BAFTA award winning fleet-based RTS meets rogue-lite. In Distant Star: Revenant Fleet, build your fleet of up to 5 ships from a choice of 8 classes and traverse a randomly generated galaxy to defeat the Erebus Platform.
User reviews:
Mixed (207 reviews) - 63% of the 207 user reviews for this game are positive.
Release Date: Apr 7, 2015

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Recent updates View all (48)

October 4

Update Version Released

Thank you all for the feedback on update V 1.1! We're delighted that so many of you are happy with the changes. Since the update we've been tweaking a few more elements to improve the difficulty balance as well as getting rid of a couple more bugs.

If you haven't tried the new and improved Distant Star: Revenant Fleet, please take a moment to jump back in and let us know what you think! Likewise, if you're happy with the new updates and haven't left us a review, or you feel like updating an old one please do - to a small studio like ours, it's a big help.

As always, please let us know if you spot any bugs or have specific feedback here on the Steam Forums.

- The Blazing Griffin dev team



Developer Comments: : We felt that the Danger Level was increasing a bit too slow and allowing players to grind nodes in sectors without much risk, so we’ve increased how quickly it generates.
  • Increased the rate that Danger Level increases by 25%.

Developer Comments: : We’ve removed the rubber banding on credits and experience gain. This was allowing players to snowball too easily once they had acquired a larger fleet.
  • Credits rewarded are no longer scaled depending on their fleet size.
  • Experience rewarded is no longer scaled depending on their fleet size.

Developer Comments: : Ships have been reaching their maximum level too quickly, so we’ve slightly increased the experience needed for each level to offset this.
  • Regular: Up from 2000 to 3000 experience needed
  • Veteran: Up from 6000 to 7000 experience needed
  • Elite: Up from 10000 to 12000 experience needed

Developer Comments: : “The Heretic” event had a small chance to be very harsh and remove all players credits and supply. We’ve adjusted it so that the event will only ever take 20% of player’s credits.
  • Reduced the amount of credits taken from the player in "The Heretic" event from 100% to 20%.
  • Reduced the amount of supply taken from the player in "The Heretic" event from 100% to 0%.

Developer Comments: : Orbital Defence Platforms were a bit too tough, so we’ve reduced their total hull to make them a bit quicker to kill.
  • Reduced the hull of Orbital Defence Platforms from 8000 to 6000.

Bug fixes:

  • Fixed issue where pulse energy costs were incorrect.
  • Fixed issue where pulse buy prices were incorrect.
  • Fixed issue where Storm attachments were doing half damage.
  • Updated out of date Main Menu social icons to most up to date web links.

2 comments Read more

September 9

Distant Star: Revenant Fleet Version 1.1 is here!

It’s been a little while since our last Distant Star update but we’ve been really busy working on a big patch alongside the on-going development of The Ship: Remasted.

After reading all of your comments and reviews over the last few months, this latest patch is designed to address as much of your feedback as possible. We’ve been working on everything from large scale difficulty balancing down to small sound bugs and we really hope you’ll feel a big difference. Below are the patch notes but we’ve also included comments from the team so you get an insight into how these changes will affect your experience.

The update is a big one and unfortunately that means that old save files WILL be wiped when it is installed. If you want to keep your current progress, please ensure that you set the game to update only when launched and play in offline mode until you're happy to make a new save.

As always, please let us know if you spot any bugs or have specific feedback here on the Steam Forums.

- The Blazing Griffin dev team


Game Feel:

Developer Comments: One of the main focuses of the update was to get some ‘juice’ into the game and generally improve the feel of it. So, we’ve introduced a variety of new VFX, sounds and screen shake to make battles feel more epic.

  • Increased the size of Akari and Orthani bullet VFX.
  • Increased the size of Akari and Orthani missile VFX.
  • Increased the size of Akari and Orthani blast VFX.
  • Increased the size of some Explosion VFX.
  • Pulses have improved VFX.
  • Optimisation pass done to all storm VFX.
  • Added screen shake to various parts of the game.
  • Made audio improvements in multiple areas of the game.
  • Reinstating the horn sound for Orthani ambushes.
  • Changed the explosion type for Drones so they have more variance.
  • Increased the move speed of missiles and bullets.


Developer Comments: Some of the ships would often feel like they didn’t have any strategic choices in combat other that ‘pop all cooldowns’. To combat this, we have given all ships energy and focused on using energy and shields as the main attachment resource.

  • All ships now have a flat energy regeneration rate max energy / 40 per second. Meaning that they will regenerate their full energy bar in 40 seconds.
    Developer Comments: Stationary shielding didn’t work how we wanted it to. Most players wouldn’t stay in place even with the large bonus for doing so. Therefore, we’ve decided to remove it from the game and have added other ways to reward players for keeping their ships stationary.
  • Removed stationary shielding from Akari ships and instead added a flat damage reduction at all times.
    Developer Comments: Some of the events were so rare that they would only appear after multiple play-throughs. We’ve increased their chance of appearing so that there is now more mission variation generally.
  • Rarer events should now appear more often.

Enemy Spawning:

Developer Comments: We’re aware that enemy encounters could often vary greatly in difficulty. This was due to the random nature of roguelikes and a lack of control we had over some aspects of spawning. So, we’ve taken a number of steps to make the enemy encounters far more consistent.

