In Development. 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: Mostly Positive (71 reviews)
Release Date: Jul 18, 2014
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Early Access Game

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

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Community involvement was instrumental in driving the original Star Ruler to be the best game it could be and we don't expect Star Ruler 2 to be any different. Your help and guidance will allow us to make the game the best experience for everyone!”

How long will this game be in Early Access?

“We intend to release no later than December. Any delays would be to add additional content we didn't anticipate being able to develop within our release schedule.”

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

“The remainder of our development will focus on the addition of content to fill out the existing game mechanics, add new art and sound assets, and apply a healthy coat of polish.”

What is the current state of the Early Access version?

“The game is fully playable but is in various states of completeness:
  • Art:
    Ships, stations, and various components of the interface are using temporary art or do not have their full set of art implemented.
  • Audio:
    Only about one third of the soundtrack has been finished and many sound effects are placeholders.
  • Mechanics:
    Core gameplay mechanics are present and functional but are not content complete.
  • Stability and Performance:
    The game is stable and performs well on our development machines but is likely to encounter issues specific to particular hardware configurations. The only way to improve this is with the help of as many people with different machines as possible.
  • Fun:
    We believe the game is already fun but there's plenty of room for more! We'll continue to add content, improve usability, and add new features according to our existing plan and community feedback.
  • AI:
    The AI is competent enough to win a game but is easily outsmarted by an experienced player. Continuous progress is made in the AI's skill but there's plenty left for it to learn.

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

“We expect the release price of the game to be slightly higher.”

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

“Besides helping us find bugs our small team is unlikely to ever discover on our own: we'll be intently listening to feedback, suggestions, and discussions to help guide Star Ruler 2 in a direction we feel the community will appreciate. We will directly participate in the community as often as we can and respond to issues or concerns as they arise.”
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Recent updates View all (5)

September 18

Star Ruler 2 Update - September 18th

It's been a long few weeks of back-end work and mechanics tweaks, but it's finally time for another Star Ruler 2 update. In addition to some preliminary updates to the research and ship design UI, there's a couple of new goodies to show off here. Scroll down for the full detailed changelog.

Interested in Multiplayer? Join our Dev-astation Friday multiplayer game tomorrow!


The first of many subsystem modifiers to come, you can now equip the subsystems on your ship designs with bulkheads to increase their health.

Engagement Behaviour Controls

Fleet engagement behaviour has been tweaked, and can now be configured from the action bar on the bottom left.


Empires can now freely make material donations to other empires, provided they aren't at war.

