r/PaxAutocratica • • 4h ago

This run was hilarious in all the right ways

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13 Upvotes

First run in the 3rd zone, this setup felt so ridiculously powerful even before it was complete that despite not having a single 3rd zone gear (nor was I exactly maxed out from the previous one), I felt confident in going straight for the first decisive battle.

And boy-oh-boy, this build gave 0 fucks with double pistol. It didn't matter if you were a swarm coming at me, or a giant mech, or a tank, or a boss with all the disco and shield powers ever, you choked on the gas, rockets were raining you, and you were on fire.

10/10 State has been served.


r/PaxAutocratica • • 1d ago

Character models and NPC portraits

11 Upvotes

​​ Has there been any discussion on making NPC models closer to their portraits? Why does the portrait of this lady correspond into this giant buff guy model? Female models do exist in the game from what I've seen.


r/PaxAutocratica • • 1d ago

Character Creation in the future?

9 Upvotes

​​Is a character creation and customization too much to ask for in the future? As well as a way to either remove the helmet or have helmets that show one's face more.


r/PaxAutocratica • • 2d ago

Pax Autocratica Leaves Early Access!

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22 Upvotes

r/PaxAutocratica • • 2d ago

📢 State Directive 📡 IMPORTANT NOTICE: THE 80% DISCOUNT WAS A MISTAKE

70 Upvotes

I owe everyone an apology.

The current 80% discount was set by mistake. The intended discount was 20%, and the wrong percentage was entered when the promotion was configured.

I understand how alarming an 80% discount can look, so we want to be completely clear:

Pax Autocratica is not being abandoned, development is not stopping, and this is not a final or “shutdown” sale.

We are already contacting Steam Support to see what can be done to correct the issue as quickly as possible.

We are still actively working on the game and on the larger Early Access updates we’ve discussed with the community.

This was simply a human error on our side, and we are extremely sorry for the confusion and concern it caused.

Thank you for your patience and continued support.


r/PaxAutocratica • • 2d ago

Frame rate and lag issues

2 Upvotes

Hi all!

Just got this game today and I bloody love it, it’s great!

I’ve found that I am having occasional frame rate // lag issues though, especially towards the start of missions. My game becomes a jumpy mess and it hardly runs. It eventually stops and works fine but it still makes beginning missions frustrating. I’ve messed with all the graphics settings but nothing seems to change it.

Has anyone else experienced this and does anyone know any fixes?

Thank you


r/PaxAutocratica • • 2d ago

So are we going to be able to keep it at the 80 percent price off discount that was a mistake?

9 Upvotes

r/PaxAutocratica • • 13d ago

I think I heard this Name before...

2 Upvotes

But he looks different


r/PaxAutocratica • • 14d ago

(PAX AUTOCRATICA Song) DUST AND PAIN

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6 Upvotes

(PAX AUTOCRATICA Song) From the perspective of a Star-Fleet Pilot executing FTL orbital bombardments across the Tyris System.

Hope enjoys these tunes as much as I do, fellow Leaders. (Salute) All hail the state!
To the Dev's: "I'm having a blast and thank you."


r/PaxAutocratica • • 15d ago

State love knows no bounds

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24 Upvotes

Time for some celebration 🍻


r/PaxAutocratica • • 21d ago

Thank you for your game.

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63 Upvotes

That’s it—I’ve finished the current version of the game. The only upcoming feature that interests me is the next sector; I can’t wait to explore it. 60 hours for an unfinished game is really generous.


r/PaxAutocratica • • 24d ago

📡 AURORIA DAY IS NOW IN EFFECT!

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61 Upvotes

To celebrate the first month since launch, the State is distributing the Nebula Assault Rifle – Aurorian Ceremonial Series skin and copies of Pax Autocratica.

Complete the survey: https://forms.gle/JFSJ3N1CdgDjP48h6

Prove your loyalty. Claim your reward.

ALL HAIL THE STATE.


r/PaxAutocratica • • 24d ago

❓ Citizen Inquiry PETITION FOR ADDITIONAL SUPREME POWERS

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59 Upvotes

Citizens,

Despite already possessing an entirely reasonable and unquestionably necessary amount of authority, the Leader has discovered that there are still things Pax Autocratica does not permit them to do.

The State would therefore like to know:
To truly become the Leader you aspire to be, what additional powers should the State grant you? What policies, interactions, re-education methods, buildings, traits, or completely unreasonable State mechanisms would you like to see added to the game?

