Massive scale 4X-RTS set in space. Control hundreds of planets, manipulate galactic politics, research numerous advanced technologies, and command thousands of units and hundreds of planets in your quest for galactic dominance.
User reviews:
Recent:
Very Positive (41 reviews) - 87% of the 41 user reviews in the last 30 days are positive.
Overall:
Very Positive (480 reviews) - 81% of the 480 user reviews for this game are positive.
Release Date: Mar 27, 2015

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Recent updates View all (21)

April 22

Wake of the Heralds Release and v2.0.0 update!

Our first expansion, Star Ruler 2: Wake of the Heralds, is now officially out on steam! Purchase it for $9,99 from the steam store page.



Along with the release of the expansion, the base game has received an update to version 2.0.0 containing a number of fixes and improvements. You can read about some of the main changes to the game below:

Graphics

  • Added a number of new post processing graphics options, including Bloom, Godrays and Chromatic Aberration.
  • Many many more improvements to shaders and and lighting to improve graphics quality
  • The visual surface of planets is now actually rendered to match the biome tile grid from the planet overlay. City lights will automatically appear where buildings are!

AI
  • The AI has received numerous improvements to how it plays the game. Please report any bugs you find in its new behavior!
  • You can now determine whether an AI is aggressive, passive and biased against humans separately from difficulty.
  • You can now set the particular ways an AI cheats and how much it cheats at them.

UI
  • The open tabs, quickbars, and camera location are now saved and restored when you load a game.
  • Improved the planet requirement UI on the bottom left of the planet overlay.
  • Added a Replace tool to the ship designer that replaces the subsystem you click on the design with the type of subsystem you have selected while keeping the same size.

Races & FTLs
  • Mechanoid population above 1 now provides 2 labor, but population above the maximum no longer provides any.
  • Tweaked the income values of mechanoid planets over population so they don't jump up and down as much.
  • Fling Beacons now cost FTL energy to construct and have a small FTL upkeep.
  • Tweaked the cost and duration of opening slipstreams based on the size of the generator.

Notable Fixes
  • Fixed exploit for exporting labor more than once.
  • Fixed exploit with Frugal trait where planets could be Level 2 without any tier 1 resources.

Note to Modders
You will need to mark your mod as compatible with this version after you have update it to be so. To do this, either use the ingame Mod Editor to select a Compatibility value of 200, or add the following line to your modinfo.txt:
Compatibility: 200
Any mods that haven't added this line will be automatically disabled on game start. Users can forcibly re-enable these mods if they want to, but are warned that the mods are incompatible and may break their game.

15 comments Read more

April 21

Wake of the Heralds Feature Highlight: The First

Star Ruler 2: Wake of the Heralds releases tomorrow, Friday April 22nd! You can read our final feature higlight about the second new race, "The First", below.

The First


Although their once great empire is gone, reduced to nothing but remnants by the ravages of time, the minds of those who chose to live forever still carry on.
The planet Atrozal, hollowed out and brimming in circuitry; where a trillion souls discarded their bodies to be part of the final dream of the ancients.

The First care little for the physical world, yet the arrival of the Heralds spells a threat even their paradise does not escape. Send out massive orbital replicators to find raw materials and convert entire planets into automated refinery worlds and computation hubs. The entire weight of this galaxy must be unified if we hope to stand a chance of surviving.


Silicon Continent

Because the First are a fully virtual race, they do not have any population or civilian infrastructure or any of that messy stuff. Instead, their planets are covered from top to bottom in industry and circuitry, each part performing the valuable task it was programmed to do.



The First have an entirely different set of buildings to place, and placing buildings is the only way they can make use of resource pressures.

Having little use for food, luxuries or infrastructure, all planets are immediately at the level their resource requires, no lower and no higher.

Replicators

Rather than colony ships, the First take control of planets by using their Orbital Replicators. These giant orbitals filled with specialized manufacturing hardware and fitted with specialized thrusters can rapidly replicate and assemble entire factories for placement on the planet they are orbiting.



In order to control a planet, an Orbital Replicator must be moved to it. Only planets that have a replicator orbiting it can build any buildings.

Base Materials

One of the functions of the Orbital Replicator is placing enormous Transmuters on various planets. When the First deem a resource useless, such as food, they instead decide to convert the resource and the matter on the planet itself into Base Materials for further use in replication.



When a resource has been converted to base materials it can then be exported to a different planet. Various buildings require the continuous consumption of imported base materials to operate, so you will need to convert many different planets to fuel your industry.

Omake: AI Settings



The AI has received a number of improvements to how it plays the game, and you can now control parts of its behavior during game setup. You can also determine exactly in what way and how much an AI cheats, if you feel like teaming up for a comp stomp or just want a bigger challenge.

Note that the AI improvements and settings will be available to all players through an update to the base game, and will not require the expansion to be purchased.

Multiplayer

In order to allow people to play multiplayer with as many others as possible, the expansion content automatically gets unlocked in multiplayer depending only on if the host player has the expansion installed.

So even if you don't own the expansion, hop into a multiplayer game hosted by someone who does and you will be free to try out any of the new stuff!

12 comments Read more

Reviews

“Star Ruler 2 expertly balances complexity in gameplay with an intuitive, easy to pick up system for players.”
'Recommended' – eXplorminate

About This Game

Star Ruler 2 is a massive scale 4X/RTS set in space. Explore dozens, hundreds, or even thousands of systems in a galaxy of your choosing, expand across its planets, exploit the resources you find, and ultimately exterminate any who stand in your way. The fate of your empire depends on your ability to master the economy, field a military, influence galactic politics, and learn what you can about the universe.

Galactic Economy

Colonize planets, each with one of dozens of resources, working in unison to create bustling centers of production. The resources you choose matter, and will guide your empire and its conflicts throughout the entire game.

Custom Ships

Design ships that fit your needs, strategies, and tactics using our new 'blueprint painting' approach to ship design. Quickly and intuitively lay out the armor, weapons, engines, and internals of your vessels.

Politics with Power

Diplomacy and influence gathering are reinvented as a core mechanic of the game, giving meaningful alternative options to players and serving as a platform of interaction both between players and AIs as well as humans in multiplayer. Harness your influence to annex territory, spy on enemies, aid allies, and more! You truly have the opportunity to affect the political landscape.

Massive Scale

Running on our internally developed Starflare Engine, Star Ruler 2 is able to make full use of multi-core cpus, and runs on both 32 bit and 64 bit machines. The size of a galaxy is only limited by your hardware and ambitions!