Full Changelog
  • Empires can now make donations to each other, similar to how offers in votes work.
  • Placing an orbital shows the labor cost / ETA of building in that location.
  • Vassal empires now have their master's color stippled into their territory borders.
  • Added the ability to send pings to allies. Defaults to 'v.' Hold control to send an alternate ping, and shift to ping to everyone.
  • Added achievements for scanning an anomaly, using an artifact, and terraforming a planet.
  • Added controls for changing fleet engagement range and behaviour.
  • Added a color picker for choosing empire colors.
  • Added menu option to end the current game.
  • Added simple descriptions about what each pressure does.
  • Masters receive 10% of their Vassal's money, influence, energy and research generation rates (the Vassal does not lose this portion).
  • Masters can establish a conquer edict to reward vassals for taking the target's planets, or killing their ships.
  • Added some more variety in the types of pickups protected by remnant groups.
  • Added the Bulkhead module. Can be equipped to a flagship subsystem to add 100% of its base HP, while doubling the cost.
  • Reduce repair rate in combat to 25% of normal instead of 33%.
  • Additional bridges no longer give extra repair, only secondary crew facility hexes do.
  • Orbital scaffolding now starts at 1% of total hp, instead of 25%.
  • More things, notably research, grant points.
  • Fleets can now do some limited re-pathing when new gates/tears are created while en-route.
  • Any ships you have selected when ordering a slipstream tear to be generated now move to the other end of the slipstream tear automatically, after it is created.
  • Vassals add 20% of their total points to their master's point total.
  • Added smaller speed steps near 1x.
  • Stations cannot capture planets, but can still prevent capture.
  • Auto-colonize orders execute in the order they were given.
  • Teams go to war and make peace as a group.
  • Food resource bonuses no longer transfer on native resource export.
  • FTL Jammer orbital now only needs 0.15/s FTL upkeep (down from 0.25).
  • Level 1 planets now only have up to 1 base pressure cap.
  • Level 2+ planets now have increased population growth.
  • Remove 'Enhance' card from Communism start.
  • Improve object hover prioritization.
  • Expand and improve the Tutorial's economy section.
  • Fixed a bug in the mover code that was causing support ships to desync from their fleet formation, especially at high time acceleration.
  • Fixed flagship acceleration being half of what it was intended to be.
  • Completing construction of a station now does not fully heal it, but starts it at the scaffolding's hitpoints.
  • In-game IRC chat would sometimes cut off the first letter of a message in the textbox.
  • Planets not fully colonized could drop to 0 loyalty permanently if captured.
  • Fixed a bug that could cause ships to fly far away from the galaxy.
  • Fixed a few AI bugs related to wasting resources.
  • Fixed a few fog of war leaks.
  • Fixed empire military strengths being wrong after a load.
  • The starting Fling Beacon should not cost maintenance.
  • Fix being unable to fling stations.
  • Fix being able to shift-queue fling orders that would work outside beacon range.
  • Victory conditions now work in team games.
  • Fixed some situations that prevented support ships from engaging in combat.
  • Improved performance in loaded saves (only new saves).
  • Fix a few situations where the tutorial could get stuck.
  • The AI will import labor resources to improve its construction speed.
  • Expanded the AI's influence capabilities.
  • The AI better understands how teams work, and is able to work with allies somewhat.
  • Slightly improved early AI colonization.
  • Improved how the AI handles its fleets.
  • Fixed AIs sometimes surrendering in situations they shouldn't be able to.
  • Fix AI not being able to see pickups.
  • The AI will now order support ships into the queue for new flagships.

2 comments Read more

August 28

Star Ruler 2 Update - August 28th

Thank you for tuning in to your regular broadcast of Star Ruler 2 development progress. This week we have some expansion balance improvements and the beginnings of new content to mess around with.

Interested in Multiplayer? Join our Dev-astation multiplayer game tomorrow!

2 New Maps!

The game now has 2 additional galaxy maps to choose from, each with their specific concerns.

Treaties and Surrender

Empires can now propose and sign treaties to share vision, trade regions, or form alliances. It is now also possible to demand or offer unconditional surrender - empires that have surrendered become Vassal states of the empire they surrender to.

Station Hulls

You can now design your own defense stations! These can be placed like all other orbitals, in orbit of a particular star or planet.

We've also overhauled the way non-military orbitals work, removing the old fiddly modules system in favor of building more specific orbitals.

Rebalancing and Expansion

This update includes various balance changes to both ship weapons and empire expansion. Planets now require a minimum amount of population before achieving higher planet levels, and it is now more important to carefully choose which worlds to colonize first.

Full Changelog
  • Added a simple formation.
  • Added basic cooperation treaties/alliances. Will be expanded on in the future.
  • Corkscrew Galaxy map.
  • Clusters map.
  • Empires can now be assigned to teams on the new game screen.
  • "Station" hull that can be placed like an orbital.
  • Added achievements for beating different difficulties of AI.
  • Players may now subjugate or demand the surrender of another player.
  • Player home systems are guaranteed to have at least a food, a water, a level 1 and a level 2 resource spread over their neighbouring systems.
  • Planets now have drastically reduced extra income from planet levels higher than their native resource's level. This makes sending a water to a food planet no longer net ridiculous amounts of money.
  • Planets being captured can no longer use or project any of their defense.
  • UI Zooming has more steps.
  • Redid how the network handles object updates to be much faster for the host computer.
  • Planets now require a minimum amount of population in order to sustain a level. (ie, planets must have 2 population to be level 1, 6 population to be level 2)
  • Overhauled Orbitals content.
  • Reworked weapons to have a wider variety of viable weapons systems.
  • Improved support ship movement logic to handle a wider variety of fleet compositions.
  • Orbitals placed in planet gravity wells now orbit the planet.
  • Map generation no longer generates almost exclusively food and water near player homeworlds.
  • Capturing planets when low on supply ended up costing far more supply than indicated.
  • Machines with an intel gpu and a nvidia gpu should now automatically select the nvidia gpu.
  • Enhance could be used on Intelligence cards, but did nothing (now can't be used).
  • Null pointer exception after using a planet buster.
  • Statuses caused by systems (Name System) stayed after the object left the system.
  • Various issues related to renaming designs.
  • Popups could be clicked while under other UI elements.
  • Can no longer build ships with 0 command.
  • Multiplayer server list would sometimes permanently fail to load.
  • Weapons other than beams were not consistently firing.
  • Massively reduce flagship maintenance cost.
  • Roughly doubled flagship weapon damage.
  • Very small support ship weapons have severely reduced range.

