
Game intel
STARSEEKER: Astroneer Expeditions
STARSEEKER is a new game set within the Astroneer universe with a focus on discovery, cooperative expeditions, and camaraderie. Exploring deep space on the ESS…
I’ve put an embarrassing amount of hours into Astroneer’s peaceful loop of digging, tinkering, and shipping weird research pods into orbit. So when System Era Softworks teamed up with Devolver Digital to unveil Starseeker: Astroneer Expeditions, a 2026 spin on the universe built around timed, 1-4 player co-op runs, my ears perked up. This isn’t more chill terraforming-this is the Friday-night “one more run” flavor, complete with handcrafted planets, modular tool attachments, and a hub that the devs literally framed as more “party bus” than sterile lab. That’s a bold pivot-and it might be exactly the right one.
Starseeker anchors everything to an orbiting hub—the ESS Starseeker—where you buy, design, and even trade gear before each mission. The tone is deliberately chaotic: yes, you can assemble a sensible kit… or toss caution to the solar winds and bring a beach ball and fireworks. Once your dropship hits dirt, a mission clock starts. Worlds are hostile, the plan unravels, and your squad absolutely will make it worse—by design.
The first featured destination is Tephra, a lush but dangerous planet with thick jungle canopies, deep caves, and oceanic stretches. Unlike the procedural sprawl of Astroneer’s original planets, these are hand-built spaces. That matters: handcrafting supports tighter mission design, set-piece encounters, and the ability to revisit specific clearings, stashes, or scenic spots. As your team pushes deeper, more landing zones unlock, revealing tougher objectives and bigger team missions.
The gameplay demo laid out a classic co-op arc: land on Tephra, reach high ground to reestablish a comms relay, clear alien growths with water nozzles, fend off swarms, and book it back to extract before the timer zeroes out. The “nozzles” are modular upgrades that snap onto EXO tools, changing how you interact with terrain and tech—very much an evolution of Astroneer’s terrain tool mods, but pointed at mission goals and moment-to-moment problem-solving. Between objectives, the squad detoured to chase carrot-shaped critters and troll each other because, of course, they did. If Deep Rock Galactic taught us anything, it’s that structured chaos plus goofy co-op antics is a potent cocktail.

Astroneer’s long-term magic is creativity and chill exploration, but that same open-endedness can make session planning tough with friends. Starseeker looks like the antidote: tight, repeatable runs you can complete in an evening, with handcrafted layers that reward map knowledge and squad synergy. It slots right into the current co-op wave—think Deep Rock Galactic’s mission cadence, Helldivers 2’s extract-or-die push, and even Lethal Company’s “we absolutely shouldn’t press that button” energy—filtered through Astroneer’s colorful, toybox aesthetic.
There are caveats. Time pressure risks alienating Astroneer’s zen crowd if it’s too aggressive, especially for solo players. Combat is a tonal shift: Astroneer had hazards, not horde fights; one bad balance pass can turn clever improvisation into spongey attrition. Handcrafted maps can be brilliant, but they need breadth (multiple planets at launch) or strong modifiers to stay fresh across dozens of runs. And if trolling is part of the pitch, grief prevention and good failure states (“fail forward” rewards, quick recovery, generous checkpoints) are non-negotiable.
On the upside, System Era has a solid reputation for thoughtful post-launch support, and Devolver’s involvement signals a willingness to lean into personality without smothering design. The modular nozzle system could be the star if it meaningfully shifts tactics—think swapping from cleaning growths to pressure-spraying platforms, or combining effects across players for improvised solutions. If runs become little heists of terrain manipulation, gadget synergy, and “we shouldn’t have lived but we did” extractions, Starseeker will carve out its own identity fast.

This caught my attention because it respects what made Astroneer special (playful tools, environmental problem-solving) while embracing the modern co-op session format that actually gets friends online. If System Era nails the timer tuning, gives nozzles real depth, and ships with enough handcrafted locales to sustain discovery, Starseeker could be that dependable “two-hour chaos run” we rotate in alongside DRG and Helldivers. If not, it risks feeling like a cute novelty with great vibes and thin legs.
Starseeker turns Astroneer’s sandbox into timed, handcrafted co-op expeditions—prep on a party-bus hub, drop to hostile worlds, improvise with modular tools, and extract under pressure. It looks like a smart pivot; now the design needs to prove it has depth, progression, and staying power.
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