Take on the role of captain managing your crew and fleet across the galaxy. Every star and planet holds untold riches and dangers. Each encounter will require skills in trading, diplomacy, and combat. Allocate power to engines, charge all weapons, and take on the worst the galaxy has to handle.
User reviews:
Overall:
Mostly Positive (249 reviews) - 70% of the 249 user reviews for this game are positive.
Release Date: Jul 17, 2015

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Recent updates View all (19)

May 15

(Last?) Beta upload of new patch live!

I'll keep it short and sweet for ya'all - new beta build uploaded! Should address a large swath of issues people found in the previous build. This also brings us incredibly close to deployment! Hooray! If you're eager to try out the new UI you can opt into the beta at any time from your steam library.


PLEASE BE AWARE - opting into beta can have your settings or save files DELETED. I would recommend either backing up your save files if you are interested in trying the new build!

2 comments Read more

March 29

New BETA build ready to test!

For those of you guys who have been waiting for an update - well it's here! There is a new beta build uploaded and ready to test. You can opt into beta at any time.

BE WARNED - OPTING INTO BETA MAY WIPE YOUR SAVE FILES!!

There is a slew of bug fixes, as well a few new features. There is still more underway, but it should feel a lot more stable than the previous build. Apologies for the delay, between a few game development related events stretching from FEB - MAR it was difficult to get anything uploaded to you guys!

2 comments Read more

About This Game

Interstellaria is a real time space-exploration sim and crew management game.

Command a fleet of vessels wandering the galaxy for adventure and profit! You’ll be forced to make tough decisions as you face hostile starships, crippling space anomalies, and intriguing aliens. When your fleet faces certain doom, should you direct your crew to make critical repairs, or report to their stations and boost your fleet?

Land your flagship on an alien world, allowing your crew to gather valuable resources for you— but be sure to equip them with powerful armor and weapons! It’s a dangerous universe out there, and although many helpful creatures will trade or share valuable information with you, many more will attack on sight!

Features

  • Tactical crew management. Direct crewmen to put out fires, or repair damaged equipment. Posting them to their station boosts your fleet's speed and combat abilities.
  • Customize your ship with helpful stations. Allocate power to important systems or simply outfit your ship with lasers and put all power into weapons!
  • Your crew eats, sleeps, and needs entertainment. Each one develops unique traits throughout the game that help or hurt the mission. Various outfits and weapons can be found to customize them further.
  • Fleet-based combat. Instead of controlling a single ship, you control multiple ships each with their own crew.
  • Fully explorable galaxy, no areas are off limits. Each region has unique ships, aliens, and mysteries to find.
  • Land your ships on planets! Each world is a new experience and has special rewards for you and your crew.
  • Featuring an all-original soundtrack from the incredibly popular chiptune musician Chipzel.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Vista / 7 / 8 / 10
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: 1024x768 minimum resolution, OpenGL 2.0 Support, and recommended dedicated graphics card with 128 MB of RAM
    • Storage: 200 MB available space
    Minimum:
    • OS: Mac OS X 10.6 or above
    • Processor: Intel 2 GHz
    • Memory: 1 GB RAM
    • Graphics: 1024x768 minimum resolution, OpenGL 2.0 Support, and recommended dedicated graphics card with 128 MB of RAM
    • Storage: 200 MB available space
    Minimum:
    • OS: Ubuntu 12.04 LTS, fully updated
    • Processor: 2 GHz
    • Memory: 1 GB RAM
    • Graphics: 1024x768 minimum resolution, OpenGL 2.0 Support, and recommended dedicated graphics card with 128 MB of RAM
    • Storage: 200 MB available space
Customer reviews
Customer Review system updated! Learn more
Overall:
Mostly Positive (249 reviews)
Recently Posted
Captain Awful
( 3.3 hrs on record )
Posted: June 24
A fun game, but some pretty serious bugs with having multiple ships. It gets confused where the crew members are, and keeps crew members in the list when they die. I had it replicate my main ship instead of showing the fighter.

