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Watch trailer on Steam ↗ASEMA
goblin-architecture · Published by goblin-architecture
Last updated 28 Sept 2026
Automate your factory in space. Build logistic railguns to feed the production lines of your ever growing machines. Gravity disrupts your trajectories - master it. Connect your machines over the vast void. Find resource rich moons and asteroid streams to harvest and mine, but beware of the Locals.
Simulation, Strategy · 2027 · More free games
About this game
Automate your factory in space. Build logistic railguns to feed the production lines of your ever growing machines. Gravity disrupts your trajectories - master it. Connect your machines over the vast void. Find resource rich moons and asteroid streams to harvest and mine, but beware of the Locals.
"Pay the gravity tax... your factories will become a vortex if they grow too vast."
- Rock Paper Shotgun
AUTOMATE
In Asema, you build a sprawling industrial production system in a solar system. You start as a single Pioneer drone, manually harvesting resources and physically gathering asteroids into your first basic refineries. As you scale, you construct a vast logistical network where conveyor belts don't exist - instead, you manage momentum, distance & placement: attaching distributor railguns into your machines, flying heavy haulers to exploit distant moons for more and new resources, aligning massive railgun arrays to automate the flow of physical payloads across the void. The engine handles the complex orbital physics; your job is to design the ultimate automated machine.
Everything is a potential resource - even the Locals.
IN SPACE, CONVEYOR BELTS ARE FUTILE
Resources in Asema are physical objects with mass. To automate your production chains, you must master the art of space logistics. Build localized grids by physically locking distributor railguns into place. When a local moon runs dry or is not enough, pack a heavy space hauler, manually fly to an icy asteroid stream you discovered earlier while scouting the space, and establish a new beachhead. To connect your distant outposts, build and align automated long range railgun artillery arrays on moons to fire glowing resource payloads safely across the darkness.
PAY THE GRAVITY TAX
Operating near celestial bodies introduces a unique environmental puzzle: gravity. Your heavy machines will naturally drift toward the nearest gravity wells, such as moons. In Asema, anything can become a gravity well when it has enough mass - even one of your own machines. You don't need to calculate orbital math or plot trajectories: you just need to manage your economy. Build and power dedicated Focus arrays (computational anti-gravity) to keep your grid stable, counter the pull of the moons and gravity wells and keep your factories perfectly positioned.
THE ULTIMATE MACHINE
Climb a vast, branching technology tree to discover increasingly exotic ways to manipulate matter. Expand your operations from the deep gravity well of the inner solar system out into the freezing, distant reach of the Void.
- - -
The Pioneer in Tau Ceti E has been awakened.
The execution of Protocol looms above everything.
But this time, something feels wrong: the Locals have found something that shouldn't be here.
Find out what it is - but prepare for the Protocol.
Start quietly. But as you grow, they will find you.
- - -
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7(64-Bit)
- Processor: i3-530 2.93GHZ 2 Core
- Memory: 8 GB RAM
- Graphics: Dedicated graphics card, GTX 750 Ti 2GB
- DirectX: Version 11
- Storage: 10 GB available space
- Sound Card: DirectX compatible
- Additional Notes: Display Resolution 1080p +
Recommended
- OS *: Windows 7(64-Bit)
- Processor: i9 11900KF8 Core
- Memory: 32 GB RAM
- Graphics: Dedicated graphics card, GTX 2070
- DirectX: Version 11
- Storage: 10 GB available space
- Sound Card: DirectX compatible
- Additional Notes: Display Resolution 1080p +
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
devblog: Optimization Push
The factory is hungry for more machines. The machine count will keep rising.100 machines running nicely1000 machines running nicely10000 machines running nicely The live demo version (16) is at step 1. Soon a closed playtest-branch will have an alpha version of step 2. Due to the nature of the factory builder game genre, there is nothing more discouraging than your hardware starting to struggle to run the factory. This is why the goal was always to support high numbers of machines.The physics based system where each machine is a physical entity that can be bumped, landed, moved, rotated, gravitated and radiated, introduces new challenges to the optimization - but none of it is unheard of.The first optimization run is encouraging.Between now and EA, numerous new machines and world features will be introduced to be exploited. While the test branch has been on a quiet period due to onboarding and UX updates, this starts to shift in the very near future as the rest of the content execution climbs up on the priority list.DemoA tested version of the optimization will eventually go live to demo, too - since the demo does not currently have a limit for machine counts, and the world does allow medium sized builds, the update will be essential for some pioneers. The updates will not break savegames - this principle is valued all the way to early access.Early AccessFor early access build, the step 3 is considered the minimum requirement.OnboardingThe onboarding of new players will keep being improved - plans for visual clarity tweaking and more game modes are in the works. These will likely go live on demo, also.STRATEGIC MAPStrategic map is vital. You can only fit so many machines in the regular world view. The strategic map allows you to see your entire play area - your machines, their locations and symbols and statuses - but also asteroid streams, gravity bodies, and other celestial entities.Manage the machinesManage long range logistics (railgun artillery)Have a clear view...Read full article on Community Announcements (certain goblin)Patch NotesOfficial
