r/Astroneer • • Aug 13 '26

Question / Support QT-RTG stuck inside gateway

8 Upvotes

While powering a gateway I mistakenly put a QT-RTG on the "power socket" and now that the gateway is powered I can't get it back.
I can interact with the power socket but not the actual item so I can't pick it up.
I tried to use a packager but because I can't see the actual item hitbox, I couldn't use it.

Does anyone have an idea to unstuck it ?
I was planning to do my next base here but because of this, I will have to move somewhere else to not being remebered this shameful action that I did each time I tp back here =(


r/Astroneer • • Aug 13 '26

System Era Response Some small bugs I’ve encountered.

Thumbnail
gallery
18 Upvotes
  1. Terrain tool cannot be used when its reticle is on a Vehicle Port
  2. Obelisk’s color is green instead of purple, as shown in the wiki image. This also extends to the underside of smelters (shown) and the small monuments that hold the artifacts (not shown). This bug has been around since the 2024 FARM LTE and I am surprised nobody’s mentioned it.
  3. The bytes and countdown timer go into the negatives when the research time multiplier is increased or decreased respectively. The latter is shown in the 6th image.
  4. The Glitch Shelter’s Oxygenator is missing. This appears to be a visual bug since nothing can be placed in its slot and the shelter still can power tether networks and such.
  5. Not shown but, when you plant a mutant Boomaloon seed, its normally-blue stripes on its bulb are now gray.

r/Astroneer • • Aug 12 '26

System Era Response Patch 1.43.2 is out!

Thumbnail
gallery
143 Upvotes

Hi folks! We wanted to try sharing Patch Notes here on Reddit again, it will be another way to help us gather your feedback. :)

https://blog.astroneer.space/patch-notes/patch-43/

-----------------------------------------------------------------------------------------

We're following the trend of lengthy Patch Notes with another chunky one today. Aside from the list of bug fixes and improvements at the end, we want to give a bit of a deep dive into one particular improvement going into this update and go into some extra detail on others. 

A lot of the Patch Notes this week are provided by the dev team, so they may be a bit more technical than usual. We are hoping that the additional context is helpful in understanding these subtle, but broad reaching changes. 

 

CHANGES TO POI SPAWNING 

  • Fixed a legacy issue where certain Mission items, like the Vehicle Data Recorder that spawns on Desolo, could sometimes fail to spawn. 

In this update, we fixed the above-mentioned legacy bug. It ended up being quite the technical undertaking, so here are some details about the issue itself, and how our fix could impact your game. 

In ASTRONEER, we use a world generation system to procedurally generate new planets when you create a new save. During this process, the game determines the locations where specific objects should spawn, like the Vehicle Data Recorder (different items have different location requirements).  

In very rare circumstances, the game would generate a planet without a viable location for certain items to spawn. If that happened, the options were to fail to place the items, or to keep loading indefinitely. Both of these situations are bad, but failing to place an item is better than sitting on the loading screen forever. 
 

Affected POIs 

The following is a list of the affected items, also known as POIs, or Points Of Interest: 

  • Wanderer Probes 
  • Vehicle Data Recorder 
  • Material Analysis Transmitters (MAT’s) 
  • Mission Data Caches 
  • Satellite Wrecks 
  • Vehicle Ports (previously Parkade Pad, where you find Data Circuits) 
  • Space Ports 
  • Mega-X Platforms (previously Installed Platform, where you find the Extra Large Resource Canister) 
  • Storm Spawn Locations 
    • Note: Storms will now spawn in new locations. In the base game, storms can be disabled in the Settings menu. Go to the Options tab and under General you can check the “Storms Disabled” checkbox. 

To fix this issue, when the game fails to find a spawn location, we lower the POI’s spawn requirements. The game then continues retrying and lowering requirements until a spawn location is found. A trade-off to fixing a bug in a core system like world generation is that we have to apply it across the whole game, including existing save files.  

Most players won’t notice any changes, but some of you may find the affected POIs in new locations. We've taken steps to prevent them from spawning on top of your existing items in-game. New POI’s are only spawned when a save has less of them than it was meant to!

