
Monitors have received notification of an unknown event, referred to as ASTRA PROTOCOL. You have been designated search and reconnaissance to determine the meaning of this ASTRA PROTOCOL. SECONDARY OBJECTIVE: Find evidence of survivors. PROBABILITY OF HOSTILES: HIGH.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 37 reviews with recorded playtime.
Reviews
Frankly, I am utterly disappointed. I used to play games like this in the 80s. I was looking forward to immersing myself in a big manual, learning all the commands, exploring, making mistakes and getting absorbed. The manual, which the game relies so heavily on, is pretending to be an 80s manual without having enough content to make the game playable. 80s manuals were thick, rich affairs, where this is barely a list of commands where you have to guess what to do. I remember a submarine command game manual that ran on a 8080 with a gold screen like this one and that manual was large enough to prop open a garage door. Furthermore, the game doesn't give you time to learn. In the 5 playthroughs, I was destroyed by an incoming ship within a few minutes of each. There isn't time for me to explore the screens, try the controls and get a feel for what I am doing. I was tempted to find some YT tutorials to get me over the learning hump but that defeats the point of the game. I'm so gutted. When I first found it, I thought it was going to be perfect for some nostalgia and then some deep gameplay but it won't even give me the information I need to get started. I'm not going to request a refund - although initially I wanted to. I do hope the devs read this and make a proper 80s manual so I can actually stand a chance. Edit - 10 Aug 2023 I came back in to see if the Quick Reference would help with the commands and I did get further but I still found the manual to be so poor that I couldn't do even the basic stuff - for example it talks about using UP/DOWN/LEFT/RIGHT to move the cursor and I hit the arrow keys on the correct screens only for nothing to happen. Still gutted. Please please update the manual.
Very cool game!! Bought it at a yard-sale on a whim and the floppy disk runs perfectly on my Windows 98 machine. I've only scratched the surface so far but this game is even more complex than it looks, and it truly feels like im piloting a space ship on 1980s hardware
Enthusiastic thumbs up. This game is a love letter to old 80s interfaces and the joy and frustration that comes with them. The game is played in the manual. You have to have it open next to you at all times in order to furiously go through the instruction set to figure out what you can do and what you should do. Back when I was a nerdy kid in the 80s I had a drafting program called CADD 1.0 that was operated entirely from a command line, and the hardback three-ring-binder manual was about 200 pages, with each page covering a single command. Astra Protocol 2 is basically that program, but a game, and in space. This will not play like a traditional space game. Or a traditional game of any modern kind, really. The game does not care about you. It has no interest in your comfort. There is no tutorial, no introduction, no manual to the game (the manual is your command set for the ship). And all of that is intentional and by design and it makes for an EXPERIENCE. One that I wholeheartedly recommend.
What an absolute gem of a game, the aesthetic of "Early computers put to use in serious situations" is totally nailed here and after playing for two hours so far I have barely scratched the surface and I'm looking forward to sinking my teeth in more. You really do feel like someone operating a huge complex computer in control of a spaceship!
This game has you rubbing your head, you got a spacecraft capable of going at ludicrous speeds, but its got heavy inertia. There is a degree of latency to everything, even when you type. The responses take time, signal transmissions can be noisy. The game requires a strange mix of patience, capacity for strategic thinking and foresight, juggling systems over the span of minutes and hours. You are limited by noise, thermodynamics and the unending spiral of kinetic chaos that happens around you. I had a moon blow up on me while I was trying to figure out things in the manual, then I had the experience of trying to matrix dodge the celestial debris, like a turtle on land trying to dodge a landslide. This game makes you feel like you are the emergency command hologram in Star Trek Voyager, but at the same time you are operating things with seconds of lag on a simulated computer with only 64K of RAM. Feels like a zen koan, everything is so calm, spooky and at the same time stressful and chaotic, and the mission goals feel almost impossible to accomplish. Sometimes it is survival horror, sometimes it is an epic space battle in slow motion, sometimes its just you screaming commands at your computer trying to avoid losing hours of progress because you didnt save last time you were in a good position to do so. If you want a game that brings back memories of simulator games on DOS and having to learn the ways of the game from a manual that only states the function of commands and having to piece things together from slowly printing text info-dumps in a fully diagetic interface, then this game is for you. It is definitely something for me!
