Launch 2026 on PC, Steam
PRESS COVERAGE
Since Falling Frontier, no 4X strategy game has surprised me this positively.
GameStar (Germany), Peter Bathge, translated from German
Stellaris has a new challenger in ’90s inspired space 4X game Beyond Astra. Built by a solo developer at Nebule Games, this beautiful new strategy game offers an impressive level of depth.
PCGamesN, Ken Allsop
This is how only God gets to see the universe.
GameStar (Germany), on the seamless zoom, translated from German
Beyond Astra takes its cues from the usual suspects and adds some spice of its own too.
PC Gamer (US print edition, February 2025)
It looks roughly as if someone took the space part of Spore and made a strategy game out of it.
Gamereactor (Sweden), Patrik Severin, translated from Swedish
A large-scale space strategy game in which the activity of billions of citizens is simulated.
Automaton (Japan), Akihiro Sakurai, translated from Japanese
Also covered by 80 Level, Strategy & Wargaming (developer interview), Nostick (France), Carnet d’un stratège (France) and GamePro (Germany).
FACT SHEET
- Title: Beyond Astra®
- Developer: Nebule Games, independent studio, South of France
- Genre: Real-time sci-fi 4X (grand strategy, planetary city-building, RTS combat)
- Mode: Single-player
- Languages: EN, FR, DE, JA, KO, RU, UK, PT-BR, PL, IT, SP, ZH-CN, ZH-TW, CS
- Platform: PC (Steam, GOG, Epic Games)
- Release date: TBA
- Beta: Phase 1 — Kickstarter backers, alongside professional QA. Phase 2 — wider community access. Phase 3 — qualified press & creators, on request.
- Price: TBA
- Steam page: https://store.steampowered.com/app/2669060 — ~110,000 wishlists
- Crowdfunding: successful Kickstarter campaign (~500 backers)
- Press contact: press@nebulegames.com
EVENTS
- Play Sorbonne Festival – September 28, 2024
- Steam Next Fest – October 14, 2024
- Kickstarter campaign October 14 – November 13, 2024
- Real Time Strategy Festival (Steam) – January 20, 2025
- Galaxies Show – April 17, 2025
- 4X Fest (Steam) – August 11, 2025
- Backed by Backers – April 21, 2026
ARTICLES
PRESS & CREATOR ASSETS
Video & Audio for Creators
All music in Beyond Astra is composed in-house. There is no third-party rights holder, so you are free to use these files in your videos, with no risk of a copyright claim.
- Trailer, full mix (MP4, 1080p)
- Trailer, no audio (MP4, clean footage for your own commentary or voice-over)
- Audio stems (WAV: music, sound effects and voice as separate tracks)
- Screenshots (16 MB)
- Branding images (141 KB)
ONE-LINER
Build your civilization from a single city into a galactic empire with zero loading screens, where victory is only the beginning.
PITCH
Zoom from your cities to the galactic map in a single motion, zero loading screens. Lead your people through a living galaxy, on the trail of the only civilization ever to achieve Ascension. A real-time sci-fi 4X with active pause: grand strategy, planetary city-building, tactical RTS battles.
ABOUT THE GAME
Beyond Astra bridges the gap between tangible planetary gameplay and galactic grand strategy. Players start with a single city on an uncharted world and grow their civilization into a multi-system empire. To claim the stars, they must tame dangerous biomes, outplay or ally with rival empires, and stand against galactic crises that evolve with them.
The game’s standout technical achievement is its seamless zoom. Players move from the surface of a 3D planet to the galactic map in an instant, without a single loading screen. This sense of scale connects the micro to the macro: watch your cities grow and orbital bombardments rain down on your streets, then zoom out to command fleets across the stars.
Unlike spreadsheet-heavy strategy games, Beyond Astra anchors its depth in a tangible, physically simulated universe. Resources are localized and carried along physical trade routes. Combat is slow-paced, driven by real ballistics and customizable unit behaviors, and an active pause lets players think rather than race. City templates keep a galaxy-sized empire manageable, while the six pillars (Science, Culture, Religion, Economy, Diplomacy, Military) feed into one another: a single tourist city fills the treasury with foreign credits, and sends its visitors home with new opinions, sometimes a new faith.
And above it all hangs one mystery. Long ago, a single civilization achieved the impossible: Ascension. It left the galaxy, and it left a trail. Following it is the endgame beyond victory, toward one of ten Ascensions, the first since Astra.
KEY FEATURES
- From city to galaxy, zero loading screens: a rebuilt engine core allows a seamless, instantaneous zoom from a bird’s-eye view of your cities out to deep space, with strategic clarity at every scale.
- A tangible universe: build cities directly on planetary surfaces and face the local megafauna on the ground. Resources are localized and physically hauled across the galaxy by cargo ships.
- Tactical RTS warfare: slow-paced, real-time battles on 3D planets and in space. Design your own units, tailor their behaviors, and use physical ballistics against rival empires and colossal creatures.
- Six pillars of grand strategy: military might is only one path. Unify your population’s faith to perform true miracles, draw the galaxy’s tourists to your wonders, or strike through espionage and economic warfare.
- An organic population: govern billions of citizens whose jobs, journeys, ideologies, and beliefs evolve on their own. Active pause and intuitive tools, like city templates, keep the depth approachable.
- The Trail of Astra: uncover the ruins of those who tried to follow and failed, on the way to one of ten Ascensions, the first since Astra.
STORY ANGLES
- The technical feat. One developer spent six years rewriting an engine’s core to simulate a massive galaxy with visitable 3D planets, without loading screens.
- The genre gap. The tangible, planet-side wonder the genre lost after Spore, fused with the depth of grand strategy, without the spreadsheet.
- The endgame twist. Victory is not the end. Ascension waits beyond it, and the galaxy will fight you for trying.
- The two-person studio. A composer-programmer and a designer-writer taking on a genre usually reserved for large teams.
ABOUT NEBULE GAMES
Nebule Games is an independent studio based in the South of France, founded by two lifelong strategy and sci-fi enthusiasts.
Simulating a massive, seamless galaxy with visitable 3D planets is a monumental challenge for an indie team. To bring it to life without sacrificing performance, Valentin Simonelli (Lead Developer & Composer) spent six years rebuilding the engine’s core, with bespoke multi-threading systems and a custom architecture; the game is 100% coded, and scored, by him. Alexandre Achard handles game design, writing, and marketing. Nebule Games is a tiny team punching far above its weight, making the space opera it always dreamed of playing.
Behind the game stands a community that has grown with the studio since a modest Kickstarter campaign two years ago, when no one knew its name; its five hundred first backers will be the first to enter the beta.
CONTACT
Press, interviews, keys, and creator inquiries: press@nebulegames.com