A bit dissapointing I would see so many bugs early on. Hopefully they get that sorted out.
Helpful? Yes No Funny
dat boi 69
( 1.5 hrs on record )
Posted: June 20
vaporware. another early access shitcake with no ongoing development and no worth. bought it for 20 bucks, and heavily regret being fooled by the usual early access snakeoil salesmen.
Helpful? Yes No Funny
Devin
( 14.1 hrs on record )
Posted: June 9
In a game where movement is only controlled by automatic pathfinding, the developers put in paths your crew cannot navigate. Fantastic design.
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Kaila
( 0.7 hrs on record )
Posted: May 21
boring, bland looking graphics and its just meh.
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Medieval Knieval
( 2.9 hrs on record )
Posted: April 24
My biggest issue with this game, the one thing keeping me from sinking hours into it, everytime you take off from a location you are reset to a default point on the galaxy map. All your travel time is lost. This issue is compounded by the fact that to change locations on a planet you have to take off.
Helpful? Yes No Funny
Darude_Samstorm
( 3.8 hrs on record )
Posted: April 10
This game is like FTL, but it has more stuff to do. You have way more control over your ship, crew and actions. 9/10
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Captain Jack
( 1.1 hrs on record )
Posted: April 1
First off, this review is biased.
I bought the game and within an hour my ships had randomly blown itself up for no apparent reason ending my game prematurely. This was very frustrating and led to me refunding the game.
It wasn't until much after this that I found out that there is a hotkey right next to the movement keys that signals your ship to self destruct.
Great keymapping 10/10
Helpful? Yes No Funny
Ryebread
( 22.6 hrs on record )
Posted: March 20
I helped Kickstart this game a few years ago, and while I did get newsletters on its progress through its development period, I opted not to read them for a better surprise when the game was officially released.

Now that it has and I've had a chance to play it through from start to finish, I find myself tragically disappointed. While it does offer some degree of fun, it's only a bland variety of it. Through its automated processes, repetitive grinding, and tired dialogue, I'd group this game more with the likes of Cookie Clicker instead of FTL or Starbound.

My chief complaint has to be Interstellaria's universe and how shallow it is. True, there are numerous planets you can travel to. You can land on some to explore and harvest its resources and battle its inhabitants. You can travel and trade and build up a fleet. However, those planets I mentioned earlier? You can't land anywhere you want on them, but only on select landing zones the game offers you. Some planets can't be landed on at all, and some planets only offer a single static zone to be explored and quickly forgotten about.

In fact, nearly everything in Interstellaria's universe is static, from the resources that respawn in the exact same spot 20 minutes later, to the enemies that respawn in the exact same spot 20 minutes later, to the rare enemy NPCs who respawn and mindlessly repeat their pre-battle dialogue in the exact same spot 20 minutes later. All this just tells the player "You can never change this universe in any meaningful way". That's disheartening for a game about galactic exploration and interaction.

I emphasived "20 minutes later" because of the game's respawn mechanic. Everytime you enter a landing zone and later leave it, a timer appears that counts down from 20 minutes. After that, the zone is fully replenished with resources and enemies, irregardless what happened on it previously. However, it also serves a more frustrating purpose. The game promises "worlds with special rewards"; those rewards are randomized drops of weapons/armor, and if you want to kit out your NPC crew with better gear, you'll likely have to go through a lot of grinding sessions, separated by boring 20 minute waits. You can do anything you want in those 20 minutes, but that usually means you'll be replacing that wait with even more tedious grinding in a different part of the game.

When you look at the NPCs you control, it doesn't get any better. You can recruit a large crew from a large pool of alien species, but the differences between individual crew members (as well as aliens as a whole) are largely cosmetic. Some aliens can wear armor while others can't. Some aliens need sleep/food while others don't. There is no noticeable difference in how well they perform either. In space battles, you'll assign them to stations/tasks and forget about them. During landing expeditions, you have no imperative to do anything beyond selecting your crew en masse and commanding them to auto-attack a single enemy/area or selecting the auto-harvest command (which tells your crew to strip the entire map of resources). Any single NPC will rarely become particularly important, and will just be another generic face in the crowd as far as your needs as a player are concerned.

Worst yet, among other glitches, the game's NPCs suffer from pathing issues. NPCs you control move when you select a location they should move to, and calculate their path based on that. However, you'll sometimes find your NPCs stuck on obstacles or constantly missing a jump over a gap. One planet has a landing zone filled with tiny gaps your NPCs will have to hurdle, and it is common for players to have their NPCs constantly tediously repeating and failing the same jump.