Intricate Research

Expand your knowledge through a grid of numerous technologies, big and small. Improve nearly every aspect of your empire.

Complete Moddability

You can modify the gameplay, graphics, interface, and virtually every other facet of the game through scripts and data files, giving unprecedented freedom to the modding community to implement any feature they want. Use the in-game mod editor to add or change most content, and upload your mod to the Steam Workshop!

Full Multiplayer

Star Ruler 2 features complete multiplayer support with up to 28 players and AIs in the same game.

Games above 8 players or in galaxies of several hundred systems may exceed the capacity of a typical home connection. Consider playing very large games on LAN.

Cross-Platform Support

Star Ruler 2 supports both Windows and Linux, with all game features supported fully on and between both operating systems.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows Vista
    • Processor: SSE2 Capable processor
    • Memory: 1 GB RAM
    • Graphics: AMD or Nvidia Graphics card w/ 512MB RAM, OpenGL 2.1 Support
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: Broadband required for internet play. Scroll wheel or full access to two mouse buttons required.
    Recommended:
    • OS: Windows 7 64-bit
    • Processor: Intel Core i7 or AMD Phenom II
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GTX 460 w/ 1GB RAM
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    Minimum:
    • OS: Linux
    • Processor: SSE2 Capable processor
    • Memory: 1 GB RAM
    • Graphics: AMD or Nvidia Graphics card w/ 512MB RAM, OpenGL 2.1 Support
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: Broadband required for internet play.
    Recommended:
    • OS: Linux
    • Processor: Intel Core i7 or AMD Phenom II
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GTX 460 w/ 1GB RAM
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (41 reviews)
Overall:
Very Positive (480 reviews)
Recently Posted
iorek
( 89.1 hrs on record )
Posted: May 24
One of the better 4x games.
Its also one of the most unique, moving away from simply cloning MOO or Gal Giv.
It also has multiplayer and is reasonably ballanced and finished unlike other games in this genre.

Economy is run on a 3 min budget, Diplomacy is a full functional system that runs in 15 second intervals, not gluded on afterwards like in other 4x.

It has a ship builder that lets you build ships from the ground up if you want to, along with a simulator to see how effective your design is against others.
The ship builder and simulator alone is better than "Gratuitous Space Battles" which is a full game.

Its nice that after you learn the base game, you can still play 3 other races that play almost like a different game, each race has its own unique way of travel, FTL, Slipstream, Gates, Jumpdrives, Giant catapults(mass effect)

My only real complaints are the massive simplification from Star Ruler 1 (arguably a good thing), the lack of automation on some of the tasks (AAA rts groupings etc) and the lack of information on tooltops etc.
Helpful? Yes No Funny
Astral Mist
( 46.8 hrs on record )
Posted: May 22
There was hope...

As someone whose first purchase on Steam five and a half years ago was Star Ruler 1, I feel uniquely capable of passing judgement on Star Ruler 2, a game I had high hopes for from the very moment it was released. That hope has dwindled and died over the development, and I can safely say that Star Ruler 2 is far less complex, interesting, and capable of holding attention than the first.

Pros
Multiplayer has better netcode
Visuals are somewhat improved
Steam workshop

Cons
The race creation is far less in-depth and interesting
Gameplay feels stagnant and more like a series of checkboxes
Less punishment for failures
Ship creation feels far more dead
Combat is more RNG focused and less interesting
And many, many more

Continued...
Where do I start? The first Star Ruler was extremely complex, and it could take hours to figure out just how everything worked, even with the tutorial attempting to help. It had immense depth, and mistakes in that game were punished quite hard. Didn't set up your economy well? You'd better untangle the mess quickly. Your ship design missing some critical component? Better learn fast.

Now, the shipbuilding options have been incredibly narrowed down, and it feels as though there are only a few viable designs while anything interesting or outlandish other than bland boxes with guns and armor is impossible.

The research feels far less interesting and organic, having been spun out into a web that feels incredibly drawn-out. Varied resources have been replaced by an incredibly boring and arbitrary 'budget' system, along with planets that have thrown out the interesting conditions that SR1 had and replaced them with resourses that give fixed stat bonuses and are absolutely vital. Whereas in the first game, expansion carried risks and making a compressed, smaller empire was a perfectly viable option, in this the only 'option' is EXPANDEXPANDEXPAND, along with a supply mechanic that actively discourages you from making far-flung outposts in favor of grabbing every single planet in an arbitrary line between systems.

None of the zany stuff that I recall from SR1 is relevent. Planetary thrusters that can turn any planet into a mobile fortress /factory? That's right out, especially the factory part. Extensive asteroid mining that actually makes an impact? Nope, tossed right out in favor of a system that is barely worth it. Wierd frankenstien ships that reproduce and store more of themselves inside? Nopenopenope, replaced by a fleet and mantinence system that discourages innovation and interesting tactics in favor of 'make big ship with lots of little ships'. The FTL mechanic could have been nice in concept, but a lot of it just feels... Mechanical, boring. FTL travel is no longer something you have to work towards and that has consequences, like the Jump Drives of SR1. It's now bog-standard.

The battles are similarly boring. Long-gone are the massive conflicts with thousands of individually-moving ships, among them fighters, bombers, capital ships of all classifications, carriers, and so on. Now lots of little ships surrounded a big ship and trade fire with a big ship surrounded by little ships, with little-to-no manuvering or... Really, anything interesting. There are no superweapons, no purpose in anything interesting. Just bland, generic combat.

Also, there's no Galactic Armory. Gotta remember the important things, as well as the thing that made SR1 great.

Diplomacy is slightly improved, although any change at all would be better than SR1's Diplomacy. Now it's all about spamming cards in useless actions to influence things in a tiny way. Horray!

I could mention thousands of things, from destroying stars no longer being a valid options or an option, period, to the dull endgame where you can no longer make a ship the size of three solar systems and send it running towards the enemy. The music is bland compared to the previous game's epic score, and overall, I'd rate this game...

3/10 - It made an attempt

You tried, publishers, but you tried to innovate too much.
Helpful? Yes No Funny
Jaswolf
( 29.7 hrs on record )
Posted: May 17
A very dynamic scifi 4X full of fresh and innovative ideas.

