Sea of Stars is a starship roguelike, a sandbox adventure game of interstellar exploration and combat. Travel from star to star, upgrade your ship with new systems and weapons, build up your flotilla with allies and mercenaries, and take on a variety of alien menaces.
User reviews: Mostly Positive (39 reviews)
Release Date: Apr 18, 2014
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Early Access Game

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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:

“Welcome to the Sea of Stars Early Access! We hope you enjoy poking around in our new game, and look forward to getting feedback on how to develop it further. The current Early Access build allows you to have short free-form adventures in the sandbox-like Infinite Space universe that is randomized each time you play, with a simple scoring system. You can also set up combat scenarios with any of the existing ships and weapons in the Combat Simulator. We are in process of creating more content for the game to provide more variety, and tuning the various user interfaces. Later we will add story elements such as missions, random events and quests that will give more structure to the game. The early access build will be continuously updated as we keep working on the game, and the number of cats acting as stand-ins for final art will be reduced over time. We intend to complete Sea of Stars later this year and set the (US) price of the finished game at $9.99.”
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Recommended By Curators

"If you love games like Star Control 2 or Starflight, but only have 30 minutes to kill, this will scratch that itch easily, as it's a blast."
Read the full review here.

Recent updates View all (36)

July 7

Sea of Stars Early Access update - 7/7/2015

Just a quick patch tonight to fix a critical crash and another bug involving the combat simulator.

  • Fixed crash on starting combat simulator
  • Can no longer add space stations to player fleet in simulator (they couldn't deploy)

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July 2

Sea of Stars Early Access update - 7/3/2015

Sea of Stars Update - 7/3/2015

Hail, dwellers of the purple void! We are pleased to announce another development update for Infinite Space III: Sea of Stars, as well as the release of the official soundtrack!

The game update concentrates on overall polish and UI improvements - we are developing additional content as well, but it will not be revealed until the game is finished. Among the changes in today's version is a new game setup interface that allows you to name your captain and starting ship as well as select that ship's class. The tutorial has also been improved, covering some new features and hooking up to a brand new "message log" that allows you to go back and read both the tutorial instructions and other important messages at any time.

The soundtrack's main feature is the "Sea of Stars Suite", a long medley of fully orchestrated music by Edwin Sykes. It is a new composition that includes and expands upon the many musical themes encountered in the game. Edwin is an award-winning composer who has written a huge variety of music for film, concert and dance including feature films such as Tuesday,
Resurrecting the Streetwalker and The Hit Producer. He has composed music for all episodes of the radio show The Scarifyers (staring the late Nicholas Courtney, David Warner and Terry Molloy) for BBC radio 7. His concert music has been performed by members of the London Symphony Orchestra, Spiral Saxophone Quartet, The Ebony Quartet, The Paddington Brass Quintet and The Ariel Ensemble in San Francisco.

The soundtrack will be available for purchase on Steam for anyone who has installed the game. All Kickstarter backers at the $18 level and higher will receive their free copy shortly.

Update change list:

  • Added "message log" that keeps tutorial and quest messages accessible later on.
  • New start game screen where you pick and name your starting ship.
  • Button labels now conform to buttons better (without shrinking as much).
  • Added Some new music tracks.
  • Made Sea of Stars logo fade when behind other windows, and made windows more opaque.
  • Changed wording on message box used to retire.
  • Fixed a bug where you could lose all your ships but the game wouldn't end.
  • Fixed a bug with fighters chasing each other off map.
  • Fixed being unable to install larger weapons on Muktian Scout.
  • Fixed another case of disappearing item icons.
  • Fixed a crash on using hyperdrive.

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About This Game

Sea of Stars continues the Infinite Space series of games that defined the genre of short-form space roguelikes in Strange Adventures in Infinite Space (2001) and Weird Worlds: Return to Infinite Space (2005). It compresses a galaxy-spanning starship adventure into the space of a single sitting, but as the game world is randomly generated each time you play, you will keep coming back for more. There is enough variety in items, aliens and special encounters that you will always discover something new - no two sessions play the same.

