
Game intel
Astroneer
Travel to the Aeoluz system in pursuit of a grand threat in Astroneer: Glitchwalkers. The Glitchwalkers DLC is our first ever expansion to Astroneer, offering…
Astroneer has always nailed that tactile, toybox feel-digging tunnels with a vacuum, snapping platforms together, and bootstrapping oxygen networks out of nothing. But once you’ve tamed the tech tree and set up rails, the late-game can plateau into shuttle errands and incremental upgrades. Megatech, launching November 20, looks like SES finally leaning into the sandbox’s biggest untapped fantasy: going massive.
The headliner is the Orbital Platform: a high-tech ring you establish in orbit around your chosen planet, apparently built around a customizable asteroid core. That immediately solves a long-standing Astroneer pain point-where do you centralize late-game operations when every planet hoards different resources? If this thing becomes your logistics hub, it could finally make “one base to rule them all” viable without twenty shuttle trips an hour.
The Biodome sounds like Astroneer’s missing piece: a per-planet greenhouse for cultivating alien flora with automation hooks. If it plays nicely with Auto Arms, sensors, and the existing rail network, we’ll be setting up renewable chains for seeds, research bites, or reactive plants without babysitting harvest loops. The one-per-planet limitation is smart—it keeps performance in check and prevents biodomes from trivializing resource scarcity overnight.
The Museum is pure vibes, but don’t underestimate the power of a prestige space. Astroneer is a show-and-tell game at heart, and giving co-op groups a curated gallery for rare curios, elegant machines, and cursed contraptions scratches the social itch that screenshots never quite capture.
Important line in the sand: the megastructures live behind the paid DLC, while some of the systems that enable them arrive free to everyone. That’s the right split—keep the sandbox’s mechanical foundation unified, then sell the big toys to players hungry for escalation.

Two freebies matter most. First, the Distribution Launcher System, which sounds like the backbone for building and deploying megastructures. If SES has learned from the Rails Update, expect “place-and-plug” components that are intuitive without losing that Astroneer tactility.
Then there’s the star of the show: the Intermodal Terminal. Three landing pads, integrated rail stations, and fueling slots signal a proper logistics brain that can automate interplanetary resource flow. If we can set priorities, filters, and quotas, you’re basically building a planetary bus: hematite off Atrox, methane and hydrazine upstream, nanocarbon alloy outputs downstream—hands off. That’s huge for co-op, where one player can focus on exploration while another runs the supply web.
Crucially, SES says all this is compatible with existing saves. That’s a win. Astroneer fans have hundreds of hours sunk into bespoke planets; forcing a reset would’ve been a dealbreaker. You’ll still need to climb far enough through the tech tree to access the goodies, but you won’t be abandoning your best builds.
This caught my attention because Astroneer’s late-game has always felt one system short of greatness. Rails reduced tedium planet-side, but interplanetary shuttling remained the grind. If the Intermodal Terminal truly automates offworld transfers, that’s the missing link.

Questions I want answered on launch day:
Price is another unknown. I’m fine paying for megastructures if the free systems remain robust for everyone. What would irk me is if critical QoL—like basic route logic—sat behind the paywall. From what SES is signaling, the line seems fair.
We’re in a golden age of builder-logistics sandboxes. Satisfactory and Dyson Sphere Program popularized the fantasy of scaling from scrappy beginnings to industrial galactic networks. Astroneer’s charm has always been its hands-on simplicity, which can clash with the genre’s appetite for automation. Megatech looks like the compromise: let us keep the tactile building, then elevate the ceiling with orbital hubs and scheduled freight so our creativity isn’t capped by shuttle chores.
I wasn’t sold on Glitchwalkers’ more standalone structure; it felt like a detour. Megatech, in contrast, folds directly into the save files we care about and gives those worlds a second life. If SES sticks the landing, Astroneer goes from “great early-mid sandbox” to a true endgame builder you can live in for months.
Megatech drops November 20 with paid megastructures (Orbital Platform, Biodome, Museum) and a free update that finally automates interplanetary logistics. If the Intermodal Terminal has real routing logic and the Orbital Platform performs well in co-op, Astroneer’s late-game stops plateauing and starts thriving.
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