The colonization system is so cool and fast thanks to the well designed UI.
The ship designer is great and gives you the possibility to do crazy things !
You can make huge fleets making the 3D realtime space battles truely epic.
The diplomacy is fun (so rare in the 4X genre)

Overall a true gem that deserves to be played.
Helpful? Yes No Funny
Horus
( 49.0 hrs on record )
Posted: May 13
Backstory: this game was released not two weeks before the much-anticipated Stellaris. It looked promising, and was on special, so I said, why not, I have a good 10 days to kill waiting for Stellaris. That is why and how I purchased this game. So I got to play 32 hours before Stellaris hit. For comparison, I have 36 hours in the Paradox space strategy game. So yeah, I'll do some comparions but first, let's talk about Star Ruler 2,

The first thing that hit me is that it was intriguing from the start. It has its own flavor, its own style. The graphics are actually very nice, and you can zoom in to see the details of a ship, or zoom out until the whole galaxy takes up a third of your screen. You can make the galaxy humongous, over two thousand systems. You can design your own ships, it's easy, fun, AND effective.

And this game is complex. If you want a challenge to wrap your brain around, then this is it, because it has empire-building, resource exploitation, warfare, piracy, technology, and last but not least, galactic politics, where grievances such as "he took a system in my arm of the galaxy, make him give it back!" can be put forth and voted on by the various empires.

Of course, there is no voice acting. The menus and interface look somewhat primitive. Obviously the game is from a small studio and they didn't have a million bucks to throw at these very secondary considerations. If you prefer a very glitzy production, you'll be disappointed in this title. However, if you are looking for a space 4X with infinite replay value, then this is probably your ticket.

So while Stellaris is basically Europa Universalis IV dressed up as a space 4X with some glitz on top, this is a unique, engaging, intriguing, and yes, complex space game that can have you coming back for more and more.

Many a time during my 36 hours of Stellaris my thoughts went to this game instead... A year from now, I believe I will have many more hours playing Star Ruler 2.

TL;DR:

This game gets a 9/10 from me. Looks good, runs great, fun to play, game style is fairly unique, discovery and mystery abound, the replay value is infinite, the only thing missing is some more refinement on the UI.
Helpful? Yes No Funny
CombatSniper32
( 37.7 hrs on record )
Posted: May 11
This game has everything a Space Grand Strategy 4x game has to offer. Everything. Granted, its research and diplomacy could use a little work but a fantastic game none the less. Blowing up planets to entire galaxies... the best thing in this game.


Stellaris could learn a thing or two...
Helpful? Yes No Funny
Psuni
( 24.3 hrs on record )
Posted: May 8
As a avid fan of space games, this one has a spot in one of my list of good games. Star Ruler 2 has what I need: Ship-blueprinting, Diplomatic trickery, large amount of systems and galaxies for games that can last a day to games that could last a month, and large fleets to add to the space junkyard.
Helpful? Yes No Funny
TheSilverHammer
( 6.0 hrs on record )
Posted: May 7
I have a number of friends who are very much into space 4x games. They were pretty positive about this game so I bought it. In general, I do like space 4x games, however I can't say that they are a big thing for me.

Having said that, I found this game very dull. I just was doing stuff, like expanding, building fleets etc... and was just mostly watching the time go by. I tried several games with different configurations, but they all turned out to be the same boring experience.

Unless you are really into space 4x games, then I suggest that you stay away from this one.
Helpful? Yes No Funny
acantoni
( 44.3 hrs on record )
Posted: May 7
Actually a prettu good 4x game!
Races are diverse , lot of depth and customization and AI is competent!
Helpful? Yes No Funny
Timmah
( 192.2 hrs on record )
Posted: May 5
Star Ruler 2 is without a doubt one of the best games in its genre, at present. Overall: 11/10
It’s a grand-strategy level 4X game that can be played in 2-4 hours, a pretty impressive feat.
Every facet of the game has impressive strategic depth.
- Early game: Check
- Expansion: Check
- Economy: Check
- Tech tree: Check
- Ship design: Check
- Strategic Level warfare: Check
- Tactical Level warfare: Check (but it’s kindof situational, and dependant on your ship designs – I’ve seen some pretty sneaky stuff in Multiplayer)
The diplomacy system is novel and innovative, and made all the better with the recent expansion.
I followed the game through the earliest stages of EA, and had great engagement with the Dev team. They sincerely listened to the community and made the game progressively better (So many QOL gameplay additions!!). They even hosted weekly free drop-in games. Great fun!
Bonus points – the game is extremely easy to mod. +1
Helpful? Yes No Funny
RyancupOne
( 6.8 hrs on record )
Posted: May 4
Love the game!
Helpful? Yes No Funny
Gary Townsend
( 232.8 hrs on record )
Posted: May 4
The game has a complexity yet is one of those titles that presents it's information in a simplified manner. The game itself can take a while to learn, however it's innovative tiered economy design removes a lot of micro management that other space empire sims make a part of their core design. The flexible ship designer lets you make and customize your weapons of doom without having to spend hours worrying about what they look like.

200 hours on this game and i'm still learning to play it, so by no means is it simple, and the multiplayer ability is definitely nice for those who enjoy that type of game.

While there are things that can be improved I'm happy that Star Ruler 2 has found a home in my permanent collection.
Helpful? Yes No Funny
[LP] Sergeilol
( 48.7 hrs on record )
Posted: May 3
I bought this game on sale for a mere €15 , and i would say it is deffinettly the best low cost strategy game i have bought to date, the whole thing is pretty hard to learn so if you want a game to easily jump into DONT buy this, but if you wish to learn the game the reward is satisfying.
the hex based ship design, the diplomacy, the planet upgrading among other things are so different and done so much better than most other space 4X games/

TL DR: Difficult game but very full of features and depth
Helpful? Yes No Funny
garfu
( 46.3 hrs on record )
Posted: May 2
This is a VERY GOOD 4x. It flips upsidedown a lot of your typical space 4x systems and provides a unique take on the genre. There is a robust ship deisgner/sandbox that I can see myself spending more time on than your $60 AAA game, and that's not even a part of the main game.

It's a shame this hasn't gotten much publicity. It's a deep, fulfilling experience that I will spend at least a couple hundred hours on.

Given some marketing or a big YouTube let's play, this could be huge.
Helpful? Yes No Funny
Itharus
( 133.9 hrs on record )
Posted: May 1
This is a truly amazing 4X. It plays out on a scale as yet unrivaled - you can have thousands of stars, planets, ships, and even have multiple galaxies! You're limited only by your hardware. The battles are typically large scale and have an epic feel reminescent of the best sci-fi anime - complete with hundreds (thousands!) of beam weapons crisscrossing the starry vista, explosions lighting off like firecrackers, enormous flagships leading massive fleets... it's great!