Sea of Stars begins in the Glory star system, in an area of space known as the Purple Void for its colorful nebular clouds. The long-isolated Terran colony of Hope has discovered the secret of faster-than-light travel, and an age of interstellar adventure has begun. Choose your starship and blast off into the Infinite Space in search of fame and fortune! Travel from star to star, explore planets and discover strange lifeforms and artifacts left behind by ancient empires. Find technology to upgrade your ship and gain allies to grow your flotilla. Encounter bizarre and delightful alien races, trade with them or blow them up - the decision is yours. And sometimes, you will face an existential threat to all life in the sector, and get to save the world.

System Requirements

    • OS: Windows XP
    • Processor: 1.8GHz
    • Memory: 1024 MB RAM
    • Graphics: 128MB OpenGL compatible
    • Hard Drive: 300 MB available space
    • Sound Card: 16-bit stereo sound
Helpful customer reviews
1 of 2 people (50%) found this review helpful
39.2 hrs on record
Posted: July 23
Early Access Review
Sea of Stars at it's heart is one of the most elegent time wasters you will ever play. Embark on a galactic adventure for exploration and profit spiced up with deadly combat, and do it all in twenty minuites or less. Sometimes that less is your first encounter the game will neatly explode your ship even on the easy setting.

Long before the terms "Rougelike " and "Sandbox" this game was all those in it's past two lives. For new players it offers a pretty rich well thought out world to knock around in. For long time players it has almost all your goodies waiting to be found [except for a few of the rather broken ones, cough, altheric mirror, cough] plus some new goodies.

You can still build a floatilla to help you with the dangers of infinite space, but there are some major upgrades here. Fighters cant be destroyed in combat. well they can but you get to rebuid them after combat, so now you can actully use them instead of hoarding them. Second you can upgrade your ships! Want a terran Battleship? Turn in your ill gotten gain to buy the beefest of hulls. This goes for your floatilla ships also , just find thier homeworlds and they upgrage to for a cost. The combat simulator gives you a chance to try out all ships and weapons found in the game to see just what you like. I have no doubt that if you have played the eariler versions of the game your gonna love it, plus it is still in early access so just how much more goodies are gonna get put in.

About early access.
Right now the game runs and functions well, I have had the rare crash, but other then that all aspects plugged into the game work well.

Few and mostly tiny. I miss the missings items like the cloak of Babalon and the Altheric Mirror, but these items were unbalanced at best. I miss having to return to Glory [home planet] to complete mission just being able to retire anywhere seems a little cheesey. I really miss the end game statements that assingned my captain a postion and carrear in life based on my score type. I hope that does get put back in for the full version.

So got time to waste and wish to be endlessly entertained? This is the game that will lurk on your hard-drive for years supplying that need. should you get it. Oh hell yes!
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44 of 50 people (88%) found this review helpful
27.6 hrs on record
Posted: April 19, 2014
Early Access Review
This is my updated review with some additional comments on game mechanics:

Some remarks about the current state of affairs (August 28, 2014)

1) This game is “work in progress” and some things may still change. So I encourage players to participate in this early access and give comments to developers. Devs are very friendly and listen to the community;
2) Even though it is “work in progress” – one can already enjoy the game, it is in a solid playable state now and very stable;
3) Devs update the game on regularly basis so any possible bugs and game crashes (if any) are handled very fast.

Basic game mechanics explained:

In a very simplified form:
- find yourself in your home system
- buy a ship that meets your strategy from a range of various hulls;
- get some equipment if you can afford it
- find an unexplored star,
- fly there;
- each star has just one planet that allows a player to: discover some equipment (shields, guns, propulsion systems and etc.), find some commodity, encounter an ally, hire a mercenary; trade with aliens; fight with aliens; some other event or a combination of all of these;
- if one has to fight then keep in mind that combat is not complicated and does not take a lot of time;
- upgrade your ship with new equipment if it gives you better stats and/or buy a new ship;
- find a new target to explore;

The Universe for you to explore is randomply generated each time you start a new game (items and encounters are also randomly placed);

The game has a time limit for your exploration (measured in in-game days) that depends on the galaxy size (now there is just one galaxy size) and the speed of your ship or ships in your fleet if you have more than one ship (that in its turn depends on the size of the ship and installed space drive; The better drives you find - the faster you fly, the less time it takes you to get to new stars, the more of the galaxy you can explore); Timelimit does not spoil the game process at all.

