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Azimuth

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Azimuth screenshot 1

Azimuth

TheRooklet · Published by TheRooklet · Official site ↗

Last updated 28 Sept 2026

Construct colossal megastructures in this industrial, retro-futuristic idle game. Manage grid-based modules, explore exotic star systems, and unlock the secrets of reality through exploitation and optimization.

Free

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Indie, Simulation, Strategy, Casual · More free games

Embark on a journey through retro-futuristic space as you manage grid-based modules and unlock reality's secrets in Azimuth. Dive into the intricate simulation of an indie strategy experience.

About this game

BUILD THE IMPOSSIBLE

Azimuth is a sci-fi idle incremental game where you are the architect of the galaxy's most ambitious industrial project. Starting with a single drone on a rocky ruined world, you will harvest exotic resources, expand across star systems, and construct colossal megastructures that defy the laws of physics.

UNIQUE MECHANICS

  • Each location is unique, with its own buildings and resources. Harvest magma from a volcanic hellscape, condense deuterium from a gas giant, reform organic matter into carbon nanotubes, and extract dark matter from the edge of a black hole.

  • Optimize your production using a grid-based module system. Arrange amplifiers, producers, and consumption-reducers to create the perfect engine of efficiency.

  • Using detailed hand-drawn and 3D-rendered pixel art, watch as each location visually evolves from empty landscapes to bustling centers of production.

  • Multiple different unlockable mechanics ensure that both active and idle play styles are viable. Use the kinetic battery to supercharge your building construction with the power of your manual clicks, or automate with paradigm shifts and countergains.

  • Prestige lets you reset your progress to increase production. Spend your helix points on powerful upgrades that permanently alter the flow of your game.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64-bit) or later
  • Processor: Intel Core i3 or AMD Ryzen 3
  • Memory: 512 MB RAM
  • Graphics: Intel HD 4000
  • Storage: 200 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 (64-bit)
  • Processor: Intel Core i5 or AMD Ryzen 5
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GTX 600 or AMD Radeon HD 7000
  • Storage: 300 MB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Demo Hotfix 0.9.18 - Under-the-Hood

    Before getting into the patch notes, I want to give a massive thank you to every single person who played the demo, left feedback, and wishlisted the game during Steam Next Fest. The response was incredible to watch, and genuinely heartwarming to see so many positive reactions from you all to the concept!I also want to apologize for this update rolling out a little later than planned, I had to step away for a business trip right as the festival was wrapping up. We are back at the desk and ready to keep buildingWhile you have all been busy pushing the boundaries of the game, it was time to take a step back and look at the game's engine. As Azimuth grows, so does the math running behind the scenes. This patch serves as a massive code audit. You won't see any new buildings or buttons in this one, but you will certainly feel the changes. We spent five separate rounds tearing the engine apart and putting it back together leaner.Long story short: same game, less problems, longer sessions, sturdier saves. Here's what's changed in version 0.9.18:CPU gainsThe game does a massive amount of math every tick to figure out what all your buildings are producing. Previously it performed the same shared calculations over and over, once for every building you own. Now it does that work once per tick and shares the answer among every building.The bigger your industry, the bigger the gains. On busy saves this patch delivers, as an estimate, roughly a 25% to 45% reduction in the background simulation overhead. Note: this specifically applies to the background production math, not your total framerate! But unlike before, that calculation cost no longer balloons out of control as you stack up hundreds of buildings.UI and memoryThe UI logic used to redraw buildings costs 60 times a second, even when nothing changed. Now they only recalculate when a number actually changes. The UI also rebuilds lists in single clean passes instead of nudging the screen dozens of times over. Translation: not...
    Read full article on Community Announcements (TheRooklet)
  • Patch NotesOfficial

    Demo Hotfix 0.9.17 - Module Sets

    It is Day 3 of the Steam Next Fest! Interacting with the jigsaw puzzle that is the modules system can feel a bit chaotic sometimes, and the time has come to fix the absolute mess that is module sets.Today’s patch is dedicated entirely to quality of life and visual changes related to modules and module sets.Here's what's new in version 0.9.17:AddedModule sets have received a big overhaul. Active sets now receive extra visual features when activated, as well as an "ACTIVE" badge indicating exactly how many copies of that set are currently placed on the grid.Hovering over an active set's card will now highlight its exact position on your grid. This drastically reduces visual clutter compared to having the entire grid glowing at all times, especially when overlapping multiple module sets.ChangedModule placement now works through drag and drop instead of clicking to select (Note: you can still right-click modules on the grid to return them to your inventory).The module sets list now hides any set whose shape is too large to fit on your current grid.RemovedThe Hollow Diamond module set has been removed as it shares almost the exact same layout as the Power Cross.
    Read full article on Community Announcements (TheRooklet)
  • Patch NotesOfficial

