Image 1 — Astro Protocol lets you build custom factions from 107 traits
Image 2 — Astro Protocol lets you build custom factions from 107 traits
Image 3 — Astro Protocol lets you build custom factions from 107 traits
Image 4 — Astro Protocol lets you build custom factions from 107 traits
▲ 8 r/StrategyGames+1 crossposts

Astro Protocol lets you build custom factions from 107 traits

Astro Protocol is a turn-based 4X space strategy game, and its newest free update lets you design your own factions from the ground up, not just cosmetically, but mechanically.

You pick from a pool of 107 traits (up to 4 traits, 2 trait points to spend), and the traits actually reshape your strategy. A couple examples:

  • Precursors replaces your explorers with powerful Ancient ships, front-loading your early game with powerful scout class ships
  • Technological Geniuses cuts all tech costs, pushing you toward a research-heavy playstyle
  • Negative traits like Astroprocessing Blindness hand you extra trait points in exchange for a real drawback, so min-maxing a faction is its own puzzle

On top of hand-built factions, you can let the AI generate its own from scratch, or build a faction yourself and have the AI play it, useful if you want to test whether a faction design is actually balanced before committing to a campaign with it.

You also get to set the name, colors, emblem, portrait, and home planet, if you want full creative control over your faction's identity.

There's also a contest running right now**:** submit your own faction design, and up to 3 community submissions get implemented into the game with unique art and mechanics. The 3 most-voted entries and 3 random voters win game keys. You can build your designs in the free demo to get a chance to win a Steam key.

Submit here: https://factions.nullvectorstudios.com/

u/Zeikk0 — 14 hours ago
▲ 277 r/alphacentauri+1 crossposts

Alpha Centauri on sale in Steam Sale for $0.99

For those who use Steam, great time to add it to the library.

u/Jauxter — 3 days ago
▲ 26 r/4Xgaming+2 crossposts

R/Space4X team developing an epic intergalactic Space 4X RTS - First Look!

Proud to finally reveal the HUD and some gameplay for this epic intergalactic space 4X RTS game I’ve been developing. While I’m not ready to reveal the name, I’m proud to say that we are in deep development. Yes there will be a steam page soon so watch this space.

So what is this game ?

It’s a 2.5D intergalactic space 4X RTS game meaning you don’t have just one galaxy like other classic games but you have multiple galaxies. Zoom right out you’ll have the universe view. Focus into a galaxy and you’ll see thousands of stars ✨ Infact up to 2,000 stars will be available with up to 10 galaxies in the universe! That’s 20,000 star systems ! And of course there will be a galaxy setup so you can choose how big or small you want your worlds to be. The game will seed and procedurally generate every star with unique names and sectors and different shapes and sizes every new game you start.

Choose up to 6 factions at launch. Dominate and colonise star systems and eventually find a way of travelling to another galaxy with the right technology. There will be persistent ongoing wars that have been fought for hundreds of years and the game will keep track of all these in wars tab. Some battles were fought and lost THOUSANDS of years ago with ancient empires! Empire diplomacy is also important as well as trade ! Oh did I mention a comprehensive ship designer (work in progress! Much yet to be done ! )

Seamless Fleet Battles :

Conflicts, raids , invasions you name it ! This is a dangerous universe after all. Zoom in to battle to spectate different empires fighting or the command with your own empire in an Action RTS style combat system. Once the battle is done you can zoom right out and continue what you were doing all seamlessly. One living universe. Space pirates will want in on the action as they try to invade so be sure to befriend them , pay their demands or simply ignore but the consequences will be dire.

More will be revealed soon but in the mean time join the official r/space4X discord and join in the fun !

https://discord.gg/WHY8hmgXYx

Also subscribe to our official YouTube channel where we will do devblogs so keep your eyes peeled ! 👀

http://www.youtube.com/@sp4ce4x

Cheers 🥂

R/Space4X team ! 🪐✨

u/sidius-king — 4 days ago
▲ 55 r/masteroforion+1 crossposts

OrionLayer – A HD Frontend for the Original Master of Orion II (Linux)

Hi everyone,

Master of Orion II has been one of my favorite games for as long as I can remember. Like many of you, I still come back to it regularly. The gameplay has aged incredibly well, but modern displays haven't been nearly as kind to its 640×480 graphics. And honestly... my eyes aren't getting any younger either.

So I decided to build something I've wanted to see for a long time.

Not a remake. Not a clone. Not a source-port.

Instead, I'm building a HD frontend that works alongside the original game while leaving it completely untouched. The original engine continues to handle every aspect of the game exactly as it always has — my frontend simply follows what's happening on screen and replaces the presentation with modern HD artwork.

The whole philosophy fits in one sentence:

The game leads. The frontend follows.

Whenever a screen hasn't been recreated yet, the original graphics show automatically. Nothing breaks, nothing becomes unplayable — completed screens simply improve the experience while everything else keeps working as it always has.

My first milestone is to bring the complete interface to a polished HD state before tackling the really hard parts like the Galaxy Map and Tactical Combat.

Why Linux only?

Not because I'm against Windows or macOS — simply because the architecture relies on Linux-specific capabilities that let the original game and the HD frontend work together without touching the game itself. That gives me the technical freedom to build it the way I envisioned.

The project will always require a legitimate copy of Master of Orion II. It doesn't include, modify, or replace the original game.

A GitHub page is coming soon. I'd like the first public commit to actually represent the project properly before I put it online.

I'm sharing this because I'd love to meet other people who still care about this game — artists, UI designers, mechanics nerds, or simply fellow fans who enjoy talking about MOO2.

If OrionLayer grows into a real community project, I'd also love to find someone who enjoys the organizational side of things: managing GitHub, coordinating contributions, and helping keep the project moving. I'm not looking for someone to take over — just someone who'd enjoy building a welcoming home for it.

Full disclosure: I'm not a software developer by trade. My background is IT with a focus on LLMs, and that's exactly what makes OrionLayer possible — I drive the architecture, the vision, and every design decision, while building the implementation with heavy LLM assistance.

This is a long-term hobby project — it'll probably take years, and that's fine. Even if it stays a solo passion project, I'm happy, because I'm building this out of love for the game. If it grows into something bigger someday, even better.

If this sounds interesting, I'd genuinely love your thoughts, ideas, or just a chat with fellow MOO2 fans.

Thanks for reading.

Data

Edit: For anyone who wants to see what's actually behind this — I've uploaded a second video to the channel showing the folder structure, a glimpse of the startup code, and a live asset swap. Raw and unpolished, but real.

youtu.be
u/Kingdata101 — 4 days ago