u/Guilty_Brother4428

Project Astral – First Alpha Finished Successfully
▲ 8 r/WoWPrivateServers+1 crossposts

Project Astral – First Alpha Finished Successfully

https://preview.redd.it/a6ysoa8lxa5h1.png?width=1536&format=png&auto=webp&s=0a0a244ced3ec44b672f77c09aae41751990d3fe

Hey everyone,

the first Project Astral Alpha test is now finished and honestly, I'm extremely happy with how it went.

This was the first real test with players outside of my own solo testing, and the feedback was way more positive than I expected. A lot of people tested the custom systems, tried different builds, pushed the Astral Tree, played around with Astral Gems, ran dungeons, joined raid testing, reported bugs, and gave actual useful feedback instead of just saying “good” or “bad”.

That helped so much!!!

but before I talk about the Alpha itself, I want to quickly explain what Project Astral actually is, because I realized my last posts were a bit too focused on development progress and not enough on the core idea of the server.

Project Astral is a custom WotLK 3.3.5a server focused on long-term account-wide progression, group PvE, raiding, custom builds, and systems that expand the normal WotLK experience without turning it into a completely different game.

You still play normal classes. It is not classless.
But on top of your normal class, talents and gear, there are several custom systems that let your account grow over time.

The main features are:

  • Astral Tree with over 1000 skillable nodes
  • Astral Gems with class and boss ability procs
  • Prestige System
  • Prestige Store
  • Flex Raids
  • Mythic Raids
  • Raid ID resets through tokens
  • Account-wide Reagent Bank
  • Account-wide mounts, pets, titles, achievements and riding skills
  • Custom launcher with automatic patching
  • Website with a armory, roadmap and bug reports

The whole idea is that your time investment should matter across your whole account, not just on one character.

The Astral Tree is the main progression system of Project Astral.

Think of it like a huge extra skill tree next to your normal class progression. It currently has over 1000 nodes, and you unlock them with tokens.

You earn tokens through things like:

  • Leveling up
  • Prestiging
  • Killing dungeon bosses
  • Killing raid bosses
  • Progressing through content

The current focus of the tree is mostly character power and long-term progression. Many nodes give stats, survivability, damage bonuses, profession bonuses, quality-of-life unlocks and other useful effects.

There are also QoL features inside the tree, like:

  • AoE Loot
  • Hearthstone cooldown reduction
  • Reduced fall damage
  • Water walking
  • Water breathing
  • Movement speed
  • Mounted movement speed
  • Flight speed
  • Instant Flight
  • Resurrection sickness reduction
  • Profession bonuses
  • Bonus EXP
  • Bonus reputation
  • Bonus honor
  • Account-wide Reagent Bank

This is not something you finish in a few days.
The Astral Tree is meant to be long-term progression.

You choose a path, build your account over time, and if you want to try something else, you can respec for free. There are no reset costs.

https://preview.redd.it/f8mbvueleb5h1.png?width=1158&format=png&auto=webp&s=5c2aa948a7117b3d1f0b23deb85ad918245d0aa3

Astral Gems are another big part of the server.

While leveling, killing dungeon bosses, killing raid bosses and progressing through the game, you can find Astral Gems and scrolls.

Astral Gems can contain custom effects based on class abilities or boss abilities. For example, a gem could proc something like Chain Lightning or another spell effect during combat.

You can add sockets to your gear with an Astral Socket Scroll, put Astral Gems into those sockets, and remove them again with a Scroll of Removal.

The procs do not interrupt your normal casts or abilities. They happen on top of your gameplay.

Gems can also be upgraded by combining them, increasing things like:

  • proc chance
  • damage
  • effect strength

Mythic raids can also drop special Mythic Astral Gems, which can have boss abilities or stronger versions of class spell effects.

So between your class, gear, Astral Tree and Astral Gems, there are a lot of possible builds and combinations.

https://preview.redd.it/3ec3ex0meb5h1.png?width=1024&format=png&auto=webp&s=fecb53047ab8998e105d52d498483a2b0c8a017c

The feedback on the custom systems was very positive

The biggest thing people seemed to enjoy was the amount of possible builds and combinations.

And honestly, even I do not fully know how many builds are possible at this point. With the Astral Tree, Astral Gems, class spells, proc effects and gear, all interacting with each other, there are so many combinations that some things are hard to predict before players actually test them.

