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 (111 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:
    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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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 (10)

January 23

Star Ruler 2 Update - January 23rd

Shock and awe abounds as a Star Ruler 2 update decloaks in low earth orbit, ready to invade your disk drives! As always, read about some of the highlights here, or scroll down for a full detailed changelog.

More Subsystems

This update adds a bunch of new subsystems, including the Cloaking Mesh and Muon Cannon. The ship designer in general has also been updated to use limited interior space for your subsystems.


Using the new Graviton Condenser subsystem, you can now damage and eventually blow up stars and planets! Make sure to get out of the blast wave quick. though.

More Resources

Planets can now go up to Level 5! A number of new 'scalable' resources have been added to make use of planet levels, find them and level them up for many useful benefits.

More Research

The research grid has been redone and expanded with new technologies and unlocks, now giving you more choice of which direction to take for your empire's technological advancement.

Full Changelog

* Add new "Nebula" unique system.
* Adding some more race portraits.
* Add a game option to hide the locations of other systems/stars until an adjacent system is explored.
* Add planetary thruster building.
* Add singularity lab orbital.
* Add orbital frame constructor artifact.
* Added graviton condenser subsystem that can be activated to damage and eventually destroy stars and planets.
* Add cloaking mesh subsystem.
* Added a few 'scalable' resources, resources that don't have a required level, can't be exported and gain more benefits depending on the level of the planet they are on.
* Added Muon Cannon (support) and Muon Cannon Battery (flagship) weapons.
* Add Titan Hull, can be researched and used for various benefits and more interior space on ships.

* Small improvements to the looks and usability of the fleet support ship management interface.
* Bonuses/penalties for highest/lowest contributor in votes are now integrated over time instead of only checking the final votes of each empire. The vote tab displays which empires are currently considered highest and lowest contributors.
* Ship designs are now based on a static hex size with a limited amount of space available, instead of stats scaling based on the percentage of the ship covered. This invalidates many old ship designs.
* Removed adjacency hp bonus from armor.
* Armor on the outside of a ship does not count towards ship interior space limit.
* Flagships and defense stations are now in separate quickbars instead of together in the fleets quickbar.
* Peace proposals now use the treaty system.
* Flagships now need to rotate in the direction they're moving in before starting to thrust.
* Planetary wonders have been removed.
* Food and Water resource effects have been removed.
* Planets now go up to Level 5, resource requirements for level 4 have been lowered.
* FTL Crystals are now a scalable resource that provides more FTL/s as it levels up.
* Completely rework the layout of technologies in the research grid.
* Changed the bonuses Zeitgeists give to the highest/lowest contributors in the vote.

* Fix remnants leaving their systems in The Expanse.
* Fix bug with selecting different locales.
* Hyperdrive speed can now recover due to repair even during FTL.
* Homeworlds can no longer be gimped due to being mostly ocean/lava.

* AI now has a basic understanding of treaties.

* Empire attributes are now generated automatically whenever a hook uses a previously unknown one. New attributes are initialized to 0 by default.

13 comments Read more

December 18, 2014

Star Ruler 2 Update - December 18th

A new Star Ruler 2 update is about to hit your computer at relativistic velocities, do not attempt to adjust the picture. As always, read about some of the highlights here, or scroll down for a full detailed changelog.

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

Steam Workshop and the Mod Editor

Star Ruler 2 now has full support for mods and the steam workshop! Simply subscribe to your favourite mods in the workshop and you'll be able to enable them in-game for direct use.

To help along anyone who wants to mod the game, we've also developed an extensive Mod Editor. The mod editor lets you easily create and edit mods, upload them to the workshop, and has tools for editing the game's many types of data files.

Planet Surface Improvements

Along with improvements to the graphics of the planet's surface, we've also added a few new buildings for you to place. The build and maintenance costs of certain buildings is now affected by which biome you place them on as well, so be sure to check out which buildings go best where!


The research grid now includes Shields for you to unlock and equip your ships with. Shields cost a lot of power to operate, but their regeneration can absorb quite a bit of damage.