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About This Game

Currently in development. Please read the Early Access notice above!

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.

Intricate Research
Research various fields of understanding, from Metallurgy to Hyperdynamics. Glean insight to gain access to advanced technologies or activate specializations.

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!

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. Extensive documentation and guides for the modding system will be available on release.

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.

Support for Mac is in development, but we cannot guarantee when or if it will be ready.

System Requirements

    • OS: Windows XP SP2
    • 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
    • Hard Drive: 600 MB available space
    • Additional Notes: Hardware requirements not final. Broadband required for internet play.
    • 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
    • Hard Drive: 600 MB available space
    • 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
    • Hard Drive: 600 MB available space
    • Additional Notes: Hardware requirements not final. Broadband required for internet play.
    • 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
    • Hard Drive: 600 MB available space
Helpful customer reviews
61 of 72 people (85%) found this review helpful
54.7 hrs on record
Early Access Review
This game has the single best diplomacy system I've ever seen in a strategy game. The diplomacy revolves around influence and influence cards. Influence ticks up depending on the resources and research your empire has aquired, and can be spent on cards such as "negotiate", "annex planet", "protect system". These cards appear in a queue, and every empire has the option of spending influence to snag the card for themself, or to keep it away from someone else. Cards refresh quickly, so keep an eye on the queue if you're playing the diplomacy game. Some cards can be played for immediate effects, such a "protect system" protecting a system from hostile takover for some number of minutes. Other cards, such as "annex planet" require a vote in the galactic senate before they can take effect. Each empire can then play cards for or against the proposition. "negotiate" simply provides direct support or opposition, while cards like "rhetoric" have a greater magniture of support or opposition, but provide benefits to anyone who takes your side. This can lead to interesting situations where two empires you really don't care about are duking it out in the galactic senate, but you want to get in on the action to get the benefit of a "rhetoric" or "bribe" card. Overall, the system is fun, and gives diplomacy some real teeth, without it being overpowered.

Another system that is done very well is the economy. Every planet has a core resource that it can export to other planets, and every planet needs resources to grow and level up. Some resources need a certain level planet to be utilized. So the economy game revolves around creating chains of trade to funnel the right resources to the right planets. It's very steamlined, and provides tangible effects without much micromanagement. Additionally, most resources have secondary effects that can interact without other resources. So while it's easy to just get a planet up to a high level by giving it whatever it needs, you may want to save that grain for your homeworld, and find some fish for your asteroid mining planet. On the downside, the game currently lacks any kind of filter mechanic, so it can be difficult to find that one resource you're looking for in the late game. This being an alpha/beta game, I expect the issue to be resolved before launch.

The two systems that are still farily lackluster are research and ship design. While the core mechanics of ship design are great, the game currently lacks enough variety in ship parts to make it really interesting. This ties in with the very small number of research options. Interviews from before early access seemed to indicate that the research system is still in a very early stage. However, the devs are very genuine in their desire to make a great game, and I have no concern that these features will be fleshed out significantly before release.
Posted: July 19
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32 of 39 people (82%) found this review helpful
10.2 hrs on record
Early Access Review
(Edits now at the bottem of the review)

(Excuse the terrible grammer and such.) (12am and I'm tired.)

Since this game seems to be getting more hate than love I thought I'd throw in my two logical cents in, and take a real look at this game.