Onboarding Update
If you played an older version of ASEMA, hop back on. It clicks now.The new Update 16E provides:Tutorialization embedded in the CampaignFull Act 1 of the Campaign; several hours of contentOpen sandbox after Act 1: build freelyTech tree partially restricted: full version unlocks everythingWorld is culled: full version includes a full, dynamic solar systemUI and visuals (See the new trailers & the new screenshots)Validating onboarding is one of the harder problems in indie development. External QA directed 16E.Players are already pointing out things their growing factories need.The EA launch is the main target now.Join the Discord or the discussions, and share your builds and your ideas.https://discord.gg/kMJfQv62U2Read full article on Community Announcements (certain goblin)Patch NotesOfficial
Major Demo Update - now live
Major Update 15C is liveThis is the biggest single update shipped to the public demo!Old savegames will still load, but it's recommended starting a new game. Almost every system you touched in the previous demo build has been rebuilt, rebalanced, or replaced!SummaryLevel Ups and Perks: new progression system for the machinesMachine overhauls: Haulers, Probe, Beacon, Harvesters, Extractors...Quality of life improvements across the boardIn-game guide overhaulModules and recipes overhaul (slower, and more of them)Research overhaul (new interface, slower, and more of it)Haulers and attachingHaulers can now carry machines - depending on Hauler size, 1-5 of machines. Plus all the railguns you attach.Pioneer, Container, and some others can now attach logistic railguns.Attach them to Haulers - when you haul mined goods to your base, the Hub will start unloading your cargo with the railguns.User InterfaceCore of the update. Nearly every panel, menu and overlay has been rebuilt. Problems with scaling and excess information has been balanced and fixed according to the feedback and original plans.ScalingNew VisualsInventory Grid, Recipe Grid, Modules Grid..Logistic Settings and moreLess and more: Quality of life improvements for you to help manage your factoryOptions issues fixed + new optionsTech TreeSimpler and more helpful, the new tech tree shows you what you can research right now and show more data in a more clear manner. See how much you've progressed your current branch, how much is to go - and see all known machine details.Level UpsThe new system allows for Level Ups and thus achieving new Perks.Perks make machines faster, more efficient and more versatile. This is the first iteration of Perks, and future will bring a lot more.LogisticsLogistic core has been overhauled. The new system offers foundation for complex logistic systems. Try out Large Artillery Railgun and Relay module - the new logistical data layers and UI allow much more versatile, modular systems that ar...Read full article on Community Announcements (certain goblin)Patch NotesOfficial
Large Demo Update coming soon
Based on feedback from players and testers, the Demo is soon getting a large overhaul update!The update will be announced and detailed separately when it is live!User Interface overhaulIn-game Guide overhaul + reshaping of the campaingHaulers overhaul - carry up to 5 machines with the big Hauler..UI scaling issues fixed > From 1920x1080 to 1440x5120 (yes, vertical), the UI gets scaled correctly and remains readableTech tree overhaulVisual tweakingExtractors overhaulHarvester overhaulProbes overhaulRogue and many other machine types have gotten small fixes/tweaksLast features are being tested currently - stay tuned. The UI friction feedback has been very helpful, as it is important to hear what is wrong, what is needed and what could be better!Read full article on Community Announcements (certain goblin)Patch NotesOfficial
Demo Update 014F: Mission
The demo has recieved small updates thorough the week. A new update went just live.The CogitorNew: Cogitor now sits in your baseMission: Run the CogitorTutorial onboarding / guide UI has been overhauled with feedbackFixed bugs and glitchesThe new Mission is a step towards polishing the Demo experience. While in Early Access and Full Release player will access numerous tech tree branches, the basic mining, railguns and production is what you get to try in the Demo.In later updates, you will access more machines and eventually, you will be able to offer the Cogitor all it wants.Behind the curtains, the playtest branch runs - there new mechanisms will be tested. The Bulk branch is mostly finished, but it has larger Haulers that are going through large changes. They will be the space trains, the core of long distance transportation and much more.The Nano tech branch is currently under development. Together with Bulk, it allows player to build the exotic hybrid technologies.What does Nano do?Each tech branch has their own unique vibes. Bulk is just bulky machines doing excavation, mining and violent shooting. Nano's personal trait is self shaping. It introduces Vein machines, which are both a form of actual factory and automation design, but also resources for the other tech branches. For example, intelligent platforms that share machine inventories, require Veins.Read full article on Community Announcements (certain goblin)






