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: Very Positive (132 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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“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!”

Approximately how long will this game be in Early Access?

“We intend to release Quarter 1, 2015. 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:
    Mostly complete, but not all sound effects are in place.
  • 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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Recommended By Curators

"Even though this game is in early access, it's definitely on the right track, and I can't wait to see more!"
Read the full review here.

Recent updates View all (12)

February 20

Star Ruler 2 Update - February 20th

A strange new Star Ruler 2 update is attempting to make first contact with humanity! As always, read about some of the highlights here, or scroll down for a full detailed changelog.

Distinct Races



This update brings the introduction of 7 distinct races to play as, each with their own different lore. Alongside the Terrakin, sporting the regular Star Ruler 2 gameplay you're used to, the 6 other races each have their own unique gameplay elements to contest with.

Oko



A race of sentient flora, the Oko construct organic ships held together by Sinew. Their population does not live in cities, but instead overgrows the planet they are on as a whole.

Hoonan



Hoonan ships and settlements are all linked to a massive information network, requiring them to construct Mainframes in space. Fleets fight at increased strength near mainframes, but become significantly weaker when fighting far away from one.

Feyh



The Feyh have a long tradition of worship and sacrifice, and must construct Altars to keep their population from becoming godless. Altars sacrifice the resources of the planet they're built on, but allow the feyh to live on their planets in greater numbers than any other race.

Mono



All the Mono were once a single mechanoid intelligence, stranded on a planet and with no memory of its creators or its purpose. Mono population must be constructed using labor, but does not need food or water and can freely move to other planets through hyperspace, without the need for colony ships.

Saar



The Saar are a race of missionaries, spreading their message of peace and acceptance to all who are willing to hear it - and some who are not. They can construct Star Temples, allowing them to convert the population living on nearby planets owned by other empires to their religion.

Nylli



Fleeing the destruction of their homeworld's sun, the Nylli now consider themselves children of the stars, living in giant motherships and orbital habitats around the planets whose resources they exploit.

Full Changelog
Added
  • Add 'Hedge' card.
  • Add 'Support Station' artifact.
  • Added distinct races with various unique gameplay elements! The race selection menu will pop up whenever you try to start a new game.
  • Some planets will now have one or more moons. Moon Bases can be built to extend the amount of space available to construct buildings on.
  • Chat messages in multiplayer may now be sent to specific players / teams / allied / etc.
  • Constructions in the build queue can now be reordered by dragging.
  • Add 'Floating Continent' artifact.
  • Build queues can now be set to repeat mode.
Changed
  • FTL Crystals now have an extra special effect at level 5.
  • Cyllium now has a special effect at level 4.
  • Reduce money cost of FTL jammers but increase their FTL usage.
  • Cost to use hyperdrive and fling now scales with the mass of the ship.
  • Tweaked the costs of things in other FTL methods.
  • Torpedo damage is now unspillable (cannot be lost by piercing through the entire ship).
  • Muon cannon damage now completely ignores all Damage Resistance.
  • Change the level up benefit effects for Allondium.
  • Add a limited firing arc to hyperdense lasers.
  • Added new Gate model.
Fixed
  • Fixed a crash caused by keybind reloading.
  • Optimized some areas causing framerate losses on radeon cards.
  • Fix ships firing weapons at asteroids.
  • Fix ships being able to fire weapons while in FTL.

11 comments Read more

January 29

Star Ruler 2, now with Steam Trading Cards!

You'll now receive steam trading cards just from playing the game ːupvoteː!

Craft badges from full sets of cards to get our cool emoticons and profile backgrounds.

ːlasergunːːbeamːːbeamːːbeamːːbeamːːbeamːːbeamːːbeamːːbeamːːbeamːːbeamhitːːhomeworldː

2 comments Read more
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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

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

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

Windows
SteamOS + Linux
    Minimum:
    • 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.
    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
    • Hard Drive: 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
    • Hard Drive: 600 MB available space
    • Additional Notes: Hardware requirements not final. 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
    • Hard Drive: 600 MB available space
Helpful customer reviews
7 of 9 people (78%) found this review helpful
14.5 hrs on record
Posted: February 2
Early Access Review
I hardly ever do this, but I give SR2 a 10/10. I thought the original SR was alright and entertaining when I had nothing else to do, but SR2 is perfect. It is what I've been looking for in a Sci fi 4x game. It's crazy that this is still under development. Can't wait to see the new features they release.