This is not just another MoO clone. The economy and diplomacy are both fresh takes, and have severe repercussions. Economically you must chain your worlds together in a series of import/export links to support your most prized worlds - and should those supporting worlds fall, it will have a dire effect on the world they were supporting. Supply chain management is very important in Star Ruler 2 (although there is an automated option for those who prefer it), and this opens up a lot of tactical options when invading an enemy or defending your territory. Also fresh is that your monetary budget operates on 3-minute cycles, excess that you do not spend is shunted into one of several projects that increase certain galactic resources. Spending beyond your budget is possible, but doing so charges interest and slows your planetary growth. There are also "pay as you go" almost lay-away systems available for building enormous projects (drydocks) without breaking the bank all at once.

Diplomacy takes place by utilizing an interesting card-based system. You generate influence via resources and buildings you acquire/build on your worlds, and you spend that influence to acquire political cards (which are varied and many), and further spend influence to use them. These cards can be used for effects that directly relate to your empire, as well as to lobby events in the galactic senate. These events range from generating empire-boosting zeitgeist effects, to sabotaging your rivals, to becoming elected leader of the galactic senate or even annexing systems your rivals hold. The cards shift about each minute, and as they rotate out become cheaper to purchase - but beware! Your rivals are trying to purchase them, too.

The game plays out in real time across the entire spectrum, and battles are on the main map - they are not instanced. However, you may speed up or slow down the game to your heart's content, and even pause and issue as many orders as you would like. The ability to pause and queue orders (in all areas of the game) allows you to effectively play the game as though it were turn based, if you so desire.

The combat is a mixture of automation and direct control. You directly control your flagship, which is typically the largest and most powerful vessel in your fleet. This vessel can gain veterancy, have special trigger-able abilities, and be upgraded with artifacts. The rest of your fleep are support ships - which operate based on an AI behavior that you assign them while designing them. Speaking of ship design - the system is incredibly robust and allows for extensive customization using a hex-based system that allows you to effectively draw your ship. Alas, what you draw is not what is displayed on screen, each empire chooses a shipset, and the game will determine which model your design most closely matches visually. The designs do look quite nice however, and the battles look spectacular. Clever design and wise choosing of ship behavior AI combined with your direct command of your flagship (including maneuvering around to spread the damage across different armor segments or ship systems) can and will make all the difference in your playthrough.

Star Ruler 2 has an assortment of aliens, with interesting differences in gameplay. There are also many forms of faster-than-light travel to take advantage of, and your race can be fully customized. The game is highly conducive to modding, and runs very smoothly even on older hardware. The community is also of excellent quality and quite friendly and helpful. The recent expansion, Wake of the Heralds, adds two new races with new mechanics for them, as well as a host of additions to it and the original game.

The real time aspect, the budget based income, the massive fleets... if you enjoyed Sins of a Solar Empire or the Supreme Commander series, I highly expect you may well enjoy Star Ruler 2 as well. It also scratches all the right 4X itches, without being a clone of any of them.

All and all, I highly recommend this gem of a game.
Helpful? Yes No Funny
Rhapses
( 90.1 hrs on record )
Posted: April 29
Better than sliced bread!
No, really. Great game! Different to the others out there and made independently by a small time developper/studio.
GREAT effort. Buy it and support the guy because he deserves the kudos :)
Helpful? Yes No Funny
bearhiderug
( 134.6 hrs on record )
Posted: April 28
Fun Fact for you...
I almost never buy things at full price. In fact in three years I have bought two games at full price. Fallout 4? I got preordered for 20% off. I put them on my wishlist and wait for a sale. Star Ruler 2 is the best take on this genre in years. I just bought a dlc for full price.

Developers. You do great work. Keep up the good work, stay inspired, and stay passionate.
Helpful? Yes No Funny
Phuong
( 65.4 hrs on record )
Posted: April 27
Great game. The developer took risks by using unfamiliar mechanics with the planet resource chaining system. I love this because it allowed me to stimulate my brain by figuring out the best strategies with these new rules.

It's also very fun messing around with the ship designer as well. You can place either one huge engine, or multiple smaller engines to get the same propulsion. However, with multiple engines, your ships will turn faster. However, it requires more control points and you have to put down more command modules. The same goes with your guns. You can have one huge gun that only takes one control point, or a lot of smaller ones requiring lots of command points. The disadvantage to having one huge gun is that it might fire at a small ship, which is a waste of its firepower. Your ship will target multiple enemies when there are multiple guns, reducing the chance that you will waste firepower on smaller enemies.

The placement of your modules and armor also factors in. Your guns have a firing arc and if the enemy is not within that arc, they cannot fire. So you can flank enemy fleets to get the first few initial shots. Engines also tend to be unarmored so if you flank directly from behind, your fire will damage the enemy engines which slows down their turning rate, allowing you to get even more shots before they are able to fire back.

It's definitely worth the price tag and I highly recommend it.
Helpful? Yes No Funny
Zinnemann
( 29.9 hrs on record )
Posted: April 27
Clicked instantly with me. Great scalable UI, catchy strange music, atmospheric graphics that indicate very well
what's going on and that make it fun to watch your empire at work. Same can be said for combat: a pleasure to watch.

RTS-combat is more a slwo-mo thing; fits my preferences perfectly.
Empire expanding mechanics make you cleverly connect planets and establish a advantageous hierarchy among them. Feels fresh and enjoyable.
Diplomacy right now looks like an ongoing minigame where you have to make farseeing decisions by building up a deck of useful "available actions"... you sometimes might need.

Certainly inventive, higly entertaining and easy to get in. I can't wait to play more.

You like space games? You like 4X? Buy it!
Helpful? Yes No Funny
CaseLogic
( 151.1 hrs on record )
Posted: April 27
I love pausable RTS and 4X, and Star Ruler 2 really hits the spot.
I usually disregard side aspects like diplomacy and other systems that seems tacked on, but in this game, although they still seem a bit tacked on I don't mind, because I want the benefits.
I want good attitudes, I want to complete their tasks, and I want good diplomacy cards.

