StarDrive 2 is an exciting and evolutionary step forward for the StarDrive franchise. In this eagerly anticipated sequel, the core mechanics have evolved to incorporate a turn-based strategic layer, featuring spectacular realtime battles.
User reviews:
Recent:
Mostly Negative (28 reviews) - 39% of the 28 user reviews in the last 30 days are positive.
Overall:
Mixed (1,434 reviews) - 63% of the 1,434 user reviews for this game are positive.
Release Date: Apr 9, 2015

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Recent updates View all (24)

June 22

Huge "Community" patch; new DLC & Gold Pack!

Today's update, which will soon go live, marks the launch of a huge array of changes for StarDrive 2, including a massive community patch, a new content pack, and the release of a Gold Pack for first-time players who want to get all of the StarDrive 2 content at a discounted bundle rate.

First up, the version 1.4 “Community” Patch provides a massively rebalanced StarDrive 2 experience that provides upgraded AI behaviors, rebalanced weapon statistics, new weapons and ship modules, and an upgraded tech tree. This sweeping set of changes began its life as a Mod created by the following community members, to whom we are grateful for their passion and dedication:

- Icemania
- Mezmorki
- Crunchy Gremlin
- Marcos
- CblHoK
- Gut

But be warned! This patch makes the AI far more deadly than they once were, and I guarantee that you will be facing never-before-seen challenges after this patch. The full set of changes that are integrated from this modification can be found on the forum thread here:
http://steamcommunity.com/app/252450/discussions/0/385428458177062745/?ctp=71

Second, this patch introduces a number of new features and bug fixes. The coolest new feature is that you now have the ability to Recolor your ships in the shipyard. When you visit the shipyard you will now see a new UI element that you can use to change the various colorings and glows of your ships. I hope you will enjoy customizing your ships with this new feature.

I have also tracked down some more persistent bugs and fixed them, including:
-Fixed Ordnance transporters not working correctly
-Fixed Retreat behavior. If you retreat a fleet from a combat, then it will retreat to the nearest friendly planet that is at least 15 AU away - this will prevent fleets from having nowhere to run following a retreat
-Increased the turn rate for all ships by 25%
-Fixed issue with paradise lost event not cleaning up properly
-Fixed issue where Drop Pods technology was not unlocking
-Fixed issue where trade treaties weren’t being cleaned up properly after expiration
-Fixed issue where GNN could report on defeated races more than once
-Fixed an issue where the timer for producing new infantry and mechs would be reset each time you entered a tactical battle or loaded a saved game

Third, we are soon launching the Shipyards Content Pack, which will add 13 new customizable ship hulls to the game plus a new fighter and heavy fighter model. These hulls are bristling with weapon turrets that correspond to the design of the ship; designs with a few huge cannons or a multitude of small ones will have different turret layouts as a result. Furthermore, each of these ship hulls now has a new special passive ability to solidify its role on the battlefield. This content pack is offered at $4.99 and I hope that you will enjoy it and support ongoing development with a purchase.

I hope you enjoy the patch. If you run into any problems, come to the Steam forums and we’ll sort you out.

38 comments Read more

April 18

Patch Notes 4/18

Hi guys, patching today. Still working at it. There's a big change in here so look out...

1. Fixed issue with the space station cantina upgrade causing incorrect income calculations

2. Changed the way fleet maintenance is calculated when over your CP cap. It is now a non-linear curve as you exceed your cap, which should help keep AI and player fleet sizes much closer to the proper size, rather than having these monstrous fleets supported by a big economic base. There's more to running a fleet than just having money, and I want this change to underscore that fact.

3. AI Corvettes wil now refit

4. Starbases will now become much tougher as you unlock better armor. Every module will be equipped with what amounts to one 3x3 plate of your best armor.

