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 (464 reviews) - 80% of the 464 user reviews for this game are positive.
Release Date: Mar 27, 2015

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Recent updates View all (21)

April 22

Wake of the Heralds Release and v2.0.0 update!

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

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


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

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

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

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

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

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

12 comments Read more

April 21

Wake of the Heralds Feature Highlight: The First

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

The First

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

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

Silicon Continent

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

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

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


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

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

Base Materials

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

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

Omake: AI Settings

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

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


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

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

12 comments Read more


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

About This Game

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

Galactic Economy

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

Custom Ships

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

Politics with Power

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

Massive Scale

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

Intricate Research

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

Complete Moddability

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

Full Multiplayer

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

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

Cross-Platform Support

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

System Requirements

SteamOS + Linux
    • OS: Windows Vista
    • Processor: SSE2 Capable processor
    • Memory: 1 GB RAM
    • Graphics: AMD or Nvidia Graphics card w/ 512MB RAM, OpenGL 2.1 Support
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: Broadband required for internet play.
    • OS: Windows 7 64-bit
    • Processor: Intel Core i7 or AMD Phenom II
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GTX 460 w/ 1GB RAM
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • OS: Linux
    • Processor: SSE2 Capable processor
    • Memory: 1 GB RAM
    • Graphics: AMD or Nvidia Graphics card w/ 512MB RAM, OpenGL 2.1 Support
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
    • Additional Notes: Broadband required for internet play.
    • OS: Linux
    • Processor: Intel Core i7 or AMD Phenom II
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GTX 460 w/ 1GB RAM
    • Network: Broadband Internet connection
    • Storage: 600 MB available space
Helpful customer reviews
41 of 45 people (91%) found this review helpful
50.1 hrs on record
Posted: February 8
I really think that SR2 is one of the best space 4x games out there. It also has some elements that are very different and unique, which take some getting used to but I think are things that I would really like to see future 4x games model themselves on.

I really like how SR2 handles the economy model. Each planet has a resource token, and you improve planets by connecting them with supply lines to other planets. So for example to get a level 2 planet you will need to connect it to a level 1 planet, and a level 0 planet. And that level 1 planet will itself need to be connected to two level 0 planets. Leveling up your planets allows them to generate more player resources (money initially, and then the other resources too as the civilian economy builds up), which you then use to spend on stuff like normal.

Unlike other 4x games where building your economy means collecting resources from the environment and spending them on upgrades, in SR2 you essentially build your economy by gaining access to planets (by colonization or by force) which you then use to create a web of supply lines. There's a lot more depth to it than that, but there's the basic idea.

It's very different from other 4x games and kind of board-game like. It also takes some getting used to, but I love it. Supply lines REALLY MATTER in this game, and it makes strategic warfare really interesting. While in other 4x games you kind of just build the biggest stacks you can and throw them at your enemy's homeworld, in SR2 it really pays off to figure out what systems form the "critical link" in your enemy's supply chain, and strike there. While likewise protecting your own critical systems.

Sure you can try smashing your fleets into the enemy's home planets, but generally highly developed worlds also have large automatically generated defense fleets to go with them. Meanwhile, breaking that link could cause those powerhouse level 4 or 5 planets to start turning back into level 2s or 1s!

There's also lots more about this game that I really like, the diplomacy system, the ship building system. It's really fun watching the back-and-forth on a contentious issue in a diplomacy vote, or trying to push your side of a vote with the right use of diplomacy cards. Diplomacy is another one of the game's strong points, but this review is already long enough. I've also spent hours in the ship design sandbox playing with designs, it's a fairly solid system, even if the hex grid causes ships to be a bit oddly shaped sometimes.

And now to the minuses. The game REALLY needs better documentation. While the tutorials and tooltips do an adequate job, it takes some time to get the gist of things, and there are a few UI tricks (like using the mousewheel when transferring ships between fleets) that you can only find out about by searching online. It took me several hours into my second game before the philosophy behind the economy in this game really clicked (which is why I made sure to describe it above, once I realized the idea behind it, my enjoyment of the game literally went up an order of magnitude). Other things like how damage penetrates into the insides of ships along lines on the ship's blueprint's hex grid (which has a big impact on how you design ships), you can only find out through playing the game, really. The default race portraits are kind of bland looking, but that was easily solved by picking up a portrait pack from the Workshop.

Even if everything was well documented, the game still has a fairly steep learning curve. Even if you are a 4x veteran, I highly recommend starting your first game with all AIs on the lowest possible difficulty setting. Yes, the one lower than "easy," and starting a new game once you've mastered the basics of building an economy up to at least the tier III level. It does take some time to get used to SR2's way of doing things, but once you do I really think there is a lot to like about it.
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18 of 21 people (86%) found this review helpful
1 person found this review funny
7.0 hrs on record
Posted: March 28
I was looking for exactly this kind of a 4X strategy for years.
For scale and depth - it beats all the current Space 4x games out there hands down. And this is the work of two people - not a big studio. I can only imagine what this game could become, if it had a big budget behind it.

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

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

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

I'm definitely recommending this to anyone who enjys a complex grand strategy in real time.
Apparently there's an expansion to be released (despite the studio being officially closed) and will be a must-buy for me. I sincerely hope it helps keep this franchise alive, cause it sure deserves that.
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14 of 18 people (78%) found this review helpful
80.4 hrs on record
Posted: December 31, 2015
This is one of the best 4X grand strategy games money can buy. It is worth every cent. Great and easy modability, fantastic engine that should set the bar for RTS games in general and amazing multiplayer code. Not to mention the intuitive UI and all around customizability this game puts SOASE:Rebellion to shame for half the price.

TL;DR - Buy it.
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9 of 13 people (69%) found this review helpful
10 people found this review funny
62.0 hrs on record
Posted: December 15, 2015
This game fulfilled my longtime childhood dream of defeating both the Go'uld and the Wraith on a galactic scale with giant beam ships.
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4 of 5 people (80%) found this review helpful
5.4 hrs on record
Posted: January 30
I think it hides the depth well. I've had much more fun in this than endless space for sure.

I think it's good enough to replace civ 5/BE as our monthly multiplayer game
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