I clocked in a bit under 24 hours for this game, but that's because I took my time to build up a sizable fleet of ships and crew. If you go with the bare basics (you'll only ever need one well-equiped ship and crew), you should finish this game's story in under 8 hours. The story itself is filled with boring fetch quests and tedious instructions of "Go to A then Go to B". It's fun to build up a fleet that will steamroll over any AI opposition, but that's only fun in the same way of building up a cookie-clicking empire in Cookie Clicker; fun to see how big it will get, but unsatisfying in any other way. With so many better and deeper space exploration games already out on Steam, I absolutely cannot recommend Interstellaria.

P.S.: If it makes any difference, the game will have updates in the future to add more free content, and the developer is currently testing a new UI interface that should make the game's data easier for the player to understand.
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Seba
( 10.1 hrs on record )
Posted: February 11
The art is great, the game, not so much
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Blake81
( 29.1 hrs on record )
Posted: January 14
This game broke my heart. I was so hyped about it that I didn't even wait for a sale...

From the first time I heard of this game, it was portrayed as a blend between two favorites of mine, Starbound and FTL; combining FTL's epic space combat and Starbound's limitless exploration.

This game has neither.

Space combat is a bit challenging while you're still on the starting ship, that has no shields. But once you get a shield or a decent speed, it becomes child's play. What you don't easily dodge by moving around, you shields will suck it up like a sponge. And once you get bigger ships like Kursha Cruiser and slap some Death Rays to it, then you're set up for life; nothing will ever give you a challenge.

On the exploration, for a game whose developer was in clearly in contact with Chucklefish, it's ABSOLUTELY NOTHING like Starbound's exploration (unless you count the platformer part). Of the few dozens of planets available, you can only explore two or three, and most of these have absolutely nothing but a fistful of resources you can collect, and some won't let you land till you're doing certain mission of the Main Story, which is the other bad part. And this is all without mentioning how buggy are the whole pathlines your characters follow; you'll have to get used to them suddenly stopping over a stair step because they failed to jimp over it.

The Main Story is just a linear and uninspiring streamline of Fetch Quest; go talk to this quest giver, go to this planet, kill all the monsters, find the quest object, grab all resources, go back to your ship, return to quest giver, rinse and repeat, rinse and repeat FOR HOURS. And the slow space travel only makes this even more tedious, as some quests send you to the other corner of the map just to talk to some guy or fetch some Space MacGuffin.

The only thing I admit I enjoyed is the Soundtrack; which is quite good, but soundtrack alone doesn't make a game.

So, to sum up, if you're looking for a epic space-faring experience, filled with exploration, twisted plots of intrigue and a really challenging combat... go play something else. I'd reccomend you Freelancer, which has all of the above sans the exploration part. You can try Starbound for that one.

This game is a waste of money...
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Most Helpful Reviews  In the past 30 days
3 of 5 people (60%) found this review helpful
Not Recommended
14.1 hrs on record
Posted: June 9
In a game where movement is only controlled by automatic pathfinding, the developers put in paths your crew cannot navigate. Fantastic design.
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Most Helpful Reviews  Overall
609 of 728 people (84%) found this review helpful
18 people found this review funny
Not Recommended
7.8 hrs on record
Posted: July 18, 2015
I'm not sure how I feel about Interstellaria. I want to like it. For years I've been looking for a subsequent continuation of Star Control 2's Gameplay (one of my favorite games of all time), and while this comes close, it's suffering from several small issues and 1 massive issue.

I'm 8 hours in, and I've literally explored the entire universe. That leaves a bad taste in my mouth. That should not happen in a game that allows you to freely travel an entire universe. There are too many planets with nothing to do on them, and there's too much space on the map that is just empty. No planets have moons, no planets circle a sun,every star system is 1 planet, there is no variation in gravity from planet to planet, but there are temperature "biomes" that encompass an entire planet, there are no gas giants, or variations of types of planets either, no satellites, no leftover or abandoned tech, nothing, just lots of nothing on a planetary scale, no planetary info, no day/night cycles, just a static marble in the vast emptiness.

Save yourself the money and go play Star Control 2 (also known as Ur-Quan Masters), which is from the 1990s, free, is better than Mass Effect (yes I said that), and even has voice acting.

Developers of Interstellaria...