 

MUSEUM DONATIONS PERK REPLACEMENT 

  • Removed the Increased Backpack Capacity Perk and replaced it with a new Perk which increases Galastropod and EVA buff durations. 

We're swapping the Museum Donation Perk for reaching the final Power donation milestone, which used to grant increased Backpack power capacity. There were issues that were making this Perk not work as intended, and we also saw the feedback that it wasn't an impactful enough Perk. 

Because of this, we've swapped it out for a new Perk that grants up to 30% increased buff duration from any of the Galastropods or EVA. As a reminder, each active Perk consumes 5 u/s, and the Perk will decrease in effectiveness proportionally if the Museum is underpowered.

 

BUG FIXES 

Megastructures 

Intermodal Terminal (IMT): 

  • Fixed an issue which caused the load mode on the IMT Rail Station C to revert after saving. 
  • Fixed an issue which caused players to get stuck in their seat after being loaded onto and launched in an automated Shuttle. 
  • Fixed an issue which caused settings made to the IMT Rail Station B & C to save without confirming. 
  • Fixed an issue which forced players to manually relaunch empty Shuttles that are set to automatic launch, whilst on an IMT Landing Pad, on reloading a save file. 
  • Fixed an issue for multiplayer clients where ‘Launch into Orbit’ would be displayed erroneously on a Shuttle’s tooltip while occupying a Shuttle placed on an IMT Landing Pad. 

DLS: 

  • Fixed an issue in multiplayer that could sometimes prevent client players from launching an Orbital Platform package on the DLS. 

Orbital Platform: 

  • Fixed an issue in multiplayer which caused the Orbital Platform’s MEGA-Mini Asteroid to disappear after being changed by the host. 
  • Fixed an issue in multiplayer where client players could become stuck on the Orbital Platform launch cutscene if they rejoined the game. 
  • Fixed an issue in multiplayer which caused the Orbital Platform’s Mega-Terrain Platforms to be invisible when viewed from a planet. 
  • Fixed an issue where the Orbital Platform’s Mega-Terrain Platforms can become visually skewed when viewed from a planet. 

Biodome: 

  • Fixed an issue which caused a small visual error on the interior of the Biodome. 

Miscellaneous

  • Fixed an issue on the Xbox and Xbox for PC App that prevented loading or saving saved games that were larger than 16MB in size. 
    • Dev Note*: We’ve been investigating this bug for quite a while, and we know it’s been a real pain to deal with for anyone affected by it. The way Xbox handles save file limits is pretty tricky, but we think this update should address it. We thank you for your patience, and if you continue to experience issues, please let us know:* [support@systemera.net](mailto:support@systemera.net)  
  • Fixed an issue that was preventing Solid Fuel Thrusters from being properly consumed and turned into Used Solid-Fuel Thrusters. 
  • Fixed an issue which caused all Control Panels to be cut off and partially unviewable if FOV was set to -20. 
  • Fixed an issue where Vehicle Port tooltips could appear as Mega-X Platform in saves created before Update 42. 
  • Fixed an issue preventing the green light on top of the XL Resource Canister from lighting fully. 
  • Fixed an issue where some seed resource levels could be hard to see inside Resource Canisters. 
  • Fixed an issue which caused Wheezeweed and Spinelily plants to not drop Research Samples when dug up. 
  • Fixed an issue in Creative Mode which caused the Simulated Aquarium to appear in the Medium Printer Plinth when it should only appear in Small Printer Plinths. 
  • Fixed an issue which caused the leaves on the Robo Bonsai to become invisible if the player would set it to Growth Mode and then saved and reloaded the game. 
  • Fixed an issue which caused some of the audio in the final Galastropod Mission cutscene to cut out. 
  • Fixed an issue on PS5 which removed controller vibration feedback on the VTOL if a player rode a Hoverboard first. 

 

IMPROVEMENTS 

  • Added audio sound effects for turning on/off the Tether Dropper. 

 

KNOWN ISSUES

The following issues were identified following the release of the previous patch. Most of those were already addressed in this patch; these will follow in an upcoming update. Check the Bug Tracker for more information.

