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Space Goblin Studio announces its debut title: ASTROBOTANICA
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Space Goblin Studio announces its debut title: ASTROBOTANICA

 

Space Goblin Studio, a new developer with AAA credentials, is proud to announce its debut title, ASTROBOTANICA, which offers a unique blend of survival, exploration and... plant magic. Scheduled for Early Access launch on Steam in 2025, this open-world survival adventure transports players to prehistoric Earth, where an alien botanist crashes while searching for plant species to save his dying home planet, Aya.

 

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ASTROBOTANICA is set 300,000 years ago, during the Pleistocene era, and players assume the role of Xel, an intelligent alien botanist from the distant constellation of Viridiana. Facing the slow decline of their habitat due to irresponsible technological adoption, Xel embarks on a solitary mission to find planets rich in flora. However, the mission takes an unexpected turn when Xel’s spacecraft crashes onto Earth, forcing him to survive in a hostile environment with a CO2-poor atmosphere. Through cultivation, research, and experimentation, players must discover plant species capable of thriving on Aya, while simultaneously focusing on immediate survival among prehistoric wild animals and primitive humans.

ASTROBOTANICA is the debut title of Space Goblin Studio. Founded in 2024, the team consists of a small group with big ambitions, led by experienced developers who have worked on acclaimed franchises such as Dead Island, Dying Light and Green Hell. The developers intend to involve players closely in the game’s development, to ensure relevance and playability, while also delivering a larger, more meaningful message.

"Astrobotanica is a game we’ve always wanted to play," said Arkadiusz Woźniak, founder of Space Goblin Studio. "I hope to revive the survival genre by combining innovative gameplay with familiar themes. With player support, I’m confident we’ll turn Astrobotanica into something extraordinary as we move toward the future co-op mode."

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Eugenio lives happily trapped between three decidedly different habitats: the classrooms of a Venetian high school, the seabed and digital worlds. Technology, on the other hand, entered his home long before any microscope: a father who was an irreducible NES player taught him that behind every video game there is an interesting world... and behind every computer there is almost certainly a problem to be solved.

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