Gather resources, construct space ships and stations, produce fuel, generate energy, trade between stations, complete contracts or fight with pirates in a 2D world where everything in constant orbital motion, without "air friction" and without maximum speed limits.
All Reviews:
Mostly Positive (233) - 79% of the 233 user reviews for this game are positive.
Release Date:
Nov 20, 2014
Developer:
Publisher:

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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?

“Early Access gives us a great opportunity to work together with community!
Actually we are already working with community very actively, and it brings a great results! Continue to reading this block for more details. Also you may check our development blog to ensure that development is very active!

Besides that, we are three friends and this is our first project. We are working on it without any starting budget and Early Access gives us an opportunity to work on our project without distractions.”

Approximately how long will this game be in Early Access?

“It is hard to predict release date for the game with such unusual concept and complex features. Especially if it is our first project.

Earlier we announced a release date, but development took more time than we expected, so we decided to not announce any further release date if we are not sure about it.

Actually release date is irrelevant and does not mean that game will become "completed" instantly. We release update almost every week and the game become better and better with each update. Besides that, we are constantly adding new features in our to-do list. So the game may be interesting and playable even while it stated as "Early Access".”

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

“Since we released the game we made a lot of work. We added multiplayer, save/load, trade.
An interface, ship constructor and production system was redesigned several times.
Graphics was completely changed from 2D to 3D!

In full version, we are going to improve all existed features, but in addition we plan to add:
  • Interaction with planets (gathering resources)
  • Several different types of star/planetary systems (with moons or gas giants)
  • More complex production system (not sure how exactly, we are going to discuss it with community)
  • More complex crew system (also not sure, will discuss it with community).
  • Heat system (necessity to use radiators to prevent overheat)
  • More various modules, functional devices and weapons
  • More types of procedural missions
  • Solve all bugs, optimize performance and improve usability
  • Overall improvements of game design, so the player will be able to slowly improve its technologies, fleet, encounter with stronger enemies and accomplish more complex procedural missions.
You may found more details in our to-do list

What is the current state of the Early Access version?

“Currently the game in Alpha stage. To answer this question will be better just to show a list of things which you can do in the game right now:

  • Fly around a star system with realistic physics and orbital mechanics
  • Construct complex ships and space stations using many various functional modules
  • Extract resources from an asteroids in order to produce fuel and construct ships
  • Trade goods between space stations
  • Accomplish procedural missions of several types (delivery, combat)
  • Buy or sell modules on a shipyards
  • Use several types of cannons, lasers, rockets, and energy shield to fight with enemy
  • Play with friends in multiplayer
  • Clean an orbit from a space debris and salvage resources
  • Use alternative control with mouse clicks to control your fleet like in strategy game
  • Enjoy the beautiful celestial movements and tell us what exactly do you want to see in the next updates

What is not ready yet:
Since it is Alpha, the game have some bugs, however we fixing all bug reports as soon as possible.”

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

“The price will be slowly increased during development according to quality and amount of features and content.
Initial price of first Early Access release was 8$.

At current state, the game cost 11$. When we increased the price, we asked a community about this and it was approved. You can read more details in our blog here and here.

When all planned features will be implemented and all bugs will be fixed, after stable release, we plan to increase price up to 20 or 25$.
Therefore, during entire early access you can buy the game with discount!

Some developers set the price for early access higher than after release, making money on the thirsty players.
We are not going to do that!

Actually, people who participate in early access make a great assistance for developers. They are making bug reports and send their ideas that helps to make the game much better. And most importantly, their feedback is really important because they give us enthusiasm, which allows us to continue to develop the project!”

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

“For almost two years of development we are working with community very closely! A huge amount of work has been done largely thanks to our community!

We're consider any ideas from community and your ideas really can be implemented in the game. You shouldn't thinking "I have so cool idea which will make the game so great! But probably developers are to busy to listen me". We read everything what you wrote to us and we glad to any ideas which will help us to make the game better together!

We receiving a lot of suggestions and bug reports. We have a huge list of suggestions in our to-do list and all bug reports added in to-do list and solved as soon as possible.

Tutorials and Guides
Our community helps us to create detail guides about the game.
Since interactive tutorial not yet implemented, we even added a link on this detailed guide http://steamcommunity.com/sharedfiles/filedetails/?id=557510735 from one of our community members right into the game!