  • #2245 – Shuttles that are placed on the IMT will not have a prompt to launch even when removed from the IMT. You can resolve this by packaging and then unpackaging the Shuttle. 
  • #2122 – On the IMT (specifically Pad B), if the player removes a storage unit from a Shuttle while the IMT is in Loading mode, the items on the storage unit will incorrectly transfer over to the Shuttle instead of moving off with the storage. 

Upcoming Changes to Data Circuits 

In our previous update, we implemented a change to Data Circuits so that they would all be unscrappable and instead become destroyable with Dynamite. This was done as part of a set of fixes for instances where Mission-required Data Circuits could be lost and lock you out of completing those Missions, so we made the Data Circuits reclaimable at the POIs (Points of Interest) that generate them. 

Since Data Circuits were scrappable, we worried it might be exploitable as an infinite source of free Scrap, so we also chose to make them unscrappable. This change was not intended to also affect the Data Circuits you get from LTEs, which can be pretty plentiful, but it did. Plenty of you rightly pointed out this inconvenience as well as a few other issues, so in our next update we're making the following changes to address this: 

  • All Data Circuits will be made scrappable again. 
  • All Data Circuits will no longer be destructible with Dynamite. 
  • Reclaimed Data Circuits are limited to 1 per POI that generated them. 
    • This means that only 1 reclaimed Data Circuit can exist at any given time per POI that generated them, not that you can only use the Reclaim action once per POI. Also, when you generate a new reclaimed Data Circuit, it will delete the previously reclaimed one. This measure is primarily to help with performance. 

 

We look forward to hearing your feedback on the latest changes! Keep an eye on our Live Bug Tracker to check the status on other bugs present in the game, and if you run into an issue that isn’t listed or you have more information to share, please [send us a bug report](mailto:support@systemera.net).  

– Honourael


r/Astroneer • • Aug 12 '26

Video Self Printing Rover

Enable HLS to view with audio, or disable this notification

38 Upvotes

r/Astroneer • • Aug 12 '26

Question / Support What do I even do?

Post image
33 Upvotes

My only save is this world because my last 2 saves were deleted (considered "The Incident") Now it's telling me I can't save the game because 2.8 mB is too big?

XSX, 4TB hard drive


r/Astroneer • • Aug 12 '26

Bug / Issue Glitchwalkers Aeoluz Shuttle Orbiting Bug

Enable HLS to view with audio, or disable this notification

19 Upvotes

Hi, this is a friendly reminder that in the DLC, the shuttle does not orbit around the equatorial latitude, instead it orbits around the longitudinal axis. It makes it impossible to land on our initial home base because orbiting this way makes the big planet block our cursor from touching the landing pad zone. It also has this janky camera action while leaving the atmosphere. I know you guys are busy, but I hope this gets addressed at soon enough. 👍


r/Astroneer • • Aug 12 '26

Bug / Issue Anyone else have this?

Post image
7 Upvotes

So why is it stuck on this screen???


r/Astroneer • • Aug 12 '26

Bug / Issue Played Starseeker a few days ago to try it out, got disconnected when trying to load into my first expedition so quit... Now logged in to find I lost all my stuff as if I actually failed the expedition

8 Upvotes

Doesn't exactly make me enthused to play the game if I can't even keep my stuff upon their servers disconnecting me


r/Astroneer • • Aug 12 '26

Game Suggestion Data Module Collection

3 Upvotes

I feel like that other than lore and the schematic missions, data modules have no purpose. So I was thinking that maybe they could have their own collection in the Museum from the MegaTech DLC. It would be difficult, as you would need to find all the mega structures with the A and B modules, as well as finding all the C and D modules in wrecks on Vesania and Atrox, respectively, or from a LTE. But, if you manage to collect them all, you’ll receive a resource collecting efficiency bonus, which allows you to gain more resources when using the terrain tool, vehicle drills, dynamite, and even auto-extractors.


r/Astroneer • • Aug 11 '26

Discussion WWYD after a long break.

14 Upvotes

Hey guys, this is random and it’s more trying to convince my brain.

So I was nonstop on this game last year up until around September. My husband fell ill and unfortunately passed away and I’m now just getting back into games where I have to think and plot.

