Development status
Where the game is now, and the roles I'm hiring for
Current status: vertical slice
I'm building a vertical slice around the two systems the game rests on: the voxel ship editor, and automation through Lua and visual scripts. In the slice you design a ship block by block, wire up its systems, and then watch your own code fly it.
When it's done, the slice is the test of whether the full game works, and the version I'll show to players and new team members.
From hobby to studio
I started Auto-Astra as a hobby, because I like space sandboxes and automation games. It has grown big enough that I'm now turning it into a proper indie game, and I'm looking for people to build it with.
Everyone who joins is paid through a revenue share, based on the work they're assigned and complete. If the game sells, the people who made it earn from it.
Open positions
All roles are remote, with flexible hours, and paid through the revenue share.
VFX Artist
HiringYou'd make the game's visual effects: thruster trails, weapon impacts, explosions, shields, warp jumps and environmental particles. You'd work with me on the engine side so the effects look good and still run well.
3D Voxel Artist
HiringYou'd work on voxel assets, shaders and materials, and set the look of Auto-Astra's ships and structures, down to the lighting setups and surface detail.
Ship & Station Designer
ConsideringI'm thinking about bringing on someone to design ships and stations in the game's own voxel editor. That covers everything from small fighters to capital ships and orbital stations: the ships players meet in the game and use as reference for their own builds.
What's being built
Voxel ship editor
A custom voxel engine for designing ships block by block, with a live preview.
Lua scripting
Lua scripts can control ship systems, so mining, combat AI and fleet orders can all be automated.
Visual scripting
Node-based scripts for players who would rather automate without writing code.
Simulation
A tick-based simulation that runs several star systems at the same time.
Project info
- Status
- Vertical slice
- Engine
- Godot 4 + .NET
- Platforms
- PC (Windows, Linux)
- Compensation
- Revenue share
- Work style
- Remote, flexible hours
Revenue share
Everyone on the team gets a share of the game's revenue, sized by the work they were assigned and completed. That work is tracked where the whole team can see it.
Interested?
Join the Discord and introduce yourself. Post your portfolio or earlier work and say which role you're interested in.
Join the Discord