
Project Astra Dominium is a Tower Defense game with Basebuilding and Automation elements. Build up your base to become a supply hub for Earth's desperately needed materials, gather resources while defending against an unknown alien threat and improve your tower's and AI capabilities.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 15 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About




Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
v1.11.5 de 2024 : https://youtu.be/bf_AJPwBpCc Dev's : Snob Entertainment UG ⭐⭐⭐ 📆14JANV2024📆 Editeur : Snob Entertainment UG #strategie #towerdefense #automatisation #ressources #crafting #projectastradominium ˜”*°•.˜”*°• --- •°*”˜.•°*”˜ I received a free review copy of this product from https://www.keymailer.co #keymailer ˜”*°•.˜”*°• --- •°*”˜.•°*”˜ Vidéo in game pour un début, la prochaine vidéo sera avec commentaire. ˜”*°•.˜”*°• --- •°*”˜.•°*”˜ 🕹️Mélange d'un tower defense avec un autre game play sur l'utilisation des ressources obtenues via des bâtiments à installer et à construire par la suite. 💖Inspiration : Tower defense / Plan B / Factorio ˜”*°•.˜”*°• --- •°*”˜.•°*”˜ 🤔Concernant le game play de la production il faudra un temps pour apprendre, vous pouvez aussi crafter en mod manuel afin d'éviter la transformation de la matière vers une ressource puis un produit. ˜”*°•.˜”*°• --- •°*”˜.•°*”˜ 🤔Je trouve les bâtiments et usines trop petits et pas vraiment attractifs visuellement, sur le jeu Plan B c'est plus sympa. Je n'ai pas vu d'éléments rogue lite ˜”*°•.˜”*°• --- •°*”˜.•°*”˜ 📺Part .. : Voir la chaine Lien du jeu Steam : https://store.steampowered.com/app/2228210/Project_Astra_Dominium/ Rejoignez #STGenGames et suivre @Klfighter. #STGenGames et Curation : https://store.steampowered.com/curator/33871902/
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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*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Super concept, récupérer des ressources pendant des phases de combats type tower defense, et utiliser ses ressources pour crafter et automatiser sa base. En plus, traduit en français ! Je recommande
Gratulation an das Entwicklerteam, eine gut gelungene Mischung aus Tower Defense und Fabrikautomation. Daumen hoch. Man erkennt auch noch Potential für Updates/Erweiterungen, denn Zinn (Tin) ist im Spiel, aber noch nicht abbaubar, da gibt es sicher noch Platz für weitere Ideen. Mine Wünsche und Anmerkungen sind: - Mac M1+ Support (es crashed zwar nicht mehr beim Spielstart, aber ist aktuell noch nicht spielbar, weil Inhalte in den Fenstern nicht geladen werden und Buttons funktionslos sind - in der aktuellen Situation sollte das nicht als Mac kompatibel ausgewiesen werden, Player.log etc. stelle ich gern bereit, falls gewünscht) - Queue für manuelles Crafting: Ich würde mir wünschen, dass man mehr als nur 1 Produkt in die manuelle Crafting Queue packen kann. Ansonsten liebe Grüsse an das Snob Team, geiles Game
C'est plutôt un bon jeu, orignal avec une partie crafting bien faite. Cependant il y a un gros gros effort à faire sur la clareté car ce n'est pas du tout un jeu beginer-friendly. J'ai tenté d'y jouer 2 ou trois fois avant sans parvenir à comprendre grand chose au craft. J'y suis retourné récement et ai découvert avec plaisir qu'il y avait maintenant des images sur les outils de production (receveur, bras articulé, ...ect...). Avant on ne savait pas à quel distance il fallait mettre les éléments par rapport aux autres et du coup, ca ne marchait presque jamais. Après il faut penser à regarder l'image pour en déduire les intervals, ce n'est expliqué nul part. Notamment la partie Amélioration qui reste pour moi un grand mystère. Que veulent dire les chiffres entre () () ?? De plus la différence entre un lingot de fer et un lingot de fer amélioré n'est pas évidente. Sans parler que rien ne nous dit ce qui est mieux dans le choix des ingrédients. En conclusion : un bon jeu que je recommande mais par pitié faite un effort massif sur la claretée.
