- Release Year: 2015
- Platforms: Windows
- Publisher: Atari Interactive, Inc.
- Developer: Salty Games
- Genre: Action, Strategy, Tactics
- Perspective: 1st-person
- Gameplay: Shooter
- Setting: Futuristic, Sci-fi
- Average Score: 29/100

Description
Asteroids: Outpost is a sci-fi survival and strategy game set in the asteroid belt of our solar system. Players act as prospectors who mine rare minerals from asteroids, scavenge abandoned outposts, and build customizable bases while managing critical life support systems like oxygen and energy. They must defend against environmental hazards such as asteroid storms and hostile claim jumpers using turrets and weapons, and interact with other players through trade, alliances, or conflict in a competitive gold rush for resources.
Gameplay Videos
Asteroids: Outpost Guides & Walkthroughs
Asteroids: Outpost: A Fractured Frontier – The Ambitious Failure of Atari’s Sandbox Sequel
Introduction: The Vector Ghost in the Sandbox Machine
To speak of Asteroids is to speak of a primal, geometric essence of gaming: the black void, the jagged vector rocks, the hypnotic spin of the player’s wedge-shaped ship. It is a masterpiece of kinetic minimalism. Therefore, the announcement of Asteroids: Outpost in 2015 was not merely a sequel; it was a conceptual schism. Here was a game that discarded the core loop—inertial drifting, screen-wrapping blasting—for the then-burgeoning trappings of an open-world sandbox survival game. This review posits that Asteroids: Outpost is a profoundly fascinating failure. It represents a critical moment where a legacy publisher, leveraging the credibility of a classic IP and a team of industry veterans, attempted a radical genre transposition that collapsed under the weight of its own ambition, technical shortcomings, and a fundamental misunderstanding of its source material’s soul. Its legacy is not one of influence, but of cautionary taxonomy: the “Early Access cautionary tale” and the “IP revival misfire.”
Development History & Context: Veterans Adrift in a New Gold Rush
The Studio and the Vision
Asteroids: Outpost was developed by Salty Games, a studio whose publicly listed credits on the MobyGames entry are tantalizingly sparse, but which external sources like GameSided and GamesBeat reveal was comprised of veterans from major franchises including Call of Duty: Black Ops 2, Call of Duty: Ghosts, and Star Trek Online. This was not an indie garage band but a professional unit. The project was spearheaded by Atari, with Peter Banks identified as Executive Producer/ Senior Product Lead in multiple sources. The vision, as Banks explained to GamesBeat, was to “expand the world of Asteroids beyond a single gameplay mechanic and explore the wider context of the game.” The goal was to evoke the feeling of the classic—the deep space setting and the destruction of asteroids—within a modern “open-world, sandbox-style survival experience.”
The Technological and Market Landscape
Released in March 2015 for Windows via Steam Early Access, the game entered a market saturated with survival-sandbox hybrids following the monumental success of Minecraft and the rising popularity of titles like DayZ and Rust. The pitch was clear: “Welcome to the new Gold Rush.” Players would be prospectors on a massive asteroid, managing life support (oxygen, energy), building customizable bases, defending against “asteroid showers” and other players, and scavenging resources. The technological constraints were those of a small team attempting a large-scale, networked, persistent-world simulation—a notorious challenge even for well-funded studios.
The Unraveling Development
The source material from Delisted Games provides a grim, chronological autopsy. Active development dwindled within months of the March 2015 release. By May 2015, players reported “no servers available.” A key milestone was the departure of John Harris, the game designer, by May, leaving Project Lead/Lead Programmer Bill Petro to shoulder both development and community management. An official post on June 12, 2015 (“Switching Gears”) announced a pivot toward more PvP combat, moving away from base-building and resource hunting, with a “couple months” until the next version. The final communication came on July 7, 2015—a brief, apologetic update about an ongoing “overhaul.” After this, silence. The LinkedIn-driven timeline shows the last key departure: Peter Banks left Atari in September 2016, and the game was officially delisted from Steam on October 26, 2016. The community, as captured in the Steam forum excerpts, devolved from curiosity to fury, plagued by server unavailability, crashes, and a complete lack of communication, leading to review-bombing and cries of “rubbish” and “broken.”