5. For modders: Added a list of string values to the AI strategy files that will allow you to limit which races can use an AI. You would add lines like so:

<LimitToRaces>
<string>Race_Pollops</string>
<string>Race_Kulrathi</string>
</LimitToRaces>

Valid values are: Race_ + the name of the race, which will be Pollops, Kulrathi, Draylok, Opteris, Cordrazine, Human, Vulfar, Ralyeh, Chukk

6. I tweaked some values so that Aggressive/Evil AIs will be more aggressive if you've got poor relations with them.

7. Fixed an issue with the Mega Fauna event, where you wouldn't get the special project if the Mega Fauna world spawned in a home system of a race

8. Fixed an issue with the constructor CP removal tech that was still lingering; won't be a retroactive fix, sorry

9. Made some adjustments to the AI to ensure that they won't exceed their command point limit following the new changes.

10. Fixed an issue where the various statistics for your empire were not being properly computed at the end of a turn, which could see odd things happening with your CP count, among other issues

11. Added some more feedback in the Command Point UI element so you'd know when you're over your limit with yellow or red warnings. Added the amount spent on fleet maintenance to the tooltip.

12. Fixed an issue where the Ai would think it is at war after aggressively annexing a minor race, which would prevent the Ai from starting new wars thereafter.

13. Beefed up my Interventionist logic. There has always been code for Good races to protect other Good races from the player's aggression. I have changed this to be Non-Evil races protecting other Non-evil races.

20 comments Read more

Reviews

“So, shall I say it? I shall indeed: StarDrive 2 is the best thing since Master of Orion. Period.”
87 – Hooked Gamers

“Stardrive 2 is an extremely ambitious title which I’d strongly suggest for fans of compulsively intricate gameplay.”
80 – Gaming Trend

“StarDrive 2 feels like that game I used to sit around and dream about with my friends.”
PC Gamer

Digital Deluxe Edition

The Deluxe Edition

The Digital Deluxe edition allows you to visually customize your ships with exciting new paint jobs! Wrap your cruisers in the American flag to dispense democracy in megaton doses from high orbit! Or perhaps you would prefer to roll in a black on black murdered out cruiser? Each race has several different paint jobs to choose from.

Additionally, the Digital Deluxe Edition includes a StarDrive Design Journal, a digital copy of the hand-written journal used by the developer during the development process. Gain insight into the development history of StarDrive with this intriguing book.

The Digital Artbook provides an in-depth look at the art of StarDrive, with developer commentary on bringing the visuals from concept to execution.

Finally, kick back and relax with some great classical music. The StarDrive 2 soundtrack includes original music from Marius Masalar and Jeff Dodson, as well as licensed music from Gustav Holst and Debussy.

About This Game

StarDrive 2 is an exciting and evolutionary step forward for the StarDrive franchise. In this eagerly anticipated sequel, the core mechanics have evolved to incorporate a turn-based strategic layer, featuring spectacular realtime battles. As the galactic ruler of your race you will lead your people into a procedurally-generated galaxy, exploring and expanding your space empire to greatness. Exploit planets, navigate asteroid belts and overcome deep space dangers while handling interspecies relations to gain the upper hand. Conduct diplomacy and espionage, make alien friends that will deliver thriving trade treaties – or enemies that will seek to exterminate you at all costs. Research new technologies and design powerful warships to defend your claims. Discover the extensive lore of the StarDrive universe by encountering many dozens of anomalies, heroes, and galactic mysteries that will ensure no two games will ever play the same.