  • Changed danger level to apply maximum 2 criticals or skills to enemy ships changed from a maximum of 5.
  • Adjusted enemy attachment spawner to create more useful attachment setups for enemy ships.
    Developer Comments: During Early Access we put rubber banding into the game to combat enemy encounter consistency, since that is no longer an issue, we have significantly reduced the rubber banding to create a hard line of difficulty progression throughout the sectors.
  • Changed the enemy spawning formula to generate fleets from 80% of the sector value and 20% of the player’s fleet value. Changed from 50% of the sector value and 50% of the player’s fleet value.


Developer Comments: Fleets containing lots of smaller ships have for a while, been more difficult to fight than fleets containing fewer large ships. We wanted to flip that difficulty around and as such have made changes to all the ship’s stats to make larger ships that bit scarier to fight.

  • Shield increased from 1000 to 2000.
  • Energy increased from 0 to 3000.
  • Fleet point value increased from 0.5 to 1.
  • Lancer moved up to 1.0 fleet point spot in Orthani ambush, patrol and hunt fleets.
  • Base price increased from 6750 to 10000 credits.
  • Lancer now has access to energy based attachments.
  • Removed a support slot which had default attachment EMP Bomb I.
  • Shield increased from 2000 to 3000.
  • Hull reduced from 3000 to 2000.
  • Energy increased from 0 to 3000.
  • Base price reduced from 10800 to 10000 credits.
  • Added a weapon slot which has default attachment Burst Cannon I.
  • Removed a system slot which was empty by default.
  • Energy reduced from 2000 to 1000.
  • Base price reduced from 12375 to 10000.
  • Energy reduced from 5000 to 4000.
  • Base price reduced from 16875 to 15000.
  • Base price reduced from 16315 to 15000.
  • Hull decreased from 5000 to 4000.
  • Energy increased from 0 to 2000
  • Fleet point value increased from 1 to 1.5.
  • Removed a system slot which was empty by default
  • Energy increased from 0 to 2000.
  • Base price reduced from 16425 to 15000.
  • Assault now has access to energy based attachments.
  • Added a weapon slot which has default attachment Bullet Drone Bay I.
  • Shield increased from 4000 to 5000.
  • Hull decreased from 6000 to 5000.
  • Energy decreased from 6000 to 5000.
  • Base price decreased from 22050 to 20000.
  • Base price reduced from 22725 to 20000.
Pirate Scavenger:
  • Added a support slot which has default attachment Basic Micro Ion Storm.
  • Hull reduced from 3000 to 2000.
  • Energy increased from 0 to 2000.
Pirate Raider:
  • Added a weapon slot which has default attachment Basic Photon Blast.
  • Added a system slot which has default attachment Basic Evasion Module.
  • Energy increased from 0 to 3000.
  • Fleet point value increased from 0.5 to 1.
  • Raider moved up to 1.0 fleet point spot in Pirate fleets.
Pirate Assault:
  • Removed a system slot which was empty by default.
  • Shield increased from 0 to 5000.
  • Assault moved up to 1.5 fleet point spot in Pirate fleets.
Pirate Marauder:
  • Shield increased from 0 to 5000.
  • Hull decreased from 6000 to 5000.
  • Marauder moved up to 2.0 fleet point spot in Pirate fleets.
Pirate Dreadnought:
  • Shield increased from 0 to 6000.
  • Hull reduced from 7000 to 6000.
  • Fleet point value increased from 1.5 to 2.
  • Dreadnought moved up to 2.0 fleet point spot in Pirate fleets.
  • Drone hull reduced from 300 to 200.
  • Mine hull increased from 300 to 400.
  • Turret hull increased from 400 to 600.
  • Drones now deal 1/6 of the damage of their basic attachment counterpart.
  • Increased the size of Orthani drone fleets from 10 to 12.
  • Reduced the maximum number of drones that can spawn at one time.

Developer Comments: Attachments have had a lot of work to make them feel a lot more impactful and consistent. We also wanted to make them all good choices, but for different situations so we’ve adjusted a lot of stats and prices to try and reach that goal.

