Starseeker: Astroneer Expeditions Co-Founder Talks Ethical Game Design and Wholesome Co-Op

Starseeker: Astroneer Expeditions isn’t a sequel to Astroneer, but a new game set in the same universe. While it continues the story of Astroneer, it’s a very different type of game. Instead of the original’s open-world exploration and survival, Starseeker is a ‘live service’ extraction shooter – meaning it’s constantly updated with new content and focuses on completing missions and extracting with your rewards. However, it still keeps the friendly, social, and community-focused spirit that made Astroneer so popular, and emphasizes nonviolent gameplay.

Game Rant spoke with Adam Bromell, co-founder and creative director of System Era, about their new game, *Starseeker*. Bromell stressed the studio’s commitment to creating a welcoming experience for players, avoiding the manipulative tactics common in many live-service games. *Starseeker* will not include any purchases with real money, and the developers plan to design seasonal events so players don’t feel pressured to participate or like they’re missing out. The goal is to create a game that continues to grow and improve without leaving anyone behind. This interview has been shortened and clarified for readability.

Why Starseeker Isn’t Astroneer 2

Game Rant asked: What inspired the creation of *Starseeker*, and what motivated the developers to pursue this particular concept for their new game?

I’m really passionate about this subject. It actually goes back to before we even started making Astroneer. I’ve always wanted to create games that inspire optimism about the future, and that ambition comes directly from watching Star Trek – especially the original series, Voyager, and The Next Generation. I recently rewatched Season 6, Episode 9 of Voyager – it’s my third time going through the series! We even took inspiration from Star Trek when naming things in Astroneer; our in-game space station is called the “ESS Starseeker,” a nod to the show.

This game is our most ambitious attempt to highlight the importance of teamwork, collaboration, and supporting each other. We really wanted to create something that embodies the spirit of working together and celebrating shared success, drawing from our own experiences. I often describe it as either hopeful science fiction or optimistic futurism.

Game Rant: What did you want to bring over from Astroneer, and what were you okay leaving behind?

Thanks for asking – it’s good you recognize Starseeker isn’t simply Astroneer 2. It’s not another game focused on building bases and surviving, but we knew we wanted some way to interact with the terrain in this new game set in the Astroneer universe.

Because this game focuses on quick action and direct control, interacting with the environment is tied to your main action button. When designing creatures and obstacles, we remembered that this interaction isn’t limited to simply breaking walls or digging – it’s a powerful ability that can disrupt anything, even enemies trying to harm you.

We’re bringing planets to Starseeker! Our technology now supports fully 3D worlds, moving beyond flat landscapes. You’ve already seen glimpses in the gameplay – expect to explore vast oceans, encounter diverse creatures, and experience dynamic weather systems on much larger planets. You’ll still be an explorer, but in a completely new and immersive environment.

Game Rant: Can you talk about the core gameplay loop? What does a typical session look like?

Get ready for an adventure! You and your friends (or even by yourself) will start at a lively space station with around 80 to 100 other players online. Once you’re in, you can choose from different tasks – some will advance the main story, others are quick side missions, and some will help you collect items for a special in-game collection.

This sticker book keeps track of all your activities – from running and jumping to playing a scanning game with little ‘carrotlings’ and even throwing them. Every action earns you a sticker that improves as you get better at it.

You start by going to your personal storage space – similar to a shop on Deep Space Nine – to select the items you want to carry. You choose what to print and add to your limited backpack, like tools, upgrades, and usable items. Once you’re ready, you head to the dropships, team up with friends, customize your individual ship, and launch into the world.

The game takes place on large planets. You and up to three teammates will drop onto the surface, and you might encounter other friendly player squads already there – everyone is working together. Once you’re down, the planet is your playground! We don’t tell you exactly *how* to complete missions. For example, instead of saying “carry this sensor to a specific point,” we might simply ask you to “reach a high altitude.” Players are constantly discovering creative ways to climb and use the environment to build structures, bridges, and more.

As you explore, you’ll gather essential resources like compounds and resin, just like in other Astroneer games. When you return to your base, you can interact with characters, create new items, advance the story and build relationships, upgrade stickers to unlock more possibilities, or simply have fun experimenting and seeing what you can discover.

Many players find *Astroneer* to be a relaxing and comfortable game. With *Starseeker*, are you aiming for that same peaceful experience? Are you intentionally designing the game to avoid causing players stress?

We’ve really found our footing with this game. It blends elements of resource gathering, open-world exploration like Zelda, and the cooperative action of Helldivers. Just as we made Astroneer a user-friendly base-building experience, we’re aiming to make these genres more accessible and easier to pick up and play.

Our game is designed to be continuously updated and supported, allowing us to improve it and keep players engaged over the long term. However, we want to avoid the typical pressures often found in these types of games. We’re aiming for a flexible experience where you can play as much or as little as you like – whether it’s a couple of hours a month, a week, or every day. It’s all about giving players freedom and control from the very beginning, offering a sandbox-style experience where you make the rules.