Read the manual
This is a fun game if you are like the retro computer feeling. The following is partly assumption, i'm not experienced enough yet. THE DIFFICULT PARTS: The worst drawback of the game is the very steep learning curve. The manual is 89 pages long and similar to the old manuals, it just dumps the spaceship terminal commands without any helpful examples or detailed explanation. I still don't fully understand few displays and commands. It is a good idea to make a spreadsheet to yourself about the commands, the alphabetical order in the manual is useless. Separates the commands by tasks for easy overview, like Ship controls, Navigation, Targeting, Combat, Scanning, Displaying data, etc. The second problem is the game speed, which is for some reason incredibly slow on default settings. It has its advantage as you have more time to react, but you will be bored as everything takes time and with the slow settings they really take a lot of time... The game config is accessible if you put a -c parameter after the Astra Protocol2.exe. I changed the Update Rate and the CRT Refresh values and checked the game speed in the game on the F6 screen (Operations), where you can see how fast or slow the mission duration time changing. I finally set them to 62 (your will be different), instead of the original 16. Unfortunately this makes the game more unforgiving as everything is much more faster. Luckily there is a PAUSE and UNPAUSE command, these are a lifesaver, because you can enter commands and use the screens while the game is paused. Also because some players mastered the game and can play for a long time, now it has LOAD and SAVE commands, which can be used to reload if you are not satisfied with your progress. After you overcome (most of) these difficulties, the fun begins. GAMEPLAY: You can scan your surrounding for objects, target those objects (planets, moons, spaceships, space lifeforms, asteroids, space mines, etc) and scan them for information as your mission is to find leads which can help you to discover the meaning of the Astra Protocol, which is an unknown event referred by a space object - inspection determined it is a distress beacon - from unspecified origin. Sometimes you get transmissions for other objectives, like scan some planets and its moons for scientific information. I presume you should send the data to a space station, but i am not there yet. So, there are plenty of phenomena and objects in the game, you will be not bored. SPACE BATTLES: Ships come after you, the smallest ones are shy, they usually lingering just out of the weapon range. I presume there is a maximum number of spaceship the game handles around you, so it is probably a good strategy to spare the shy ones, few of them are better then few hostile battleships. To destroy them, first you have to target an enemy ship (and probably scan them), each operation takes time, while they will don't stand idle. You can fire missiles at them, reload the missile tubes, there are 2 forward tubes and another 3-3 on both sides, (mines can be dropped from the rear). Both firing and reloading take time, so probably better if you change your bearing to spin and send missiles in waves from each side, while your other missile tubes reloading. Accelerating is advantageous, you can move out from the path of the enemy missiles. Small ships can be destroyed with just few missiles. Also you can send out drone fighters or activate your lasers, you can set a target for every one of them, from your actual target to the incoming missiles. I think fighters are flimsy, but can kill an enemy ship. I used them only once when i was in trouble, they destroyed the hostile frigate, but i lost 2 from the 6. Lasers are surprisingly strong, easily can destroy space lifeforms and asteroids, but because their short range, it is not too good against anything which can shoot back. There are four shield arcs for each sides of the ship, without them the hulls takes the damage and with it the ship systems and the destroyed systems are gone forever. Also the shields will not protect you while you recharging them. REACTOR: So you have to navigate your ship in the space and discover things, using several systems from several terminal screens, everything takes time and you have to calculate with that. After you learned to use those systems, your next steps will be the management of the ship reactor, simply because reactor meltdown will be your top cause of death. Everything needs power and many systems are extremely power hungry. It is very easy to overdrive your reactor and it can melt down surprisingly fast! You can inject coolant into the reactor, but it takes time to cool it down. If you use the reactor on little power it will slowly cool down by itself. For example you just want to flee, so you set to maximum acceleration, that takes away 66% reactor power, you set shields to maximum and the four shields needs 4x15% power and here you go, you already above 100% and the reactor starts to overheat. You enable your lasers to destroy incoming missiles, that +25% reactor power. If you use the rudder or the lateral thrusters, you will be blown up in no time. Or you survived the encounter and just want to stop your ship, so you command the autopilot to stabilize and it unknowingly melt down your already hot reactor, because negative acceleration needs power and you didn't power down your shields and lasers yet. That is when you start to juggle with the system powers, you power down shield arcs from the the safe sides, toggle lasers, set autopilot maximum engine power to 50%, etc. SUMMARY: Awesome game which needs a lot of experience and attention to survive, also some forward thinking and planning. Its main drawback is to difficult to learn and the fun begins after that, so i presume many players will be discouraged by it, because they will not enjoy the steep learning curve.
