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 (100 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 (9)

December 18

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.

8 comments Read more

November 20

Star Ruler 2 Update - November 20th

Good evening galaxy! Today brings another regular update to your Star Ruler 2 game. Read about some of the update's highlights below, or scroll down for a full detailed changelog.

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

Research Overhaul

We've completely overhauled the way research works, changing it over to a grid-based approach with different technologies spread around for you to research.

The Expanse

A new galaxy map has also arrived in this update. In The Expanse, players are located in between the remnant homeworld in one direction, and a vast expanse of uncharted space in the other.

You will have to defeat strong remnant fleets in order to colonize new systems in the expanse, and each system cleared will reveal new systems with even more powerful remnants!

Graphics Improvements

Planets can now have rings, and we've improved the aesthetics of stars and their coronas.

Full Changelog

  • Added completely overhauled research system!
  • Large maps will now start containing barren planets - planets without a resource - in order to keep resources scarce and the game playable. Can be controlled with the "Resource Scarcity" slider.
  • Ships in move or attack orders now path around stars instead of moving or shooting through them.
  • Added unlockable 'Emergency Supplies' and 'Self-Destruct Device' subsystems.
  • Planets can now have rings.
  • Added quickbar for pending auto-imports.
  • Added Skip Drive and Ion Cannon as unlockable subsystems.
  • Added new map: The Expanse. Full of remnants, it expands as you defeat their ever-stronger fleets.
  • Bulkhead and Targeting Sensor now need to be unlocked through research.
  • Improved the aesthetics of stars and coronas.
  • Joining in progress no longer pauses the server while the player connects.
  • When defense destinations are set, defense is distributed equally from all sources across all destinations.
  • Increased pressure from level 3 resources.
  • Hydroconductors now give +40% labor generation.
  • Fix gate constructors being able to deploy without a maximum range.
  • Various performance improvements related to memory garbage collection steps, should reduce lag spikes in large games.
  • Animation was not properly threaded, leading to significantly reduced framerate in large galaxies.
  • Various notifications in multiplayer were blank or incorrectly labelled.
  • Fixed various issues with icons being rendered out of order.
  • Attempt to fix shader issues with specific graphics cards.
  • The AI would not recognize its fleets if it upgraded their designs while the previous was being built.
  • The AI will use partially finished fleets if immediately necessary.
  • The AI has a basic understanding of Revenant parts.
  • Improved the AI's logic regarding remnants and internal defense. Notably, it can deal with The Expanse.
  • Improved the designs created by the AI.

8 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
13 of 13 people (100%) found this review helpful
261.6 hrs on record
Posted: December 10
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!
Was this review helpful? Yes No
6 of 6 people (100%) found this review helpful
41.0 hrs on record
Posted: December 6
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.
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
10.6 hrs on record
Posted: December 20
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.
Was this review helpful? Yes No
2 of 2 people (100%) found this review helpful
287.5 hrs on record
Posted: December 10
Early Access Review
wow off to a great start...making me loose sleep into the wee hours of the morning cause its a very solid fun addicting game its like sins on steroids.... cant wait to see what they still add....
Was this review helpful? Yes No
1 of 1 people (100%) found this review helpful
9.6 hrs on record
Posted: November 29
Early Access Review
First thing is I do recommend this game even in beta.
However my only complaint is that what you gain in diplomacy you have lost in research (for now). While now your research leads to results you can see and new parts I end up missing the tech levels of the first one. You could research all the time on the first game and develope tech superiority.

Still a very addictive game even in early access.
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1 of 1 people (100%) found this review helpful
4.5 hrs on record
Posted: December 1
Early Access Review
Even being in early stages this game is a pretty solid game. Stable, fun to play, and has a neat and unique twist of strategies for a 4x game.

My Thoughts:
-Game is pretty stable for being early stages. Though I did not have any crashes or show stopping events, I did notice a few places where the UI could be corrected. Nothing major and I am sure the developers will solve this in time

- You will either absolutely love or loathe the planet resource sharing system. It is very unique and different from anything that I have played. In their current version you must obtain a bunch of smaller, low level planets and share a single resource per planet in a web that eventually all points to a main planet. (The tutorial really helps explain this more)

-Research, research, research. Though I can see the cause and effects of the different system, I really enjoyed the system from SR1. I personally love LOTS of research, unlocking all kinds of new stuff, being able to do super awesome things. Again this is early access, so I am sure there will be more things to come.