Comments about the game:

I) It is fun;
II) It is not complicated;
III) If one has only 15-45 minutes to play, then this game is a must; Yes, you can enjoy the game if you only have 15 minutes available.
IV) Some game mechanics is be a bit simplified but you are not purchasing this game because you expect it to be a Microsoft Flight simulator, right?;
V) In comparison to many “early access” games this one is already a finished product, stable and playable).

Bottom line: Buy, install, enjoy.
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13 of 16 people (81%) found this review helpful
38.2 hrs on record
Posted: November 29, 2014
Early Access Review
I played this game's immediate predecessor, Weird Worlds, extensively, and made the "Odd Adventures" mod that racked up a little notoriety near the end of that game's shelf life with Shrapnel Games. As a result, I'd dare say that I have more experience with the Infinite Space series than anyone who hasn't actually worked on the games or made a large-scale modification of their own (Hi, sgqwonkian!)

I say that to say this: if you liked Weird Worlds, you will probably like "Sea of Stars", but the game's future will depend greatly on how much Digital Eel has put into this game's engine. If the modding options really are "all that and the kitchen sink", SoS should be able to have a good run... if not, it's little more than an incremental upgrade, with a few jarring changes from the comfortable SAIS-derived interface that will disconcert both newbies and veterans.

The most obvious change is that the game is now 3D. Unfortunately SoS seems to get all the worst aspects of this change: the ship models are not especially detailed, arguably being a downgrade from the 2D graphics in Weird Worlds. The combat is a 2.5D compromise, which retains a lot of the simplicity of the original game, but sacrifices perhaps the game's best chance of distinguishing itself from its predecessors. The star map is fully 3D, and this is every bit as disorienting as you would expect. It's pretty, but that's about all I can say for it; as the actual gameplay doesn't seem to differ in any way from what's provided by a 2D starmap, it seems like a change made for the sake of change. Various fans have suggested making the starmap a 2.5D map, with all the systems shown on a flat plane, and I can't say that I disagree with the idea; right now attempting to navigate the purple void is downright painful, compared to the easy play that was present in the previous two games. That said, the planets and stars look spectacular on a full screen, and the ability to freely rotate gives the player a lot of interesting views that they would have missed in the previous games.

The combat system is very similar to the one in WW, and retains many of its flaws, while adding a couple more. I'll start by mentioning the biggest improvement: you can now set exact paths for your ships to follow. Previously, your ship would go in a straight line to the coordinate you directed it at; now you can do something a little more elaborate, without having to keep your mouse over the ship.

As a tradeoff, though, It is now painfully difficult to control fighters in combat; ships don't seem to stay selected the way they used to. You have to drag in the direction you want the ship to go, and when you're in a fighter, that is simply not convenient... they keep slipping out from under the mouse. The way the game is set up discourages giving fighters the precise orders that made them so helpful in previous games in the series.

One interesting change is how the ships are deployed; in the previous game, you would pre-set a "formation" that your ships would appear in at the start of the battle. Now, you can dynamically deploy your ships anywhere on the map at the start of the battle, which gives you a few new tactical options that weren't available before. You also have the option of which ships to put into the fray; if you don't want to risk your weaker vessels in a hard fight, or your fleet on a first contact mission, you don't have to. Retreating is still cheap and easy, but your ships are now delayed for a second or two while they go into light speed, which gives your enemies a little time to hurt you before you run.

All in all, though, the combat is not a big improvement on SAIS or WW. It retains the same problem of being largely pre-determined after the initial ship deployment. I had mentioned in a post on the old WW mod forum that WW (and obviously, any successors) might be better served by having a more arcadey combat engine, and this is still the case. There isn't much in the way of tactics or ship maneuvering; most of fighting is just point your ship and shoot. For something that is such an important part of the game, that's less than desirable. Nowadays FTL is the definitive combat experience in space Rogue-likes, and SoS doesn't match up. The combat mechanics were decent back when SAIS first came out in the early 2000s, and tolerable in Weird Worlds in 2007, but it's looking very dated in 2014.

There are a few enhancements to the general game. Hope's Haven Station now handles transactions in credits, which has potential to make things very interesting for modders if the purchasing is handled as flexibly as it ought to be. The combat simulator now allows you to customize your ships, and includes a "tech level" slider for opposing fleets. This alludes to the possibility of having enemies that become more advanced and invent new ship classes during play, which is obviously exciting for modders. You can buy new ships from Haven Station with your earnings, which makes losing ships less painful and allows you to get better use of your profits from exploration.