FEATURES
  • Turn-based 4x strategy, featuring real-time tactical space combat and turn-based ground combat.
  • Build a space empire turn by turn in an immersive, living galaxy filled with 9 alien races, pirate factions, galactic lore and mystery.
  • Hire unique heroes to govern your worlds or to command your mighty fleets in battle.
  • Populate the universe and colonize planets, moons, asteroid belts, gas giants, and more!
  • Research hundreds of technologies, including technologies that are unique to your race. Find even more technologies through in-game events and galactic exploration.
  • Build your own ships in the custom ship design mode and take them into real-time battles featuring stunning visuals and sound effects.
  • Enter a Battle Arena mode for quick-fix battles against cunning AI opponents. In this mode, you will earn rewards as you fight through the challenges, allowing you to unlock new weapons, ship hulls, and ship modules to upgrade your ships and to purchase new ships to add to your fleet.
  • Created with the Unity engine for simultaneous release on PC, Mac and Linux.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows Vista / 7 / 8 / 8.1 64 bit (32 bit NOT supported !)
    • Processor: 2.5 Ghz Intel Core 2 Quad Q8300 or equivalent
    • Memory: 4 GB RAM
    • Graphics: 1 GB nVidia Geforce GT460 or equivalent, 500 MB ATI HD4850 or equivalent
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: DirectX 9 Compatible Audio
    • Additional Notes: Minimum Resolution: 1366 x 768
    Recommended:
    • OS: Windows Vista / 7 / 8 / 8.1 64 bit (32 bit NOT supported !)
    • Processor: 3.5 Ghz Intel Core i5 or equivalent
    • Memory: 8 GB RAM
    • Graphics: 1 GB nVidia Geforce GTX660 or equivalent, 1 GB ATI HD7850 or equivalent
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: DirectX 9 Compatible Audio
    • Additional Notes: Minimum Resolution: 1366 x 768
    Minimum:
    • OS: MAC OS X 10.8 or higher
    • Processor: 2.5 Ghz Intel Core 2 Quad Q8300 or equivalent
    • Memory: 4 GB RAM
    • Graphics: 1 GB nVidia Geforce GT460 or equivalent, 500 MB ATI HD4850 or equivalent
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Minimum Resolution: 1366 x 768
    Recommended:
    • OS: MAC OS X 10.8 or higher
    • Processor: 3.5 Ghz Intel Core i5 or equivalent
    • Memory: 8 GB RAM
    • Graphics: 1 GB nVidia Geforce GTX660 or equivalent, 1 GB ATI HD7850 or equivalent
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Minimum Resolution: 1366 x 768
    Minimum:
    • OS: Ubuntu 12.04 (64-bit)
    • Processor: 2.5 Ghz Intel Core 2 Quad Q8300 or equivalent
    • Memory: 4 GB RAM
    • Graphics: 1 GB nVidia Geforce GT460 or equivalent, 500 MB ATI HD4850 or equivalent
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Minimum Resolution: 1366 x 768
    Recommended:
    • OS: Ubuntu 14.10 (64-bit)
    • Processor: 3.5 Ghz Intel Core i5 or equivalent
    • Memory: 8 GB RAM
    • Graphics: 1 GB nVidia Geforce GTX660 or equivalent, 1 GB ATI HD7850 or equivalent
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Minimum Resolution: 1366 x 768
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Negative (28 reviews)
Overall:
Mixed (1,434 reviews)
Recently Posted
thundergawd
49.7 hrs
Posted: August 22
Sometimes we want to like something bad enough that we can overlook the annoyances, shortcomings and failures. Then, one day, you buy a game that is well done and you wonder why you invested any time at all in a failure like this one.
Sadly, it is a waste of money. It's pretty and is fun when it works, but the bugs push you out of any joy that might be found here.
Helpful? Yes No Funny
sircrumple
80.6 hrs
Posted: August 22
One of my favorite games and one of the best developers of all time.
Helpful? Yes No Funny
grazr
46.4 hrs
Posted: August 20
Star Drive 2 attempts to improve upon the original by stream lining many of the tediuos aspects of the first to bring the juiciest parts to the fore, such as automating planetary trade, something that became obnoxiously boring in SD1's late game (although extremely powerful if done right); and for the most part it has achieved this. Trading is practically automatic as long as you have the freighters available, but you cannot command said freighters, so they frequently wonder into hostile threats (environmental encounters such as pirate or crystal fleets, but also faction blockades) with no way of preventing them from doing so (as you could mznually in SD1). So your entire freighter fleet will smash itself into these threats until entirely exhuasted or the threat is removed. At least these fleets no longer require maintanence or their own custom builds.

The AI's difficulty appears reliant on its handicaps rather than actual complex decision making. As a player you have a set of rules you need to abide by, which the AI apparently does not. Which effectively makes the campaigns cheap and unsatisfying:

The AI frequently ignores your borders and settles within them even though if you were to do the same it'd require a declaration of war. Additionally the AI frequently ignores starbases even though again, for you to pass through AI controlled space would require a declaration of war. Which removes practically half the tactical decision making you could apply on the tactical map, such as controlling choke points between nebula's or hex's with wormholes in them via starbases.