- Though the game is good AND in early stages I feel like the game is missing a deep element. Space. I use to love being able to build a legit mining fleet, sending them to an asteroid belt, build an outpost and send those resources back to my empire. I loved the idea of building the space stations that had different features and reasons to be built. I loved the immense depth of SR1 with all of the things you could (or could not) do. I feel that even though this game is still in early stages it is missing some fundamentally sound building blocks. Everything has been streamlined, we took the ability to micromanage away and replaced it with a simple ‘Right Click – Build mining outpost – walk away and never think about that asteroid again’ mentality.

Overall I think it’s going to shape out to be a great game. It has many new and exciting features and in time will turn into something as fun as SR1
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1 of 1 people (100%) found this review helpful
16.1 hrs on record
Posted: December 20
Early Access Review
Only played it for 2-3 hours so far, but it has a good tutorial, lots to do, and is a huge improvement on SR1. Graphics look really nice and it potentially has huge replayability. Really good.
Was this review helpful? Yes No
81 of 94 people (86%) found this review helpful
61.6 hrs on record
Posted: July 19
Early Access Review
This game has the single best diplomacy system I've ever seen in a strategy game. The diplomacy revolves around influence and influence cards. Influence ticks up depending on the resources and research your empire has aquired, and can be spent on cards such as "negotiate", "annex planet", "protect system". These cards appear in a queue, and every empire has the option of spending influence to snag the card for themself, or to keep it away from someone else. Cards refresh quickly, so keep an eye on the queue if you're playing the diplomacy game. Some cards can be played for immediate effects, such a "protect system" protecting a system from hostile takover for some number of minutes. Other cards, such as "annex planet" require a vote in the galactic senate before they can take effect. Each empire can then play cards for or against the proposition. "negotiate" simply provides direct support or opposition, while cards like "rhetoric" have a greater magniture of support or opposition, but provide benefits to anyone who takes your side. This can lead to interesting situations where two empires you really don't care about are duking it out in the galactic senate, but you want to get in on the action to get the benefit of a "rhetoric" or "bribe" card. Overall, the system is fun, and gives diplomacy some real teeth, without it being overpowered.

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

The two systems that are still farily lackluster are research and ship design. While the core mechanics of ship design are great, the game currently lacks enough variety in ship parts to make it really interesting. This ties in with the very small number of research options. Interviews from before early access seemed to indicate that the research system is still in a very early stage. However, the devs are very genuine in their desire to make a great game, and I have no concern that these features will be fleshed out significantly before release.
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44 of 52 people (85%) found this review helpful
11.4 hrs on record
Posted: July 22
Early Access Review
THIS REVIEW IS OUT OF DATE, I'm no longer updating. I will release a new one when the game comes out. Ps. It's awesome buy it if you like RTS's or if you like fun.
(Edits now at the bottem of the review)

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

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

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

Comparasins aside:

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

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

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

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

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

My favorite things about this game:

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

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

-You can manage buildings on your planets

Things I don't really like:

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

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

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

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

Edit 1:

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

Edit 2:

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

Edit 3:

Sadly I've gotten two crashes now, once when first starting a game and the second was during a game in which I had put in good couple of hours into. Save often if you dont wanna end up like me ;_;. Dev's Please fix.
Was this review helpful? Yes No
33 of 46 people (72%) found this review helpful
7.0 hrs on record
Posted: July 18
Early Access Review
After a couple quick games and the tutorial I must say that this definitely has potential. If you love games like Sins of a Solar Empire: Rebellion, you should definitely give this a try. Upgrading planets works totally different and movement of ships is less restricted. The interesting takes on resource incomes (budget system), colonization (SimCity lite) and fleet management (design your own ships!).

If the multiplayer turns out to be running smoothly with multiple people on huge maps, this will easily replace Sins of a Solar Empire and AI War Fleet Command for me!
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49 of 76 people (64%) found this review helpful
21.9 hrs on record
Posted: July 24
Early Access Review
So far Star Ruler 2 has me extremely concerned.... I'm not going to condemn it quite yet because I understand it is effectively in beta the same way Star Ruler 1 was when I purchased that game, but even in its beta I absolutely LOVED Star Ruler 1. In comparison Star Ruler 2 just feels like a step backwards in several departments but I will try to sum up my opinions in point format.