Allow players to make hotkeys of crew members/management for easier control and selection.
Allow players to make hotkeys of ships in their fleet, just like any RTS game.
Allow players to save what crew members man what stations and tie that to a single button for ease of use.
Fix the enemy AI, as the game is too easy to play through. I can literally fight anything with 1 ship (that is 1 step removed from the starting ship) and win without being touched. I can also fight anything with 3 crew members with a basic pistol and kill them with ease.
Adjust the weapon systems to be able to fire alternately, tie it to a key, and create a button to fire them all - just look at FTL for christ sake.
Add a timeline system for the universe to change as time passes. Make those influence circles increase, shrink, or move as territories change hands between races, or just have the circles change size based on which race is winning more fleet fights.
Allow more conversations to take place in space between friend and foe alike, hostile ships never open up hailing frequencies, and I have NOT ONCE found a use for hailing a ship as friendly ships auto-hail you, and enemy ships never accept your hails - why is this button in the game?
I see you've included a fast forward button because you realized how much waiting was involved in the ground/exploration systems - while I appreciate that, that's a bad design sign from step 1. If you need it, that speaks volumes for your design choice from the drawing board.

I can keep going. I have a degree in this field and have worked on AAA titles. I want to like this game, but it isn't done, there's too much emptiness to it, and there's so much more that could be done.
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167 of 205 people (81%) found this review helpful
65 people found this review funny
Recommended
6.7 hrs on record
Posted: July 17, 2015
An absolutely fantastic example of an indie game. Taking place in a sector of space inhabited by many unique species, you will play the role of a freelance trader/explorer/bounty hunter/whatever you want. It's a very charming game, with humor littering it's light hearted universe. It constantly nods to star trek in it's own way. Not only does it have space travel and combat, it also has sidescrolling planetside exploration with a huge amount of planets each with multiple landing zones. I should probably go through pros and cons to make this review easier to read:

Pro's:
-Charming pixel art style
-Lot's of unique planets to explore
-Customizing ship interior
-Indepth crew inventory management.
-Fun space combat which involves moving around a 2d plane dogding oncoming fire
-2d sidescrolling planetside adventure
-I haven't really gotten into the campaign objectives but so far it is interesting.

Cons:
-Slightly clunky interface (gets easier the more you use it)
-Occansional crew pathfinding stupidity
-ummmm...
-should i put more stuff in the cons section?
-lack of walruses so far

Overall I say buy it if you like space sims.
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306 of 419 people (73%) found this review helpful
13 people found this review funny
Not Recommended
2.4 hrs on record
Posted: July 18, 2015
well then

- There are very few ships.
- no form of auto save
- frequent crashing (see no auto save)
- taking off resets the map, all resources, enemies, and quest items are put back in place this would be less irritating if so many quests did not require returning to the same map.
- plot is nothing like what is advertised its a linner plot with little content
- poor user interface
- resource gathering involves sitting and staring at the screen.
- healing characters involves sitting and staring at the screen.
- travel involves sitting and staring at the screen.
- most of the games time in fact is spent waiting for time to pass. actual gameplay is brief and far spread out.
- many, many bugs (but hay they may get fixed)
- poor ai pathfinding.

I want to like the game, however it feels quite short on content, has no replayability, and is to short on any actual gameplay for me.
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235 of 324 people (73%) found this review helpful
8 people found this review funny
Not Recommended
1.9 hrs on record
Posted: July 17, 2015
This game, while gorgeous and interesting on the outside, suffers from awful bugs (including achievements being broken and crew members getting stuck on stairs). I can only pray that Chucklefish gets these guys to fix the game. Then they can fix Starbound.

TL;DR - Interesting concept that will not tickle your Terraria/Starbound itch. Poor design choices and rough presentation.

Pros?

- Awesome pixel art.
- Charming attempt at customization.
- Interesting space combat that you can definately get absorbed into.
- Real exploraton that functions as a method of earning money and supplies.
- Very simple.
- Hands free function on exploration.

Cons?