The AI's overzealous efficiency even on easy mode causes it to pull ahead technologically, economically and militarily, making the game incredibly difficult to learn what mistakes are actually being made by the player and how to correct them as these issues often snowball and often before you even notice a problem has arised.

It is generally accepted by the community that cheese is not a viable tactic (as it once was in SD1) as any conflict is too expensive for the player. Fluctuations in military strength has immediate repercussians from all enemy factions and the accepted status quo of the AI always being ahead in tech leads to the, ironically, incredibly tedious gameplay of "surviving" until the late game when you can catch up to the technological cap and finally fight on equal footing with the other factions.

It must be said though that the community is generally very supportive and has excellent advice to give out so you can learn the elusive curve the game has.

Balance in general is also quite bad. Whilst i'm willing to give a certain amount of leeway to developers producing assymetrical strategy games, which are inherently difficult to balance, some elements just don't really bare thinking about and its any wonder how some of these got past paper planning, let alone pre and post testing. Some racial traits are just ridiculously powerful for their points cost, Subterranian is an obvious one and aquatic to a lesser extent are very strong, relatively cheap traits that can essentially double your economic output over other races for little to not penalty.

The border mechanic on the tactical map was probably one of the most interesting mechanics introduced (with obvious inspiration from the Civ V hex based system), but it completely falls flat on its face because the AI completely ignores it, whilst you have to respect it. Making the game always feeling incredibly contrived. SD1 had its own problems, but any mild issues could be drowned out through sheer brute force of fleet numbers supported by a strong economy. Now it's practically impossible to intimidate the AI or even make any worthwhile tactical decisions that can be negated by a cheating opponent.

The game has some glaringly obvious issues that seem to be fairly simple to fix. Make the AI less obnoxiously relentless, make the AI conform to the same rules as the player, address basic balance issues such as OP racial traits. None of which are particularly dramatic in terms of work load to achieve.
Helpful? Yes No Funny
BBJohn
31.5 hrs
Posted: August 18
Before I bought this game, I checked the reviews and was dismayed by the negative reviews. However, the game was on sale and I gave it a chance. I'm glad I did.
The game captures a lot of the features of Master Of Orion 2, which I am very fond of. It is intriguing, challenging, surprising, exercising the intellectual glands and has this "one more turn" appeal.
Yes, there are 2 bugs that I found so far in 16 hours of play. They haven't spoiled my enjoyment too much yet. They may be in the future, but until then, I see myself clocking several tens of hours in this game.

Pros:
* Master Of Orion II feel
* Selective research. You can't research all technologies, so you need to trade with the opponents.
* Ship design is detailed and appealing. One of the best I've seen.
* Rich strategic features like colonies management, planetary bonus resources, construction ships.
* Turn based tactical troops combat and ships combat.

Cons:
* a bug where a fleet disappears from the strategic map after winning a fight. Resolves after reloading the game.
* a possible bug where not all ships in a fleet show up in a ships' tactical fight.
Helpful? Yes No Funny
Zookadook1
5.1 hrs
Posted: August 17
I enjoy it and have not had any bugs, like others suggest. I think it is a very fun game and just as good as other galactic strategy games, if not better.
Helpful? Yes No Funny
Telarius
1.4 hrs
Posted: August 17
Though I have as of yet had the opportunity to put much time into this game, personally I enjoy it. Having stated that, I highly recommend one purchase the game and expansions on sale, as the price is a bit steep. Personally, what I enjoy the most about the game is the battle arena, which reminds me of
Gratuitous Space Battles.
Helpful? Yes No Funny
drunkenondreams
146.6 hrs
Posted: August 16
It gotten much better with the DLC's. It was free upgrade. I just found it on my games. Anyway SD1 was fun, two its now more like Civ like game. I wish they kept 1 format of space battles and weapons placements. But this is still very fun.
Helpful? Yes No Funny
Galanthalas
257.2 hrs
Posted: August 15
I have 319 hrs played in SD 1 amd 257 hrs in SD 2, I got my moneys worth from the games, mostly. But I can assure you I will never ever give another sent to this "company". The game is less playable every patch, the developer is purposefully breaking base game to get people to buy into the DLC which was slated to be part of the original game. No way would I recommend this game to anyone, for any price besides free even then, it would still be the broken piece of garbage it currently is.
Helpful? Yes No Funny
MurphyMurph
124.6 hrs
Posted: August 14
Buy this game and play it.