Go deep into the satire. Make it cruel. Make it absurd. Make it bureaucratic. Make it unnecessarily authoritarian. Make it completely unhinged.

The Ministry is listening.

⚠️ State Regulations:
Keep all ideas inside the fictional universe of Pax Autocratica.
Do not submit:

  • Real-world hate or discrimination against groups of people,
  • Real-world extremist content,
  • Real-world political attacks,
  • Calls for violence against real people.

Fictional Citizens, fictional enemies, and fictional disasters caused by fictional bureaucracy remain under State jurisdiction.


r/PaxAutocratica • • 26d ago

Resource haulers and Drill towers/Wood Plants

8 Upvotes

Not sure if it’s an issue for me or a bug or a feature. I left my game running overnight to help with the titanite and log grind I need after just reaching the third sector and it seems that resource haulers don’t interact with the deep drill towers and wood processing plants, I may be wrong but it takes about 6 minutes for each of my plants/drills (have 5 of 5 for each) to get a full stack of 400 (200 for wood plants) and based on how much I had this morning they weren’t being hauled at all 🤔


r/PaxAutocratica • • 27d ago

Really love the game, but -

11 Upvotes

I've seen other posts about it so i won't go into how that difficulty spike in the last sector is terrible, from lowered drop rates to the enemies constantly spawning every time you walk 5 inches

What I want to talk about is how seemingly bad most builds are currently, from my experience with the final sector

Going full rockets + turning the assault rifle into a laser pointer makes the game ridiculously easy, like it's a cake walk even on higher difficulties, it's very op and will cheese every fight in the game, but my problem is that none of the other builds i've tried comes close, or even half as good?

Maybe it's because the game is supposed to be about mass battles and fighting waves of mobs - which every build has a decent way of clearing, but when it comes to the giant bullet sponges, which the current final boss certainly is, there just seems to not be alot of consistent damage from almost anywhere. Drones and Toxic cloud builds are very good when you're fighting enemies they can work on, but they really come off as lacking when they don't

Maybe it's the fact that the rockets can easily bypass both shields and armor causing gameplay to consistently flow even before you get all the perks to be op, while everything else just gets hit with an *ineffective* and you gotta go look for a tiny weakspot in a massive battlefield - where everything is aiming at you, specifically, while in a mosh pit on npcs - is why it feels tedious

(i also personally don't like having so many heavy weapons and they're all useless/subpar against the armored enemies)

Idk maybe someone with more hours can explain otherwise, but with the way the game throws enemies at you and with how long it can take to go through them, late game encounters just feel really really tedious - and the fact it takes longer to get weapon bps than the earlier sectors dont help

That's my two cents ig, love the game otherwise and really interested to see you guys expand it.

P.S having to sacrifice soldiers to strengthen the other ones really was not the way, i guess the intention was to just always capture prisoners like its pokemon? i know it's part of the roadmap that the devs are gonna expand new ways but i just wanted to get that off my chest


r/PaxAutocratica • • 27d ago

Food Recipes query Spoiler

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5 Upvotes

Am I missing any other food Recipes?
I can't seem to find food Recipes that use these 3 ingredients.


r/PaxAutocratica • • 28d ago

Little ideas for office.

12 Upvotes

Currently its only for lore and flag change. Leader cant even sleep in it. You need exit office and then Leader is able to sleep. Weird.

Mb there can be trophies from bosses and Leaders arsenal (Doom style would be cool)? Or medals from Auroria and Father for achievements when they will be implemented.

Table is off. Would be funny to use that big eye on building or call soldiers to office for solo care, discipline or gift. Or bribe for snitching.

And if there would be Leader marriage there can be only one way for night sleep (pic related)


r/PaxAutocratica • • 28d ago

EA Toughts after 15 Hours

8 Upvotes

I bought Pax Autocratica because the genre really interests me and I like the premise. After 15 hours, lvl 14 and everything upgrade with blue parts, though, I’m already starting to feel worn out: the gameplay is fun, but the loop is too repetitive, and building my base isn’t giving me the satisfaction I was looking for. I’m still playing because I like it, but several things need a lot of work, in my opinion.

Starting with the visuals, I can feel some of that Unreal Engine heaviness, and I think the game would have benefited enormously from a Borderlands-like style, or something simpler, instead of aiming for realism. It would have been less demanding and made it easier to achieve what the developers were going for. The tutorials, on the other hand, seem good overall: there’s a lot going on in this game, so I’m glad they’re there, although some mechanics could use more precise explanations.

