April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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by tenpn - Jam Entry

**If you're struggling with the size of the UI and graphics, zooming in Chrome (and then possibly refreshing) will make everything larger, and still play fine.**

SimAsteroid is a management game where you extract rare earth minerals from a rock flying through space for profit.

The men and women of K421 look to you for leadership and a cool head. With a small window of time to work, you must grow your colony fast and extract as much profit as possible from the dead rock.

SimAsteroid is the first production of Capsaicin Games, jointly @tinheadned and @tenpn. It is written in javascript and uses the CraftyJS engine.


Works with latest versions of Chrome, Firefox and Safari on Linux and OSX. Also works on iPad. Please report any problems below.


_There is a limited tutorial, so keep an eye on the status bar on the bottom of the page. The status bar will also warn you of any new issues or problems._

You manage your asteroid by constructing buildings and moving colonists between those buildings. Every game turn, each building consumes some resources, and then produces some. If it can't consume all necessary resources, the building does not produce anything.

You have 600 days to produce rare earth minerals, and ship them through a freight depot for points. After that you will be out of range of the support ships, and must abandon asteroid.

The root of the resources tree are the ores you extract from the asteroid tiles. Each tile produces one type of resource. You can click the Resources button on the right to see the resources around your landing ship, or use the astoanalyser to further explore the asteroid.

A mine will extract the ore from the tile, but then it needs refining in another building before becoming really useful. Ice needs melting in an ice melter, iron converts to steel in a steel refinery, regolith becomes plastic when put through a regoplasticiser, and rare earth ore smelts into rare earth minerals.

Each building needs energy, which must be produced by solar panels. At the end of every turn, energy not used gets thrown away. The Energy Production label tells you how much excess you are wasting at the moment.

You can get more colonists by providing enough excess food and water. Food is provided by providing water to a hydroponics building. If you are running out of room for colonists, you will need to build a habitat to house the new arrivals.

**If you're struggling with the size of the UI and graphics, zooming in Chrome (and then possibly refreshing) will make everything larger, and still play fine.**

Downloads and Links




Raptor85 says ...
Apr 23, 2012 @ 7:27pm

a note for future html5 games, it would help if you change the cursor when hovering over clickable items, i completely missed that some things there were clickable because my cursor was the text select one.

tenpn says ...
Apr 23, 2012 @ 7:42pm

That's an ace idea. Still some time left before the deadline so we're going to make that change.

tenpn says ...
Apr 23, 2012 @ 8:34pm

Updated with general UI improvments and tweaks, and MOUSEOVER POINTERS! \o/

Seppi says ...
Apr 23, 2012 @ 9:00pm

Very cool, albeit complicated.

jplur says ...
Apr 23, 2012 @ 9:18pm

Pretty fun, could use some more polish with the UI, maybe larger fonts. Also would be nice if the buildings had some animations for the resources they were/were not producing.

nddrylliog says ...
Apr 24, 2012 @ 11:59am

Had a few graphical bugs (sometimes it starts with things weirdly zoomed or sometimes you don't see the planet at all).

I was pretty impressed with the nice isometric handling. There is a variety of resources, and that's kinda cool. The tutorial also helped: I was a bit lost in the beginning.

Overall, I think this deserves some more time to turn it into a full-fledged game :) Cheers!

DaveDobson says ...
Apr 24, 2012 @ 9:40pm

A fun simulation, with lots of complexity for such a short time window. I got stuck a few times and couldn't figure out how to move colonists to get resources, and it was difficult to figure out the income streams. Too small to see, and the scaling didn't help entirely. Also, clicking on the isometric interface didn't always put stuff where I intended. So, a steep learning curve, but fun to play, and impressive in such a short time. Nice work!

Mach60KAS says ...
May 1, 2012 @ 11:14pm

I unfortunately had a lot of trouble grasping the gameplay from the tutorial alone, and I feel larger graphics would have certainly been beneficial. Still a great idea though!

angrygeometry says ...
May 4, 2012 @ 4:38pm

had to strain to see and read a lot of what was going on, but that might have been my eyesight.. i think its a good idea, and a little tweaking and some clearer explanations would really help it.

Shigor says ...
May 5, 2012 @ 9:10pm

Nice k421, sorry, k241 clone. I think I'll fire up Fragile Allegiance tomorrow and play it again after few years :)

Rex Peppers says ...
May 7, 2012 @ 1:31pm

Really enjoyed this, thanks for making it! The flashing red light helped show the critical path to getting further into the game. Thanks

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