Game has potential, but in the current state it's not doing much with it. The overall gameplay is: [olist] [*]You play a tower defense map until you get overrun. [*]Each enemy you managed to kill gives you resources and experience. [*]You use those resources and experience to improve your towers and your base. [*]You can easily build Factorio-like automation in your base to process resources and keep items in stock. [*]You can also invest resources into what's essentially a tech tree. [*]You can also invest resources into "modified" recipes that allow you to get stronger items by pouring more raw materials into longer (and thus harder to automate) production chains. [*]Eventually you also gain access to mining outposts, secondary bases that produce a steady trickle of resources and can have their own automation. [/olist] This is great, in theory. In practice, every single area is lacking. To give a few examples: [list] [*]I completed the first half of the tower defense maps using only ONE tower out of the 6 available, the basic gun tower you start with: that was not a self-imposed challenge, early game the tower skill trees disproportionately benefit dumping all your skill points into a single tower and there's no real strategic consideration stopping you from doing so. [*]I completed the rest of the maps and the majority of the endgame grind using only TWO towers, the artillery tower and the freeze tower: at this point it wasn't even a matter of skill trees, just poor balance. [*]Enemies are slooow even at 8x speed, games take a long time to finish. [*]Your base does not run in the background when playing tower defense, there's a loading screen for it to catch up when a game ends: late game, the loading screen will be multiple minutes long. [*]The automation in your main base is like Factorio if you could only use logistic drones for most tasks, requester/provider chests were 3x3 and only had a single item slot, each drone had to be assigned to a specific requester/provider chest and would then only work on that single chest it was assigned to, and you didn't start with a way to build more drones. [*]Logistic drones are tremendously slow, then get a 10x throughput boost with the last 3-4 of their upgrades in the tech tree: those are very expensive upgrades, and by the time you'll get them you'll no longer need them. [*]Belts are a pain to use, even ignoring the requirement to supply them via drones: no underground belts, no splitters in favor of barely functional merger/distributor 4-way junctions, and you need to "connect" sections of belts in a way that makes copypasting production lines a pain. [*]Outposts let you load/unload with inserters from a big central building, so they're also useful to bypass the slow drones for large scale automation such as smelting ores, but the only way to transfer resources to/from outposts is with spaceships: spaceships are like Factorio trains, except they have at most 8 item slots, you can only have 25 "train lines" in total, and the most control you had over their schedule was to tell them to stay at a station until a certain slot was at least X full. You wanted to ship out your iron ingots to be smelted into steel, but keep at least some in stock? No, ♥♥♥♥ you, you can't do that! [*]Tower equipment used to actually give you different options in the past (for example, the gun tower could be fitted with HE ammo for AoE damage or AP ammo for single target damage), but this has been removed some updates ago, now there's no real choice for almost all equip slots. [*]Recipe modification is unusable in practice, half because the UI is horrendous half because the "item level" system requires 100s of hours of grind for anything past the first level of modifications. It's not even hyperbole, I finished the game 100% in around 55 hours and didn't even come close to being able to craft a modification from twice-modified ingots. [/list] There's more stuff, but that's the gist of it: feel free to ask in the comments for more details. I guess the game could get better in the future, but I wouldn't count on it.
Puede llegar a ser buen juego, le falta pulir aspectos del gameplay en cuanto a ser más intuitivo a la hora de jugarlo ya que los pasos a seguir en la base para construir y desarrollar son algo confusos, como Tower Defense es entretenido y tiene buen progreso, sin embargo si está flojo en la administración de recursos y de base.
nothing here...the demo runs, the paid version is totally non-functional. the project is a rug pull theft.
This game has an interesting concept and I think that it could be a fun new TD idea... but it isn't. It feels slow, very grindy and poorly made. It has 2 mediocre game elements at best (the automation basebuilding and a TD game), but it does not combine the 2, only by adding timers to crafting and a lot of grinding the game becomes long (very long). There seems to be no gameplay/interaction between your base/production and the TD levels you play. One is a grindfest for minimal upgrades, the other is a grindfest for rescources for the other grindfest. Base & Crafting Building and production feel clunky, setting up a production line feels like it has too many steps and things you should've known beforehand. Everything you need can be crafted by hand though, the only problem is that it takes very very long to craft a few items (to craft an item you need to craft a few things and each crafted piece is a few seconds = you are waiting a few minutes). Crafting does not get faster with buildings/automation. While manually crafting you cannot start a mission and there isn't anything else to do in the base. Tutorial The (tutorial)missions are inconsitent and doesn't explain a thing (it needs to be reworked); I got a mission to set up outposts and some special(?) transport... googling it explained that this would unlock after completing level 8 of the tower defence missions, while I just got to level 3 or 4, good progression! Upgrades I like upgrading and upgrade trees, this game has several, but all of them are very expensive/grindy. You get upgrade points, 6 for completing a level for the first time and 1-3 for some achievements... there are 6 towers and they need up to 250 upgrade points each. Each upgrade takes a lot of points and a lot of upgrades seem to add little of value. Other upgrades can be gotten by spending your rescources (which you also need for other things and which you can only get from playing levels). These points can be used for upgrading your production or for global upgrades for your towers (like 1% dmg increases).
The towerdefens part is quit ok. the crafting and modification part is tedious imo. Why is there a need for a random property range? I modified my equipment wich increased the material cost and allways got worse results then with the basic version. Its an unnessesary time sink.
Just, no. Sorry, but, no.
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Where this game's players are, estimated from review languages.
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