If you like 4x, you need this game. Zero's take on the genre is a lot of fun.
Helpful? Yes No Funny
Agile Artist
176.3 hrs
Posted: August 12
TL;DR Below adverage game, DLC makes it slightly better.

Let me start off by saying this. At the time of writing I have 176 hours played and I have won once. Please bear in mind most of my hours were spent without the section zero DLC. Now im no master of stratagy games but that feels a bit off to me.

Now with that being said I did have fun with the game. But this fun dident entierly come from playing the game. I like to dig around in game files and change things I dont like. Lucky for me one or two of the games issues can be fixed this way but the game isent very friendly to modding at all besides changing the stats of ship parts. That is only the first of many issues sadly.

for instance your ships require fule to move outside your borders, your enemys do not. Yes saying THE ENEMY CHEATS isnet very dignified but this isent the only time the enemy does so. The very few times I've managed to take a planet from a gigantic enemy empire (before losing in the next 2 turns because my fleet wasent in my empires space) the planet was making -31BC per turn which leads me to think the enemys dont need currency to build or maintain anything. BC is the games currency used to build ships and structures by the by. For context my entire empire at this point was making about 6 BC a turn.

Now on to the DLC, section zero. This DLC generally improves the game. A few things like the subspace projector are actually worth using and the ground combat is... better. Rather then playing a very very barebones knock off of xcom the ground combat is turn based and your planets citizens count towards fighting the enemy. In the base game the planet would simply give up without a fight if you had no infantry there.

The map the game is played on gets one of the few improvements aswell. Your empires border in the main game is a bubble that extends around your planets and grows larger as the planet prospers. The largest issue I had with this is if I spent all my time and effort building up a planet so it could produce massive ammounts of food or build ships quickly when it gets taken by the enemy they get the bubble around the planet. So if my fleet of ships was at or near the planet and it was taken I would run out of fule and be destroyed if I retreat or I could fight the horde of ships that had taken my planet and lose my ships that way. This is much less of an issue in section zero because the map is now a grid of hexs and as long as your ships are in the same hex as a planet they can defend it.

In conclusion I cant recomend this game. If you do own the base game however I would say get the DlC because it does help.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
33 of 34 people (97%) found this review helpful
Not Recommended
97.8 hrs on record
Posted: July 31
This game is now officially broken.

The developer appears to be more interested in pumping out mindless DLC (C stands for Crap, not Content) than fixing the many, MANY game-breaking bugs & gameplay issues plauging this now mediocre title.

Save your money, save your sanity & give this one a miss.
Was this review helpful? Yes No Funny
14 of 15 people (93%) found this review helpful
Not Recommended
14.6 hrs on record
Posted: August 3
I HAVE TO CALL BS ON THIS. Ive bought this game & have been following it for a long time. Waiting a looooooooooooooooooooooong time to see it in a finished state so I can actualy invest my time for a WORTHY game & enjoy it. It seems the Dev DID NOT put enough time into this game as he should have. Instead sitting back for a while & then starts working on DLC to make more $$$ for an unfinished game & letting the paying customers do all the rest of the work & then being kind enough to introduce a community patch to the game. All the while working on a different game...

This Dev seems to never finish what he starts. I was a supporteer of him in the begining...I chose to ignore the mountains of negative personal remarks about the dev along the way regarding Star Drive 1 & I decided to give him a chance & benefit of the doubt. It seems I was wrong to do so......
Was this review helpful? Yes No Funny
15 of 21 people (71%) found this review helpful
Not Recommended
33.7 hrs on record
Posted: July 27
One of the worst games on steam, Not worth the money, Developers who made the game made the A.I. basically imposible to defeat, Not worth $32.99 better games on steam for less than $10, Do not purchase this game.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Not Recommended
13.7 hrs on record
Posted: August 7
tl;dr:
Very disappointed sequel.
(Edit: I left the game running in background when I was elsewhere, that's why I got about 14 hours playing time so I couldn't refund it)

