Astraeus Player's Guide

Combat Basics


Using a Weapon

  • When a ship uses a weapon, it will be slowed and lock in on its target for the weapon's use time.

  • Next, the weapon will activate. When it is attacking another enemy, it will have a chance to hit. This is determined by a random number; there is no aiming.

    • The hit chance is based on accuracy and dodge, described in more detail below.

  • Finally, the unit must wait until the weapon's cooldown is complete to fire again.



  • Every unit has a chance to dodge attacks based on its current speed as shown in the entity panel

  • For example, if a unit is moving at a speed of 60, it has a 60% chance to avoid attacks.

  • This means there is a major advantage to keeping your units in motion!


  • Really fast units can be difficult to hit. Fortunately, most weapons provide an accuracy bonus between 0 and 100. This reduces a target's dodge bonus by that amount.

  • For example, if you attack a 60 speed unit with a weapon that has 50% accuracy, the unit only has a (60 * 0.50) --> 30% chance to dodge.

  • To keep it simple: if you opponent is using many light ships, you should equip your units with high accuracy weapons. In general, smaller weapons tend to be more accurate than large ones.

Note: When you use getCurrentSpeed(), it is measured in raw pixels per frame which is a different scale than what is shown in the entity panel and used to calculate dodge.

To convert, you'll divide by Values.SPEED. This is a global constant that is used to help keep the math simpler and easy to scale.

To make things simpler, if you're trying to determine a unit's dodge chance, you may want to use the getDodgeChance() method instead.



Damage flows from one defense to the next, represented as different health bars.

  1. Shield - The first layer of a ship's defense.

    • Regenerates over time automatically.

    • Shield regeneration pauses for 60 frames after taking damage.

  2. Plating - The second layer of a ship's defense.

  3. Structure - The final layer of a ship's defense.

    • This is the only defense that a basic unit starts with

    • While structure is damaged, the ship is slowed by up to 50%

Damage Types

Weapons deal one of three main damage types.

  1. Energy - Deals 20% extra damage to shields

    • Energy weapons have the highest accuracy with moderate range and damage.

  2. Kinetic - Deals 20% extra damage to plating
    Kinetic weapons deal the highest base damage with moderate accuracy and short range.

  3. Explosive - Deals 10% extra damage to structure

    • Missiles can sometimes hit random targets even if they miss

    • Explosive weapons have long range and deal a small amount of damage to units in an area


You can gain a major advantage over an opponent by choosing appropriate defenses and damage types.


  • Using the correct damage type to match your opponent's defenses

  • Avoid using a defense type that is weak against your opponent's weapons

  • Consider the special properties of specific weapons or defenses. For example:

    • Shields tend to be good for hit and run tactics, while plating is good for single decisive battles.

    • Balancing damage type, range, accuracy, and weapon properties to match your unit's tactics.