- Outside of space combat, there is nothing that's intriguing.
- Huge amounts of time spent feeling like you're AFK. Until pathing is broken. And then you're annoyed about that.
- Money is easy to find. Planets are farmable and I have not once seen where Valuable Metals or something has not been in demand in the HQ. This makes buying ships and crew far too easy.
- Clunky UI. UI windows that interact with eachother horribly. (Two menus up? You just hit the menu behind the one you wanted to.)
- Annoying bugs. Like randomly generated astroids that are generated so that you cannot get back to your ship.
- Bugs. Like the kind where mapping where certain crew members.. ahem.. most crewmembers need you to physically walk them up stairs or jumps.
- Like a lot of bugs. A little less with the new update.
- Hands free fuction on exploration. Crew members die. All the time.

Conclusion?: Starbound exists. FTL exists. They both do what this game intends to do better. Play those instead.

EDIT: Chucklefish isn't the dev for this game, silly. Added some more pros and cons. WIll continue to update as game is updated, unless it isn't. Steam might be seeing an influx of return requests soon. Lol.

EDIT II: I'm getting comments that make it seem as though people are misconstruding the fact that I am not reviewing a triple A title for an article on Destructoid or something. I am going on the information that I acquired through nothing but my gameplay experience. Just as 90% of consumers do. This is a user review. If you're looking for a college length essay, perhaps look elsewhere, as there isn't enough about this game to go into immense detail. I added some more discussion about bugs, but I won't be updating further. As I hear of bug fixes I might. We'll see.

EDIT III: I've been told to revisit some of the points I made. As someone else has stated, Steam gives me the option to either negatively or positively rate this game. There is no "circumstantially" button next to "Do you reccommend this game?" However, that is indeed my true answer. This game is fun and interesting but poor design choices caused it to royally flop. I enjoyed that sapce combat was simple and floaty. I did not like that when I was out of space combat there was cirtually nothing to do.

See my cons section. A series of nitpicks, maybe. But you would most likely have the same issues with the game as well.

I bought this game for myself and a friend. I was excited to play and I went into it with an open-mind. I'm just looking to save you your money on a game that isn't worth your time.

I did do some rewording and spelling error fixes though. < 3
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94 of 115 people (82%) found this review helpful
6 people found this review funny
Recommended
19.3 hrs on record
Posted: July 19, 2015
This game was on my "wait list" for a long while - since they announced its Kickstarter.
I was not a backer, nor a Early Access founder - I have been burned by enough EA projects by now, so I rather buy things on release. And that's what I did with Interstellaria.

Before I get any more personal, I'll review the game for you for what it is.
It's important to start with what this game is and what this game isn't - as appearances can crush many expectations!
-

SPACE. The final frontier. Or is it?
In Interstellaria, you control a fleet of up to 5 ships along with the big crew to man all the stations, in adventures across the galaxy.

WHAT IS INTERSTELLARIA? Better described as Very Lite FTL [Faster Than Light, game] meets Very Lite Starbound.
Tactical Space Combat with planetside exploration and combat with away teams, with infinite amounts of nostalgia - all made, for the most part, by the hands of a single person.
What Interstellaria isn't: IT IS -NOT- a complete dynamic sandbox of procedural exploration.
In summary, Interestallaria is completely linear and static. For example:
- Economy: goods are always in full supply in Planet A, and always in full demand at Planet B. No price fluctuations. No economy.
- Simulation-wise: Space Combat encounters are random and have no influence on the game universe. Same can be said by Ground Combat - mob spawns are fixed and always respawned after leaving and reentering the same planet.
- Story-wise: There's a single ending and there's no decisions to be made - the story is linear and directed.
Therefore, mind your expectations before buying!

The CONTROL SCHEME is straightforward, with hotkeys for all screens. Right-Click usually involves moving around and assigning orders, left-click usually examines or sets a target (in space combat). The INTERFACE is easy to use and understand, and brings much nostalgia.

GRAPHICS and SOUND are amazing. It's a 10/10 in my book. If you like chiptune, you'll probably want to acquire the soundtrack. And again, the graphics bring much delicious nostalgia for those who either played or watched someone playing Space DOS games back in the 90's.

CONTENT, STORY and EXPLORATION are rather limited, even though the game might take the "default" 15-20 hours to complete and explore. This is where Interestellaria gets weird and easy to criticize: you'd expect much more from a "Fully Explorable Galaxy". Not only that, but ALL LANDABLE PLANETS have "Breathable Atmospheres" - there's ZERO Survival or Life Support component in the game. Even though there's a in-game/in-universe explanation for that, it feels really cheap and left out.
The plot itself is good and interesting enough, but there's too little universe lore to support anything more than that. And the lack of different endings or actual choices throws the opportunity of a real "Space Epic" experience down the drain.

