up to fusion reactors, stargates, logic valves, and the Blueprints+ system added in the 1.0 update. That update also brought controller support, Steam Deck compatibility, improved multiplayer syncing, and a polished UI with building efficiency displays, meaningful additions after a three-plus-year Early Access stint. The progression curve is well-paced for the most part: one session you're routing iron through a smelter chain, the next you're managing oxygen networks, hydroponic farms via Hydrotonic food production, and a roster of astronauts who each need food and shelter routed through your base. The astronaut management layer never reaches city-builder complexity, but it adds enough friction to stop the whole thing feeling like a pure belt puzzle. Now for the honest accounting. The tutorial is genuinely poor, community consensus is consistent on this, and it hasn't fully recovered even at 1.0. Critical buildings like the Auto Asteroid Catcher don't appear on your default hotbar; you need to know that the K key opens the full construction menu, and you'd only know that from the wiki or Discord. The recent review score dropping to mixed territory at launch likely reflects players hitting that wall cold. Controls feel unintuitive until you remap them. Multiplayer, while improved over the Early Access builds, still carries reports of crashes, desync, and instability, solo is the safer mode right now. The tech tree also has some pacing quirks that critics have flagged since the Early Access days. These are real friction points, not nitpicks. For the right player, none of that will matter much. If you've put hours into Factorio throughput planning or spent weekends routing pipes in Satisfactory, you'll recalibrate controls and absorb the wiki without complaint. The core loop, mine asteroids with tractor beams and Auto Catchers, feed smelters, route output through constructors, research the next branch, then physically move your colony to a new planetoid, is mechanically sound and consistently rewarding. The Workshop is live, dedicated server support exists, and the solo developer behind this project has a demonstrable track record of responsiveness to community feedback. The 81% overall rating across over 2,600 reviews is the realistic floor here, not a ceiling.

Strategy & simulation
Tags
System Requirements
Minimum
- OS
- Windows 7 or later
- Memory
- 4 GB RAM
- DirectX
- Version 10
- Storage
- 3 GB available space
- Graphics
- ATi 7770, Nvidia GeForce GTX 660
- Processor
- i3
Recommended
- OS
- Windows 7 or later
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 3 GB available space
- Graphics
- NVIDIA GeForce GTX 1060
- Processor
- i7
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Reviews & Ratings
Game Info
- Developer
- Terad Games
- Publisher
- Terad Games
- Release Date
- Jun 2, 2026