  • Overload Lance now costs 1000 energy to activate instead of 800 shield.
  • Photon Blast cooldown increased from 8 to 10.
  • Photon Blast base damage increased from 1000 to 1500.
  • Reduced Nova Lance cooldown from 15 to 12.
  • Increased the base damage of Torpedoes.
  • BFT cooldown reduced from 40 to 20 seconds.
  • All activated systems have their cooldown replaced with an energy or shields cost.
  • All activated system attachments now have a base charge time of 1-3 seconds and 3 seconds cooldown time.
  • All systems now have a 5 second duration down from 10.
  • Most systems have had their effect doubled.
  • Turtle Mode has had its damage reduction halved, its amount of shield healing reduced, but given a cheaper energy cost, and will now also force enemy ships to attack you.
  • Reaver mode’s shield cost is now 4000 instant down from 6000 over time.
  • Energy and cooldown changes have caused Energise Weapon’s functionality to overlap with Tactical Overcharger. As such, we have removed Energise Weapons from shop and loot tables and replaced it with Tactical Overcharger.
  • Energy and cooldown changes have caused Rushed Repairs functionality to overlap with Patched Repair. As such, we have removed Rushed Repair from shop and loot tables and replaced it with Patched Repair.
  • Reinforce Shields has had its shield heal increased from 1500 to 2000.
  • Bolster Energy cooldown replaced with shield cost of 2000.
  • Support attachment base energy costs have been normalised. Single target and small effect attachments cost 2000 energy to use, large effect attachments cost 3000.
  • The exception are Rogue attachments which all cost 1000 energy to use.
  • All support attachments now have a base charge time of 1-3 seconds and 3 seconds cooldown time.
  • Energy pulses know restore 3000 energy up from 2000.
  • Pulses now have a duration of 5 seconds down from 10.
  • Sustained pulses now have the same effect as their single target variants, just over a larger area.
  • Increased storm damage to be competitive with pulse values.
  • Storm now have a duration of 5 seconds down from 10.
  • Large storms now have the same effect as their smaller storm variants, just over a larger area.
  • Bomb damage is now competitive with storms.
  • Target painter increases targets incoming damage by 25% up from 20%.
  • Target painter has had its duration reduced from 15 to 5 seconds.
  • Target painter now has an energy cost of 1000, changed from a cooldown of 20.
  • Increased the effect of bombs to make them more competitive with other support attachments.

  • Increased starting credits to 40000
  • Cost of supply reduced from 1500 to 1000 credits
  • Price of repairs reduced from 3000 to 2000 credits
  • Prices of attachments have been adjusted for new balance changes
  • Prices of ships have been adjusted for new balance changes.

Bug fixes:
  • Fixed issue where Orthani Command ships would spawn Akari drones.
  • Fixed issue where pirate fleets would sometimes not spawn at all.
  • Fixed issue where Ion Storm Generator would not appear in shops, loot tables or on enemy ships in sector 1 and 2.
  • Fixed issue where criticals would not apply properly to player ships on low supply, they now have a stacking 25% chance to apply with each jump.
  • Fixed the description of shield regeneration to specify that shield regeneration is only applied out with combat.

9 comments Read more


“I covered this game recently, and it had exceptional real-time strategy style combat, which made it a lot of fun. The building aspect usually found in RTS games happens in-between missions, wherein you use your found salvage to purchase new ships.”

“It’s pretty and affectingly moody, and in its movement-heavy, explosion-littered fights involving sometimes dozens of ships it’s probably leaning more towards Gratuitous Space Battles than FTL’s static hull bombardment.”
Rock, Paper, Shotgun

“if you are the sort that likes to get involved with a game's development through the program, roguelikes are a great genre to play around with in Early Access as spoiling the game for yourself is much less of an issue.”

About This Game

In Distant Star: Revenant Fleet, you take control of the last remaining ships of a near-destroyed A’kari fleet, and must rebuild your forces as you battle through ancient, galactic battlefields towards a final showdown with the Orthani.

Build your fleet of up to 5 ships (from a choice of any combination of 8 classes) and upgrade their weapons and attachments which give you new and improved skills to use in combat. With hundreds of attachments to choose from, each class has many different possible loadouts.

Traverse the galaxy one system at a time - each step of the way you will face unique story events, each of which has multiple outcomes that can change with each playthrough. Choose whether or not you enter combat, flee or try to talk your way out of difficult situations - but don't think the same choice next time round will have the same outcome!

All set within a beautifully designed universe with an eerily atmospheric soundtrack - Distant Star: Revenant Fleet is a game you'll be playing again and again...

System Requirements

    • OS: XP/Vista/Windows 7/8
    • Processor: Intel® Pentium® IV 2.4 GHz or AMD 3500+
    • Memory: 2 GB RAM
    • Graphics: NVIDIA® GeForce 8800 or ATI Radeon® X1900, 512mb graphics memory required, Minimum Resolution: 1024x768
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • Sound Card: DirectX Compatible Soundcard
Customer reviews
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Mixed (207 reviews)
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Most Helpful Reviews  In the past 30 days
10 of 10 people (100%) found this review helpful
13.5 hrs on record
Posted: October 5
Decided to finally review this game since the developers seem to have gotten it in the place that they want it to be, or close. And they did so through AMAZING and dedicated support, that every developer out there should take a page from to be frank. I want this at the top of my review because it's the most critical aspect to me--whether you like a game or not is subjective (aside from mechanical or design flaws), but whether the developers are worth their salt is not. These guys have done well to earn their place in the gaming industry, I think.

About the game itself and my thoughts. I grew up a multigamer, but my core has always been RTS. On that note, the closest gameplay I can associate it to would be something like Ground Control, stuffed into a roguelike progression system with scenario-based play/missions. Frankly, I loved the old Ground Control series as I tended towards a micro-focused RTS player for most of my time. And roguelikes are my favorite genre to play inbetween my mainstay titles.