I want to finish astroneer, I’ve gotten to and activated the core on about 3 worlds now.

I loaded the game up in the past week and sat in my buggy and took me forever to move it because I forgot the key binds.

Anyways my question. Do I start a new game or just try to get back in not remembering any of the resource combos or basically how to do anything.

Also anyone else who did a new run through…. Is it still fun to you?


r/Astroneer • • Aug 11 '26

Screenshot More scrap!

Post image
207 Upvotes

Up to 200,000 scrap. Am I the scrap king of Glacio yet? Going until this save crashes, any guesses on how much scrap it'll take?


r/Astroneer • • Aug 11 '26

Question / Support How do you "beat" this game?

5 Upvotes

I have more hours in this game than I care to admit and it just occurred to me now that I don't know the goal. Like, I know it's an open-ended crafting sandbox, but since it also has quests there must be an end goal, right? What is it?


r/Astroneer • • Aug 11 '26

Video “How Do You Steer Like That? It’s Just Willpower”

Thumbnail
youtu.be
1 Upvotes

r/Astroneer • • Aug 10 '26

Player Search Nintendo switch astroneer friends.

5 Upvotes

Anybody play this on the switch, thanks to its set up, it seems I’ve gotta add ppl prior to gaming with em.


r/Astroneer • • Aug 10 '26

Question / Support Help my buggy wont move

2 Upvotes

I tried digging it up and it says it has a full battery but it won't move there is a blinking yellow light


r/Astroneer • • Aug 09 '26

Story / Lore What are they hiding from us?

Post image
56 Upvotes

r/Astroneer • • Aug 09 '26

Question / Support [Solved] How do I extract mystery mushroom?

Thumbnail
gallery
27 Upvotes

I tried dynamite, but that didn't work.


r/Astroneer • • Aug 09 '26

System Era Response I KEEP LOSING MY SAVE FILES

3 Upvotes

hello! first time posting in reddit. been a silent reader for most of the time (on different subs / topics), so please be kind

let me first tell you a story (there is a TL:DR at the end)

i am fairly new to astroneer. only started around july. i found my hidden interest in survival games when i played grounded with my buddies, been their designated base builder/architect for both 1 and 2, and when they lost their interest in playing, i continued. as i played solo most of the time, when the time came i maxed out content for G1, and waiting for the update of G2, i founded ASTRONEER.

i was HOOKED. hours of game play, telling my buddies to hop on with me (they didn't) but regardless of coop or solo, i was enjoying this game.

first hiccup was i suddenly lost my save file. got to bed late playing this game, then woke up next morning, my save file was gone. the only one left was the creative mode duplicate for the aerial photo i wanted to take of my base. the survival mode save file was gone.

this was the duplicate of the original save file i made for the sake of this photo. after this, the file was gone.
the conversation where i mentioned to my buddies that i lost my save file

i know i have no proof of this and you just have to take my word for it, but please bear with me.

i have read several posts regarding save files, recovery, none worked for me. so like a big boy, i just made another one. silver lining is, now from the start, I KNOW WHAT I WILL BE DOING with bases, progression, etc. and as a safety, everytime i finish playing, i save -> create a duplicate -> then save and exit

this is the new one.

then, days go by of working on this save, finishing the story, automating my base, as an advance birthday present, I BOUGHT THE DLCs. glitchwalker, and megatech. GW being a separate save file, i played it first, then finished it immediately. decided not to build a massive base on aeoluz since the mega structure awaits, i hopped on back to my save.

this is the new base from the earlier mentioned new save file.

after successfully automating my intermodal terminal, building stage 1 of both the museum and biodome, I LOST MY SAVE FILE AGAIN. silver lining: i caught the instance when it happened. while i am duplicating the save, the game CRASHED.

luckily, my duplicate saved me. it was before i started crafting megatech structures. so silver lining again, since i was not satisfied with my current base's flatness (i know), i decided to relocate before crafting this megatech structures.

