AstroBash
A downloadable game for Windows and Linux
AstroBash is a 3D space sport game built in Godot 4, where two teams face off inside a geodesic sphere arena in zero-gravity, Rocket League-meets-Dropshot-style gameplay.
Core Concept: Players pilot agile spaceships in full 6-degrees-of-freedom inside a hollow geodesic sphere made of hexagonal and pentagonal tiles. The objective is to smash a physics-driven ball through the opponent's goal tiles to score. The arena itself is the playing field, the walls, and the goals — all at once.
Dropshot-Inspired Goal Mechanics: There are no traditional nets. Instead, tiles on the sphere are assigned to teams (cyan vs. magenta). When a player touches the ball, all opponent goal tiles open simultaneously, and their own close. Open tiles can be protected by up to 3 layers of shield that degrade with each ball collision. Once a tile is fully open and unshielded, the ball can pass through it to score. After a goal, all tiles reset — but shield damage persists across open/close cycles within a round, adding strategic depth.
Movement & Boost: Ships fly with WASD thrust relative to their orientation, mouse-controlled rotation, and vertical movement on Space/Ctrl — all in zero gravity with inertia-based physics (max speed 20 m/s). A rechargeable boost system (right-click) pushes speed to 35 m/s and doubles the force applied to the ball on contact, draining from a 100-unit charge bar that refills over time.
Game Modes:
- Time Mode (default): 5-minute match, highest score wins.
- Points Mode: First team to reach a set number of goals (default 5) wins.
AI Opponent: A state-machine-driven bot with three difficulty tiers (Easy, Medium, Hard) that adjusts reaction time, aim precision, rotation speed, and tactical decision-making. The bot transitions between Chase, Attack, and Defend states based on ball possession and predicts ball trajectory for interceptions.
Arena Generation: Arenas are procedurally generated geodesic spheres built from subdivided icosahedra, available in three sizes (42, 92, or 162 tiles). Two tile distribution patterns are supported — an alternating checkerboard layout ensuring no adjacent same-type tiles, and a hemisphere split with a neutral buffer zone.
Ships: 8 distinct ship models (Racer, Cargo variants, Miner, Speeder variants) are available for both the player and bot. Ships are cosmetically different but share identical physics stats. Collision shapes are generated at runtime from each model's mesh geometry.
Visuals & Audio: The game features a neon aesthetic with emissive, team-colored tile surfaces, particle trails on the ball, dynamic lighting on ships and ball, and a unified shader system that handles tile state transitions (closed, shielded, open) without material swaps. Bloom and brightness are adjustable. Sound effects use the Kenney Digital Audio library, with separate master and SFX volume controls.
Customization: The settings menu allows adjusting game mode, time/point limits, shield count, bot difficulty, ship selection, arena size and pattern, mouse sensitivity, audio volumes, visual effects (bloom, brightness, particle quality), and key bindings — all persisted between sessions.
| Published | 1 day ago |
| Status | Released |
| Platforms | Windows, Linux |
| Author | wolkendorn |
| Genre | Sports, Action |
| Tags | 3D, Experimental, Funny, Godot |