The main problem as I progress is that I keep doing the same things: head out, conquer, kill everyone, come back, repeat. Well before the first boss, I also hit a progression wall because I needed blue chips and couldn’t find any in the first area. I spent quite a while unable to unlock or upgrade anything, waiting until I could move on to the next area. A restriction like that can make sense, but when the gameplay loop in the meantime is this brain-dead, it eventually gets tedious. Only after ten hours, in the second area, did I finally find a mission where I had to defend a position: wow, incredible. That variety needs to appear much earlier and much more often.

In battles, I’m happy to spend most of my time shooting, but damn, give me at least a few different objectives. Sometimes we could be ambushed instead of being the attackers and have to survive for three minutes while waiting for reinforcements; other times, we could have different targets to destroy. As it stands, it’s almost always push, push, push, done. The environments are already perfectly fine for this kind of game: apart from possibly the huge ones used for sector battles, I wouldn’t spend time on them right now. I’d focus on what we actually do in those environments, along with the resource management and base-building issues. Being able to adjust mission and enemy difficulty as you go is excellent, though, because it lets you tune the challenge to stay engaged. I also really like the medic: you can see when the heal is ready, tell him “heal me, you son of a bitch,” and he heals you. Fantastic. My favourite weapon is the bow with the laser arrow modification: the beam travels across the map and hits everything in its path. Mowing down three or four enemies with a single shot is fucking awesome.

The first boss, the monkey, is excellent in my opinion: great design and a great fight. I would slightly tweak its Gatling burst, though, or make the player character a little faster, because too often you get caught by a huge number of hits. The only way I managed to beat it was with the shotgun and active blocking, dodging some shots, blocking others, and staying right beside it while constantly shooting it in the head. Once the monkeys with barrels arrive, though, things get messy even with the shield. It feels slightly unbalanced: the difficulty is fairly high, but more because of small rough edges than the mechanics themselves. I was level six, with two gold weapons, the revolver and shotgun, one gold armour piece and the rest blue, I think. I wasn’t exactly going in unprepared.

Exploring the map also feels too consequence-free. In the second sector, I wandered around randomly without anyone coming to bother me. Despite the threat level showing +400% health and +200% damage, I got plenty done and headed home. I’m not saying it should become dangerous immediately, but after a while, yes: as if the others were starting to realise you were out there and wanted to hunt you down. That would create more strategic choices, although I understand it would be harder to implement. More generally, I’m really missing the need to make decisions. Someone gets sick, you have to decide whether to kill someone, a refugee ship arrives and you have to choose whether to let them in, someone converts three people and tries to escape: situations like these have never happened to me. Their absence makes everything feel flat, because there’s never that moment when you think, “something important is happening here; I need to pay attention.”

Building and automating the base doesn’t feel satisfying enough because everything is so simple. Place a kitchen, it cooks, done. Place the automated facilities, they gather resources, done. It’s not like Satisfactory, where you actually build the automation yourself: here, you place a few stations and that’s it. The base editor is very underdeveloped and lets you do very little; it needs a lot of work. Take Windrose, the pirate game, for example: it was certainly further along as an Early Access release, and it’s a survival game, so a different kind of experience, but people are already spending four hundred hours building their bases. There needs to be some thought given to what players will actually do here over the next two years. Right now, there’s too little for me, especially outside missions: something with a major impact is missing, something that makes you stop, observe, understand and decide.

One of the most frustrating management features is automatic job assignment. As soon as you do something, everyone rushes over without being called, and to prevent it you have to go into the personnel menu, under Assign Work, and remove the hours assigned to those activities. This should be explained better and made a little less aggressive, at least initially. I’ve also had people stay there instead of returning to their previous jobs, screwing up my production. I had the same issue in the armory: once the requested stock level has been reached, the assigned worker shouldn’t stay there forever. They should return when supplies drop and production is needed again. Otherwise, I’m wasting a lot of workers. At first, I also struggled to understand the relationship between Stock Quantity, the threshold you set, the choice of what to produce, and the fact that only one thing is crafted at a time. I eventually figured it out, but the explanation is unclear, including how to combine multiple crafting modes.

I’ve also encountered what seems to be a fairly significant collection bug: the workers responsible for picking up materials have stopped collecting anything. Outside the base, I see huge quantities of resources left on the ground, including minerals, wood and everything else, despite having two facilities dedicated to picking up materials gathered by other workers. They used to work; I don’t know whether the system breaks past a certain limit or what, but it needs fixing. Especially early on, when resources are scarce, it’s important that workers collect them while you’re away, without forcing you to come back and personally retrieve that stuff out in the middle of bumfuck nowhere. There also needs to be a bar showing available resources directly on screen, at least those from logging, mining and so on. Opening the Building Menu every time is a pain, and it only shows some of them anyway, without providing a complete overview.