Localization
Translations of various languages and correction of our English is done completely by our community!
We using GitHub to receive a help from anyone who wish to participate in localization.
More information here

http://steamcommunity.com/sharedfiles/filedetails/?id=714343868

Close communication with us
We are actively answer almost on anything what you wrote to us in Steam Community Hub.
Also you may freely add us in Steam contact list or use our Discord chat to ask us about absolutely everything! Most likely we will answer you within a hour or a day.”
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Recent updates View all (142)

December 31, 2017

Big improvements is coming, Galaxy map!

Hello!



If you are watched development process for a long time you are know that despite the game already 3 years in development, we are still ready to make big and fundamental improvements if it will be necessary for the quality of the game. This happened with 3D graphics and some another core features.
And now we are going to make another big change in the gameplay.

Some time ago we started to feel that there is something fundamentally wrong with the Celestial Command. And after we analyzed several another space games, we realized a simple fact:

Almost every space game have any kind of "global map" or "galaxy map" and possibility to travel from one system to another! (Actually we didn't found any successful, space game without this feature)
And this is something which also should be in Celestial Command.


Importance of galaxy map for a space game is completely reasonable

Any open world game should have something which may be called "diversity of environment". For example, if we are talking about not a space game, for example a game about character / car / sail ship / plane etc. - such game may have only single location ("jump gates" is not required) because diversity of environment created by different biomes and landscape (snow, grasslands, mountains, oceans, desert etc.). As result, you may travel between different locations and it will be fun to explore the world.

But if we are talking about space game, there is no landscape in the space, because space, you know, quite empty. Diversity of environment should be created by different types of stars, planets, nebula, backgrounds, black holes.
Such things can't be put into single planetary system (because one planetary system may have only one background and a star).
The single planetary system in space game will feels empty despite its actual size.
This is why galaxy map is required and it is essential aspect of most space games.


So, we are going to implement a galaxy map!

On the image in this post you may see a prototype of galaxy map which contains 200 stars.

How it will work? There will be galaxy map to travel between stars and also "system map" to travel between star, planets, moons and some locations in asteroid field or deep space.

In exchange, size of location will be reduced and each location will have only 1 central object (planet \ moon \ star). However, size of planets will be increased in several times. Movement between planets will be possible only using warp drives and jump gates.
Despite the fact that size of location will be reduced, entire game world will feels much larger due the possibility to jump between systems.

New types of stars will be added. Including binary stars and blackholes. Plus, a lot of new backgrounds will be added. Each planetary system may have its own background, which will significantly increase a visual diversity.


What about orbital mechanics?

Don't worry, it still will be here. Asteroids, debris, space stations and ships will be on orbit of central object (star, planet, moon). By the way. Moons will be added.
However you will not be able to travel between planets using only engines and orbital maneuver. It will be possible only using jump drive or jump gate.
Someone can be upset about this fact, but make note that currently "interplanetary maneuver" looks very weird due tiny size of the system and do not bring too much fun for the gameplay.

So we think that it is acceptable price for a possibility to explore the galaxy. The most fun part of orbital mechanics in CC, it is an objects around planets and this aspect will be intact (or even better) because planets will be a bit bigger. Besides that, it will allows us to fix some critical bugs with physics and improve overall performance.

Also it will be possible to rotate planets and moons around their central object. As result, price of jump between planets may depends on distance between them.

By the way, we are also started to working on implementation of tech tree and more advanced AI which is also two essential features which should be in the Celestial Command, but firstly we will implement a galaxy map.
We will try to implement this new feature as soon as possible, it should take not too much time. We will keep you informed.

And Happy New Year!

32 comments Read more

December 22, 2017

Update 0.832 Alpha - Completely new power system and 25% off during winter sale



Hello!

For a long time, resource connectors had some fundamental flaws. Power connectors is not intuitive and hard to use. People said us a lot about this and we are thinking about how to improve it.
So now we decided to completely redesign this system.

Resources connectors for fuel and building materials still intact, but power system is completely changed.

Now power systems works more like a real electricity. Almost all electrical devices was redesigned, so most of them can work even if you have not enough power, but efficiency also will be reduced.

Also, it is no longer necessary to have power storage on the ship. Electrical devices now can take energy right from the power sources.

All power consumers can be turned on / off in order to control power level.



Power storages now have limited speed of charge / discharge.



Also we added nice graph which displays energy consumption and production.



Rendering of radius circle of radar is greatly improved. If you have many ships with radars and no longer will looks like a bunch or chaotic circles.