1. So far the audio that I've heard makes the audio in SR1 look like completel garbage, awesome job guys.
2. The graphics are current about on par with SR1, better in some regards, worse in others but I'm sure after they refine everything this will be like the audio making the graphics of SR1 look like crap.
3. Ship movement seems to be better in SR2 thatn SR1 so far and I can only assume it will improve. I liked ship movement in SR1 but sometimes whatever controlled ship movement in SR1 would do silly amusing things that would require intervention.
4. While I've never been big on dealing with the diplomacy side of games as it isn't my thing, I can say thus far SR1 practically has no diplomacy in comparison to SR2.
5. Ability to not only add additional systems to a galaxy but to have multiple galaxies! I wanted this in SR1 so badly!

1. Ship design - Okay, maybe I will condemn SR2 just a little bit. SR2 has a ship design similar to other games I've played in the past and I absolutely hate this style. SR2's ship design feels like the beta for a game that came out 10 years prior to SR1. I'm sorry, I absolutely hate this new ship design method. In my opinion you guys nearly had it perfect in SR1 and has been the best method I've used in any game to date.
2. Colonization & Planet development - I spend far more time in SR2 finding the planets I need and setting up routes than I would ever care to, this is such a huge complaint for me as it is a massive boring time waste to me and I don't to customize my planets nearly to the extent I could in SR1. I end up searching through multiple systems on a constant basis trying to find all the requirements I need to set up a trade route to level up a planet and on a regular basis end up never colonizing some planets simply because I can't use the single resource they have and don't want to pay any upkeep for the stupid planet. In SR1 no matter how small the planet was I could find some use for it, I could make a planet dedicated to research or producing food for my empire or just make a multi-purpose planet, I was truely the ruler of an empire where as in SR2 a planet is marked as 'fish' and that is all it can and ever will be. I could go on about all the flaws of this system but suffice it to say I am seriously let down by it in comparison to SR1.
3. The research page is just bleh, I wish I could give more constructive examples/reasonings as to why I dislike it or how it could be improved but I honestly don't know at the moment.

Others: (I'm like 99% sure these will be resolved overtime but I feel I should mention them anyways)
1. Race portraits - Small selection and no where near as good as SR1 in my personal opinion, way to cartoonie
2. Racial traits - Very small selection limiting your ability to create a custom race
3. Unless I'm missing something I don't see anywhere to pick a ship set (what your ships will look like)
4. Very few sub systems to put in your ship designs
5. Lack of detailed descriptions for various items/objects

I am still hoping with all my heart that SR2 will be a great successor to SR1 and will keep playing SR2 throughout its development, but as it stands right now I honestly couldn't reccomend this game to anyone as I just don't see the designers completely redesigning key parts of its system that I have such strong dislikes for such as the new ship designer.
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15 of 16 people (94%) found this review helpful
27.2 hrs on record
Posted: October 30
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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13 of 13 people (100%) found this review helpful
134.1 hrs on record
Posted: October 6
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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22 of 32 people (69%) found this review helpful
16.7 hrs on record
Posted: July 20
Early Access Review
For the impatient: If you're looking for an already solid 4X early access game, for both the price and what is already available/implemented/stable, Star Ruler 2 is a good "sweet spot" game. It doesn't do everything amazingly well, but it does most things very satisfactorily. In any case, I think this game is definitely worth the price of admission and it has a serious amount of potential.

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

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

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

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

Regardless of all that, I really like the game even now, it is clearly a work of love and long labour, and I highly recommend it to all SR1 fans and any 4x fans looking for a game that has a great deal of potential (read: can only get better and is already solid).
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12 of 14 people (86%) found this review helpful
7.6 hrs on record
Posted: August 4
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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7 of 7 people (100%) found this review helpful
5.2 hrs on record
Posted: November 20
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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5 of 5 people (100%) found this review helpful
34.0 hrs on record
Posted: August 24
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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17 of 28 people (61%) found this review helpful
16.7 hrs on record
Posted: July 19
Early Access Review
For version r2975 (20 July 2014)

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

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

The game could be improved by -

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

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

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

This is bad -

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

Its a good game. I wanted to believe. I believed. It came true.
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6 of 7 people (86%) found this review helpful
90.7 hrs on record
Posted: October 20
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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4 of 4 people (100%) found this review helpful
26.4 hrs on record
Posted: August 21
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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