Full Changelog

  • Added vsync and antialiasing options.
  • Added Steam Workshop Support!
  • Added in-game tool to edit many types of game data files.
  • You may enable your various installed mods.
  • Added news pane to the main menu.
  • Added temporary-final art for all weapons.
  • Gave more buildings better/more distinct temp art.
  • Added new music track.
  • Added Shield Generators.
  • Added new buildings: Warehouse, Metropolis, Megacity, Refinery.
  • Commerce Stations now have 4 abilities, one of which can be used every 3 minutes to purchase some bulk influence, energy, research or labor with money.
  • Outposts now protect their system from capture and generate and use empire defense to create support ships.
  • Planet surfaces in planet management screen have been redone.
  • Planets switch to icon view further away.
  • Portraits and flags can now be added to the game without editing data files.
  • Influence sites (e.g. Mall) can be played when only one empire or team exists.
  • Destroyed ships now spray some graphical debris.
  • Building in oceans or on volcanic lands increases the cost of construction.
  • Civilians expand more slowly through oceans, volcanic lands, and ice.
  • Tweaked cost and effect of some technologies.
  • Generally reduced amount of HP given from tech to prevent combat from slowing to a crawl.
  • Various structures are cheaper to build on specific biomes.
  • Building ships on orbital shipyards is now 20% cheaper in build cost than on planets.
  • Music volume would significantly change from the menu to the game.
  • Fixed graphics memory corruption during loading periods.
  • Numerous small fixes and usability improvements.
  • Various bugs that affected modders.
  • Images with specific widths would appear greyed/striped, and could cause crashes.

9 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

SteamOS + Linux
    • 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
7 of 7 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.

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.

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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4 of 4 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

-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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3 of 3 people (100%) found this review helpful
17.3 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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3 of 3 people (100%) found this review helpful
3 people found this review funny
23.2 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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2 of 2 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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23 of 23 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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17 of 18 people (94%) found this review helpful
27.2 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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14 of 14 people (100%) found this review helpful
140.4 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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16 of 18 people (89%) found this review helpful
7.6 hrs on record
Posted: August 4, 2014
Early Access Review
Imagine, if you will, a 4x game. a 4x game, that, on the surface, looks like any other. You know. Colonize, research, diplomatize, exterminate.

now, imagine that 4x game without any limits. Imagine a 4x game that lets you research... forever. Imagine a 4x game that lets you build a carrier fleet with 10,000 ships. Imagine a 4x game that lets you design a ship larger than your homeworld.

Imagine... Star Ruler 2.

The first Star Ruler was a game that had so many great ideas, but was weighed down by lack of style. SR2 is the game the original wanted to be. Lasers from 20 systems away? You got it. Complex diplomacy system unheard of in any other game? Oh yeah. Scale that literally no other game can even come close to? Par for the course.

It's Early Access. The developers are literally an IRC channel away and are always willing to listen to ideas and suggestions. THE GAME LETS YOU MAKE A PLANET BUSTER THAT IS LARGER THAN MOST STARS.

Look, let's be real here. 4x games are all the same. you start, you colonize, you research, you slog out some battles, you win eventually.

But what if you won by sheer ridiculous scale? What if you won because you fed half the galaxy's economy to your homeworld? What if you won because you have a ship that can ruin fleets from 3 systems away? What if you won because you blew up the black hole in the middle of the galaxy? Isn't that better? Isn't it all better?

YES, YES it is. Give them your money. Do it.
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8 of 8 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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7 of 7 people (100%) found this review helpful
43.1 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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6 of 6 people (100%) found this review helpful
34.0 hrs on record
Posted: August 24, 2014
Early Access Review
They did it. They took my hopes and dreams from the first Star Ruler that was so in depth and complex enough to include newtonian physics on ship flight and delivered an alpha that says "We will not let you down."