I haven't made it to EndGame material yet, but from everything I've experienced so far, this is the one. I have played every big 4X space game out there and this one takes the cake.

PROS:
+Entirely unique diplomacy feature. It is complex and a little difficult to pick up at first, but it is very unique and advanced. Have only discovered a couple of games with this amount of diplomacy actions.
+graphics. Very smooth graphics. I have a lower-end PC and I haven't experienced below 40 fps even with 10x speed on.
+Interface is great and easy to use. The game is built on tabs now, for major interactions at least. There is the visual galaxy tab, diplomacy, research, designs, planets, and a community tab (which allows you to view the game's wiki and player-submitted ship designs). The overall flow of the interface is great, allowing you to jump between these tabs without losing where you left off in them.
+Combat and fleet management is much smoother than the first SR. Instead of building a large number of different ships and assigning them to a fleet that then gets deleted whenever you retrofit or do anything out of the ordinary, you build a single flagship. Once you have that flagship you start building support ships, which you can customize and design like a normal ship. You can then recruit them using the flagship and it'll automatically add them to your fleet. I very much enjoy this.
+Ship design system is amazing and very user friendly. The process is more visual now and is even better than the previous SR. I have only played with it a little at this time but from what I've seen so far it is very nice.
+New Planet Management system is unique. Have not experienced it before in a 4X game. Planets now use a hierarchy system, allowing them to level up and down depending on what resources the planet has access to. This allows for a more complicated gameplay and using real strategy when it comes to planet management. In a terrority of 5 systems with roughly 4-5 planets in each system you'll only be able to maintain 1-2 Level 4 planets (0 being worst; 4 being best). It is very easy to learn as well.

Neutral:
--Sound needs some work. The sounds are good and the music is good, but it is all pretty limited and gets a little repetitive.
--Research I feel is limited. I like the new system and how it works, but there doesn't appear to be many technologies you can unlock at this point. Many of them are just repeats that stack. Looking forward to new additions as development progresses.

Cons:
NONE! I'll let you know if I find any.
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2 of 2 people (100%) found this review helpful
32.6 hrs on record
Posted: February 20
Early Access Review
This is a solid sequel to the first Star Ruler, even if it diverges from the mechanics in certain key aspects.

First and foremost the economy has changed dramatically from the first game (for the better IMO) in that much of your empires goods and finances have been abstracted to where you need to level planets by importing goods produced by other planets. This system encourages constant empire expansion that many other 4X titles do not.

Diplomacy has also radically changed, and is also very different from any other 4X title that I am aware of. It uses a card mechanic in where you can put into play a card that will force another empire to cede one of their planets to your control. To do this however, you will need a certain number of votes in the senate to have the motion pass. During this phase you can play additional cards (which cost influence to purchase) to boost your cause, while other empires can also play their own cards for or against your motion. It is again abstract, and looses some of the nuance that a straight diplomatic system has in most 4x games but gains an additional means of mechanically expanding your empire and punishing those who threaten you. The AI right now does seem to have a hard time playing with the system, but I think the devs will continue to develop how they interact with it.

Ship building has the same feel as the first Star Ruler, but feels more fine tuned this time around. Ships are build on a hexagonal grid where components are placed. Weapons have firing arcs and must be on the exterior of the hull. How you build your ship does determine how well you do in battle, as incoming damage is directional. Fleets have changed in that Capital ships are the primary units of a fleet, and lead support ships with them. When designing ships your design Capital ships and support ships. Capital ships are full sized ships with all of the components you have researched and can fit on them, while support ships are limited to engines, weapons, armor/shields, and a few other systems. Support ships are designed to add fire power and tank to the Capital ship of the fleet.

As with any early access game here on Steam its always a concern regarding how active the developers are in continuing their project. Here with Star Ruler 2 I've been happy, as the Devs have been releasing new updates very regularly. These updates have included new components, inclusion of races, improvements on mechanics and bug fixes. I fully expect that they will fulfill their goal with this game.
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2 of 2 people (100%) found this review helpful
110.4 hrs on record
Posted: February 20
Early Access Review
I would give SR2 a 8.5/10.
Game is very much playable at this time already. Some features are still missing, as to be expected from Early Access, but given that I already enjoyed 100+ hours into this game, I'd say it already has more depth than many other games at release time.

Diplomacy is done exceptionally well, by utilising a card system constrained with influence points. It is very satisfying to conquer galaxy without firing a single shot, or forcing AI into perpetual servitude after blowing up his fleet.