Also you can disable radar circles, markers and HP bars


CHANGE LOG

Improvements
  • Completely new power system with much better functionality, usability and performance
  • Power monitor is fixed and improved. Added a graph which represents power production and consumption levels
  • Turrets now requires power in order to rotate
  • Added possibility to turn on \ off any electrical module from the power net
  • Most devices which consumes power now have different mechanics. They can work at insufficient level of power with lower efficiency.
  • Changed mechanics of energy shield. Now it have different recharge rate based on power level
  • Radar may work with insufficient power supply, but it will provide lower radius
  • Lasers now have different effectivity based on power level

  • Circles which represents radar range now combined with each other and no longer displays inner segments which greatly improves usability and comfort of radars
  • Space stations now have holiday appearance
  • Added possibility to switch on / off displaying of various GUI elements, such as: HP bars, radar markers, radar range
  • Magenta icons of radar no longer will appears over your own ships (these icons is useless for own ships)
  • Space stations and big ships will no longer became invisible as soon as at least one of their module exited your radar range. They will became invisible when they center of mass exited radar range

Fixes
  • Fixed a bug with invisible ship inside a range of your radar which appears in some cases after you built a new module
  • Button "Duplicate ship" removed from sandbox menu because it caused a lot of bugs with the new ship. Instead of that, in order to duplicate a ship, you should use save load menu which is much more reliable.
  • Center of Mass and Center of Thrust icons no longer remains visible after active ship is destroyed
  • Now you can move the camera by middle mouse button after active ship is destroyed
  • On off state of mining laser now correctly saved and loaded
  • Power monitor now shows correct values


10 comments Read more
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We thanking all who voted for us, individually thanks people who give ideas and evaluated our innovations, thanks to them we were able to choose the correct path.

About This Game

Celestial Command is a realistic sandbox space game which unites a real orbital mechanics, ship constructor and some features of typical space games.

Gather resources, construct space ships and stations, produce fuel, generate energy, trade between stations, complete contracts or fight with pirates in a 2D world where everything in constant orbital motion, without "air friction" and without maximum speed limits.

Realistic Orbital Mechanic


The world of the game works based on simplified orbital mechanics. Everything in state of constant orbital motion. Perform orbital maneuvers and keep your space ships on stable orbits to prevent crashing on a planet or loosing ship in deep space.
The physics simulates in 2D space, this makes flying and navigation enjoyable and easy but also generates a lot of interesting situations due physical collisions which are more often in 2D space than in 3D.

Fully Customizable Ships and Space stations


You can build your own ship part by part. Each part of the ship is individual, it has own functions and parameters. Therefore, abilities of your ship are completely dependent on the modules from which it is assembled. You can build small explorers, large industrial ships, carriers, defense satellites or whatever you want.
Each module can be detached or attached to the ship right on the fly, which allows to transform your ship using found modules.

Ship Management


All resources of the ship are limited. Including fuel, energy, ammo and construction materials, so store them and use them wisely.

Command a Fleet


You are not bound to a single ship. You can build as many ships and space stations as you want. And you can switch control between them anytime. Also it is possible to control your ships not only directly, but also giving movement orders.

Seamless Star System


Explore a procedural world filled with planets, asteroids, space stations and other things. The world of the game is completely seamless, you can zoom out from your ship to the entire star system.

Gather Resources


Mine asteroids for useful resources or salvage wreckage of broken ships in order to build new modules and produce fuel.

Economy, Trading and Missions


Trade goods between stations or complete procedural missions provided by NPC stations and earn additional credits to buy new modules on a shipyard.

Fight the Enemy


Build various types of devices to fight against enemies. Cannons, lasers, rockets, shields and more.


The game has now been in active development, so even more interesting features added almost each update!
Check our development blog for more information about development and future plans.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Processor: Core i3 2Ghz
    • Memory: 4 GB RAM
    • Graphics: Intel HD 3000 or equivilent
    • DirectX: Version 9.0
    • Storage: 750 MB available space
    Recommended:
    • OS: Windows 7 / 8 /8.1 / 10
    • Processor: Core i5
    • Memory: 8 GB RAM
    • Graphics: Intel HD 3000 or equivilent
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 750 MB available space
    Minimum:
    • OS: OS X 9
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Storage: 750 MB available space
    Recommended:
    • OS: OS X 10
    • Processor: Core i5
    • Memory: 8 GB RAM
    • Network: Broadband Internet connection
    • Storage: 750 MB available space
    Minimum:
    • OS: Ubuntu 12, Steam OS
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Storage: 750 MB available space
    Recommended:
    • OS: Ubuntu 12, Steam OS
    • Processor: Core i5
    • Memory: 8 GB RAM
    • Network: Broadband Internet connection
    • Storage: 750 MB available space
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