Ship design makes a real difference to play style, personally I like sniping/kiting so I go for lots and lots of boosted missiles, abut 10 to a ship. This game is actually making me consider designing a brawler with a few huge lasers though, mainly because the weapons are so well balanced that sniping from range isnt obviously best for once.

I'm well and truly hooked.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
18 of 20 people (90%) found this review helpful
1 person found this review funny
Recommended
49.0 hrs on record
Posted: May 13
Backstory: this game was released not two weeks before the much-anticipated Stellaris. It looked promising, and was on special, so I said, why not, I have a good 10 days to kill waiting for Stellaris. That is why and how I purchased this game. So I got to play 32 hours before Stellaris hit. For comparison, I have 36 hours in the Paradox space strategy game. So yeah, I'll do some comparions but first, let's talk about Star Ruler 2,

The first thing that hit me is that it was intriguing from the start. It has its own flavor, its own style. The graphics are actually very nice, and you can zoom in to see the details of a ship, or zoom out until the whole galaxy takes up a third of your screen. You can make the galaxy humongous, over two thousand systems. You can design your own ships, it's easy, fun, AND effective.

And this game is complex. If you want a challenge to wrap your brain around, then this is it, because it has empire-building, resource exploitation, warfare, piracy, technology, and last but not least, galactic politics, where grievances such as "he took a system in my arm of the galaxy, make him give it back!" can be put forth and voted on by the various empires.

Of course, there is no voice acting. The menus and interface look somewhat primitive. Obviously the game is from a small studio and they didn't have a million bucks to throw at these very secondary considerations. If you prefer a very glitzy production, you'll be disappointed in this title. However, if you are looking for a space 4X with infinite replay value, then this is probably your ticket.

So while Stellaris is basically Europa Universalis IV dressed up as a space 4X with some glitz on top, this is a unique, engaging, intriguing, and yes, complex space game that can have you coming back for more and more.

Many a time during my 36 hours of Stellaris my thoughts went to this game instead... A year from now, I believe I will have many more hours playing Star Ruler 2.

TL;DR:

This game gets a 9/10 from me. Looks good, runs great, fun to play, game style is fairly unique, discovery and mystery abound, the replay value is infinite, the only thing missing is some more refinement on the UI.
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10 of 11 people (91%) found this review helpful
1 person found this review funny
Recommended
133.9 hrs on record
Posted: May 1
This is a truly amazing 4X. It plays out on a scale as yet unrivaled - you can have thousands of stars, planets, ships, and even have multiple galaxies! You're limited only by your hardware. The battles are typically large scale and have an epic feel reminescent of the best sci-fi anime - complete with hundreds (thousands!) of beam weapons crisscrossing the starry vista, explosions lighting off like firecrackers, enormous flagships leading massive fleets... it's great!

This is not just another MoO clone. The economy and diplomacy are both fresh takes, and have severe repercussions. Economically you must chain your worlds together in a series of import/export links to support your most prized worlds - and should those supporting worlds fall, it will have a dire effect on the world they were supporting. Supply chain management is very important in Star Ruler 2 (although there is an automated option for those who prefer it), and this opens up a lot of tactical options when invading an enemy or defending your territory. Also fresh is that your monetary budget operates on 3-minute cycles, excess that you do not spend is shunted into one of several projects that increase certain galactic resources. Spending beyond your budget is possible, but doing so charges interest and slows your planetary growth. There are also "pay as you go" almost lay-away systems available for building enormous projects (drydocks) without breaking the bank all at once.

Diplomacy takes place by utilizing an interesting card-based system. You generate influence via resources and buildings you acquire/build on your worlds, and you spend that influence to acquire political cards (which are varied and many), and further spend influence to use them. These cards can be used for effects that directly relate to your empire, as well as to lobby events in the galactic senate. These events range from generating empire-boosting zeitgeist effects, to sabotaging your rivals, to becoming elected leader of the galactic senate or even annexing systems your rivals hold. The cards shift about each minute, and as they rotate out become cheaper to purchase - but beware! Your rivals are trying to purchase them, too.

The game plays out in real time across the entire spectrum, and battles are on the main map - they are not instanced. However, you may speed up or slow down the game to your heart's content, and even pause and issue as many orders as you would like. The ability to pause and queue orders (in all areas of the game) allows you to effectively play the game as though it were turn based, if you so desire.

The combat is a mixture of automation and direct control. You directly control your flagship, which is typically the largest and most powerful vessel in your fleet. This vessel can gain veterancy, have special trigger-able abilities, and be upgraded with artifacts. The rest of your fleep are support ships - which operate based on an AI behavior that you assign them while designing them. Speaking of ship design - the system is incredibly robust and allows for extensive customization using a hex-based system that allows you to effectively draw your ship. Alas, what you draw is not what is displayed on screen, each empire chooses a shipset, and the game will determine which model your design most closely matches visually. The designs do look quite nice however, and the battles look spectacular. Clever design and wise choosing of ship behavior AI combined with your direct command of your flagship (including maneuvering around to spread the damage across different armor segments or ship systems) can and will make all the difference in your playthrough.

Star Ruler 2 has an assortment of aliens, with interesting differences in gameplay. There are also many forms of faster-than-light travel to take advantage of, and your race can be fully customized. The game is highly conducive to modding, and runs very smoothly even on older hardware. The community is also of excellent quality and quite friendly and helpful. The recent expansion, Wake of the Heralds, adds two new races with new mechanics for them, as well as a host of additions to it and the original game.

The real time aspect, the budget based income, the massive fleets... if you enjoyed Sins of a Solar Empire or the Supreme Commander series, I highly expect you may well enjoy Star Ruler 2 as well. It also scratches all the right 4X itches, without being a clone of any of them.

All and all, I highly recommend this gem of a game.
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5 of 7 people (71%) found this review helpful
Recommended
192.2 hrs on record
Posted: May 5
Star Ruler 2 is without a doubt one of the best games in its genre, at present. Overall: 11/10
It’s a grand-strategy level 4X game that can be played in 2-4 hours, a pretty impressive feat.
Every facet of the game has impressive strategic depth.
- Early game: Check
- Expansion: Check
- Economy: Check
- Tech tree: Check
- Ship design: Check
- Strategic Level warfare: Check
- Tactical Level warfare: Check (but it’s kindof situational, and dependant on your ship designs – I’ve seen some pretty sneaky stuff in Multiplayer)
The diplomacy system is novel and innovative, and made all the better with the recent expansion.
I followed the game through the earliest stages of EA, and had great engagement with the Dev team. They sincerely listened to the community and made the game progressively better (So many QOL gameplay additions!!). They even hosted weekly free drop-in games. Great fun!
Bonus points – the game is extremely easy to mod. +1
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3 of 4 people (75%) found this review helpful
Recommended
46.3 hrs on record
Posted: May 2
This is a VERY GOOD 4x. It flips upsidedown a lot of your typical space 4x systems and provides a unique take on the genre. There is a robust ship deisgner/sandbox that I can see myself spending more time on than your $60 AAA game, and that's not even a part of the main game.