In it's current state (7/21/2014) the game is playable and very enjoyable. Im not a big fan of Rts games when it comes to space. I've played sins and AI war, neither seemed to grasp me as this game has. Sins is certainly enjoyable, and has a slight one up when it comes to combat. However sins is a fully realized game and is complete. This isnt, and thats what people need to realize when it comes to early access games. AI war in my oppinion was a mess. I'm sure it was a great game but the UI just made my mind explode. Star Ruler 2 has a fantasic UI and an awesome alert system on the right side of the screen. The UI reminds me a bit of paradox's games, CK2, and Europa. In regards to visablity and ease of access that is.

Comparasins aside:

The diplomacy, from what I've seen, Is very orginal and fun. It keeps you on your toes and makes diplomacy a real part of the game, and not so much as a side mechanic. It has you buying cards. The cards are used in a multitude of ways, from an eco boost, to the annexation of an entire star system.

Economy is in my oppinion very fun. Planets need resources from other planets to help your population grow and become more andvanced. There are tierd resources that go up to 3 and range from common to uncommon. There are even special resources that you can export to certain planets for an added boost to a certain stat. Aside from planets you can also mine comets and astroids to gain more reasources.

Research is a bit lack luster. Dev's can correct me if im wrong, but I've heard that they will be working on it more and making it more intresting. As it is now, you pick a catagory to research and depending on your science per minute you will accumulate points in that catagory until its complete. With ceratin tech, you will get these other things that go with them. (I'm %0 sure on what these are or how that work) From what I've seen, you get a point to spend after youve researched 4 peices of tech. That point is random in its specialty, but with that point you can spend it in the special things youve gotten from past tech. (If this review gets popular, the devs might want to put in how it actually works, otherwise I can edit this once I figure more out.)

I also can't really speak for the ship building as I havn't really used it. I've heard that the ship building will also be worked on extensivly. (I may be wrong on this too.)

The combat is not special but has potential. You can do cool moves with the FTL drives but besides that, you kinda just build your ships and throw them at the enemy.

My favorite things about this game:

-You can explore space in anyway you like (Sub-light, FTL, there are no set paths)

-THE ♥♥♥♥ING PLANETS DONT ALL ROTATE AROUND ONE STAR (♥♥♥♥ really bugged my about sins)

-You can manage buildings on your planets

Things I don't really like:

-The 2D artwork is a bit nasty. I really hope it's a place holder (profiles, buildings on the planet view)

-The lack of races to choose from. (betting that there will be more)

-Combat could be a little more interactive. Rather than just throw stuff at eachother
-I would like to see maybe some fleet formations that you could set
-Maybe some sepical heavy weapons
-Really you can do a lot with combat

(This review will be edited in the future) (Prolly left some stuff out by mistake)

Edit 1:

I forgot to say that there's also an ingame wiki that works really well!

Edit 2:

I would really love to see some patch notes on the game. Like an archive. I do realize that there is a live patch notes discussion on the steam fourms. However thats only talking about up coming patches, and isn't reported down somewhere after it goes live. (There might already be something like this, I could be really blind)

Edit 3:

Sadly I've gotten two crashes now, once when first starting a game and the second was during a game in which I had put in good couple of hours into. Save often if you dont wanna end up like me ;_;. Dev's Please fix.
Posted: July 22
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27 of 39 people (69%) found this review helpful
7.0 hrs on record
Early Access Review
After a couple quick games and the tutorial I must say that this definitely has potential. If you love games like Sins of a Solar Empire: Rebellion, you should definitely give this a try. Upgrading planets works totally different and movement of ships is less restricted. The interesting takes on resource incomes (budget system), colonization (SimCity lite) and fleet management (design your own ships!).

If the multiplayer turns out to be running smoothly with multiple people on huge maps, this will easily replace Sins of a Solar Empire and AI War Fleet Command for me!
Posted: July 18
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18 of 27 people (67%) found this review helpful
13.5 hrs on record
Early Access Review
For the impatient: If you're looking for an already solid 4X early access game, for both the price and what is already available/implemented/stable, Star Ruler 2 is a good "sweet spot" game. It doesn't do everything amazingly well, but it does most things very satisfactorily. In any case, I think this game is definitely worth the price of admission and it has a serious amount of potential.