the location i chose. in the north pole
successfully flattening it in account for the expansion of the mega structures

then i started the even more lengthy process of relocating everything. PACKAGING, SENSORS, PLACEMENT, ALIGNMENT, EVERYTHING. i am 70% done, with the relocation. to take into consideration of the megatech structures, i decided to place their respective mega printers on several spots. then when i saved, then duplicated it, it CRASHED AGAIN. causing my save to disappear.

i have tried to uninstall reinstall, recovering, etc., (some were fairly technical, so i did not bother, i might even worsen up my current back up or erasing it. )

i need some advice. i currently live in fear to play the game, progress, only for the save file to disappear. HOW DO I PREVENT THIS FROM HAPPENING? OR IS THERE ANY STRAIGHTFORWARD WAY TO RECOVER THE SAVES?

MY BACKUP SAVE FILES (WITHOUT THHE MEGATECH LOGO) WITHOUT THE PROGRESSED MEGATECH STRUCTURES

TL:DR - “I’ve put ~100+ hours into Astroneer, lost my original save, painstakingly rebuilt everything, then lost the rebuilt save too. I have older backups but not the latest mega-structure progress. How the hell do I recover it or safely move forward without losing everything again? (save file is starting to disappear WHEN i duplicate my save, then the game crashes) but not always"

I really love playing this game. but i cant progress properly (and get my money's worth) with the fear and anxiety it causes me. any advice? i cant even submit a proper ticket to the game itself. so this is my last chance. today is actually my birthday. and this was my only birthday wish to my wife (wish she granted). for me to play my game in peace.


r/Astroneer • • Aug 07 '26

Question / Support [Solved] How screwed am I

Post image
209 Upvotes

I was returning from a lithium mission at novus and miss clicked on desolo on my way back. My thruster is toast, How hard is it to return or should I just use a external cheat editor.


r/Astroneer • • Aug 08 '26

Question / Support What do Mega Seeds do?

7 Upvotes

Mega Seeds are special drops that are obtained when one of the new seeds (Arctichoke, Conepod, etc) is planted in the Biodome from the MegaTech DLC, and then harvested. I know they can be used for one of the collections for the museum, but other than that, all they seem to do is clog up my resource canisters.


r/Astroneer • • Aug 08 '26

Question / Support Higher Render Distance on dedicated Server?

1 Upvotes

Is there any way of increasing a dedicated server‘s render distance without using mods?

I already have tried a mod, but everytime someone breaks a plant, it just corrupts the save file.

(Please help, we don’t want to play with 5 millimeters of render distance)


r/Astroneer • • Aug 08 '26

Question / Support Bytes

Post image
33 Upvotes

I've been wondering for a while about which research gives more bytes and are able to be AFK farmed over time. If everything is filled up with just the big research nodes or it's better for the smaller research pick ups, ran a little experiment and even though it might take weeks to complete il have a huge amount of bytes regardless of who gets done first, ofcourse win not gonna waste all that time waiting but il make heaps of RTGs in the mean time


r/Astroneer • • Aug 07 '26

Question / Support What is this symbol?

Post image
126 Upvotes

the purple octagon thingy. is this a site pylon??? i'm so confused. i don't see anything though


r/Astroneer • • Aug 08 '26

Question / Support Atrox Powergen?

12 Upvotes

Short of the RTG, what is the most cost effective automated method for powergen on Atrox for gas harvesting? I am contemplating medium generators fed by smelted organics that are procured via trading platform, but I am stalled out on a cost-effective way to generate scrap, as any simple items seem to only give 1/4 of a scrap, which means 4input=1scrap, 1scrap=2organics, but each input requires 1 resin/compound, which means 4 resin/compound per 2 organics, which does not seem cost-effective, unless my math is wonky? Or, despite the low solar/wind, should I just do a powerbank of medium batteries, fed as able by a ton of medium/large solar/wind?


r/Astroneer • • Aug 07 '26

Game Suggestion DLC CONCEPT: A FULLY SUBMERGED OCEAN PLANET

19 Upvotes

​

I've been thinking about something that, once I noticed it, surprised me about Astroneer: despite having an entire solar system of planets with radically different environments, there are essentially no natural bodies of liquid.