This doesn't mean that the game isn't OPEN WORLD. You are free to forget about the plot and explore the available universe, trade and build your fleet at any time. I actually got my Kurshan Cruiser as soon as I could, and then I followed the story.

CUSTOMIZATION and MICROMANAGEMENT is existant to a certain extent in the game:
- RACES: You choose which race to recruit for your crew, and some races might have constraints applied to them. Bashiens, for instance, don't wear armor. Some kinds of robots never level up, while Drones do. Whatever other variables, though, is not exposed by the game. So I don't know if humans gain XP faster and Kurshans deal more melee damage, etc.
- TRAITS: Your crew can also pick up traits, which is a very interesting system to have. However, most traits are bad or silly. And by the end of my game, everyone who could have a negative Gathering trait, had it.
- CREW CUSTOMIZATION: You can choose which equipment to put on the Helmet, Armor, Legs, Weapon and Augmentation slots of your crew. There are certain "Vanity" items dropped by mobs, which is a nice touch.
- AUGMENTATIONS: Make characters even more unique - some augmentations simply give more health, others might be weirder and make your crewman shoot lasers. Still, there's a lack of variety here, and augmentations are rather hard and rare to come by.
- SHIP CUSTOMIZATION: You can pick which modules and levels for each ship station, and where they'll be positioned on the ship. This is really cool, since you can tailor ships for different roles - you can even crew a ship only with robots to save space and time! Further Ship customization would help make ships really unique, though.
- SHIP EQUIPMENT: There's a decent amount of weapons, and each race specialize in a different weapon types.
- CREW MANAGEMENT: You can assign crew for different stations, or order them to eat, have fun, sleep or heal. If a crewman is not allocated to any station, he'll take care of his needs himself - but if left unwatched while allocated, he might leave your command next time you land..which makes it rather frustrating. Therefore, currently, Crew Management is rather weird and unwiedly. It's manageable with a single organic-crewed ship, but needs improvement. (My solution to ignore micromanaging issues was to crew my other ships with robots).
- This might be a good time to warn you: there's NO CRAFTING in the game.

SPACE COMBAT is not as complex and chaotic as FTL, but is very fun and cool in its own way. You actually move your ship around in a screen, and can dodge and position yourself at will. Taking hull damage might cause hull breaches, damage ship stations or cause fires. There's NO BOARDING mechanic in the game, which is rather disappointing.
Currently, Space Combat is too easy and has no variety, unfortunately.

GROUND COMBAT is simple, but needs improvement. Right-clicking a target will give a single move/attack order to your crew, who might stop attacking after the first blow, or not. Pressing G or clicking the Guard button will make your crew automatically attack nearby enemies, which makes it much easier and faster, but your crew can still stop attacking the target. The bosses are actually surprising, but usually the low ammo capacity forces you to fall back to the ship to resupply and heal before a boss fight, which feels cheap, completely breaks immersion and makes the game lose all of its character.

REPLAYABILITY is probably null. I've finished the game, got all the achievements, and there's no point to replay the game - unless a big content update hits us.

CONVENIENCE is bad in this game. Menus don't use the mouse wheel, trading goods requires you to single-click for each item unit, transferring power between the ship's systems will have you click multiple times for each energy unit, you can't access you ship's cargo hold while landed, and there's NO AUTOSAVE at all in the game. Therefore, most things that can be boring for the player, will be. At least "Harvesting" is automated - but it can largely be ignored by trading instead.

About BUGS and ISSUES: Post-launch, players had many problems, ranging from simple UI issues and typos, to save-game corrupting bugs. I managed to finish the game without major issues, even though I had to reload a few times and probably lost one or two hours with that. Constant saving is necessary.
It's important to note, however, that the developer released two patches in two days - on the same day of release - and through the weekend.

CONCLUSION:
There's a lot of bad inside and around Interstellaria - there's no denying. No matter how much you want to love the game, you'll probably end up hating on it instead.
But that's when you have to remember what the game is: a linear, static, light hybrid space adventure game that costs 10 USD, made by a single person.