Sure, this game has had issues upon release and things you can nitpick for a long time afterward. You can read other reviews to get pages upon pages about all of that. I soared through this game like 2-3 weeks after release and got my first win, after only 1-2 attempts on Elite difficulty. There were definitely challenges here and there. I tried to keep pausing to a minimum. But that was expected (imo) from someone with my background. However, the game was still FUN, and the game is even more enjoyable now. Seems more challenging now as well--and that's coming from someone who's played nearly every RTS since Warcraft 2 dropped. It's certainly worth sinking several runs into now, as you should in any roguelike. But bear in mind, I can only speak for Elite difficulty as it's all I've played.

I saw that the devs were initiating a massive campaign of overhauling the game back then, so I let it sit until now. Coming back to it, I can say it's now polished enough to be taken seriously by everyone. Give this title a purchase if you have any interest in squad size RTS at all. The pause feature makes it accessible for literally everyone. I feel like cramming RTS into a roguelike and making it a truly playable title was quite a feat, to be honest. I prefer this over the horde of twin stick shooter roguelikes that have been surfacing the past few years.

I'm hoping Blazing Griffin get enough support and have the desire to add more content to this title. I would love to see this type of game with the depth of replayability that most of the more well known roguelike titles have. How they should go about that, I'm not sure. But I feel like the potential is there. /end rant
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Most Helpful Reviews  Overall
156 of 166 people (94%) found this review helpful
5 people found this review funny
5.7 hrs on record
Early Access Review
Posted: February 28, 2015
This is the first review I have ever posted for a game on steam. That being said I felt moved to do so because I think I have input that may prove helpful to the players and developers alike. I spent a great deal of time watching videos and reading reviews before I made my purchase discision and I must say that in the very short time that I have played and with the promising involvement of the develpers I am confident I won't be dissapointed with spending my money on this game.

Within the first few moments of battle I started to scratch and itch that I've had for a very long time. I have been craving a fast-paced space rts of a certain type for a long time. Distant Star: Revenant Fleet has a great feel and an excellent balance of fleet combat control and ship modability plus its a roguelike to boot. I would recommend anyone who enjoys the space genre as well as the roguelike genre to consider getting this game.

As for helpful information, I want to say that after watching several videos and reading many comments I feel that perhaps many players do not have a very solid grasp on the most effective way to play. I don't mean for that to sound arrogant. What I do mean is that the developers have made it difficult for new players to jump straight in. I haven't done the research to see if the features I'm about to suggest are in development but I do feel that if they were they would have been implemented with the transition from alpha to beta. The game offers a excellently executed tactical drop in and out of combat pause system. Understanding how to use this effectively is in my opinion the key to playing the game successfully. On some of the videos I watched the commentators talked about having to constanly be on the move and not being able to activate ship abilities or a sense of not having enough control over what is actually taking place in the battle in relation to the players ships. The reality is that all the control you need is right at your fingertips. The problem is that is never told or shown to you. If a player doesn't intuitively recognise that a certain level of control is necessary and doesn't search for the controls in the menu then their first couple of experiences in battle can sour their opinion of the game. What I'm suggesting is that the developers incorporate a tutorial like experience in the first mission. Instead of dropping you into a battle and just saying survive please add tips that say press spacebar for tactical mode. Then once the player does so add some more tips explaining the benifit of tactical mode and just what the player can do. Features like hotkeys for your ships and their abilites and basic commands like defend this target are an absolute must in this genre and the game has them. It just doesnt tell the player. Because of this I feel like the game is not as unbalanced per say as players believe. I was able to take the starting ship and just a lancer with no additional upgrades to the end of the first sector and through several combat nodes with relative ease simply by utilizing the tools that are there.

--Feature Suggestions--
1. Tutorials
2. I would love to be able to que multiple movements for my ships. In other words Holding shift and creating waypoints for my ships to travel along.
3. I'm not sure if this isn't already implemented in some fashion and I just haven't discovered it yet but I would like to see information about enemy ships. Nothing game breaking of course but just simple stuff for the sake of immersion.
4. I would like to be able to zoom out just a little bit further. you can't see the max range of the lancer's laser without panning your screen. This left me unaware that it could target a location instead of a specific ship which is tactically useful information.

Sorry for the excessively long post and thank you to anyone who took the time to read it.
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211 of 257 people (82%) found this review helpful
5 people found this review funny
Not Recommended
4.0 hrs on record
Posted: April 10, 2015
Just played this game and feel a need to post a review, partially to reflect my thoughts to other players and partially to tell the devs.

Yes, this is a pretty cool game. Yes, I liked it, and it scratches a very particular itch that I haven't really found anything else for (small-fleet-command strategy game). But I don't feel like it was quite what I'd thought it would be when I purchased it, and, while I'm recommending it, it's with some pretty major qualifications.

tl;dr, it's a good light-strategy game, but I wouldn't call it a roguelike. This review is going to sound predominantly negative, but I did enjoy the game and do think it could be well worth picking up on sale. Not sure if I'd recommend it at full price.

First, Ithe battles didn't involve the level of strategy I was expecting. The best fights were ones where I had to watch the enemy chasing my tail, and my tactics involved kiting enemies around to recharge shields and lances, then turning and blasting one of two of them to pieces with my twin Lancers before turning and burning again. But I honestly didn't feel like many of the missions involved that much tactical thinking. Maybe I'm just too used to Dragon Age and similar games, or maybe I built the wrong fleet, but I didn't feel like I could do that much with any given ship other than move it around and shoot--which it could do perfectly fine on its own. My flagship had a damage boost, but with no cost I just popped it every time it came off cooldown; something similar was true for the Dreadnought I picked up later in the game and put a damage-boosting ability on. My gunship just flew around shooting things, while my Lancers sat in the back and melted priority targets every 10-15 seconds. I filled up almost all of my hardpoints with passives because they seemed so attractive.