(I'll be happy to edit this review as things change)

The single biggest complaint I have with Star Ruler 2 at this point is one I make in comparison to Star Ruler 1. Now Star Ruler 1's diplomacy was wonky at the best of times, and I can immediately see that SR2 is working to address that weakness. I've yet to see a proxy pressuring ability, but I understand we're still in the early stages, and it still looks to have a great amount of potential either way. What concerns me here, and where my complaint arises from is that at present it seems as though the Tech end of things has actually taken a step back, or suffered in comparison to the process. I remember in SR1 it was sometimes a tedious process getting to a point where JumpDrive technology was viable, or pushing shield and armor research to the point where your ships were effectively individual armadas, but it was also very rewarding. Right now in SR2 I feel like some of that freedom and some of those rewards have been cut out for little discernible reason. I'm not suggesting SR1's Research was perfect, far from it, but it did feel more friendly despite its complexity.

I do also think ground combat needs to be implemented - too many other games have it, are working on it, or have done it reasonably well (Stardrive, Distant Worlds, etc.) for it to be ignored. Plus there is real potential for dramatic and challenging scenarios (Distant Worlds hinted at this, but I think a planetary invasion aided with an orbital bombardment either from an offensive or defensive perpsective should be a stressful but brilliant part of any 4X Space game aspiring to be a classic). Space combat even as it stands now is quite fun but could and should be more fleshed out.

If I had a wishlist of things I'd like in the game it'd be as follows (I've only played a few hours getting a feel so if these are already in please forgive the error).
1) Planetary and Solar destruction - this is always immensely fun, and makes the player either feel like a real force or that they're being threatened by a true power.
2) Planetary/Ring World and Solar creation - Existed partially in some SR 1 mods. This was again two basic kinds of awesome in that that player felt like a god (as by this point the player could almost certainly also fly the planets around in space), but also meant from a simple role playing perspective that you'd "done it."
3) Shadow/Hidden Hand Diplomacy - I want to be able to push two civilizations to war without being openly connected with either. I want to be able to do this in a variety of ways, including some that could backfire in the long run (secretly push two nations to war hoping they'll knock each other out, with a high enough espionage rating one or both of them discover what you've done and they join forces, etc.) Along with this I want to be able to proxy fight (USSR and China helping and pushing North Vietnam, the U.S. in Vietnam pre-Johnson, etc.), and form federations/pacts which may or may not have a solid leader.
4) (Last one) I want combat that makes a bit more sense techwise. By this I mean if a ship is dropping out of FTL or applicable technology, it shouldn't already have a weapon-lock on its target unless it comes from a quite advanced civ. I think if one is using slingshot tech, doing so with asteroids seems an obvious requirement. Along this line I think as far as is possible, the indulgence of creativity that was allowed in SR1 (tractor beam dragging stuff to smash other stuff, creating effectively star detonating minefields etc) should be attempted to the fullest extent in SR2.

Regardless of all that, I really like the game even now, it is clearly a work of love and long labour, and I highly recommend it to all SR1 fans and any 4x fans looking for a game that has a great deal of potential (read: can only get better and is already solid).
Posted: July 20
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16 of 27 people (59%) found this review helpful
15.2 hrs on record
Early Access Review
For version r2975 (20 July 2014)

From my 60 min peruse of the game (it felt like 60 min) , I will be brief

I like the :
Diplomacy - Holy ♥♥♥♥, this is amazing, I dont even think Sid Meiers Alpha Centauri had a diplomacy setting this good.
The influence resource's effect on research - notbad.jpg
The planetary trading, the UI for it and the overlays for imports, exports
Basic Research

The game could be improved by -

Advanced research - it feels like there is something off. But I can't put my finger on it. I want to say I want to have a tree like SR1 or a research heirarchy. But it is okay.

A bugtracker and a crash reporter - although that takes away from actual programming from the game if development is being considered.

Hotkeys - but I only focused on game stuff and not meta stuff so I haven't checked - it, most likely, exists

This is bad -

Haha, this is silly, but I want my race to research all forms of FTL. This is possible right?

Its a good game. I wanted to believe. I believed. It came true.
Posted: July 19
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