Ship design is probably most OP fun right now, that will need to be fixed in the future. It is too easy to make a doom-mobile that clears whole star system at a time; hint - race to titan and antimater tech, then make an antimater beam titan of 2500 size, with only engines, beams and antimatter to power said beams (no supply or support modules). IT'll cost ~6M to make, and only 500k to maintain, use next to no supply, and beams will have range spaning full star system. Make 2 or 3, park them at the edge of the systems, and watch them wiping floor with any fleet that tries to engage. The game is basically won, as AI notices your military power and surrenders.

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39 of 40 people (98%) found this review helpful
25.1 hrs on record
Posted: January 26
Early Access Review
I do not even know where to begin. There are some amazing ideas in this game, and it seems a lot of polish even during early access. The diplomacy is unique and very complex, with influence and interactions that feel very very real. The planetary resource systems are facinating to me, as is the resulting trade networks that grow organically. The ship builder is actually better than the first Star Ruler, which had an amazing ship builder. FTL was weak in Star Ruler 1, here there are 5 different methods each unique and tactical. Combat seems solid, managable, and interesting. The flagship system means that you are ordering around fleets, not ships, but you still have a nice amount of control and the ship numbers are amazing. Everything is . . . perfect.

I'm a highly critical gamer with jaded tastes. I've been dissappointed by one 4x game after another. MoO3, Endless Space, Sword of the Stars 2, all sad memories. Even Galciv and Distant Worlds weren't quite good enough for me. I have never been so completely blown away just playing a tutorial, realizing the depth of the systems I'm seeing laid out in front of me. Assuming there is nothing horribly wrong with this game that is hidden from me currently . . . well damn, I'll say it, this might be the game that surpasses Master of Orion 2.

It's an overused cliche, but it fits with this game. Things could go wrong, the AI may turn out to be useless, or some other chronic mistake, but I don't think so. Star Ruler 1 was visionary and flawed, facinating but clunky. It seems they learned a lot from that game. Seeing this come from a small studio . . . I hope it gains the accolades it deserves. I also suspect modding will be amazing, since Star Ruler 1 had a wonderful modding scope, and I suspect they did the same here.

Buy this game. No seriously, if you like 4x gaming at all, buy Star Ruler 2. This isn't a game you buy just to support the ideas of the devs, though those ideas are amazing. This is the game I wish I had paid more for, because I think I cheated the devs and got way more than I paid for.
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29 of 29 people (100%) found this review helpful
22.8 hrs on record
Posted: December 29, 2014
Early Access Review
A hidden gem in the space RTS genre

I haven't had much time to put into this game as of yet but so far I am loving how everything fits together. This is a complex game that doesn't have a big learning curve and is extremly addictive. Below i will describe the elements I like and some improvements that could be made.

Empire Management:
In most space rts games your star systems are pretty much self reliant and doesnt require reasources to travel from one system to another. Here, if you want to have a powerful industrial/economic/science system you will need that primary stystem to have trade connections to other systems. Each planet can level up, increasing the population and amount of structures that can be built on them but to level up the planet must meet certain reasource requirements (example to get to level 1, a planet must import food and water from both a food and water planet). What this does is allows the player to have multiple home worlds that have a specific purpose (industrial,economic,science) thus opening up a wide range of tactics an enemy can use to damage an empire. It's difficult to explain but once you see it for yourself it makes perfect sense.

Fleet Management
the combat in this game is all about building fleets and the start of every fleet begins with a flagship. Once you have a flagship built you can link multiple support ships, the only limit being the number of support points a flagship has and that number gets bigger the larger the flagship is so a size 100 flagship may only support a size 300 support fleet whereas a size 500 flagship can support 3000 using the right modules. Which brings us to....

Ship Design
Like other space RTS games you can design the internal specs of your falgships and support ships (weapons, armor, shields, command and control modules ect) which allows you to change your tactics when approaching an enemy. Maybe you want a flagship designed around amassing a huge fleet, or a flagship that is a WMD, its all whatever you make of it.

Combat
Support ships will always stay in formation with the flagship so managing which supportships go with which flagship is not an issue as they are linked. This makes it easy to coordinate offensives and defenses with multiple flagships. in combat your flagship targets an enemy flagship (or whatever target you specify) and the fleet engages. It's very simple with the fleet management that is implemented here and it looks epic when you have massive fleets duking it out.