And it worked! I beat the game on my first run. I'm not quite sure where the difficulty lies; with (a lot of) judicious pausing, I always had my CQC ships circling the enemy to dodge point-targeted weapons and had my Lancers drop their deathrays on cooldown. Protip for anyone who picks this up: Keep moving and keep pausing. Since it seems a lot of other people are finding the game difficult, I find myself wondering if either A) pause is OP or B) Lancers are OP, because I used both of those to great effect. Only one of my ships was ever disabled, and that only happened once.

I wondered if I was playing the wrong type of fleet for what I was looking for, worked damn well, and I'm not going to handicap myself with expensive, tricky ships when I can just snag a couple Lancers and blast a smoking trail across the galaxy.

The missions I did find actually difficult were the protection missions where a large number of enemy ships suddenly spawned on top of the VIP ship--either in an escort mission where the transports appear halfway across the map from my fleet in the middle of an enemy cluster or in a station defense mission where the entire enemy fleet swoops in from all directions to vaporize their target. But that's not a fun kind of difficulty, since it's not one that good planning or good tactics can get you out of. It's just annoying.

Every mission I played was either search-and-destroy or protect. The ones where I started in the middle of several enemy groups were the most fun, since I had to extricate myself and then figure out how to handle the flotilla trying to jam rockets up my exhaust ports. The enemies didn't feel distinct from each other: once you've seen one Tech that shoots ion clouds, you've seen every Tech in the game.

The final battle didn't feel that much better, either--it was a defense mission, then a search-and-destroy mission, then a timed DPS race. I didn't feel that any of the missions actually tested my resourcefulness, cunning, or ability to learn anything beyond "kill Lancers on sight and don't get in the way of those blue things Rogues shoot."

The story's serviceable, and the world is presented with a workable amount of depth--I'm not expecting grand world-building here, and I didn't get it, but I did get a pleasant amount of insight into the universe. Props to the dev team for that!

I'm kind of curious as to why the Akari are so dead-set on my fleet in particular appearing at Aos, because they seemed to have a pretty significant presence of their own there. I didn't really feel like I was commanding a fleet--a battlegroup, sure, but not a fleet per se. This was partially due to the difficulty I had parsing the size of the ships--as far as I can tell, a Dreadnought would have about a 10-man crew at most, which feels off, but the immensity of the space wreckage left me unable to come to any other conclusion. Where the heck did those things come from, anyway?

Finding the exact same mission in two consecutive systems, and then again in the next sector, also ruined the atmosphere for me (it was an escort mission, for the curious).

I didn't have any real feeling of progress throughout the game, which I can forgive on the narrative side due to the random nature of events. But my ships really didn't seem to get better, either--I filled up all the hardpoints on my starting ships by the end of the second sector, found another Lancer (filled hardpoint, upgraded weapon) and bought a Dreadnought later on, which immediately filled up its own hardpoints. After that...there's the veterancy bonuses, which are useful, but honestly pretty dull. As far as I can tell, they're randomly seeded, meaning I ended up with a Lancer with two more-or-less useless shield upgrades while my other one had three Damage+ upgrades.

If you want a roguelike in space, you're better off picking up FTL. If you want a tactical real-time-with-pause game, you're probably better-off with Dragon Age or another RPG. There's just not enough of either of those here to satisfy you if you're looking for that sort of gameplay. But if you want to kill some time and some spaceships while flying around the galaxy, then pick it up if/when it's on sale. Distant Star isn't a bad game, and it's worth a look, but--in its present form--it's not that great either.

For what it's worth, here are my thoughts on things that would improve this game--some concrete, some more abstract.
-More options for progression. For example, could we have veterancy upgrades unique to each class? What about different types of hardpoints for active vs. passive abilities, or gear in shops later in the game actually being better than the stuff in the first sector? I filled up everything really early, mostly with passives, and nothing ever came up in the shops that looked appealing enough to try.
-More mission variety.
-More things to actually test ingenuity and decision points in fleet-building. The best part of FTL, Nethack (as much as anything is the best part of Nethack), or the like is trying to figure out how to work miracles with scarce resources. I never felt resources were particularly scarce--the income over the game felt about right, and was hardly generous, but I never felt I actually had to make hard decisions about what to do with my cash. Heck, I'd even be fine with scaling the initial allowance back a bit and giving some more opportunities to actually build up.
-As a minor point: having enemy ships that are visible to allies revealed on the minimap. They don't show up on the minimap until they get in my ships' sensor range even though I can see them right there.
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56 of 59 people (95%) found this review helpful
5.8 hrs on record
Posted: July 28, 2015
hm, most of those negative reviews seem to be outdated because the game really feels different to what they claim.