It's a shame this hasn't gotten much publicity. It's a deep, fulfilling experience that I will spend at least a couple hundred hours on.

Given some marketing or a big YouTube let's play, this could be huge.
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3 of 4 people (75%) found this review helpful
Recommended
232.8 hrs on record
Posted: May 4
The game has a complexity yet is one of those titles that presents it's information in a simplified manner. The game itself can take a while to learn, however it's innovative tiered economy design removes a lot of micro management that other space empire sims make a part of their core design. The flexible ship designer lets you make and customize your weapons of doom without having to spend hours worrying about what they look like.

200 hours on this game and i'm still learning to play it, so by no means is it simple, and the multiplayer ability is definitely nice for those who enjoy that type of game.

While there are things that can be improved I'm happy that Star Ruler 2 has found a home in my permanent collection.
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3 of 4 people (75%) found this review helpful
1 person found this review funny
Recommended
37.7 hrs on record
Posted: May 11
This game has everything a Space Grand Strategy 4x game has to offer. Everything. Granted, its research and diplomacy could use a little work but a fantastic game none the less. Blowing up planets to entire galaxies... the best thing in this game.


Stellaris could learn a thing or two...
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3 of 4 people (75%) found this review helpful
Recommended
29.7 hrs on record
Posted: May 17
A very dynamic scifi 4X full of fresh and innovative ideas.

The colonization system is so cool and fast thanks to the well designed UI.
The ship designer is great and gives you the possibility to do crazy things !
You can make huge fleets making the 3D realtime space battles truely epic.
The diplomacy is fun (so rare in the 4X genre)

Overall a true gem that deserves to be played.
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1 of 2 people (50%) found this review helpful
Recommended
44.3 hrs on record
Posted: May 7
Actually a prettu good 4x game!
Races are diverse , lot of depth and customization and AI is competent!
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Most Helpful Reviews  In the past 90 days
36 of 38 people (95%) found this review helpful
Recommended
67.8 hrs on record
Posted: April 25
Star Ruler 2 is the best 4X I've ever played, and I don't say that lightly. I've played virtually every 4X ever released for the PC, starting with the original Civilization all the way to the newest releases such as Endless Space. None of those games have come close adding the same amount innovation as Star Ruler 2, and I'm afraid I won't enjoy any other other 4X from here on out. Why? Because Star Ruler 2 breaks the old rules, distilling the genre down to what is fun, and minimizing what is not.

eXplore: You are rewarded for early exploration, just as in many of the modern 4x titles. However, In Star Ruler 2 this is particually important and exiting because you need certain types of planets to have an effective empire - money, labor, research. High-grade planets of these types can be rare to find, and may result in early conflict. The AI also does a great job of

eXpand: In a typical 4X expansion is a multi-step, time consuming, and once the shooting starts - tedious process. I want to focus on combat, not on building a new granary out on an island somewhere. Large empires becomes an especially annoying chore; turn after turn going through dozens of cities / colonies, with only a few actually contributing to the war effort. Star Ruler 2 requires literally less than one click to colonize in some cases. Planets require no management. Furthermore, which planets to expand to is a strategic decision based on income, boundary disputes with other empires, future expected resources, and strategic / tactical value.

eXploit: Planets typically only have one resource. Lesser resources are exported to planets with greater resources, forming supply chains. You can build structures on your planets, but mostly you don't need to; structures are built automatically based on the type of resources supplied to the planet. If you do build, it's not usually for the benefit of the planet itself (the granary example), but to address higher level tactical concerns such as increasing your combat reserve cap. This is a more fun and direct expression of what you do in other 4x games anyway, with a few key colonies contributing to the war effort.

eXterminate: Star Ruler 2 lets you build your own ships from the hex-up. This directly ties into the combat system, with a hex-based damage system. You can place weapons on the sides of your ship to make them less vulnerable to being disabled by frontal attacks. You can add interior armor to protect your reactor from going offline. You can add bulkheads to internal systems to increase their toughness, at at greater cost. There's no limit to the number or size of ships in a fleet. And for the first time I've ever seen, larger ships are not automatically better for the cost, such that a mixed fleet is superior to a single large ship.

The diplomacy system feels like actual diplomacy, with an intelligent AI making good decisions behind it. You use a resource called influence to buy cards, which you spend for various effects such as negotiation points, planet annexation, or becoming the galactic senator. Use too much influence on one measure and you may not be able to get your way on a later more important measure.

Up until about 20 hours in I lost the majority of my battles because the AI just plays that well. It does a great job at picking when to attack, attacking with coordinated fleets, and responding to your own attacks.

In summary, I don't usually spend this much time on a Steam review but Star Ruler 2 wasn't even reviewed at all by the major gaming outlets. It's true that many aspects of the game could be explained better given how complex the game is. Still, the developer did an overall excellent job on all aspects of the development and I feel deserves more credit.
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20 of 24 people (83%) found this review helpful
1 person found this review funny
Recommended
7.0 hrs on record
Posted: March 28
I was looking for exactly this kind of a 4X strategy for years.
For scale and depth - it beats all the current Space 4x games out there hands down. And this is the work of two people - not a big studio. I can only imagine what this game could become, if it had a big budget behind it.

Both diplomacy and resource management consist addicting mini-games in their own right and are just a few examples of unique and new game concepts in Star Ruler 2.
The game is also highly moddable and has a very active community producing mods that you can mix and match thanks to a great built in mod-conflict-resolution system.

Pros:
Quick to learn - difficult to master.
Real time. Massivie galaxies. Detailed solar systems, down to planetary surface maps. Huge fleets and epic space battles.
Addicting gameplay.
Novel game mechanics.

Cons:
The devs closed down their studio. They still seem to support the game, but it's hard to tell how long will that last.