It’s important to not feel like you’re missing out. We even discussed the idea of a ‘Disney Vault’ internally – essentially bringing back older content. I’d really like to include planets from Season 3 in Season 5, giving players another chance to earn those stickers. If you didn’t get them the first time, there’s a possibility they’ll be available again in the future.

We’re not planning on using premium currency. Instead, we’ll offer supporter packs that are entirely cosmetic – meaning they only change how things look. You won’t be able to buy anything that gives you an advantage in the game, and no new items will be locked behind a paywall. These packs are just for players who want to show off a little!

I also want to avoid overworking my team or growing the company too quickly. It’s important to me that we keep players engaged and value their investment – both their time and money – in a fair way, and that our employees have a healthy work-life balance. This shared philosophy is a key reason why Devolver was excited to acquire System Era; we have similar values.

Game Rant: Do you anticipate any cross-pollination between Astroneer and Starseeker?

Absolutely. Starseeker picks up where Astroneer left off, taking place in the same universe – though the full connection will be revealed as the game develops. It’s designed not to replace Astroneer, but to offer a similar experience with more player control and freedom: if you’re looking for that feeling with a bit more agency, this is the place to be.

We’re working on better communication between the Astroneer and Starseeker communities, helping players of each game understand the other. Currently, Astroneer features a ‘Message of the Day’ about Starseeker, and we’re planning more engaging connections within both games, as well as content that extends beyond them.

Game Rant: Were there lessons learned from Astroneer that you applied to Starseeker?

We learned from our experience with Astroneer’s Early Access. Launching so early – essentially before the game was even in a playable state – was incredibly stressful. It felt like we were building the track while the train was already speeding towards us! While being upfront with players about the game’s unfinished state worked well, we want to avoid that situation in the future. Next time, we want to have a clear vision for the game and a solid product to show before inviting the community to help us polish it. We’re fortunate to already have a very engaged community of around 100,000 people on Discord, and we want to involve them at the right time.

Game Rant: Were there gaps in the genre you wanted to fill?

I really enjoy playing Helldivers because it’s a game focused on teamwork, which is a nice change from competitive games where players constantly try to optimize everything. You *can* focus on optimization in Helldivers, but it’s not the main goal.

I really enjoyed the DMZ mode in Call of Duty – it was a fun and accessible way to play – and also the large-scale zombie co-op experiences. I was looking for more games that gave me that same feeling, and I discovered Astroneer does exactly that.

We designed Starseeker to be a place where players could connect and experience things together – a perfect combination, like peanut butter and chocolate. We also wanted to be upfront that this isn’t a sequel to Astroneer, which is why we chose the name ‘Starseeker’ and didn’t call it ‘Astroneer: Starseeker.’ It’s a brand new adventure within the world of Astroneer.

Game Rant: Were there any features or ideas you tried that turned out to be disasters?

We experimented with weapons, but wanted something different than simply shooting enemies. We initially tried a projectile that created tunnels, but it made the game too easy and took away from the challenge and sense of being there. So, we flipped the idea around, resulting in the terrain tool you see now. Instead of destroying things, you ‘shoot’ terrain *into* the world. It’s more like using a Nerf gun to build bridges, create cover, and help teammates navigate difficult areas.

We spent a lot of time on the physics of the game. Early in development, another engineer and I tried to figure out how realistic we needed to make things. We wanted throwing to feel good – I personally enjoy throwing objects! – so we experimented with different materials behaving in unique ways (like plastic, wood, stone, metal, and even a made-up material). But it quickly became tedious. We discovered that using simple, clear distinctions – like heavy or light, hollow or solid, short-throw or long-throw – worked best. We even delved into complex ideas like geothermal heat and how different material densities affected things, and ultimately realized that building up simple systems creates the best overall complexity.

Game Rant: Is any DNA from earlier in your career showing up in Starseeker?

It was actually the opposite of what you might think. One of the last big games I worked on, a Ubisoft title, was canceled, but I designed a level set in a New York subway station after a terrorist attack. To make it realistic, I spent my mornings riding the subway, observing how people would react, what they’d leave behind, and even the direction blood would flow. That project made me realize I didn’t want to create games like that anymore. I’d spent my career working on shooter games, and that project was the final straw. I was starting a family, and I didn’t want my kids playing those kinds of violent games.

Working on Astroneer was a really positive experience for me and my team – it was fun, cheerful, and full of color. We also realized how important having producers is, and we’ve built a fantastic production team that’s now central to how we work.

Game Rant: Are there any subtle details players might not realize you worked pretty hard on?

Yes, that’s true in Astroneer. Sadly, my co-founder and close friend, Paul – who initially invested equally in the project with me – passed away. He was a huge fan of *2001: A Space Odyssey*, and that film inspired me to create both the original suit and later, the Wanderer suit as a tribute to it. The Wanderer suit includes a small camera, a nod to Paul’s passion for photography. Also, at 6’5″ myself, and Paul being 6’6″, the Wanderer is the tallest suit players can use in the game.

