Astroneer steam player count
![astroneer steam player count astroneer steam player count](https://i.ytimg.com/vi/Wjyz0k_8_D0/maxresdefault.jpg)
This is made especially difficult because if all players are simultaneously in different areas of the world, the host has to generate and maintain collision information for every player, while processing all of the terrain deformations they might be performing. The host machine therefore has a tremendous CPU load, increasing linearly with the number of players in the game. Astroneer is built with Unreal Engine 4, employing a strict server-client model, where the server is the authority for all game state. In single player, since the game world is so vast, we try to maintain framerate by only simulating objects that are near you, and only generating collision surfaces for nearby terrain. The four player limit was a concession to the lack of optimization time. I expected that tackling these issues while also implementing required features like join-in-progress correctly would leave little time for other features or for deep optimization by the time we needed to ship Early Access. Astroneer features a bunch of things that present challenges for any networking model: Procedural world generation, smooth real time terrain deformation, and large numbers of dynamic objects. The other half was we didn’t have the resources to hire people who knew what they were doing. Half the answer is I didn’t know what I was doing, so I was at least going to limit the length of rope with which to hang myself.
![astroneer steam player count astroneer steam player count](https://api.cdkeybay.com/static/67934e97829c9d86e79f0108.jpg)
This is what the game will release with on December 16. Joins would happen via platform friends lists. A limit of four players was later established, and there would be little to no in-game UI for multiplayer sessions. It would be straightforward co-op where one person could join another person’s single player experience, and only if those people were friends. Multiplayer version 1 would feature no matchmaking, no dedicated servers, no host migration, no game lobbies or otherwise complicated state flow. When the schedule became extended, we decided to attempt multiplayer, but we would do so with a conservative approach. Because of this, the initial release plan called for a single player only experience, with multiplayer to be explored in later updates. I think it’s important to establish, first, that at the beginning of this project, the team had no one with significant network engineering experience, let alone a networking expert. As the one who spearheaded our multiplayer capabilities, I thought I’d speak in detail about our current multiplayer capabilities and where we’re headed. Questions range from how many players it supports to what the server model is, to whether there is an online persistent world. We get a lot of questions about the exact nature of the multiplayer in Astroneer.