Some players went more into raw damage, some tested survivability, some played around with gems, some tried weird combinations, and some just pushed progression as far as they could during the Alpha.

Seeing people already theorycrafting during such an early test was really cool. Like really Fcking cool!

A lot of feedback and suggestions were collected

During the Alpha, the community reported bugs, suggested changes, talked about balance, and gave feedback on what felt good and what did not.

There were also active polls in the Discord, so players could vote on certain changes and help shape the next steps of development.

That is something I want to keep doing.

I do not want Project Astral to be designed in a vacuum. I have a clear direction for the server, but player feedback is extremely important, especially for systems like the tokens, Astral Tree costs, QoL , Astral Gems, and overall progression speed.

Server performance looked really good

One of the main goals of this Alpha was performance testing. An man did we got huge performance Logs!

The server was logging performance data in the background during the whole test, and the results were more then useful.

Even with large custom modules running, Astral Tree usage, Astral Gems, dungeon testing, and raid testing, performance stayed in a very good state overall. Not even a Single drop of Sweat!

That was honestly one of the things I was mostly Concerned about, because custom systems can look good on paper but still become a problem once real players start using them.

Luckily, the performance data was very positive.

There were 4 crashes in 54 hours

The full Alpha ran for around 54 hours in total.

During that time, there were 4 crashes.

All of them were triggered by the Prestige systems having a Conflict with the Astral Gem System. The good thing is that the issue was found, reproduced, and after the Alpha ended, the affected parts were already fixed.

The system now behaves the way it should.

Of course, crashes are never great, but in this case it was Great! Because finding these problems now is much better than finding them later during a larger test or release.

Dungeons and raids were stable

The dungeon and raid scripts were great during the test.

AzerothCore did a great job here, and the base content behaved much better than I honestly expected during the first public test.

There were also first raid tests in Molten Core, mainly to get a better feeling for the Flex Raid system and how scaling should be adjusted going forward.

Molten Core was not meant to be a full progression race during this Alpha, but it gave me useful data and a much better idea of what needs to be tuned.

There are still bugs to fix

There are still open bugreport of course.

Some were already fixed during or shortly after the Alpha. Others are still being worked on.

The important part is that the community reported a lot of them properly, which makes fixing things much easier. This is exactly the kind of Alpha feedback I was hoping for.

Some issues were small, some were more annoying. But i got this!

Overall, the test gave me a much clearer picture of what needs to be improved next.

The tester team has been expanded

After the Alpha, the tester team was expanded so work can continue on the dev realm.

This means testing does not stop completely between Alpha phases. The goal is to keep improving systems, fixing bugs, checking balance changes, and making sure the next test is already in a better state.

The Dev Realm will be used for continued testing and dev work before the next public Alpha test. Also the Live Realm is closed until next Alpha.

The community growth surprised me

This part honestly surprised me a lot.

There was not much advertising for the server before the Alpha.

I only made two Reddit posts that basically showed the project, not even advertising the test itself. Still, we ended up with over 1,000 visitors on the website.

After the Alpha started, it was only announced on the website and in Discord. Even with that, within 54 hours, around 50 accounts were registered, and about 40 of them actually logged into the game.

For such a short first test and a project that is still in Alpha, that honestly made me really happy and proud. It showed that people are interested enough not only to check it out, but to actually download the launcher, log in and test the server.

Next Alpha target: June 19!!!

The next Alpha test is currently planned for June 19.

That date is the current target, but as always with development, things can still change if something important comes up.

The focus until then will be:

  • fixing reported bugs
  • improving the Prestige systems
  • polishing Astral Tree balance
  • adjusting Astral Gem progression
  • improving token gain
  • tuning Flex Raid scaling
  • continuing performance checks
  • preparing the next test phase

Registrations are currently open on the website:

https://playastral.io/

The Discord is also active with discussions, feedback, polls, and dev updates.

https://discord.com/invite/v68qPZZUEY

Final thoughts

Overall, the first Alpha was a success.

Not because everything was perfect, It was a success because players actually tested the systems, gave feedback, reported bugs, helped find problems, and showed that the core idea of Project Astral works and players really liked it.

There is still a lot to do, but after this Alpha I feel much more confident about the direction of the server.