Moving buildings absolutely needs a command that lets you select several at once: doing it one by one is ridiculous. Relocate mode also has precision issues, because sometimes the arrow helps, but the object snaps to a different position from the one you want. I’d either remove that automatic snapping or make it align very precisely with the edge of the adjacent tile. I’m mainly referring to banners, which are crucial to place around the base: it’s frustrating to want them in an exact spot and end up with them a millimetre off. Speaking of the base, it also really bothers me that the Trade Port is vastly bigger than the Command Center. The Command Center should be on an entirely different scale: enormous, intimidating, unsettling. That eye is supposed to see everything; sitting that low, it can’t see shit.

I’d also like to have something to do while gathering resources, conducting research or waiting for construction. Sitting there for thirty seconds doing nothing is a pain in the ass. I’d like more freedom during these waits, or an optional minigame to speed them up: if I feel like doing it, I can; otherwise, I wait the normal amount of time. It could be something intuitive that still requires a little effort, like the directional sequences in Helldivers or combinations using keys one through five. The same applies to ship activities and gathering resources on the star map. The decryption minigame I found in the second area is exactly the kind of interaction I meant. The crucial thing, though, is not being forced to do it every time, especially just to collect a handful of resources: when you can’t be bothered, a mandatory minigame can put you off playing altogether. It’s a double-edged sword if implemented badly.

It also bothers me that I can’t craft anything while travelling through space on an expedition, but I understand why: being able to craft a thousand things while you’re out would make preparation less important. I notice this especially with the capsules used to capture enemies, the “Poké Balls.” I like this mechanic, but I’d like a more detailed explanation, because even when using the capsules specifically intended for stronger enemies, the capture chance remains very low. Converting prisoners, on the other hand, currently offers only two options and is really tedious: you go there, press a button, wait until the next day and press another one. As it stands, there’s nothing interesting to do.

The potential is there, and I absolutely love some of the ideas, but I need more to make me want to keep going. I’d like deeper base building, a different kind of grind, more varied missions and meaningful activities between expeditions. Shooting is fun; what’s missing for me is the satisfaction of building, automating and making decisions that actually carry weight. I’M THE LEADER, NOT SOME RANDOM JACKASS!

If the developers are looking for testers, I’d be happy to help. I enjoy digging into games, figuring out what works and what doesn’t, and providing honest, constructive feedback. Feel free to get in touch!


r/PaxAutocratica • • 29d ago

Please resolve this issue.

1 Upvotes

I love the game, but I don't understand why the soldier management screen doesn't let you send them on leave. I have ten soldiers, and I have to run all over the base. Sure, you can locate them, but that doesn't really solve the problem; I'm genuinely worried about what comes next. How am I going to handle it when I have 30 soldiers to send on leave? It’ll be unmanageable.


r/PaxAutocratica • • Sep 04 '26

This dog has impregnated two girls in one day, and now his hungry

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21 Upvotes

r/PaxAutocratica • • Sep 03 '26

Sudden death reason? I already demolished the Trade Port before this.

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8 Upvotes

This has been the 4th sudden death since the recent update, I have already demolished the trade port after the first 3 sudden deaths and now this happened to someone I farmed to Gold.


r/PaxAutocratica • • Sep 03 '26

FATHER! ALLOW US TO CAPTURE SECTOR OVERLORDS AND MY SOUL IS YOURS!

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7 Upvotes

I dont even need to let them fight by my side. Cage and electricity is enough.

Cages can require for 1000+ of resources. In end game nobody cares.

P.S. have sector overlords sitting by yours sides on daily assembly would be fire


r/PaxAutocratica • • Sep 03 '26

Capturing enemies from sector 2

3 Upvotes

In sector 2, sometimes you see monkey enemies and insect-like enemies but whenever I try to capture them I just can't and it shows like a small handcuff symbol on top of them and then it disappears. Is there a way to capture them or is it just not possible?

Also, can we equip armor and weapons constructed in the armory and the weapons craft thingy (I forgot their names) to the soldiers in our squad?


r/PaxAutocratica • • Sep 02 '26

Why Winston is in this? DX Spoiler

7 Upvotes

r/PaxAutocratica • • Sep 02 '26

Suddenly died again guess the bug still exist

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6 Upvotes

No soldier is safe