If you love SD1, there are some... downgrade... in SD2:

First you can't set the weapon's fire angle. The turrets, the point defence systems... everything is preset. You can only extend the coverage angle when in shipyard.
Then there's this 'new' engagement screen. In SD1, you fight on the strategy screen, you can choose where, when and how to approach your enemy, insert reinforcement whenever you can, let unimportant battles continue when you focus on other big things, basically you can do everything. In SD2, it's just downgraded to a engagement screen, you must fight the fight(or auto resolve), in an always similar screen(edit: very narrow and fixed battle space), you can't fight more than one battle at the same time, you fight with what you have when battle started, no reinforcement, no real maneuver(edit: you can't even synchronizing speeds of different ships), no positioning except head on assault, no reinforcement(well, I did say this twice lol), you can only finish this battle before you can do anything else. It's just like the Plants vs Zombies with starships.
And this 'new' command point/CP system is quite tricky. Your fleet can drain your money dry in just seconds when you exceeded the CP limit. But I didn't have no more interesting to learn how it works.
If you like SD1, just skip this one, even it goes in some huge sale off(like how I got it). The only thing you can get, is frustration.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Not Recommended
11.5 hrs on record
Posted: August 5
Stardrive I was fun, sort of. I didn't have any of the issues others were complaining about. This one quite notably does not impress me in the slightest. I haven't played one game through to the end yet I'm bored beyond belief.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Not Recommended
46.4 hrs on record
Posted: August 20
Star Drive 2 attempts to improve upon the original by stream lining many of the tediuos aspects of the first to bring the juiciest parts to the fore, such as automating planetary trade, something that became obnoxiously boring in SD1's late game (although extremely powerful if done right); and for the most part it has achieved this. Trading is practically automatic as long as you have the freighters available, but you cannot command said freighters, so they frequently wonder into hostile threats (environmental encounters such as pirate or crystal fleets, but also faction blockades) with no way of preventing them from doing so (as you could mznually in SD1). So your entire freighter fleet will smash itself into these threats until entirely exhuasted or the threat is removed. At least these fleets no longer require maintanence or their own custom builds.

The AI's difficulty appears reliant on its handicaps rather than actual complex decision making. As a player you have a set of rules you need to abide by, which the AI apparently does not. Which effectively makes the campaigns cheap and unsatisfying:

The AI frequently ignores your borders and settles within them even though if you were to do the same it'd require a declaration of war. Additionally the AI frequently ignores starbases even though again, for you to pass through AI controlled space would require a declaration of war. Which removes practically half the tactical decision making you could apply on the tactical map, such as controlling choke points between nebula's or hex's with wormholes in them via starbases.

The AI's overzealous efficiency even on easy mode causes it to pull ahead technologically, economically and militarily, making the game incredibly difficult to learn what mistakes are actually being made by the player and how to correct them as these issues often snowball and often before you even notice a problem has arised.

It is generally accepted by the community that cheese is not a viable tactic (as it once was in SD1) as any conflict is too expensive for the player. Fluctuations in military strength has immediate repercussians from all enemy factions and the accepted status quo of the AI always being ahead in tech leads to the, ironically, incredibly tedious gameplay of "surviving" until the late game when you can catch up to the technological cap and finally fight on equal footing with the other factions.

It must be said though that the community is generally very supportive and has excellent advice to give out so you can learn the elusive curve the game has.

Balance in general is also quite bad. Whilst i'm willing to give a certain amount of leeway to developers producing assymetrical strategy games, which are inherently difficult to balance, some elements just don't really bare thinking about and its any wonder how some of these got past paper planning, let alone pre and post testing. Some racial traits are just ridiculously powerful for their points cost, Subterranian is an obvious one and aquatic to a lesser extent are very strong, relatively cheap traits that can essentially double your economic output over other races for little to not penalty.

The border mechanic on the tactical map was probably one of the most interesting mechanics introduced (with obvious inspiration from the Civ V hex based system), but it completely falls flat on its face because the AI completely ignores it, whilst you have to respect it. Making the game always feeling incredibly contrived. SD1 had its own problems, but any mild issues could be drowned out through sheer brute force of fleet numbers supported by a strong economy. Now it's practically impossible to intimidate the AI or even make any worthwhile tactical decisions that can be negated by a cheating opponent.