Thanks again to everyone who joined, tested, broke things, reported bugs, gave feedback, or just followed the project and had a great Time there.

The next test should already be a much better version of Project Astral.

reddit.com
u/Guilty_Brother4428 — 6 days ago
▲ 9 r/WoWPrivateServers+1 crossposts

Project Astral

Hey everyone,

I wanted to share my current WotLK project here, since it has reached a point where it is more than just a few custom scripts or small server edits.

Project Astral is a custom 3.3.5a server focused on long-term progression, Raiding, account-wide systems, custom endgame content and quality-of-life features while still keeping the base feeling of Wrath of the Lich King.

The server is currently being prepared for its first Closed Alpha, and I am looking for people who are interested in testing, giving feedback and following the development.

Current Feature List​

Project Astral currently includes:

  • Astral Tree
  • Astral Gems
  • Mythic Raids
  • Flex Raids
  • Raid ID Reset System
  • Prestige System
  • Prestige Store
  • Account-wide Reagent Bank
  • Custom Launcher
  • Website with registration, news, roadmap, armory and bug reports
  • Full Crossfaction support
  • All Race / All Class
  • Retail-like combo point system
  • Racial Traits Swapper (i hope i didnt forget to much)

Almost everything is built around long-term progression.

And most importantly:

All Astral features are account-wide.
Mounts, pets, titles, achievements and riding skills are account-wide as well.

The idea is that your time investment should matter across your whole account, not just on one character.

Astral Tree​

The Astral Tree is the main progression system of Project Astral.

It currently has well over 1000 nodes and is meant to be something players work on for a long time. This is not a system that is supposed to be finished in a few days.

Players unlock nodes with tokens. These tokens can be earned through different activities such as:

  • Leveling up
  • Prestiging
  • Killing dungeon bosses
  • Killing raid bosses
  • Progressing through content

More activities may be added later, but I want to get proper feedback first before adding too many sources at once.

The current main focus of the Astral Tree is character power. Many nodes are based around stats and long-term character improvement. The goal is to slowly make your account stronger over time while still keeping gear, class identity and normal progression relevant.

There are also many quality-of-life nodes inside the tree, for example:

  • AoE Loot
  • Hearthstone cooldown reduction
  • Reduced fall damage
  • Water walking
  • Water breathing
  • Movement speed
  • Mounted movement speed
  • Flight speed
  • Instant Flight
  • Resurrection sickness reduction
  • Account-wide Reagent Bank
  • Profession bonuses
  • Bonus EXP
  • Bonus reputation
  • Bonus honor

https://preview.redd.it/kgp3cc2j3r3h1.png?width=1158&format=png&auto=webp&s=bea6c6f27a13ac2c4426fc94e8984417a5bf0c08

So the tree is not only about raw power. It also makes the game feel better the further you progress.

But all of that has to be unlocked, and it takes time.

Account-Wide Progression​

A very important part of Project Astral is that progression is account-wide.

All Astral systems are built around the account instead of only one character. This includes the Astral Tree, Astral Gems, Prestige progress, Reagent Bank and other related systems.

On top of that, mounts, pets, titles, achievements and riding skills are also account-wide.

This means you are not punished as hard for playing alts. Progression still takes time, but it stays meaningful across your whole account.

Astral Gems​

Astral Gems are one of the other main features of the server.

While leveling, killing bosses and playing through the game, players can obtain scrolls and gems.

These gems can contain different class abilities, such as Chain Lightning or other spell effects. They can be socketed into gear and have a chance to proc during combat.

There are also scrolls connected to the system. One type of scroll is used to add a gem slot to a piece of gear, and another one is used to remove a gem again. These scrolls can drop randomly while playing.

The important part is that Astral Gem procs do not interrupt your current casts or abilities. They are additional effects that happen during gameplay without breaking the normal combat flow.

Gems can also be upgraded.

Higher tier gems can have:

  • Higher proc chances
  • More damage
  • Stronger effects

https://preview.redd.it/2wuvzlkk3r3h1.png?width=1024&format=png&auto=webp&s=67f8de018deac092520a752a536b7f40d5a66788

This gives players another long-term farming and progression system besides gear and the Astral Tree.

Mythic Astral Gems​

Mythic raids can drop special Mythic Astral Gems.

These are stronger and more unique than normal gems. Some of them can contain boss abilities or stronger versions of class spells.