Narrative & Thematic Deep Dive: The Lore of a Broken Promise
The game’s narrative is less a story and more a diegetic framework extracted from the official Steam store description. It posits a 22nd-century “Gold Rush” in the Asteroid Belt. Earth’s resources are depleted; Mars and the Moon are already industrially exploited. The Belt is humanity’s “newest frontier, as wild and untamed as any that man has faced.” The thematic core is pure frontiersman survivalism transposed to space: the lone prospector versus a hostile environment and rival claim-jumpers.
The narrative is delivered exclusively through environmental storytelling and UI prompts—there are no cutscenes, no NPCs with dialogue, no coherent plot. The “story” is the player’s own struggle: finding resources, building a base, managing oxygen, and fighting. The thematic promise was one of emergent narrative: your tale of betrayal with a trading partner, your heroic defense against an asteroid storm, your cunning ambush of a rival. In practice, the broken state of the game froze all potential for such stories. The only narrative that emerged from the community was one of betrayal by the developers, creating a stark, ironic parallel between the “claim jumpers” in the game’s lore and the players’ feeling of being abandoned by their “publisher landlord.”
Gameplay Mechanics & Systems: The Architecture of a Mirage
The Steam store description outlines an ambitious suite of systems that, judging by community reports and the game’s rapid decline, either never fully materialized or were so buggy as to be unusable.
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Core Loop & Survival: The intended loop was: scavenge/ mine → craft/upgrade → expand base → defend. Fundamental survival mechanics included managing oxygen and energy levels. The vehicle (an upgradable rover) and the space suit were meant to be progression pillars. Community feedback (from Steam user ‘Ravey’) immediately identified a critical flaw: the basic suit’s duration was too short for meaningful exploration, creating a punishing early game where “by the time you get back your base is dead or you suffocate.”
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Resource Gathering & “Classic” Homage: The link to the original Asteroids was meant to be the mining mechanic. Players would shoot down smaller asteroids (which would, in a direct callback, split into smaller, faster pieces) to harvest ore. The GamesBeat interview with Peter Banks explicitly states this was a “core gameplay mechanic” designed to “evoke classic gameplay without specifically reproducing it.” However, forum user ‘Bikimini’ directly questioned if this mechanic was even present: “When you shoot the asteroids will they split up into smaller, faster asteroids? These are the questions.” This highlights a critical communication failure—the game’s central hook was unclear even to interested players.
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Base Building & Defense: Players were to construct “a highly customized base with a huge range of functional components” and craft “powerful turrets to shoot down incoming asteroids.” The asteroid storm defense was the unique selling point, merging tower defense with survival. However, user ‘Ravey’ noted that “the AI turret misses too many asteroids early game,” crippling this system. The “defend and upgrade” loop was therefore compromised at its foundation.
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Multiplayer & Emergence: The vision hinged on emergent multiplayer dynamics: trade, team up, fight for territory. Yet the server infrastructure was a disaster. The deliberate reduction to six servers (April 2015) to create “more dense groups” backfired spectacularly, leading to total unavailability. The “interact with other players” promise became a cruel joke. The most potent multiplayer interaction reported was communal frustration on forums.
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Innovation vs. Flaw: The most innovative concept was translating the Asteroids screen-edge hazard (incoming asteroids) into a literal, base-threatening environmental event that required active defense. This was a clever, thematic adaptation. The greatest flaw was a catastrophic underestimation of the technical complexity of a stable, persistent online survival sandbox. The systems were paper-thin in execution, prone to bugs (e.g., Snake’s report that entering a vehicle made “ore vanish”), and utterly undermined by a non-functional network backbone.
World-Building, Art & Sound: The Aesthetic of emptiness
The setting—the surface of a single, vast asteroid in the Belt—was conceptually strong. It offered a claustrophobic, isolated “vast terrain” as described in the store blurb: a “wild and untamed” frontier of rock and void. However, the provided source material contains zero descriptions of the actual art direction, visual style, or sound design. There are no critical reviews to analyze its atmosphere. The only visual references are placeholder MobyGames screenshots, which show a generic, low-poly sci-fi environment with a brownish-grey palette and basic UI elements. The sound, if any existed beyond functional effects, is unmentioned.