Diplomacy
This is the crown jewel imo. In most space rts's diplomacy takes a backseat with very limited options. Here it's a card game.... Not kidding, it's all about using influence (a reasource you aquire from specific planets) to buy cards that pop up from time to time. Certain cards are very desirable and your enemy may buy them before you do if you aren't quick enough. For example certain cards allow you to capure an entire solar system without ever firing a shot. Such cards when you use them bring up a galactic vote where you can use negotiation cards to win favor and it turns into a game of who has the more votes wins! It's pure genius and much like how politics works in real life. (it's all about political capital)

There are some things that could use some improvement but i expect some of these things could be handled with mods. For example there could be more ship designs and different ship formations. The graphics are also not stellar (no pun intended) but that also allows for bigger fleets and smoother gameplay (I haven't run into any latency at all). A storyline would also help not only get new people into the game and learn the mechanics but also immerse people into the lore of the game.

I think that's enough from me, this is a must buy for any fan of the space RTS genre that crushes others like it. I'm suprised I only heard of this after scrolling through page 10 of steam's top sellers in the strategy section.
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28 of 28 people (100%) found this review helpful
294.5 hrs on record
Posted: December 10, 2014
Early Access Review
This will be my longest review of a game ever for me , I am over 40 gamer and all those years, I thought they forgot how to make an indepth game. Now enters StarRuler 2 this game is great from top to bottom it keeps giving and giving.

RTS customize and make your maps and systems in space till it fit you and your friends.
so many options.
Design and test ships before you ever go into battle !
The economy and way you look at your planets linked together is just wow good to say the least
Game Play smooth as glass , never lagged once and this game is in beta !
Huge Huge Huge battles and Ships design vs ship design is a challenge!
I love that a friend logs on to spectate a game we have been playing for hours and can just hop right in and play or watch!
How many games have diplomacy that is a joke? alot This one I still dont know all the things you can do but the things you can do are sweet. Boost stystem output , increase cap ship stats ect.
I felt i owed the Star Ruler 2 Team a thank you for a game with some depth and fun! Hours of FUN so
Thank You! been long long while sence my friends and I had a great RTS! IN SPACE thats it for now
If you like space RTS multi player this is the game for you!
Did i mention you can generate a star or planet that is just to cool!
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20 of 21 people (95%) found this review helpful
31.9 hrs on record
Posted: October 30, 2014
Early Access Review
Being a long term fan of Star Ruler, I picked up Star Ruler 2 out of sheer devotion to the developers. Thankfully, after playing the game, I can say that the loyalty was well deserved. Where Star Ruler was a game of potential, but lacking little polish, Star Ruler 2 is a game that has ample servings of both. Wether you are looking to build a massive empire, or just see glorious battles of sheer carnage, Star Ruler 2 will sate your cravings.

Still in Beta, the game already has most of the groundwork that will enable it to be played for hours on end. Be it the designing of ships from the bottom up, the beatiful beams of light sending ships to their oblivion, or the much more accessible UI, the game is a testament to developers who have a vision, and though they have made mistakes along the way, aren't above learning from their mistakes to create a better game. They have taken what works from the original game and worked it into a much higher quality version.

The accessibility of the developers is also a huge plus to this game. Whereas many titles on early access have a hit or miss relationship with the developers, often times devolving into sporadic comments on a monthly basis, the Star Ruler 2 team has taken the initiative to integrate an IRC into the game, allowing instantaneous, or near to depending on work/sleep schedules, interaction with the developers.

If you are interested in playing an Early Access game done right, and want to see your own ships, or the enemies, blowing up in the process, Star Ruler 2 is the game for you.
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37 of 51 people (73%) found this review helpful
61.4 hrs on record
Posted: January 7
Early Access Review
Don’t get me wrong its a good game but If you have been playing Star Ruler 1 and think this is an improvement to that stop right here.

Lets first go over the things missing in Star Ruler 2.

Economy: You no longer have a galactic bank with credits, food, metal, electronics, advance parts and luxury items. Nope your planets basically run themselves without the need for these in fact what they need are items you have to import from others in a glorified connect the dots experiment.

Your income doesn't pool up instead your on a budget that resets after every cycle.

Research is capped in that you cannot level a type of research over and over instead there are x amount of research options with x amount cost involved in unlocking them.

Some changes in shipbuilding schematics:

Firstly now most support ships don’t have a power requirement unless you research shields and give them those.

Schematics now called designs abandon the old way of doing it and now use hexes that you place on a hex grid. While this sounds good at first you will quickly be asking yourself, why can I specify size of my ship then still have to scale things on the hex-grid compared to adding different size components in like in Star Ruler 1.

