Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player (up to five) takes on a unique role and must work together in order to find the Lost Colony.
User reviews:
Very Positive (53 reviews) - 83% of the 53 user reviews in the last 30 days are positive.
Very Positive (1,259 reviews) - 90% of the 1,259 user reviews for this game are positive.
Release Date: Sep 15, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We are ready to grow our community of players and testers by making PULSAR available on Steam. The community has helped us shape the game from an early Alpha build to a smoother and more playable experience. We want to expand our network of feedback to the Steam community and make PULSAR something special.”

Approximately how long will this game be in Early Access?

“PULSAR will remain in Early Access until it is ready for a full release on Steam. We estimate it will be in Early Access for 12 - 18 months. However, as we are serious about community feedback and have a very iterative-focused workflow, it is difficult to make any guarantees about the full release date. We need adequate time to implement user feedback and suggestions!”

How is the full version planned to differ from the Early Access version?

“The Early Access launch version of the game has a small fraction of the planets, ships and sectors that are planned for full release. The full version will include 5 fleshed out factions with their own hubs, missions and ships, a large collection of planets and sectors to explore, and the Lost Colony itself. For more details on our current and planned features, see below.”

What is the current state of the Early Access version?

“The majority of core features have been implemented, but not a lot of content has been added to the game yet.

Some of the implemented features and systems have been listed below. They still need polish and balancing but are in-game.

Multiplayer networking, various video and game settings, status screen, teleport screen, ship claiming, various piloting and camera modes, reactor screen, auxiliary reactor screen, jump computer screen, coolant screen, fuel, distress signals, reactor core safety / meltdown, ship startup sequence, ship computer, virus screen, Atrium system / crew death, ship turrets, nuclear devices, gun-play, ship components, repair / trading / warp stations, NPC dialogue, missions and objectives, galaxy starmap, personal inventory, crew level and talent points, dynamic galaxy / galaxy chaos, persistent ship data, game saves, seamless warp travel, planets, ship programs, personal flight pack, ship-to-ship combat, sector commanders, creatures.

We strive to keep the game in a playable state, but it likely won’t be fully stable for a while. It would be wise to expect bugs, disconnects and the occasional crash as we continue to add features during this period.”

Will the game be priced differently during and after Early Access?

“The release price will be the same as the Early Access price (outside of any timed sales or promotions).”

How are you planning on involving the Community in your development process?

“We have tried to maintain a strong focus on community interaction since the beginning of development. We post video updates to explain new features that have been added to the game, and we frequently communicate with players through the forum and emails. Although we are not able to respond to every piece of feedback, we try our best to read and take in as much of it as we can. The concept of PULSAR is rather open-ended, and our community has been a great help in providing us feedback to improve the game, as well as suggestions for content and features.

To get a better idea of how we work and the speed at which we make progress, check out our devlog videos on our YouTube channel here.”
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Recent updates View all (71)

July 25

Beta 15.1 Release Notes

Hey everyone!

Beta 15.1 is now out!

It contains various fixes and changes. In addition, enemy ship crews will now board and attempt to take over your ship during ship-to-ship combat more effectively than before. This means that a once rare type of game-over condition is now more likely to happen. If your crew loses control of your ship, you’ll need to retake an Atrium before you’ll be able to respawn. You can either retake your ship or take theirs! Your AI crew should also be more effective at seeking and capturing ship screens.

-Light flares should now be working properly (not in VR yet)
-Enemy crew appearance should now be properly randomized
-Fixed error with reclaiming a stolen player ship
-Fixed issue with dead enemy crewmen using their jetpack
-Teleport screen won’t show the player ship as blocked when you can teleport to it
-Enemy crew captain bots now have much improved priority set that better matches rest of crew
-Fixed camera issue when a player died on enemy ship
-Fixed a material error found during one of the phases of the Sand Scar Arena
-Fixed timing issue when players joined during a warp jump that could cause warp to be unskippable until the player leaves the game
-Improved timing systems when creating a new game that could cause long timeouts and errors

-Crew AI boarding logic overhauled
-”Kowz Retreat” and “Grenades!” signs now spin counterclockwise
-Prize money for the Sand Scar Arena has been increased to 50,000
-Load game menu now shows when the save was created and sorts the list by most recent
-Can see ship system UI’s on enemy ships but can’t modify them. You’ll now be able to see enemy ship system health while attacking them directly
-After death menu can now show some limited info about who killed you
-Enemy bots on Alliance of Gentlemen ships will be much more likely to board and takeover player ships
-Enemy crewmen base armor levels increased
-Bots are more adept at finding and taking ship screens on enemy ships
-Exotic shops: Gruff’s Stuff, ???, and Corbin’s Emporium now sell a selection of grenade launchers (you can also buy them at The Burrow)
-One of the Lava Planets has received another detail pass

Thank you for your time!

The Leafy Games Team

20 comments Read more

July 12

Beta 15 Release Notes

Hey everyone!

Beta 15 is now out!

Devlog #71:

As we mentioned in Beta 14.9, this is sort of the second half of what we originally planned for Beta 15. It features new grenade-based weapons and tools with networked physics, a new hub called the ‘Burrow’, and a gladiator-style pit called the ‘Sand Scar Arena’. During the rest of the Beta 15 release cycle we’re looking to add creatures and take another look at AI boarding behavior.