The world-building was therefore entirely conceptual and textual. Players were given a rich lore premise but delivered a barren, buggy, and ultimately empty space. The irony is palpable: a game about stripping resources from an asteroid likely delivered an asteroid surface that felt barren of all but bugs and broken promises. The atmosphere, intended to be one of tense, isolated survival, curdled into one of abandonment and decay, mirroring the project’s fate.
Reception & Legacy: A Blinkered Descent into Oblivion
Critical and Commercial Reception
There are no professional critic reviews listed on Metacritic or IGN for Asteroids: Outpost. Its reception was entirely player-driven and catastrophic. As compiled by Steambase, the game holds a Player Score of 29/100 based on 119 reviews, classified as “Mostly Negative” (34 positive, 85 negative). This score has remained static for years, a digital tombstone. The commercial reality was failure: delisted within 18 months of release, with a player base that vanished as quickly as the servers.
The Community’s Chorus of Failure
The Steam community discussions serve as a raw, unfiltered obituary. The progression is clear:
1. Confusion & Curiosity (Feb-Mar 2015): Users question the bizarre departure from the original’s gameplay (“what has this in common with… other than rocks?”).
2. Frustration & Bug Reporting (Mar 2015): Immediate complaints about lack of instructions, vehicle bugs, and the punishing survival loop.
3. Despair & Abandonment (Dec 2015 – Jan 2016): The dominant narrative becomes complete server unavailability (“Server is unavailable pls try again in a few minutes,” “Cant join any server and it crashes”).
4. Cynicism & Accusation (Mar 2016): The conversation turns to refunds and allegations of criminal behavior for “selling a game you know is broken.”
The goldfish question from user ‘Bikimini’—”what’s the deal with the goldfish in the video?”—is a perfect, absurd capstone. It speaks to a community trying to find any hook, any bizarre detail, to engage with a game that offered them nothing of substance.
Influence and Historical Position
Asteroids: Outpost has zero discernible positive influence on the industry. It is not cited as an inspiration. Its legacy is exclusively as a case study in failure:
* The Peril of Early Access for Complex Projects: It demonstrates how Early Access, meant for iterative development with community feedback, becomes a death spiral when core networking and server infrastructure is untenable from the start.
* The Pitfalls of IP “Expansion”: It is a textbook example of misapplying a beloved IP. Banks’ stated goal to “expand the world” resulted in a game that bore only the faintest, most tangential relationship to the magic of the original, alienating fans without offering a compelling substitute for newcomers.
* The “Veteran Studio” Mirage: The pedigree of Salty Games’ team from major franchises proved irrelevant in the face of what appears to be severe mismanagement, scope creep, and technical incompetence regarding live service requirements.
* Asteroids in the Franchise Timeline: On the MobyGames series page, it sits between Asteroids: Gunner (2011, a WiiWare rail shooter) and Asteroids: Recharged (2021, a modernized arcade remake). Outpost is the black sheep, the divergent experiment that failed so spectacularly it was erased from history (delisted) and is ignored in subsequent franchise revivals. It proves that some IPs are so inextricably linked to their core mechanic that expanding them requires more than just a new genre skin; it requires understanding their essence.
Conclusion: A Monument to Mismanaged Ambition
Asteroids: Outpost is not a lost classic. It is a cautionary monument. Its thesis—that the Asteroids universe could support a deep, survivalist narrative about the human cost of resource extraction—was intellectually intriguing. Its proposed marriage of classic arcade hazard (incoming asteroids) with modern base-defense was clever. But its execution was a masterpiece of collapse. From confusing communications and punishing, unexplained systems to a catastrophic failure of basic online functionality and a complete abandonment by its developers, the game failed on every fundamental level of game delivery.
Historically, it is a footnote, but a significant one. It stands as a stark reminder that an IP’s legacy is fragile, that “veteran” does not mean “infallible,” and that the Early Access model is a double-edged sword that can just as easily expose a game’s fatal flaws as it can help refine them. The “new Gold Rush” it promised was not one of digital fortune, but of developer hubris. For every player who asked about the goldfish, there was a silent majority who simply asked, “Why?” As a piece of video game history, Asteroids: Outpost is essential not for what it achieved, but for the vivid, brutal clarity of its failure. It is the sound of a vector ship, not spinning gracefully through a void, but crashing silently into an asteroid and taking its entire outpost with it. Final Verdict: 2/10 – A fascinating, broken, and ultimately cautionary artifact of a specific, hubristic moment in mid-2010s game development.