Overall the game is very similar to FTL, you pass through several sectors to reach the final boss fight, every sector has multiple systems, where you can fight, repair, do quests, buy stuff,.... and each jump consumes fuel.
Instead of managing your crew during a fight you control your fleet (up to 5 ships) from a top down perspective. -Squad-based RTS style.
But be warned, the game is a lot slower paced, which makes it more of a RTS game with some light rogue-like elements rather than a rogue-like with RTS elements (if that makes any sense).

Other reviews claimed that the battles are needlessly dragged out but I can't confirm that, they take a few minutes at best and depending on your fleet composition offer a reasonable amount of tactical depth.
I've also read a lot of complaints about the harsh difficulty. I played on normal and didn't die until I reached the final boss level. (a bit too easy) It felt pretty consistent through each sector until the very last room, where it really spiked and I was killed before I could even reach the boss (a bit too difficult) but the devs seem to be very active so I hope they will have a second look at this.

But all in all, I really enjoyed it.
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A developer has responded on Jul 28, 2015 @ 3:17am
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82 of 100 people (82%) found this review helpful
7 people found this review funny
12.3 hrs on record
Posted: May 19, 2015
The A'kari of Aos, shattered and few, on a desperate mission to stop the final Orthani victory...

Distant Star : Revenant Fleet (from here on out I'll call it DSRF, because I like my fingers and typing that over and over will murder my keyboard) is one of the "Second Generation" of Early Access games, having now seen and made it through the initial wave of Early Access highs and lows, we're now seeing a more matured approach to the Early Access platform, with more specialised projects and more consistent and constrained planning resulting in products that actually deliver on their promises. DSRF was sold as a Rogue "lite" in space, where you'd assemble a small fleet of ships, guide them across the solar system, and then engage in a showdown in a final battle much like the genre definer FTL.

The Distant Stars, and the not so Distant Stars...

Much like FTL, you work your way across multiple sectors, each sector contains multiple jumps, however, unlike FTL, there's only four sectors that you'll be working your way across as you head towards the final battle, meaning your average playthrough is much closer to two to four hours, as opposed to the four to eight in FTL. However, unlike FTL, instead of managing -one- ship with a few upgrades, here you'll be managing a full fleet, each with their own weapon systems (in some cases, multiple weapons systems), sub systems, and passive systems.

The blend of upgrades means that fleets can in theory be quite unique (in practice, there's usually one generally optimal approach for fixing the deficiencies for each ship, straying too far is a bad idea). The ships too will upgrade with experience, granting bonuses in various ways, again, helping you compensate for their weaknesses or exaggerating their strengths. These upgrades are not exactly anything amazingly unique, but there's a good enough variety per ship to keep things interesting.

Of special mention are the weapon systems, of which there is a serious number, all with their own strengths and weaknesses, allowing for a significant degree of tactical flexibility and nuance within your fleet, this is extremely useful, and can allow for a player to adapt on the fly, particularly if things go sideways and they lose a valuable ship during the course of the voyage.

Of tactics, tactical pause, orders, and mo(ba)ment to moment combat...

Once you jump into a sector, the game moves to a top down view of your ships, moving around a two dimensional "pane" of space, with the sun behind it, filtering light through to give a sort of 3D effect. It's rather effective, and pretty. Combat therefore works by ordering your fleet (up to five units) around the 2D map and having them reposition, attack, use specials, cover each other, heal each other, etc. Line of Sight can be used and abused to cover each other (units are solid objects, so weapons will hit the first thing they make contact with), and specials are often "skillshots", which means that moving can disrupt or even cause them to miss.

This should sound very much like a singleplayer version of most MOBA type games, and that's because in a sense, it is. It carries a lot of the fundamentals of that type of game in the genesis when you're playing the tactical map mode, but you have the benefit of a pause mode that allows you to issue orders and activate specials whilst the pause is set, then allow time to proceed on its' merry way once more, pausing when you need to issue fresh orders. Disabled units will suffer critical damage at first, represented by debuffs that carry over from sector to sector, however, with each critical suffered, the chance for them to be entirely destroyed begins to tick up, if they take too many criticals, well, you may lose a ship altogether, and in this game, that can be a punishing blow, especially late game. Units in this game are extremely valuable, and losing one can be crippling, enough to trash a game and force a restart.

Ruthless voyagers in skies deep blue...

The A'kari are not a pleasant or amiable lot. Their culture is very warrior caste, and it's very clear as you travel through space that you are just "a side" in the war, if anything it's quite possible that you're the bad guys. This moral ambiguity is both interesting and potentially a downside, the problem with such a situation is that for some players, it's important to have the belief that they're on the "good" side when playing these kinds of games. The A'kari often resort to less than wholesome tactics to make their way through the game (as the necessity of their mission requires), but that will come with a moral weight to it, and if you become invested or put some time into thinking about the lore or backstory of the game, well, it may leave you wondering if you're actually playing for the right side.

Reflections in glowing suns and off glinting guns...

The graphics aren't -quite- Homeworld Remastered, but nonetheless, they're definitely good enough to pass muster, presenting clearly defined racial ships for both the A'kari and the Orthani, along with a third set of ships for the neutral Pirates. The backdrop itself is colourful and clear, with a good set of nebulae and lighting presentation being well handled and running smoothly throughout. This is a well designed and imagined game. Of specific mention is the soundtrack, which is really, really good. We're talking standout quality, easily worthy of being a standalone OST if ever they decide to release it as such.