Additionally this system is a bit strange in my opinion. If you create a probe using 3 hexes it will cost more than a fully fledged out scout ship?

Mining asteroids is your fancy? Well give up here you wont be making civilian ships anyway... yip no more miners, traders, colonizers, repair ships, scanning ships, heck military vessels don’t even have boarding parties.

All this aside the game gets you in combat quickly and fleets are controlled by flag ships that replenish their support ships which make the game allot easier to micromanage so you can get straight to the combat.

Overall I understand many gamers are put off by StarRuler 1 however Star Ruler 1 is the most unique game in its genre and the most complicated. Its a jewel that this game is not even close to.

As for this game I personally think Sins of the solar empire is more fun. Want space combat? That game has awesome graphics too!

Now only if Star Ruler 1 was on linux like this game is I'd play so much more. 1 up to the developors for supporting another OS in this build!
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16 of 16 people (100%) found this review helpful
170.5 hrs on record
Posted: October 6, 2014
Early Access Review
I loved the first, though it had its problems and I love this iteration even more.

Star Ruler 2 takes the good things from SR1 and makes the great.
Diplomacy? Redone and changed entirely from the now 'staple' civilization-style diplomacy system, for the better in the extreme.
Ship Design? Early in its design but the overall idea is far better and really only needs more hull types and subsystems to be better than SR1's system.
Economy? Truly beautiful. Possibly complicated or difficult to manage for some, but they are definitely adding things to streamline it- from autoimporting resources at the click of a mouse to a "Planets" tab that lets you glance at the page and see your entire economic trade network instantly. A breath of fresh air from the fragility and unimportance of the planets in SR1, the planets in SR2 are very important especially when you take the time to upgrade their Tier.

I realize this review is rather unspecific regarding the game mechanics, but I feel a lot of the other reviews cover them well enough and the nuances of the mechanics are technically still liable to change anyway. I mainly write this review just to add another voice of support to this beautiful craft of love from Blind Mind Studios.
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41 of 60 people (68%) found this review helpful
2 people found this review funny
24.4 hrs on record
Posted: January 24
Early Access Review
Ive had the game for two days. I put 21 hours into it. I fap to images of stars now.
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12 of 12 people (100%) found this review helpful
1 person found this review funny
25.7 hrs on record
Posted: January 5
Early Access Review
Its a fun game, and I cannot wait for the future additions.

Additions I would like to see:

Expanded ship designer
- Ability to create the hull design
- Weapons and exterior subsystems visible on the ship in-game
- Hull deformation and subsytem destruction visuals

Fighters
-Hangars to carry fighters/bombers

Planetary Assault
-Troop carriers to assault planets
- Ground assaults could add many different strategic options
- Either bomb planet from orbit(destroys facilities and population) or ground assault (facilities intact, population intact for the most part, longer to capture than orbital bombardment, chance the defenders could hold off attack)
- Addition facilities (bunkers, air bases, fortresses) locations could increase defense value, ie. fortress in mountains vs on a plain.

These probably wont be implemented but I could hope, since these would, for me at least, make the game even better.
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10 of 10 people (100%) found this review helpful
5.2 hrs on record
Posted: November 20, 2014
Early Access Review
From what I've seen of the game so far, it's really pretty unique and impressive. Some VERY deep systems that take a bit of time to wrap your head around, but the tutorial does a good job in helping you get your feet wet. I'm looking forward to seeing how this develops, but it's pretty solid and super fun even in this earlier stage. No reason to wait to jump in.

The resource and support system for developing worlds has a lot of depth, and requires a fair amount of thoughtful juggling to set up an interdependant web of support that will allow you to grow a few key worlds to higher levels. Makes protecting your trade lanes really important - something most 4X games simply overlook. Nice "crunchy" system like a lot of the elements of SR2.

I played a bit of SR1 and it never really snagged me, but I can already tell that SR2 is going to hook me into playing it for a long time.
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8 of 8 people (100%) found this review helpful
48.7 hrs on record
Posted: December 6, 2014
Early Access Review
So I played the first star ruler and loved the game, this game I can only say is better. They changed a lot of the mechanics of the game so when I first picked it up it felt like a completly new game. The way this game does fleets and fleet managment is in my opinion the best I have ever seen in any space RTS and I play a lot of space RTS games. The biggest issue in so many space RTS is that when battles start it always just a huge confusing mess, where as the flag ship/support ship mechanic solves this and keeps your ships in formation very well during massive battles. The customization in this game is spectacular as well. If you like building your own ships from scrap this is the game for you, while at the same time the base ship designs are viable though out the game and easy to update when you unlock new technologies. The trading system is also a lot of fun and gets you very invested in the expansion of your empire and looks amazing as you expand outward.
I highly recomend this game to any fans of space RTS, it is a lot of fun and only gets better with each patch.
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9 of 10 people (90%) found this review helpful
10.6 hrs on record
Posted: December 20, 2014
Early Access Review
Well since Ive played this for a bit now ( I know, not too long. :P), I can already say that this game is going to be the shizz. I mean that in a positive sense. If you are into 4x you definately shouldnt sit out on this.