The idea behind this system is that players slowly become stronger the more they progress through Mythic content. Over time, this should also make Mythic raids more accessible, so casual players can still find their place there instead of being permanently locked out.

Mythic should still feel harder, but not impossible forever.

Flex Raids​

Project Astral includes a working Flex Raid system.

Normal raids can scale based on the amount of players inside the raid. This makes it easier for smaller groups to play raid content without always needing a perfect full roster.

The goal is not to make raids free or pointless, but to make progression more accessible and less dependent on having the exact perfect group size every time.

Mythic Raids​

Mythic raids are separate from the Flex system.

They use a fixed 20-player scaling and are meant to be the harder endgame version of raid content.

Mythic raids reward more tokens and will also be connected to future Mythic gear progression. The plan is to have Mythic gear that can be upgraded over time, giving players another long-term reason to keep pushing harder content.

Mythic raid bosses can also drop Mythic Astral Gems as mentioned above.

So Mythic content is not only about stronger bosses. It is connected to multiple progression systems at once.

Raid ID Resets​

Project Astral also has a Raid ID Reset system.

Players can spend tokens to reset raid lockouts. This gives active players another way to keep progressing and farming without waiting on normal weekly limits for everything.

Since tokens are also used in other systems, there is always a choice involved. Spend them on progression, save them, use them for resets, or invest them somewhere else like the Prestige Store.

Prestige System & Prestige Store​

The server also has a Prestige System.

Prestiging is another way to earn progression and tokens for your account. It is connected to the Astral Tree and other systems, so leveling and prestiging stay useful instead of becoming irrelevant later.

There is also a Prestige Store, where players can spend Prestige Tokens on useful rewards and convenience items like heirlooms, mounts, bags and more.

The goal is not to create a random overpowered vendor, but to give players more long-term goals and more choices on how they want to progress their account.

Account-Wide Reagent Bank​

The Reagent Bank is unlockable through the Astral Tree.

It gives players shared reagent storage across the account, which should make professions, farming and playing multiple characters much more comfortable.

If the node is removed later, the items are not deleted. The bank simply becomes locked until the node is unlocked again.

Launcher​

The launcher is required to play on Project Astral.

Since the server uses custom client files, addon updates and patches, the launcher makes sure everyone has the correct files.

The launcher handles:

  • Client patches
  • MPQ updates
  • Addon updates
  • Realmlist setup
  • Server status
  • News
  • Optional HD Patch
  • Cache cleanup
  • Autologin

And honestly, autologin is probably one of my favorite launcher features. It is a small thing, but it makes starting the game feel so much better.

This should prevent a lot of the usual problems that happen when players have outdated files or wrong client data.

https://preview.redd.it/62gykohn3r3h1.png?width=1024&format=png&auto=webp&s=59021d964604ea4598aad3572584c961ffbcd441

Website & Bug Reports​

Project Astral also has a website with:

  • Account registration
  • News
  • Roadmap
  • Armory
  • Bug reports
  • Server information

Logged-in players can report bugs directly on the website, upload screenshots through drag and drop, and comment on existing bug reports.

This should make the Closed Alpha much easier to manage.

Current Goal: Closed Alpha​

The next big step is the first Closed Alpha.

The goal is not to pretend everything is perfect. The goal is to get real players into the server, test the systems properly, find bugs, check balance and see how everything feels outside of solo testing.

The most important things to test will be:

  • Astral Tree progression
  • Astral Gems
  • Mythic raids
  • Flex raids
  • Prestige progression
  • Token balance
  • Raid ID resets
  • Launcher updates
  • Website bug reports
  • General server performance

There will most likely be bugs and balance issues. That is expected.
That is exactly what the alpha is for.

Join the Discord​

If you are interested in custom WotLK servers, long-term progression, Mythic raids, testing new systems or just following the project, feel free to join the Discord.

The Closed Alpha is being prepared now, and feedback from testers will be very important.

Website: https://playastral.io/ Registration is currently closed. but as soon as we hit the alpha state it will be open. But you can check the devlogs out to get a idea of what is being made there and see some screenshots
Discord: https://discord.com/invite/v68qPZZUEY join for teasers and dev updates and be the first to get news about the alpha/beta/release

reddit.com
u/Guilty_Brother4428 — 14 days ago