I've reached my word limit, so I'll end by saying I actually enjoyed it, and smiled at the end - the galaxy is saved, and mankind is, once again, free and safe. Or is it?
Mixed Feelings alright. :)
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83 of 111 people (75%) found this review helpful
7 people found this review funny
Recommended
129.5 hrs on record
Posted: July 17, 2015
As somebody who grew up on starflight, this is a retro lovefest. It's like starflight and FTL had a baby with sidescrolling planet exploration.

You've got the crew management of FTL and the exploration and storytelling of Starflight, with a neat little sidescroller planetside game.

I've been playtesting on and off for months, and have seen worlds and worlds full of improvement and I'm super excited to see others get a taste!

And just to be clear: everything's hand-placed, there's no procedural or random worlds. It's better for it! Expect 12-20 hours to finish the thing, and you're still way ahead compared to what a couple movie tickets would cost you.

EDIT: To explain just what parts of the games I mean!
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39 of 45 people (87%) found this review helpful
Not Recommended
29.1 hrs on record
Posted: January 14
This game broke my heart. I was so hyped about it that I didn't even wait for a sale...

From the first time I heard of this game, it was portrayed as a blend between two favorites of mine, Starbound and FTL; combining FTL's epic space combat and Starbound's limitless exploration.

This game has neither.

Space combat is a bit challenging while you're still on the starting ship, that has no shields. But once you get a shield or a decent speed, it becomes child's play. What you don't easily dodge by moving around, you shields will suck it up like a sponge. And once you get bigger ships like Kursha Cruiser and slap some Death Rays to it, then you're set up for life; nothing will ever give you a challenge.

On the exploration, for a game whose developer was in clearly in contact with Chucklefish, it's ABSOLUTELY NOTHING like Starbound's exploration (unless you count the platformer part). Of the few dozens of planets available, you can only explore two or three, and most of these have absolutely nothing but a fistful of resources you can collect, and some won't let you land till you're doing certain mission of the Main Story, which is the other bad part. And this is all without mentioning how buggy are the whole pathlines your characters follow; you'll have to get used to them suddenly stopping over a stair step because they failed to jimp over it.

The Main Story is just a linear and uninspiring streamline of Fetch Quest; go talk to this quest giver, go to this planet, kill all the monsters, find the quest object, grab all resources, go back to your ship, return to quest giver, rinse and repeat, rinse and repeat FOR HOURS. And the slow space travel only makes this even more tedious, as some quests send you to the other corner of the map just to talk to some guy or fetch some Space MacGuffin.

The only thing I admit I enjoyed is the Soundtrack; which is quite good, but soundtrack alone doesn't make a game.

So, to sum up, if you're looking for a epic space-faring experience, filled with exploration, twisted plots of intrigue and a really challenging combat... go play something else. I'd reccomend you Freelancer, which has all of the above sans the exploration part. You can try Starbound for that one.

This game is a waste of money...
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65 of 90 people (72%) found this review helpful
Not Recommended
3.9 hrs on record
Posted: July 19, 2015
I want to like this game, I really do, but I can't. Interstellaria has a lot of good points to it, it's essentially an adventure based FTL, and damn it's fun. You manually fly your ship during fights to avoid enemy fire, you manage a crew and have them man different stations for different effects, it's just a lot of fun. There are unfortunately so many bugs and inconveniences that the game borders on unplayable.

- Incredibly tiny universe. I'm not too far into the game, and I'm hoping the game holds more in store than what I've currently gotten to, but as it stands, there looks to be only about 40 planets, less than half of which are explorable, and a large portion of the 'explorable' ones are simply ports to sell goods I can no longer find because I've harvested everything in the universe, and parts/ships I can't buy because I can now only make small change hunting the same ships over and over.
-The sound and graphical options don't save, so unless you want to play in a low resolution windowed mode, you have to redo your options on every launch.
- Keyboard shortcuts sometimes don't work on the first press. I'm really not sure what triggers this, but usually any time I try a keyboard shortcut if I haven't used the keyboard for a minute or so, I'll have to double press it.
- Can only see a single team member's health at a time. This forces the player to constantly rotate between crew members for fear that someone is near death.
- Can't see ship part descriptions in the fleet menu. Want to compare power use of MKII and MKIII parts? Well, you'll have to take the current one off your ship, leave the menu, go into the inventory, decide which one you want to use, leave the inventory, open the fleet menu and put the part down.