... and the fire and fury of the missiles...

When combat takes place, the playfield is colourful and bright, the music sweeps up to an orchestral swell, the explosions are many, debris litters the place as ships disintegrate in style. This game makes space combat look -good-, and does a good job of hiding the MOBA style combat under it's interface and behind the active-pause button, but with the limited number of sectors, and the fact that the game doesn't support the same level of replayability as FTL, this is a game to play in shorter bursts, as a side dish to things like FTL.

Closing thoughts...

DSRF does a lot right, and in some areas it does break some interesting new ground, however, it doesn't -quite- do enough to break free of FTL's shadow, and it doesn't quite do enough to stand far enough away to net it my unguarded praise. Which is a shame, because there's a lot to like about this game, for people who are big on Sci-Fi and Roguelites, this may prove to be too tempting to miss, for people who are looking to get "into" such games, FTL is still the daddy.

Verdict : Wishlist it, if you're a fan of Sci-Fi, and particularly FTL, give this one some serious consideration.
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47 of 55 people (85%) found this review helpful
3 people found this review funny
7.7 hrs on record
Early Access Review
Posted: January 23, 2015
First Impressions:

Distant Star: Revenant Fleet reminds me of FTL but with RTS elements. To sum this up, you'll jump from point to point and encounter various events (pirates, enemy fleets, dialogue choices, etc.). When docked at a friendly station, you can purchase new ships and/or upgrades for your existing ones. Unlike FTL, the action sequences are less crew specific and more about controlling 1-5 ships inside an arena-esque map and activating their individual abilities timely. Some things do rub me the wrong way: no difficulty setting, encounters/enemy waves tend to be too long, and the battles tend to be stacked against you to the point where you're dancing and running constantly. I never felt like I was powerful enough to stand toe to toe with enemies in these events. The right click sound (when moving) is incredibly annoying as well. Still, $7 is a pretty good value for what the game has to offer thus far...though I'd personally play this more if the game had an easier difficulty setting or at least scaled in difficulty appropriately. I suppose we'll see if this gets addressed throughout the course of development.
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A developer has responded on Jan 23, 2015 @ 11:40pm
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38 of 41 people (93%) found this review helpful
1 person found this review funny
12.0 hrs on record
Posted: May 30, 2015
I wasn't sure what to expect, but this game is great!

+Interesting stories, with choices that grant different bonuses.
+Ships that level up and gain perks.
+Plenty of ship classes, each with their own abilities, new weapons and equipment to buy.
+No crashes or bugs so far.
+Really nice graphics. Backgrounds are very artistic and i love how energy shields look.
+Pretty easy to learn, but hard to master. I had to start a new game after a few levels.

-Shops are randomly generated, and cannot be returned to. This can make it hard to get the ships that you want.
-Although it is RTS, later in game you really have to keep pausing the game to order ships around if you want to survive.
-The same choices always seem to have the same out-comes.

Now, personally I like a challenge, so the death and supply systems make the game better for me. However they will annoy some people:
-When a ship dies it gets a negative buff through levels. The more negative buffs it gets, the more likely it is to be permanently destroyed. (negative buffs include slow hull drains, reduced damage etc).
-To move to another level costs supplies. Traveling without them causes your ships top gain negative buffs (as stated above).
Overall, i can see myself playing this a lot. 8/10
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36 of 47 people (77%) found this review helpful
3 people found this review funny
0.7 hrs on record
Early Access Review
Posted: December 10, 2014
I like the game. But you need to realize that it is pre-alpha, at only version It's very short at the moment, very short. And at least in my case some features appeared not to function as they should. But I'm sure future versions will address these issues as well as flesh out the gameplay.
The graphic are simple, I like these kind of 2 dimensional top down space games and I like the style.
-----The music is spacey and pleasant. It reminded of magic carpet of all games with it's (middle eastern?) string instrument sound.
-----There is some dialogue at each encounter, against the back drop that you are from a dominant space faring faction which is served by other factions and at war with another major faction the Orthani. I liked it.
-----It would be nice if units didn't talk every single time you give them a command, that is not every split second lol