Pro:

+ the card based diplomacy system is so epic (buying cards for influence either to use on your own empire [renaming planets, flagships, cultivating planets etc..] or to use in interstellar senate votes [Negotiate, leverage, attach rider etc]
+ the combat system just feels so good... you build fleets with a flagship, and tons of smaller support vessels
+great music and sounds (the music in SR1 was great aswell, but its SFX were not too good... in SR2 both is awesome)
+ the colonizing system is well balanced. instead of having tons of well developed worlds, in SR 2 you have just a few, maybe even just 1

Neutral/to do/ to implement/ whatever:

0 The game is in early stages I know, thats why I put it in here and not into negative: It needs more ship systems
0 The tech tree could need more tech
0 More buildings
0 maybe more ressources

Negative:

-the techtree is Finite (Unlike in SR1, where you could research forever. I think that is a step back)
-you cant design support ships smaller than 1 .... I want my drones and fighters and such. :V
- too little traffic in between planets. we are talking about billions of population here. I know that this isnt gameplay relevant but it would be nice to actually have space roads full of civilians, traveling in between planets. ( In SR1 you could design automated ships that would do this,if you wanted, but in SR2 you cant.)

Dont get me wrong. The Negative aspects dont mean you shouldnt get the game. Its great, very playable, especially in Multiplayer with your friends. Its very stable and I hadnt even one bug or a crash or something like that.

If you are into 4x, give it a try.
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8 of 9 people (89%) found this review helpful
97.8 hrs on record
Posted: October 20, 2014
Early Access Review
If you like Star Ruler 1 this may or may not be for you. The team has changed some of the mechanics of the game i.e. how resources work, how ship designing works, and how politics work. some have been changed for the better whilst others not as much. Overall this is a pretty awesome game to pick up and play with some friends, or just sit down and smash some ai. The dev team is second to none with consistency of updates. Keep up the good work guys!
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7 of 8 people (88%) found this review helpful
1 person found this review funny
18.6 hrs on record
Posted: January 14
Early Access Review
Excellent game, well made. unique in a world of generic.

can be either fast paced or slow and steady. a new favorite in my collection
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5 of 5 people (100%) found this review helpful
64.3 hrs on record
Posted: September 3, 2014
Early Access Review
Amazing game by a small group of indie Dev's and they sure made an awesome one too, Star Ruler and now this, Early Access is amazing, games very stable.. and as well its very fun to play and theres different ways to Win the game as well
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5 of 5 people (100%) found this review helpful
77.8 hrs on record
Posted: November 7, 2014
Early Access Review
Oh good god how addicting this game is. I'm always trying out new ways to speed up my territorial expansion, resource management and strategic planning. Star Ruler 2 allows me to design my ships, plan my economy and blow up my enemies at the same time. All the while using underhanded diplomatic techniques to my advantage. Overall, if you love 4X and you love total freedom to do whatever to your empire, this is the game for you. Devs, you have my greatest respect. You not only update this frequently with new features and fixes, but you also reach out to us with your multiplayer sessions.
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6 of 7 people (86%) found this review helpful
500.3 hrs on record
Posted: November 9, 2014
Early Access Review
I was a big fan of Sins and wanted something new so I gave this one a try. (I never played SR1). The first few hours are frustrating due to the learning curve but it's definitely worth the investment. I don't think I've ever played a game where the ships are 100% customizable.

Give this game a shot if you like strategy space games.
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4 of 4 people (100%) found this review helpful
10.7 hrs on record
Posted: January 10
Early Access Review
This game is the sequel to the definitive space 4x strategy game. Able to construct ships of almost limitless size as long as your economy allows it, to warp through hundreds of systems in realtime, and organize your several star fleets with ease; Star Ruler does so much right and so little wrong. We can only hope the content of the game and it's community grow.

Play it. You must play it.
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