There are also a few curious omissions in the current game. Firstly, there doesn't seem to be any option for customizing your mission's length. Secondly, the flavor text that existed at the beginning and ending of WW is entirely missing. You no longer return to Hope in glory to retire as the Fleet's new admiral, or get shaken down by thugs and left to rot as a funny-spore farmer; instead, you just get a short blurb that notes you retired/died in combat/got eaten by a space whale/whatever, and your score. I suppose dedicated players will write their own narratives, but at a first glance this definitely seems to take away from the immersion in the game. Finally, the combat simulator lacks the friend/foe options that existed in previous versions of the game, which makes it a little harder for someone who wants to create a multi-side grand battle. SoS is still in development, though, so perhaps these problems will be resolved in later versions of the game.

The bottom line... do I recommend this? Like I said before, a lot of what SoS does is based on the previous games in the series. If this was 2007, I could say that it was the best thing still going, but with new competition like FTL, other new Rogue-likes, and a growing interest in procedural generation, I'm not sure that SoS (or WW, for that matter) is really at the head of the class in any particular area.

That said, though, SoS has the potential to be everything that WW was, and then some. Considering that WW retailed for something like $15-20, and this game's price seems to be capped at $10, that's something that you need to think about. The Infinite Space games have always been at their best when modded, so if the interface's rough edges are smoothed out, and the developers' promises of extensive modification options (presumably greater than WW's) hold true, SoS should turn out to be well worth the expenditure. I'm giving it a qualified recommendation. Here's hoping that Digital Eel can close the deal and make SoS into an unqualified success.
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13 of 20 people (65%) found this review helpful
0.6 hrs on record
Posted: October 9, 2014
Early Access Review
I really like the second game in this series a lot, so I would love to be able to recommend this Early Access follow up unreservedly, and if it gets to that point then I will do so. As it stands, I think there are a lot of problems - if you're happy with that (which you might be, if considering an Early Access game) then that's okay, but as of the moment, this feels a lot like the previous game but with less going on and several irritations layered on top.

Foremost of these is the 3D layout of the map. In theory this should give a better feeling of exploring space, but in practice I find it makes it difficult to tell where I've been and where I'm yet to visit. Where in the second game I could easily plan a route around the system that makes sense, here it's difficult to figure out which order to visit places, and not in a way that's fun.

I hope there are plans to address this in future updates, but I think it'll have to change quite significantly to fix this issue.

If that's fixed then I would be able to reccommend this, but only really as a re-skinning of the second game, because so far there doesn't seem to be a whole host of things that are new. Again, hopefully this might be addressed but as it stands there is simply no good reason to play this over the previous game, aside from curiosity.

I wish the team the best of luck with the project and if it arrives at a state where I can recommend it, I'll be sure to update accordingly!
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7 of 9 people (78%) found this review helpful
9.3 hrs on record
Posted: November 27, 2014
Early Access Review
Space exploration rogue-lite. With stress on 'lite'. But I wouldn't necessarily hold it against the game, sometimes you need something that is not wishing to murder you viciously in your sleep.

It surprised me first couple of times but then I found it easy to "figure out" and subsequent playthroughs were just permutation of known events while you fullfill your main goal i.e. exploring 100% of the randomly generated galaxy within time limit, trading along the way for better gear and fighting or fleeing to fight another day.

It is early access though so hopefully fully finished product will have more events going on in the universe.

There's one big challenge twist here, however - galaxy map is fully 3D. It is arguably more "realistic" this way but such feature is often sacrificed on the altar of user experience and instead games (even predecessors of this very title) feature 2D star charts. And I see why.

This may make or break the game for you, since exploration is main goal here and navigation is integral part of it, and making it a fully 3D star system makes it harder.

Myself, I embrace and welcome this new navigational perspective with literal extra dimension added. I remember seeing something like that only in Sword of the Stars, as an option, and enjoyed it there, too.

But I can understand how it may be viewed as "fake difficulty" by "screwing with your interface". It is harder to see where you've already visited and to plot your route compared to the usual 2D simplifications.

Perhaps bit different camera work would be more useful like have an option for it to be more "inside" the space so you can look around well from the point of view of your current system?

It's not a huge title and I'd say there are more interesting space games out there but I did have my fun with it and I wonder what the final product will bring.
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