-New Hub: The Burrow - A planetside hub built into a rocky outcrop on an arid desert planet.
-30 new NPCs have been added
-New Mission: Find the Strange Creature (offers reward for finding V’uurog)
-Burrow NPC ‘Kavin Arent’ sells a limited stock of research materials
-The Sand Scar Arena - Found in the Burrow, this arena pits players against numerous waves of deadly foes in a dynamic arena landscape. Crews who survive all rounds will win 10,000 credits!
-Ammo reservoirs can now be found on all ships
-Reloading system: Some weapons now require ammo to function, you can reload these weapons at an ammo reservoir usually found in the armor of each ship. The reservoir replenishes after every jump.
-New Enemy: Jet Bandit
-New Enemy: Armored Mega Ant
-New Weapon: Pulse Grenade Launcher
-New Weapon: Mini Grenade Launcher
-New Tool: Fire Killer Grenade
-New Tool: System Repair Grenade
-New Tool: Healing Grenade

-Quick respawn talent reduced from 20% per rank to 12%
-Player characters now have some intrinsic damage reduction to help them survive longer during fights
-Base fire extinguisher is slightly less effective
-Removed green reticle on players. This system would prevent players from shooting one another and hampered combat.
-Beam pistols now use ammo
-Colonial Union outpost 448 (Sector 0) has had its exterior mesh tweaked and optimized
-Base stamina for players has been doubled

-Changed some mouse behavior to improve experience on some linux setups
-Fixed some rendering issues that prevented detail normals from working
-New save file system should help prevent saves from becoming corrupted if game is closed in unexpected ways

Thank you for your time!

The Leafy Games Team

29 comments Read more
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About This Game

Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you.

Control the various stations that run your ship. Reroute power between ship systems, scan alien planets for lifeforms, run powerful programs to change the tide of battle, or start up the warp drive to escape a conflict you cannot win. The strategies you use are up to you—or your Captain.

Embark on missions, investigate abandoned stations, and scavenge for components that could aid you in your voyage. Teleport down to the surfaces of alien planets, where you may face extreme environments and dangerous creatures. Trek across the galaxy, and discover what lies on its fringes.

PULSAR: Lost Colony is our attempt to create a fully cooperative space-faring experience, because it’s one of the games we've always wanted to play.

Current Features

  • Online drop-in / drop-out multiplayer
  • Command and control an advanced starship
  • Five unique classes; everyone plays a role on the ship
  • Fast-paced and tactical ship-to-ship space combat
  • Teleport to other ships, planets or stations to join the away team
  • Loot planets and stations for valuable items
  • Board enemy ships to capture them or destroy systems
  • AI crew bots
  • Research and Sample Collection
  • Gamepad support (work in progress)
  • Ship-To-Ship hailing (diplomacy, trade, intimidation)
  • Customizable AI priority system to enable custom crew bot behavior
  • Oculus Rift and HTC Vive support (w/ motion controllers)

Planned Features

  • The Academy (In game tutorial)
  • Meta-multiplayer (daily leaderboards, etc)
  • AI crew bot improvements (with advanced specialties for classes and enemies)
  • Offline LAN support
  • A healthy amount of polish and love to the systems we already have
  • Optimization improvements
  • Challenge modes
  • More languages
  • A large amount of content to explore and interact with


Is there an in-game tutorial?

Not at this time. We are planning on integrating one in the future, however we want to make sure most of the ship systems are finalized before building it. If you want to learn about how to play and use the various ship systems, you can click here to view the manual!

Can I stream and/or monetize game footage?

Yes! This is our written permission to do so.

Simulation or Game?

We like using the term simulation because it helps convey the fact that each starship is a large collection of systems and mechanics working together and reacting to its environment. However, this is a game first and foremost. Because of that, we aren't afraid to go outside the realms of reality if it makes the experience more enjoyable. This is not a 100% realistic simulation, it's a game with simulated elements.

Player versus player modes?

PULSAR was designed from the ground up to be cooperative in nature. None of the mechanics are prepared to handle the specific challenges of PvP combat. We believe that this focus on pure cooperation will enable us to create an experience that is unique and feasible by our small team.


We are focusing on a multiplayer experience at this time. We do offer AI crew bots that can take over unfilled roles, but they are very much a work in progress. The game is very teamwork heavy so the recommended experience is with multiple people. If you looking for a more complete singleplayer experience, you may want to consider waiting until the AI is fully developed.

Where can I get more information?

For more information, check out these links below:






The game is currently under development. New systems and mechanics are still being added and tweaked, and there is not a large amount of in-game content to see yet.

If you prefer to play more complete games and have no desire to be part of the testing / feedback process of a game in development, we highly recommend waiting until the game is more complete before considering a purchase.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP3
    • Processor: 2 GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5000 (Shader Model 3)
    • DirectX: Version 9.0c
    • Storage: 10 GB available space
    • OS: Windows 10
    • Processor: 2.8 GHz Quad Core
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 960
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • OS: Mac OS X 10.7
    • Processor: 2 GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5000 (Shader Model 3)
    • Storage: 10 GB available space
    • OS: Mac OS X 10.10
    • Processor: 2.8 GHz Quad Core
    • Memory: 4 GB RAM
    • Graphics: 1 GB Dedicated Graphics
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • OS: Ubuntu 12.04 (32 bit)
    • Processor: 2 GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5000 (Shader Model 3)
    • Storage: 10 GB available space
    • OS: Ubuntu 12.04 (32 bit)
    • Processor: 2.8 GHz Quad Core
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 960
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
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