I'm definitely recommending this to anyone who enjys a complex grand strategy in real time.
Apparently there's an expansion to be released (despite the studio being officially closed) and will be a must-buy for me. I sincerely hope it helps keep this franchise alive, cause it sure deserves that.
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14 of 16 people (88%) found this review helpful
2 people found this review funny
Recommended
16.6 hrs on record
Posted: April 26
I've had this game installed on my account for along time but never really put aside time to learn to play it, whenever I tried I could never quite finish the tutorial........until last week.

This truly is one of the best 4x space games I have played, Why did I not start playing this when I bought it originally. I have all the usual suspects like Masters of Orion, Galactive Civilisation but they don't cut it compared to this game, I bought the expansion straight away because I am totally hooked.

If you want an awfully complicated 4x game that won't hold your hand and will keep you engrossed for hours and hours then look no further, recommended.
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12 of 13 people (92%) found this review helpful
Recommended
148.9 hrs on record
Posted: April 24
This game is one of the most unique 4X games out there. It truly has some of the most interesting systems that ive ever experienced in a 4X.

The ship builder brings a great new element to combat, as to win you dont just need good tactics, you also need to have a good strategy when you design the ships. Do you want to focus on beams or projectiles? Do you want to have Normal or Heavy armour, do you want to have an armour with a special resistance? Where do you even want to put your armour? Frontal? The Sides? Make weird ship that aggros then fires most of its stuff as it retreats? Where will your guns poke out of the armour to minimize weakspots? How much of each internal system do you want and which should be closest to the armour because its the least valuable when the armour breaks. Do you want to make a big ship of the line battleship with massive firepower, or do you want to make a giant carrier with a huge support fleet or something in between? Theres intricacys to this I havent even mentioned, and you also have to factor in what the enemy has in your designs to exploit theirs. This gives great importance to planning for future wars / defence.

However, if that sounds like to much effort / stress you can mostly ignore it, and use randomly generated ships or downloaded ones. You can also just use old designs and resize them when you need more firepower.

The diplomacy system is card based and it means that you can always do something with it. Unlike in CIV where enemies can just refuse to negotiate and vote down everything you want. In SR2 you can force things through (with enough investment in diplomacy of course) meaning that theres never a time when diplomacy is useless. Stuff like being able to annex planets or systems, buy up valuable buffs before the enemy and more.

The economy is also a really unique idea. As you go through the game you end up building up a resource network. What this means is that you have low level resource planets which ship materials to more developed planets, which can then ship their materials to more developed planets and so on and so forth. What this means is that large empires are usually as easy to manage overall as small ones, as once you setup your network you can mostly forget it unless you want to change something or an enemy captures / destroys a critical link in your supply chain. This also factors into the combat as if you are at war its much easier to perform tactical strikes to take out key enemy planets rather than just capturing everything. Theres the all important capital but it may be worth capturing a less well defended level 2 or 3 planet that will reduce the level of planets higher up the chain when captured. This system does mean that empires with more planets are better off in terms of economy, theres very little wide vs tall strategic depth, but you must make sure you never expand too fast otherwise you may shoot yourself in the foot economically by being unable to support new aquisitions.

The races themselves are also very distinct. Your not quite playing a new game every time but options like FTL type and traits make a huge difference in how you will end up playing a full game of star ruler. Each race also has a unique feature that will usually completely change one or more aspects of their play. For example there is a race of robots which do not require food but have to produce their population rather than grow naturally. There is a race that are sentient trees, which have a unique ship design rule where each ship tile must have at least one 'tree cell' next to it and the 'tree cells' must all be connected continuously. This makes for some really unique designs and they get very cheap armour around most of their ship.

Theres a fair bit more to the game than what I listed, but this is the stuff that stood out to me. Its a great game and its also hugely modable, which means that you can usually find a mod to change a feature you dont like.
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10 of 11 people (91%) found this review helpful
Recommended
150.8 hrs on record
Posted: April 24
Real Talk: Star Ruler 2 is one of the most impressive 4x games from a small time developer I have ever played.

The original in this series was a fantastic bare-bones RTS that really let you off of the leash to conquer a galaxy in whatever manner you wanted. The scales in which the game operated would put SupCom to shame. Thousands and thousands of ships. Capital ships the size of galaxies. Ring worlds. Hell yeah!

The 2nd release in the series reigns in those extremes a bit and shows a lot more polish and nuanced gameplay. Before you had 1 goal, to build the biggest ship or the most ships and end the other guys. In Star Ruler 2 you have one of the most ingenius and original Empire building mechanics I've seen. They've added several unique methods of FTL. A massive technology tree, and a robust political mechanism that allows a smart player to soften the grounds of invasion with subtlety and guile.

They kept the amazing shipbuilder from the original series, but now they have focused it strictly on capital ships. In the original game the player designed hundreds of designs for everything from fighters to freighters to frigates. Now you can focus on optimizing a handful of capital ships that serve as the core of their own fleet.

Mod Support: Heck yes. Unfortunately the amazing group who worked on the Galactic Armory mod never managed to get going on the sequel, but with Workshop support the community has really come together to add some really great content for SR2. Lots of ship designs are out there for every concievable scenario, letting those who prefer to focus on the big picture to download designs and skip the builder entirely.

The 4x community has been stagnant the last few years, with dozens of ill-designed or uninspired games littering our Steam libraries like some awful testiment to our desire to find that one perfect challenge. This little indie game managed to take over the top spot previously held by GalCiv 2, and it did so by taking big risks on design. Give it a shot, the payout is worth it.
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7 of 8 people (88%) found this review helpful
Recommended
550.9 hrs on record
Posted: April 25
Basically the best Space 4X - as of the time this review is written.

I understand that for some the game is a bit boardgamey - you don't have intricate control, you are always doing things from a very top level, and yet you still need to juggle your time between a Through the Ages drafting minigame, ship design, and putting fleets at the right location at the right time, while letting ships duke out themselves.

However, by making the game so boardgamey means the game is incredibly easy for players to get into. Many players complain of micromanagement hell late into 4Xs, and this game has the best formula I've saw to combat it. People complain about the time wasted in designing ships, but I can imagine another group complaining about SOTS as no ships can be designed.

TL;DR - Buy it. With the Expansion.
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3 of 3 people (100%) found this review helpful
Recommended
156.7 hrs on record
Posted: April 26
Abstract: While I really wanted to like this game, thus far I can only say I have mixed feelings. Currently, my descriptive thoughts of this game are "messy, non-intuitive, some innovative concepts, 4x strategy space sim".