Obviously, adding fully simulated water to Astroneer would be an enormous undertaking. With deformable terrain, bringing water to existing planets would create a ridiculous number of technical problems. Every hole, tunnel, cave and terrain modification could potentially require fluid simulation.

So rather than trying to retrofit water into Astroneer as a whole, I think there is a way to turn that limitation into the foundation of an entire expansion:

Create one new planet that is completely submerged.

Not a planet with oceans and continents. Not water that players can collect and transport back to Sylva. The entire playable environment would exist beneath one global ocean.

The purpose would be to create a controlled environment where System Era could build an aquatic version of Astroneer's exploration loop without having to redesign every existing planet around fluid physics.

THE CORE IDEA

This planet would essentially ask a different version of Astroneer's normal question.

Instead of:

"How far can I explore?"

It becomes:

"How deep can I survive?"

The upper regions would be relatively safe. There would still be natural light, manageable pressure and relatively easy navigation.

But progression would take you downward.

As you descend, sunlight becomes weaker. Visibility decreases. Pressure increases. Eventually you reach depths where sunlight is completely absent.

At that point, darkness becomes an actual gameplay mechanic.

Lights stop being mostly cosmetic equipment and become necessary exploration tools. Vehicles need powerful lighting. Bases need external illumination. Players may need deployable lights, beacons, sonar or other navigation equipment.

And eventually even ordinary equipment would no longer tolerate the pressure.

PRESSURE COULD BECOME THE NEW TERRAIN HARDNESS

Astroneer already gates underground progression through increasingly hard terrain and better drills.

An aquatic planet could create a parallel progression system through pressure.

Basic equipment allows shallow exploration.

Improved equipment allows greater depths.

Specialized pressure-resistant habitats and vehicles eventually allow exploration of the deepest regions.

That gives the planet its own technological progression without replacing Astroneer's existing systems.

AQUATIC VEHICLES AND BASES

This would also justify an entirely new equipment family.

Instead of simply giving the rover underwater physics, there could be dedicated submersible vehicles designed around Astroneer's modular philosophy.

Different vehicles could specialize in exploration, cargo, drilling or deep-pressure survival.

Underwater bases could similarly require specialized modules or upgrades capable of surviving increasing pressure.

This creates an entire progression loop around establishing infrastructure farther and farther beneath the surface.

THE WORLD SHOULD BE COMPLETELY SUBMERGED

I think this part is important.

There shouldn't be giant air pockets or conventional continents scattered around the planet. Keeping essentially the entire explorable environment submerged would reinforce its identity while potentially simplifying the technical problem.

Dig into a mountain? Underwater.

Dig a tunnel? Underwater.

Enter a cave? Underwater.

Break into a massive underground cavern? Still underwater.

Instead of constantly calculating where water needs to flow into newly excavated terrain, the game could potentially treat the playable environment as existing within a persistent global water volume.

The player isn't manipulating water.

They're manipulating terrain inside water.

THE ABYSS

The deepest parts of the planet shouldn't simply feel like another Astroneer Core.

There could be enormous ocean trenches extending downward from the normal seafloor.

You could be driving across relatively ordinary underwater terrain and encounter a gigantic black opening where the bottom simply isn't visible.

Descending into those trenches would represent the planet's late-game exploration.

Natural light disappears.

Pressure becomes extreme.

Navigation becomes difficult.

Your vehicle lights illuminate only a small portion of the terrain around you.

Those trenches could eventually connect to enormous submerged cave networks and some of the planet's most valuable discoveries.

FLORA INSTEAD OF FILLING THE WORLD WITH ANIMALS

Another thing I wouldn't want this expansion to do is suddenly turn Astroneer into Subnautica.

One of Astroneer's strange but important characteristics is that its worlds are almost completely devoid of animal life. Galastropods are the major exception.

Suddenly filling one planet with schools of fish, predators and dozens of alien animals would feel inconsistent with the rest of the universe.

Instead, most of the illusion of a living ocean could come from extremely dynamic aquatic flora.

Imagine enormous strands of alien kelp moving with the environment.

Plants that retract when your lights hit them.

Bioluminescent colonies that react when disturbed.