And the list goes on. All in all, this game just feels unfinished, and if the creators can consider this 'good enough' to be called a full release and start working on something else, I can't see them getting around to fixing too much.

Edit July 27: So, I haven't played the game with any of the most recent updates, but I just want to say really quickly that Chuckle Fish has proven me wrong by tossing fixes and improvements at the game as quickly as they can. I really do appreciate the team working their butts off.
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31 of 36 people (86%) found this review helpful
Not Recommended
22.6 hrs on record
Posted: March 20
I helped Kickstart this game a few years ago, and while I did get newsletters on its progress through its development period, I opted not to read them for a better surprise when the game was officially released.

Now that it has and I've had a chance to play it through from start to finish, I find myself tragically disappointed. While it does offer some degree of fun, it's only a bland variety of it. Through its automated processes, repetitive grinding, and tired dialogue, I'd group this game more with the likes of Cookie Clicker instead of FTL or Starbound.

My chief complaint has to be Interstellaria's universe and how shallow it is. True, there are numerous planets you can travel to. You can land on some to explore and harvest its resources and battle its inhabitants. You can travel and trade and build up a fleet. However, those planets I mentioned earlier? You can't land anywhere you want on them, but only on select landing zones the game offers you. Some planets can't be landed on at all, and some planets only offer a single static zone to be explored and quickly forgotten about.

In fact, nearly everything in Interstellaria's universe is static, from the resources that respawn in the exact same spot 20 minutes later, to the enemies that respawn in the exact same spot 20 minutes later, to the rare enemy NPCs who respawn and mindlessly repeat their pre-battle dialogue in the exact same spot 20 minutes later. All this just tells the player "You can never change this universe in any meaningful way". That's disheartening for a game about galactic exploration and interaction.

I emphasived "20 minutes later" because of the game's respawn mechanic. Everytime you enter a landing zone and later leave it, a timer appears that counts down from 20 minutes. After that, the zone is fully replenished with resources and enemies, irregardless what happened on it previously. However, it also serves a more frustrating purpose. The game promises "worlds with special rewards"; those rewards are randomized drops of weapons/armor, and if you want to kit out your NPC crew with better gear, you'll likely have to go through a lot of grinding sessions, separated by boring 20 minute waits. You can do anything you want in those 20 minutes, but that usually means you'll be replacing that wait with even more tedious grinding in a different part of the game.

When you look at the NPCs you control, it doesn't get any better. You can recruit a large crew from a large pool of alien species, but the differences between individual crew members (as well as aliens as a whole) are largely cosmetic. Some aliens can wear armor while others can't. Some aliens need sleep/food while others don't. There is no noticeable difference in how well they perform either. In space battles, you'll assign them to stations/tasks and forget about them. During landing expeditions, you have no imperative to do anything beyond selecting your crew en masse and commanding them to auto-attack a single enemy/area or selecting the auto-harvest command (which tells your crew to strip the entire map of resources). Any single NPC will rarely become particularly important, and will just be another generic face in the crowd as far as your needs as a player are concerned.

Worst yet, among other glitches, the game's NPCs suffer from pathing issues. NPCs you control move when you select a location they should move to, and calculate their path based on that. However, you'll sometimes find your NPCs stuck on obstacles or constantly missing a jump over a gap. One planet has a landing zone filled with tiny gaps your NPCs will have to hurdle, and it is common for players to have their NPCs constantly tediously repeating and failing the same jump.

I clocked in a bit under 24 hours for this game, but that's because I took my time to build up a sizable fleet of ships and crew. If you go with the bare basics (you'll only ever need one well-equiped ship and crew), you should finish this game's story in under 8 hours. The story itself is filled with boring fetch quests and tedious instructions of "Go to A then Go to B". It's fun to build up a fleet that will steamroll over any AI opposition, but that's only fun in the same way of building up a cookie-clicking empire in Cookie Clicker; fun to see how big it will get, but unsatisfying in any other way. With so many better and deeper space exploration games already out on Steam, I absolutely cannot recommend Interstellaria.

P.S.: If it makes any difference, the game will have updates in the future to add more free content, and the developer is currently testing a new UI interface that should make the game's data easier for the player to understand.
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