Might be an interesting game, but can't even get into the fun of the obtuse UI because the entire game runs at 2-3 seconds per frame. Yes, seconds per frame, not frames per second. This is a known problem with rendering on high resolution screens, and to fix it you need to wait 10 minutes for the game to start and then presumably find out how to open the options screen is (in the deliberately obtuse quaint UI), which involves paging through at least 8 minutes of help screens that each take 30+ seconds to animate or render. I think that's the process... I don't know, I gave up after 15 minutes. Might be a good game, but completely and utterly brokenly unplayable on a 4K screen.
Even under €1.50 this game is not really worth it. And it's a shame. I really like obscure, obtuse games where you have to figure things out while flying by the seat of your pants, but this game fails to provide a satisfying game loop. The minute to minute gameplay consists of typing commands, but having to constantly type out every. single. tiny. little. command becomes very tiresome very quick. Set rudder. Set opposite rudder. Stop rudder. Set engines. Stop engines. Set negative engines. Stop engines again. You can use an autopilot, which is incredibly inefficient and will go full blast on the tiniest maneuver, creating reactor heat buildup that you will need to combat by manually injecting coolant, all while bouncing between screens. The parser based gameplay means you'll sometimes make a typo and you'll have to scramble to retype it under pressure which... I guess it adds to the tension? To me it just becomes repetitive and annoying. This is the type of game that you usually have a separate manual for with a PDF like the Zachtronics games do, but as far as I can tell there isn't one, so you will keep opening the "help" menu over and over and over and over again to reference the commands at your disposal. While there's a "pause" command that will at least allow you to queue up several orders, turning the game more of an active pause affair, it just means you'll be constantly typing "PAUSE" "UNPAUSE" "PAUSE" "UNPAUSE". It's apt that I'm repeating myself considering the experience this game provides. Figuring out commands, screens and the gameplay is fun, and in my time with it I was able to figure out how to move around, use the weapons and scan my surroundings, but even if you do figure how to play, and you can get used to the intensely repetitive nature of the game then you start getting attacked by ships you can't tell if they're friendly or not, seemingly being able to attack you even in proximity to stations while you're just trying to dock, and requiring quick reactions to respond to due to the incredibly clunky way the ships handle. Its heart it's at the right place, but it feels like the game was created to be as obtuse as possible and not to represent a simulation of what a sensibly designed interface would be, if that makes sense. How you get attacked without warning and out of the blue by ships that can somehow react and maneuver better than you is just the cherry on the ♥♥♥♥-cake. Imo, this game has great bones, but it needs more to its core loop than just typing commands, it needs to organize its content so it doesn't feel like you're constantly pelted with random ♥♥♥♥ you have no answer for, and while I get that being obtuse is part of the fun, it needs to convey the status of both the game and the ship better. If you want something like this I would urge you to consider Nauticrawl, or Duskers, or Scavenger SV4, or ΔV: Rings of Saturn, or hell, even the unfinished Objects in Space.
Yesss...this is exactly what I want! Perfect concept! This is art! RTM to dig deeper! I can highly recommend AP2!
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