The alpha alone is better than most other 4x games already. Yeah, some bugs. Like if you choose star gates for your FTL capability they sometimes don't refund your FTL energy when you collapse them. Some mechanics aren't fleshed out yet like the hidden tech tree technologies (Shields aren't even in yet, even though the tech tree is there).

I just had a blast with this. In other games I develop a "cookie-cutter" playstyle that gets me the best results each game and it gets boring and repetitive, but even planet development is very fluid.

TLDR: Worth buying in alpha.
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7 of 8 people (88%) 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.


+ 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


-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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7 of 8 people (88%) found this review helpful
91.9 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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5 of 5 people (100%) found this review helpful
26.4 hrs on record
Posted: August 21, 2014
Early Access Review
This game is absolutely a hidden gem especially for the more seasoned gamers.

Ok first impressions were not that great, the inability to go fullscreen and the web-like UI had me mentally kicking myself for buying it.

However, after remembering this is early access I persevered and to my surprise the more i investigated, the more good things i found.



Highly original diplomacy not personally seen before in this genre.

Solid game mechanics and AI, although still room for improvement.

Customizable Races for you and your AI.

Massive, fully customisable Ship designer, with shareable ship designs

Ingame IRC chat direct with the Devs, dont like something about the game? then tell them :)

Create Mods ingame. The use of text files for settings and ai make this a modders paradise.

Easy to use UI.

In-game wiki.

Customisable Autosave feature.

Fully customisable Key Binds.


Graphics are not finished, expect some rather dire pixel art in places not finished yet.

Tutorial could be better.

Lean documentation.


There are plenty of places where the game needs some improvement, but the game flows so well, there is nothing to my mind that sticks out as an obvious con, other than the unfinished graphics and some bugs in graphics device area.

In regards to the tutorial it gives a good overview of setting up your planets and the basics of setting up your colonies etc. but Diplomacy is hardly touched on and you only get a fleeting glance at the ship design feature.

The documentation could be better and leaves a lot of the detail to figure out yourself which can be good/bad on your preference. Although, the Devs are very approachable and the IRC makes for a good read even while playing solo.

Overall though, if like me you have fond memories of SupCom Lan parties and the like, this game is an absolute "Must Have" in your library. The fact this game is unfinished and still in active development only adds to the credit due to the developers, for this game surely shows a great deal of promise.
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4 of 4 people (100%) found this review helpful
62.2 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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4 of 4 people (100%) found this review helpful
76.9 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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5 of 6 people (83%) 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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6 of 8 people (75%) found this review helpful
27.4 hrs on record
Posted: October 31, 2014
Early Access Review
I recommend this game! It's the game I have been searching for a long time. I think it's the best strategy game I have played to this day.
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7 of 10 people (70%) found this review helpful
17.2 hrs on record
Posted: September 23, 2014
Early Access Review
This game shows great promise, but I wouldn't get it in this development stage unless you don't mind that it's not really there yet.

The things that keep me from recommending it at present:
Enemy AIs are extremely lacking right now. Although they'll explore and aggressively colonize things within their galaxy, as soon as you add additional galaxies the you find the AI's limit. They will, from what I can tell, refuse to expand onto other galaxies. I see their scout ships a lot, but they've never tried to encroach on a galaxy that they didn't start on.
Secondly because the game is still in development, features "break" from release to release. For example on the current release it seems that the secondary discoverable techs are not discovereable anymore so you can't get them. There may well be a way around this, but if you're like me and you don't want to read the forums to figure out workarounds to these types of problems, then you may want to just wait until the game is done.

Things that I think are interesting about this game:

A tiered resource management system that as far as I know is fairly unique to this game. The idea is to upgrade the level of specific planets by importing resources of other plants into them. The decisions about what resources to exploit and level up makes for an interesting balacing act.

The game's diplomacy is quite interested. The entire concept is based on a light TCG, where you can over time collect cards that enable actions such as annexing a planet or system, or spying on another faction. Some of these actions are bound to approval by the other races, and they in turn can play cards to approve or disapprove the action in question.

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