Astral Assault was one of my personal favorite projects of the previous year. We made something that we really liked and that we in the end felt very confident about. Despite this however, we
learned a monumental amount of new techniques and optimization methods. Because of this we deceided it would be fun to gather the original team to remake it in our spare time with no real
deadline... and to, of course make it a ten times better.
As of right now, the project is still very much in It's greybox phases and only a couple of rough versions of core gameplay mechanics and art assets are present.