You know, one of the coolest things about this movie is a hidden little tribute. There’s an Easter egg – a secret message with both a picture and some audio – that simply says, “Paul, we miss you.” As a fan, it really got to me, and I’m so happy the filmmakers included it – it’s a beautiful detail that’ll always be there.

Game Rant: How does the community guide Starseeker’s development?

Honestly, as a movie buff, I’m all about the little things – those raw, unfiltered ideas. I especially love seeing what regular folks come up with – like a kid’s drawing with crayons, those are the best! We keep track of everything. And when I’m scrolling through Discord or Reddit and see people really excited about something we’re *already* working on, it’s a huge signal that we’re on the right track. It’s less about direct requests and more about feeling that energy and knowing we’re hitting a sweet spot with the audience.

Events like PAX are incredibly helpful because we get immediate feedback on bugs during demos, allowing us to fix them right away. We also have to be mindful of what we say – I once playfully mentioned that the inside of an Astroneer suit was filled with “pudding,” and the community embraced the idea! Now, “pudding” is an informal, in-game term for the white material used for printing.

Game Rant: What are your impressions of seeing players experience the game at PAX?

We’ve been thrilled with the positive reception to Starseeker! While some expected a sequel to Astroneer, we’re taking a chance with something new and carefully crafted. It’s been amazing to see consistently long lines at our booth, and even more rewarding to witness people – like families and groups – genuinely enjoying the game right up until the very last second. These heartwarming moments are exactly what we’re striving to create.

You know, PAX feels especially important for *us* on the development team. It’s amazing because everyone at the booth – the producers, writers, artists, designers, all of us – we’re the people who actually *make* the game. A lot of us have been pouring our hearts into this project since 2020, though most of us joined a bit later in 2023. And honestly, it’s incredibly moving and energizing to finally see players experience and connect with something we’ve all worked so hard on. It’s a feeling like no other!

Game Rant: Have you seen any surprising player behavior during the demos?

Usually, the demonstration guides teams toward a particular mountain for setting up the sensor array. However, one team decided to ignore that suggestion and cleverly built a path using terrain bridges. They completed the challenge with 38 seconds to spare. Seeing that kind of creative problem-solving without interfering – that’s the unpredictable element we’re hoping to see work. We’re successful in the demo over 90% of the time.

The Core Ideas Behind Starseeker: Astroneer Expeditions

Game Rant: What are your overall design pillars for Starseeker?

I want the game world to feel truly alive. Players should be able to simply observe and witness the game’s systems interacting with each other, learning about the world through its natural, self-driven events.

As a total movie buff, playing Astroneers reminds me of a feeling I get from films like *Lawrence of Arabia*. Even though you’re exploring and building on your own, it doesn’t feel isolated. There’s this sense that you’re part of a bigger world, like your own little story exists within a much larger, shared experience. You can almost *feel* the presence of other players out there, even if you don’t directly interact with them. It’s a really cool feeling of connection.

As you improve your character – leveling up, learning new skills, and collecting stickers – you also advance the overall story. You’re part of a team of Astroneers working together to unlock new planets and continue the adventure.

The game focuses on fun, intuitive controls and action. Besides the basic running, jumping, and sliding, you can also climb like in *Breath of the Wild*, glide, ride vehicles, and slide down slopes. You can even hitch a ride on bigger creatures!

Get ready for a lighthearted adventure! This game focuses on fun, quirky characters, and silly situations. Imagine a hopeful, Star Trek-inspired world, but with the comedic energy of Lower Decks. It’s rated E10+, so it’s family-friendly, with humor woven into everything – from the characters and intro video to the goals you’ll achieve and the wacky physics that make the creatures hilariously unpredictable.

Game Rant: How do you see updates and expansions shaping the game?

We’re focusing on both compelling stories and interesting environments, but we also love the idea of unique, themed seasons – like one centered around vehicles or an entire planet covered in ocean. Our new technology allows us to create planets of any shape imaginable, even something like a giant teapot or ringworlds with usable inner surfaces. For the first season, we want to welcome existing Astroneer players without overwhelming them. As time goes on, we’ll start pushing the boundaries of what it means to experience Starseeker.

Game Rant: Is there anything I didn’t ask that you wish I had?

Starseeker isn’t just about making games; it’s about building a company that operates with strong values and demonstrates the power of teamwork, kindness, and recognizing each other’s successes. We believe Astroneer is the perfect game to embody these principles, offering players a space to be themselves without being told how to feel. We’re intentionally building Starseeker to be a company that inspires in the same way Star Trek inspired us.

Game Rant: Do you have any last thoughts or shout-outs you’d like to share?

From the very beginning, even with the earliest versions of the game, the fans have been incredibly creative and encouraging. It’s amazing that people still cherish and bring badges from those early days – it really means a lot to me.

My family – my wife and children – are fully on board with my career, which mostly involves working from our basement in Toronto for a company based in Seattle. We’re fortunate to have team members who have been with us for over eight years, and I truly appreciate everything – as a founder, a father, and a husband. That’s what motivates me.

When I retire, I hope people remember System Era as a company that prioritized the human element while creating games.

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2025-10-08 13:14