I haven't played FTL, but I've watched people play it. It basically seems to work on a similar concept. That is between encounters you select your next Star System destination within a randomly generated network of Star Systems. Encounters can be hostile or neutral. You can choose to attack, intimidate or avoid conflict at most encounters.
-----You also come across shops where can attain additional ships and equipment to fit to them including weapons and active abilities.
-----There is no fleet control tutorial yet. In combat, ships in your fleet by default fire upon the closest hostile vessel. You seem to be able to prioritize specific targets if you wish. You also tell ships where to move during an encounter. Basically it plays exactly like at RTS.
-----Most ships other than the Assault class type are very fragile. Usually these weaker ships in my fleet tended to be destroyed almost immediately because I couldn't move them out of harms way quickly enough. Any of your ships that aren't moving or are doing so in a straight line are basically sitting ducks and will destroyed very quickly.
-----So ultimately my strategy ended up boiling down to flying only assault class ships and kiting the enemies I encountered. This was a very effective strategy. But it wasn't a satisfying experience. Your ships will not move by themselves, without your intervention they will just sit there. You have to constantly micromanage their movements, which potentially is demanding with a progressively larger fleet at your control. Encounters typically consisted of flying circles around a wave of enemy ships until they were destroyed and repeat several times until the encounter is over, there wasn't really any challenge. I wasn't really fond of constantly directing ships, which you must do because of the games pace.
-----You can basically finish the game in just a few minutes. You can just travel directly to the 'exit' system while avoiding every hostile encounter along the way. And Bob's your auntie, you win!
-----In the games current state, if want an extended space adventure you need to avoid traveling directly to your final destination. That is visit all the star systems which aren't on the way there.
-----I had a few technical problems with the game. I couldn't scroll the view to the right with the mouse cursor because the cursor would travel outside of the game on my first screen and into my second screen, I had to awkwardly reach around my microphone with my left hand to scroll with the arrow keys. Shops didn't appear to function properly and I had to fiddle around a lot with the menu to purchase items successfully. You are supposed to be able to pause the action by pressing space however this was completely non-functional for me. Lastly
-----So I think the game-play needs to be fleshed out to make it more satisfying interesting and challenging, I think most people might agree with that. But personally I would prefer if units autonomy wasn't restricted to firing at the closest hostile ship. Or alternatively if more advanced commands were implemented to reduce the need for micromanagement being so constant. Lastly with pretty much any single-player game I would like there to be some way of enjoying the game online with friend or other people aka multi-player.

I think this a good foundation for a great game. Hopefully the developers will keep working hard to produce a complete and polished title.

Click here for my YouTube gaming channel
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42 of 59 people (71%) found this review helpful
5 people found this review funny
0.5 hrs on record
Early Access Review
Posted: January 13, 2015
Very much FTL meets a 2D version of homeworld.
Nice premise and has a lot of potential I think.
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29 of 37 people (78%) found this review helpful
2 people found this review funny
38.5 hrs on record
Early Access Review
Posted: January 27, 2015
The developers of Distant Star: Revenant Fleet have really struck gold with this title. While development is early and it is obvious that a significant amount of content will need to be generated before this project can be considered completed it is already in a state where it is by far worth the modest purchase price.

- Excellent Game mechanics
- Beautiful levels
- Fun real time combat
- Already worth the price

- The game currently lacks content and can be cleared relatively quickly
- The difficulty becomes too low (they need to add varied difficulty levels)
- Lack of save feature. It would be fine if it deletes the save on load but we still need to be able to step away from the game.

- The promise of meaningful decisions (similar to FTL)
- Promise of more content
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Recently Posted
16.2 hrs
Posted: September 27
Cool game and lots of fun, especially for less than $4.
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7.6 hrs
Posted: September 27
Really fun game. Easy to learn system that doesnt get needlessly complicated while still being challenging.
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1.6 hrs
Posted: September 26
It's got that FTL feel where you restart if you die so you'll like that. It's a fun little game to play every once in a while. Right now just playing off/on and have fun everytime. Story and cut scenes are nice but they do feel somewhat weak but I haven't beaten the game yet, so well have to wait until later to get a better feel.
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6.0 hrs
Posted: September 23
What is there to say about Distant Star: Revenant Fleet?
Well when it was released I never gave it any thought and marked it as not interested. Then it appeared on sale and I read reviews and did research on YouTube and decided that, since it was on sale I will give it ‘n chance and purchased it.
I started playing and man was I surprised. The gameplay is simple to grasp and the battles are tough. You move through space travelling to different sector in which you have to complete missions. If you win you are rewarded, but if you lose it is game over. You start from the beginning. But that IS NOT A BAD THING. The game is simply so much fun that I didn’t mind at all.
If I have to sum up … this game is one of those “just another fight” type of games. It is a lot of fun and very, very addictive. Do I recommend it? It gets a BIG yes.
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3.5 hrs
Posted: September 22
A decent lite-strategy with some rudimentary fleet tactics. Great music and art direction. Worth 10 bucks for a nice diversion.
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14.2 hrs
Posted: September 21
I'm writing this after the 1.1 patch, so it seems a lot of the existing reviews that comment on issues like difficulty and combat always being the best option in an encounter have been resolved.
This is a great game in terms of the novel approach to small tactical combat and I love the fleet upgrade system and the varying roles the different ships play.
Definitely worth a play through, I've completed it once and am on my second.
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1.0 hrs
Posted: September 19
Good game. The fleet mechanics are basic, but the situtations in sectors make it a little more interesting then just shooting lasers.
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4.1 hrs
Posted: September 9
At first i felt like i was buying FTL with fleet but after hour playing it i realized it is sooo shallow that i regret buing.
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1.0 hrs
Posted: August 3
Loses its playability after about an hour. Too slow-paced. Not immersive.
The FTL-like progression doesn't suit it.
Weapon FX completely lacks any explosive or dangerous feeling.

I wish this weren't the case, as I can tell the developers really put effort into it, and it would have potential if redone. Great environment and fairly good lore. But the gameplay is boring and unsatisfying.
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A developer has responded on Sep 20 @ 8:02am
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