The game suffers from developers with great ideas, but perhaps too many. I know 4x titles, and what works, and what doesn't. Many features in this game are new and innovative, like diplomacy. However, I think that some of these innovations, like diplomacy, could have been executed differently. Some of the greatest features of the titles predecessor, Star Ruler 1, such as research and ship design, were completely replaced.

While, after playing 100 hours now, I think the new ship design system has some interesting aspects, and does require good understanding of the battle system mechanics to build an effective ship, it lacks the quick adjustment that I prefered in the old system. I also have little care for firing arcs, and how armor blocks the firing arcs of systems... sort of. If you understand the mechanics, you can build infront of the firing arc, with out obstructing it. This is a pretty big oversite.

I hate research webs. Therefore, perhaps I am biased, but I think even a research tree would have been preferable to this new research system. I simply prefered their old system, even with its draw backs, which could have been worked on rather than gutting the whole system.

The closest thing I can compare this game to is Distant Worlds (DW), as that is also played in real time, i.e. not turned base. Both have some similar economic models in they have planets with resources that have to be transfered around the empire, but that is done very differently in each game. The automation systems of DW would help SR2 greatly. The high level of macro the game requires can be distracting, and results in a multitude of tedious tasks that have to be done, but are not fun in the process.

Conclusion: The developers of SR2 have a great game in SR1, and I think they should have kept more of the originals features. They changed some systems that I felt needed only improvements, not replacements. The addition of the diplomacy minigame that has major game impacts also just becomes tedious quite quickly into the game as there is zero automation for it. It feels they thought it would be fun and interesting in multiplayer games, and it probably is. However, that is one feature I won't be testing, as I never play any MP that may take more than an hour at a time, (this game could take days depending on player count and galaxy size)

Star Ruler 2 has some potential to be fun if you really like to have heavy macro in real time. However, there are many tedious tasks that are unnecessary, and would be better left to automation. Distant Worlds, while more expensive, and not as innovative or interesting, is a much more solid RTS 4x space sim title with a trustworthy AI that can be automated.

If you decide to purchase the game expect a high learning curve, and to search on the forums to answer many of your questions. There are many features of the game not listed in the wiki, or explained in the very short tutorial. I will give this game a tentative recommendation, but with the reservation that it may not be for those who want a traditional 4x title.

Some features I would like to see improved on,

1. Savable new game settings, to include AI empire settings (Behavior, color, flag, etc..)

2. Diplomacy: A sound to let you know when the cards are about to switch, or when someone is starting to beat your vote

3. Research: I hate the web, but less random placement of certain techs would be prefered such that you can specialize better.
4. Scouting: This needs to be automated for auto surveying of anomalies (a fun minigame actually)
5. Expansion: Colonization, and conquering is very tedious, the latter more so than the former. An automated, claim system for an entire system of colonizing or conquering would be nice.
6. Economy: Needs more automation of planets. I miss governers.
7. Fighting and Fleet Management: Need preset saved layouts of support ships done in ratios as support capacity will change from ship to ship. Takes too much time to set up supports.
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4 of 5 people (80%) found this review helpful
Recommended
151.1 hrs on record
Posted: April 27
I love pausable RTS and 4X, and Star Ruler 2 really hits the spot.
I usually disregard side aspects like diplomacy and other systems that seems tacked on, but in this game, although they still seem a bit tacked on I don't mind, because I want the benefits.
I want good attitudes, I want to complete their tasks, and I want good diplomacy cards.

Ship design makes a real difference to play style, personally I like sniping/kiting so I go for lots and lots of boosted missiles, abut 10 to a ship. This game is actually making me consider designing a brawler with a few huge lasers though, mainly because the weapons are so well balanced that sniping from range isnt obviously best for once.

I'm well and truly hooked.
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4 of 5 people (80%) found this review helpful
Recommended
29.9 hrs on record
Posted: April 27
Clicked instantly with me. Great scalable UI, catchy strange music, atmospheric graphics that indicate very well
what's going on and that make it fun to watch your empire at work. Same can be said for combat: a pleasure to watch.

RTS-combat is more a slwo-mo thing; fits my preferences perfectly.
Empire expanding mechanics make you cleverly connect planets and establish a advantageous hierarchy among them. Feels fresh and enjoyable.
Diplomacy right now looks like an ongoing minigame where you have to make farseeing decisions by building up a deck of useful "available actions"... you sometimes might need.

Certainly inventive, higly entertaining and easy to get in. I can't wait to play more.

You like space games? You like 4X? Buy it!
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4 of 5 people (80%) found this review helpful
Recommended
65.4 hrs on record
Posted: April 27
Great game. The developer took risks by using unfamiliar mechanics with the planet resource chaining system. I love this because it allowed me to stimulate my brain by figuring out the best strategies with these new rules.

It's also very fun messing around with the ship designer as well. You can place either one huge engine, or multiple smaller engines to get the same propulsion. However, with multiple engines, your ships will turn faster. However, it requires more control points and you have to put down more command modules. The same goes with your guns. You can have one huge gun that only takes one control point, or a lot of smaller ones requiring lots of command points. The disadvantage to having one huge gun is that it might fire at a small ship, which is a waste of its firepower. Your ship will target multiple enemies when there are multiple guns, reducing the chance that you will waste firepower on smaller enemies.

The placement of your modules and armor also factors in. Your guns have a firing arc and if the enemy is not within that arc, they cannot fire. So you can flank enemy fleets to get the first few initial shots. Engines also tend to be unarmored so if you flank directly from behind, your fire will damage the enemy engines which slows down their turning rate, allowing you to get even more shots before they are able to fire back.

It's definitely worth the price tag and I highly recommend it.
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5 of 7 people (71%) found this review helpful
Recommended
35.6 hrs on record
Posted: April 24
Quite a revolutionary game. It's made by 3 guys, stuff like real time gameplay, fun diplomacy system and huge fleets make it a really interesting game in the 4X genre. You should really give it a try if you are bored of "Civ in Space" and "MoO-Clone" type of games. Also logistics system is really cool, you should create a basic logistics chain in order to give planets the resources they can use. All in all, recommended to fans of 4X and space games.

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5 of 7 people (71%) found this review helpful
Recommended
85.7 hrs on record
Posted: April 25
An excellent 4X with a great ship customisation. Fleet sizes are huge, pretty, and extremely powerful. Really suggest for all people interested in 4X.
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