The game has some glaringly obvious issues that seem to be fairly simple to fix. Make the AI less obnoxiously relentless, make the AI conform to the same rules as the player, address basic balance issues such as OP racial traits. None of which are particularly dramatic in terms of work load to achieve.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Not Recommended
15.3 hrs on record
Posted: August 11
MoO 2 without starlanes basically, which makes it inferior. I also really dislike the disorienting zoom and missing information in the empire screen (how many pops per planet missing is the big one).
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
Not Recommended
3.3 hrs on record
Posted: August 7
If you enjoyed Stardrive 1, do not purchase this game. While I will say honestly that I clearly do not have a long play time in the game and so can be accused of not giving it a chance, I will say that being a big fan of Stardrive 1 I was immediatly turned off by this title.

All of the unique features of the first game have been lost. We are back to a turn button in this game instead of the passage of time being constant like the first. The shipyard and ship design from the first game was intricate, and although time consuming, very fullfilling and rewarding when you put the effort into it. It has been simplified not enhanced. The tech tree is set up as choices in each catagory that restrict you to one tech at a time and exludes the tech you didn't choose and you can only do one at a time. the ability to order scouts to auto-explore, or setting up how you want the ship crew to engage in combat.... gone. The options to automate or micromanage your shipping.... gone. I loved that in the first game i could set up dedicated fleets of freighters to deliver specific materials among a few systems... allowing for efficient exchange of food and production without having the AI sending shipping freighters to the other side of the galaxy to pick up food...

It's become a MOO clone. And while Masters of Orion was my first true love in the 4x genre, as it was for many of us... I'm sick of MOO clones. Stardrive 1 had so many new takes on the space 4x games... it felt new, while Stardrive 2 looks pretty but feels old and tired.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
Not Recommended
39.2 hrs on record
Posted: August 9
WTF Where is beta's politics and station customizations

♥♥♥♥ing piece of ♥♥♥♥
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Not Recommended
176.3 hrs on record
Posted: August 12
TL;DR Below adverage game, DLC makes it slightly better.

Let me start off by saying this. At the time of writing I have 176 hours played and I have won once. Please bear in mind most of my hours were spent without the section zero DLC. Now im no master of stratagy games but that feels a bit off to me.

Now with that being said I did have fun with the game. But this fun dident entierly come from playing the game. I like to dig around in game files and change things I dont like. Lucky for me one or two of the games issues can be fixed this way but the game isent very friendly to modding at all besides changing the stats of ship parts. That is only the first of many issues sadly.

for instance your ships require fule to move outside your borders, your enemys do not. Yes saying THE ENEMY CHEATS isnet very dignified but this isent the only time the enemy does so. The very few times I've managed to take a planet from a gigantic enemy empire (before losing in the next 2 turns because my fleet wasent in my empires space) the planet was making -31BC per turn which leads me to think the enemys dont need currency to build or maintain anything. BC is the games currency used to build ships and structures by the by. For context my entire empire at this point was making about 6 BC a turn.

Now on to the DLC, section zero. This DLC generally improves the game. A few things like the subspace projector are actually worth using and the ground combat is... better. Rather then playing a very very barebones knock off of xcom the ground combat is turn based and your planets citizens count towards fighting the enemy. In the base game the planet would simply give up without a fight if you had no infantry there.

The map the game is played on gets one of the few improvements aswell. Your empires border in the main game is a bubble that extends around your planets and grows larger as the planet prospers. The largest issue I had with this is if I spent all my time and effort building up a planet so it could produce massive ammounts of food or build ships quickly when it gets taken by the enemy they get the bubble around the planet. So if my fleet of ships was at or near the planet and it was taken I would run out of fule and be destroyed if I retreat or I could fight the horde of ships that had taken my planet and lose my ships that way. This is much less of an issue in section zero because the map is now a grid of hexs and as long as your ships are in the same hex as a planet they can defend it.

In conclusion I cant recomend this game. If you do own the base game however I would say get the DlC because it does help.
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