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Azimuth

Azimuth

by TheRooklet

Price N/A
Avg Players 0
Released Coming soon
2DCasualClickerFuturistic
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Build sprawling modular megastructures across alien star systems in this retro-futuristic idle game. You'll optimize grid-based factories, manage resource chains, and gradually unlock cosmic mysteries through systematic expansion and automation. Best suited for players who enjoy methodical progression and the satisfying mechanics of large-scale industrial construction.

About this game

Players, last 68 days

Peak 0 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

Latest updates

Demo Update 0.9.27 - A New Era for Azimuth

2 days ago
It's been a busy few months for us here! This update brings together everything that's changed from 0.9.18, the last-released demo update, through to 0.9.27, and there's quite a lot to cover. We've added new systems, reworked some of the game's biggest mechanics, given the UI and audio a substantial overhaul, and spent plenty of time polishing things behind the scenes.**A note for returning players:** saves from versions before 0.9.24 are no longer supported due to the Causality rework. As a result, your old demo save will be automatically deleted upon starting up the game in order to play this version.Let's get into it!New systems and major reworksThe biggest changes are to the game's progression systems. The old Helix prestige system has been replaced with the Causality system, bringing the prestige mechanics in line with Azimuth's evolving lore and direction.The module system has also had a complete overhaul. Unlocked through the Dyson Sphere, you now have more space to place down modules. We have also introduced the Panel Points system for the module grid, as well as added new Efficiency modules that reduce building consumption. We've also added Pentagon Boosters that strengthen surrounding modules, which will replace the old amplifier modules.The Ringworld now supports a population system, where you must balance Food, Production, and Luxury. Through this, you will gain the ability to make earnings while you are offline.Beyond that, the third star system has been added which opens up another layer of progression, with new buildings and upgrades to discover.There's also a new Flux control system, which has been implemented as an improvement to the existing Planetary Cycles system, alongside a rebalanced economy across all star systems. Upgrades and building production/costs have been adjusted to create a smoother progression curve, with resources spent more evenly and megastructure costs better suited to the scale of your industry.A bigger universe to exploreSeve...

Demo Hotfix 0.9.18 - Under-the-Hood

124 days ago
Before getting into the patch notes, I want to give a massive thank you to every single person who played the demo, left feedback, and wishlisted the game during Steam Next Fest. The response was incredible to watch, and genuinely heartwarming to see so many positive reactions from you all to the concept!I also want to apologize for this update rolling out a little later than planned, I had to step away for a business trip right as the festival was wrapping up. We are back at the desk and ready to keep buildingWhile you have all been busy pushing the boundaries of the game, it was time to take a step back and look at the game's engine. As Azimuth grows, so does the math running behind the scenes. This patch serves as a massive code audit. You won't see any new buildings or buttons in this one, but you will certainly feel the changes. We spent five separate rounds tearing the engine apart and putting it back together leaner.Long story short: same game, less problems, longer sessions, sturdier saves. Here's what's changed in version 0.9.18:CPU gainsThe game does a massive amount of math every tick to figure out what all your buildings are producing. Previously it performed the same shared calculations over and over, once for every building you own. Now it does that work once per tick and shares the answer among every building.The bigger your industry, the bigger the gains. On busy saves this patch delivers, as an estimate, roughly a 25% to 45% reduction in the background simulation overhead. Note: this specifically applies to the background production math, not your total framerate! But unlike before, that calculation cost no longer balloons out of control as you stack up hundreds of buildings.UI and memoryThe UI logic used to redraw buildings costs 60 times a second, even when nothing changed. Now they only recalculate when a number actually changes. The UI also rebuilds lists in single clean passes instead of nudging the screen dozens of times over. Translation: not...

Demo Hotfix 0.9.17 - Module Sets

135 days ago
It is Day 3 of the Steam Next Fest! Interacting with the jigsaw puzzle that is the modules system can feel a bit chaotic sometimes, and the time has come to fix the absolute mess that is module sets.Today’s patch is dedicated entirely to quality of life and visual changes related to modules and module sets.Here's what's new in version 0.9.17:AddedModule sets have received a big overhaul. Active sets now receive extra visual features when activated, as well as an "ACTIVE" badge indicating exactly how many copies of that set are currently placed on the grid.Hovering over an active set's card will now highlight its exact position on your grid. This drastically reduces visual clutter compared to having the entire grid glowing at all times, especially when overlapping multiple module sets.ChangedModule placement now works through drag and drop instead of clicking to select (Note: you can still right-click modules on the grid to return them to your inventory).The module sets list now hides any set whose shape is too large to fit on your current grid.RemovedThe Hollow Diamond module set has been removed as it shares almost the exact same layout as the Power Cross.

Posts come from Steam's official announcements feed.

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