WHAT THE PRESS SAYS
Stellaris has a new challenger in ’90s inspired space 4X game Beyond Astra. […] The result is something that feels very akin to those genre icons, but with smart, modern design and a bold, vibrant art style.
PCGamesN
This is how only God gets to see the universe.
GameStar, translated from German
It looks roughly as if someone took the space part of Spore and made a strategy game out of it.
Gamereactor, translated from Swedish
Featured News
Gameplay Insights #6: The Four X’s, in the Order You’ll Live Them
Greetings, Astra Odysseans! An honest note to start: we’ve been buried in balance passes and tooltips for weeks. It’s not…
Gameplay Insights #5: Galactic-Scale City Building
Greetings, Astra Odysseans! In our previous updates, we explored the six grand strategic pillars of Beyond Astra (Science, Religion, Culture,…
Gameplay Insights #4 : Forging New Worlds – Visuals, Biomes, and Exotic Wealth
Greetings, Astra Odysseans! In our previous updates, we deep-dived into the grand strategic pillars of Beyond Astra: Science, Religion, Culture,…
SIX WAYS TO WIN
War is only one of them. Unite your people’s faith to perform true miracles, corner every market, outpace every rival in research, or forge the federation that rallies half the galaxy. Science, Culture, Religion, Economy, Diplomacy, Military, and every path feeds the others: a single tourist city fills your treasury with foreign credits, and sends its visitors home with new opinions, sometimes a new faith.
Crystalline beings that grow by devouring minerals. Hives that turn every harvest into more of the hive. Eight playable civilizations, each running on its own logic, across 24 distinct world types.

HOW TWO PEOPLE BUILT A SEAMLESS GALAXY
No commercial engine was built to simulate an ever-evolving galaxy with hundreds of visitable worlds and zero loading screens, so we spent six years rewriting the core of one until it could.
HUNDREDS OF VISITABLE WORLDS
One continuous map, hundreds of planets you can descend to, and fleets in motion everywhere at once. Custom multi-threading keeps all of it running without a loading screen in sight.
ARMIES THAT WALK ON A SPHERE
Pathfinding is instant across the curved surface of every planet, so your units move around a world instead of across a flat grid. A single planet can hold several of your cities.
EVERY SHOT HAS A REAL TRAJECTORY
Nothing you see on screen is decoration. Every projectile is a real object with a real trajectory: it is fired, it travels, and it lands in the world you are looking at. That is why a missile can be shot down in mid-flight, and why where you place your guns decides a battle more than how fast you click.
Join the community
Stay connected: follow updates, take part in community life, play mini-games, give feedback and suggestions, post bug reports… In short, join us on discord!