    Demo Hotfix 0.9.16 - Grid Swapping and Visual Polish

    It's now Day 2 of the Steam Next Fest!The response to this game keeps growing and improving as more and more issues are fixed, and enough thanks cannot be given for the feedback all of you have given to make it possible!A common point of concern was that managing the module grid was too clunky and slow. Today's patch introduces neat quality of life changes to module placement controls, alongside some much needed visual and bug fixes.Here's what's new in version 0.9.16:ChangedThe way you interact with the module grid has been refined and improved. You can now click to select a module already on the grid and click another spot on the grid to move it there seamlessly without it jumping back into your inventory. (You can still right-click a module to return it to your inventory).Updated resource tooltip description texts.FixedThe sprites for Solaris Prime and Phanes have finally been fixed, there should no longer be anymore blank edges.Fixed a new UI bug that prevented module set shapes from rendering in the modules screen.Cleaned up internal code so that bogus, harmless audio errors no longer clog up your error logs.
    Read full article on Community Announcements (TheRooklet)
  • Patch NotesOfficial

    Demo Hotfix 0.9.15 - Module Math and UI Fixes

    Hello again builders!We are still hard at work squashing bugs and monitoring your progress. Today's patch focuses heavily on fixing the math behind the module system, but we also have a few updates lined up just in time for the start of Steam Next Fest tomorrow!Thank you to everyone who provided logs and save files to help sort out these issues.Here's what's new in version 0.9.15:AddedCloud saves should be enabled now. It may take some time for this to appear globally as Steam seems to be having a few syncing issues on their end. Whether you are playing on your desktop or laptop, your universe and your settings will sync automatically.ChangedModule effects have been heavily rebalanced. Production and cost reduction multipliers have been tuned down across the board to accommodate the previous balance changes.Increased the font size of the module instructions.FixedMany of you noticed that there was a frustrating bug where the UI said you could afford a building, but clicking on it did nothing. This issue has eluded debugging for weeks but the culprit has finally been tracked down and eliminated.Fixed an issue where stacking many cost-reduction modules caused a bug that capped the effect at 1% of a building's cost. The math for cost modules has been rewritten to use an asymptotic curve. What does this mean for you? Now every single cost module you place will provide a full benefit, as they should.Fixed a UI state bug where the button to toggle planetary cycles would remain hidden even after successfully unlocking the corresponding helix upgrade.
    Read full article on Community Announcements (TheRooklet)
  • Patch NotesOfficial

    Demo Hotfix 0.9.14 - Module Loadouts and UI Updates

    Many thanks to all of you who have continued to do your best to break the game, provide feedback, and submit bug reports!Today's patch attempts to directly address the problem of exponential runaway many of you were experiencing in the second star system. The midgame economy has been rebalanced, as well as the prestige system. We also have some new UI improvements to help you track your factory's efficiency.Here's what's new in version 0.9.14:AddedHovering over any resource in the resources panel now tells you exactly which buildings contribute the most to its production and consumption, which should make tracking down bottlenecks a lot easier.New options in the accessibility settings tab let you change the number of decimal points shown in resource amounts, as well as letting you switch between regular short form and scientific notation.ChangedThe formula for awarding prestige points was previously using a quadratic scale, which handed out millions of excess points in the late game. This has been rewritten to use a logarithmic formula for diminishing returns, now it will be harder to earn points the more of those points you have.Helix upgrade costs have been scaled up appropriately to match the balance changes.The second star system was a bit too much of a breeze. Midgame and megastructure building costs and per-second consumption rates have been significantly increased.All research upgrade costs, tech unlock requirements, and entanglement upgrade costs associated with the midgame and megastructures have also been rebalanced.The building card UI has been visually overhauled. Numbers and icons are now larger, and resource costs now render in descending order by amount to vastly improve readability.The module loadouts screen received some much-needed visual polish and clarity improvements.FixedAdded missing sprites for the Titanium Drill.Fixed the broken animation on the Orbital Plant.
    Read full article on Community Announcements (TheRooklet)

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