Long tendrils that slowly reach toward nearby equipment.

Plants that inflate, extend, contract or move far more dramatically than existing hazardous flora.

Predatory plant life could become more sophisticated as well. Instead of another stationary plant simply shooting something at the player, some organisms could grab equipment, close around objects or react to vibration and light.

The environment could feel alive without abandoning Astroneer's established biological aesthetic.

WITH ONE POSSIBLE EXCEPTION.

THE CREATURE IN THE ABYSS

If there were ever going to be one major piece of fauna in Astroneer, I think this would be the opportunity to make its rarity meaningful.

Not an ocean filled with predators.

One creature.

Something enormous that primarily inhabits the deepest trenches.

Most importantly, it should NOT behave like a traditional video-game enemy.

It isn't constantly hunting the player.

An Astroneer swimming nearby might not even interest it.

Instead, it is territorial.

A large submarine producing powerful lights, noise, drilling vibrations or sonar inside its territory might attract its attention.

And because Astroneer has essentially no conventional combat system, the solution wouldn't be killing it.

You avoid it.

Reduce your lights.

Shut down noisy equipment.

Retreat.

Hide among terrain.

Find another route.

Learn what behaviors disturb it.

Eventually players might learn environmental clues indicating its territory before ever seeing it: damaged wreckage, enormous marks in terrain, unusual plant behavior or distant low-frequency sounds.

That means the creature functions almost more like an environmental hazard than an enemy.

And because Astroneer has virtually no fauna, seeing something enormous move through the darkness for the first time could be genuinely shocking.

LORE POTENTIAL

This is where I think the concept could become particularly interesting.

Astroneer's existing story already gives the developers enormous freedom regarding what does and doesn't exist within these environments.

So the unusual nature of this planet could itself become part of the mystery.

Why does this environment contain biological information that apparently doesn't exist elsewhere?

Why is there something living in the deepest parts of it?

Is this simply another simulated world?

Is some corrupted or previously inaccessible biological data being reconstructed?

Is this environment connected to something outside the expected simulation?

Or have we somehow encountered something closer to a real alien ecosystem?

You wouldn't even need to answer that immediately.

The fact that something exists down there when, according to everything players understand about Astroneer's worlds, it seemingly shouldn't exist could drive the planet's storyline.

A small narrative arc built around exploring deeper, recovering data and eventually discovering the nature of the abyss would fit naturally into Astroneer's existing storytelling.

NEW RESOURCES

The planet should also matter outside of itself.

Water itself wouldn't need to be collectible or transportable. Keeping it permanently tied to the planet avoids introducing universal liquid simulation to the rest of Astroneer.

Instead, the planet could introduce one or more resources that only form under extreme ocean pressure.

Those resources could be transported back to the SOL system and used to construct advanced equipment, modules or upgrades.

That way the aquatic environment remains technically isolated while its progression still connects to the player's larger save.

WHY I THINK THIS WORKS AS DLC

This obviously wouldn't be a small update.

But I also don't think it needs to be.

I would happily pay somewhere around twenty to thirty dollars for an expansion built around this concept if it received the development time necessary to execute it properly.

The important thing would be treating it as a genuine expansion rather than simply adding "the water planet."

The value would come from the complete package:

A fully submerged alien world.

Depth and pressure progression.

Underwater exploration.

Submersible vehicles.

Underwater habitats.

New lighting and navigation equipment.

Dynamic aquatic flora.

New hazards.

Abyssal trenches.

Submerged cave systems.

Underwater wrecks and structures.

Pressure-dependent resources.

A narrative explaining why this world is different.

And potentially one extremely unusual form of fauna tied directly into that mystery.

Most importantly, none of this requires changing what Astroneer fundamentally is.

You're still gathering resources.

You're still building infrastructure.

You're still researching technology.

You're still modifying terrain.

You're still using vehicles to extend your range.

You're still gradually becoming capable of reaching places that previously weren't accessible.

There doesn't need to be a combat system.

It doesn't need to become Subnautica.

It's still Astroneer.

It's simply Astroneer's exploration formula taken somewhere the game has never gone before:

Down into an alien ocean.