Can anyone build an empire in a place like this? Other factions are naturally suspicious of newcomers and may wage war at the first sign of unidentified craft. Here, a natural death is an uncommon luxury.
User reviews:
Mostly Positive (12 reviews) - 75% of the 12 user reviews in the last 30 days are positive.
Mixed (214 reviews) - 65% of the 214 user reviews for this game are positive.
Release Date: Mar 22, 2016

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Recent updates View all (17)

August 26

Polaris Sector is updated to version 1.05

Good-day spacefarers!
We have big news for you!

Polaris Sector, one of the most intriguing 4x space games of the year, is updating to version 1.05!

This new version is heavily focused on improving the tactical combat situations, making the game better than ever!

Whilst trade deals and diplomacy are important to maintaining the balance of power, there are times when only the smartest tacticians can save the day.

Who owns the sector, control the galaxy!

Check out the entire changelog below

Version 1.05 Change list

- ability to position ships before combat by drag-and-drop
- switch to destroy discovered enemy spies automatically
- Interdictor module is now much quicker to research
- Fixed a bug with experience points lost for small ships in hangars
- Search for objects on a global map (fleets, ships, stars, planets, heroes)
- Keyboard shortcuts for fleets and stars on a global map
- Upkeep info added to the ship info screen
- Possibility to name fleets
- Configuration option to always allow initial ship placement in combat, even when attacking
- Fixed a bug with different scanner/jammer types not showing in the design info
- Fixed a bug with "radioactive world" race lacking hydroponics
- Allowed a bit closer zoom-in for the galaxy map
- Shortcuts for the “Move to a new fleet” action and “Merge Fleets” action (Ctrl+N and N)

3 comments Read more

August 4

Polaris Sector 1.05 Open Beta now available!


Patch 1.05 is now available in the Steam Open Beta branch for download and testing.

You can access the beta by right-clicking on Polaris Sector in your library and selecting Properties. You can then click the Betas tab and select "openbeta" from the drop down box. Steam will then sync your files to the new version.

(If it does not appear, please restart Steam)

Please let us know on the forums if any issues you've had are fixed or if you find any new issues.



- Search for objects on a global map (fleets, ships, stars, planets,
- Keyboard shortcuts for fleets and stars on a global map
- Upkeep info added to the ship info screen
- Possibility to name fleets
- Configuration option to always allow initial ship placement in combat, even when attacking
- Shortcuts for the "Move to a new fleet" action and "Merge Fleets" action when you have a fleet selected (Ctrl+N and N)
- Allowed a bit closer zoom-in for the galaxy map
- Interdictor module is now much quicker to research

- Fixed a bug with experience points lost for small ships in hangars
- Fixed a bug with different scanner/jammer types not showing in the design info
- Fixed a bug with "radioactive world" race lacking hydroponics

- AI updated to allow it to refuel at systems controlled by allies with "allow refueling" deals

6 comments Read more


“It’s a damn impressive game and well worth a play”
90 – Brash Games

“Polaris Sector takes the best parts of the space 4X formula and gives them a few fresh, delightful twists.”

“Super awesome game. I highly recommend it, one of the best 4x in a long time.”
Angry Joe

About This Game

The ancients who named this sector ‘Polaris’ sure had a unique sense of humor. Polaris - the bright star, the star of hope and faith. Well the Polaris sector has precious little of either; just a wilderness of gas, stars, and supernovas soaked in treachery, oppression, and the lust for power.

Can anyone build an empire in a place like this? Other factions are naturally suspicious of newcomers and may wage war at the first sign of unidentified craft. Here, a natural death is an uncommon luxury. You look weak? Pirates and scavengers will plunder your planets. You show military strength to discourage potential enemies? Your rivals will combine their forces to eliminate the threat.

Total domination requires many diverse stratagems. Shaking the hand of a powerful emperor, designing new warships in secret, investing everything in fundamental sciences to gain technology before your competitors - all may be the road to success. But will you have the time to implement your strategy? Will you be visionary enough to build weapons and technologies that will make the difference in battles fought decades from now? Find the right balance between fundamental and applied sciences to stay ahead of the opposition. Find the right balance between classic designs and crazy prototypes and your ships will be feared across the galaxy. Your engineers and scientists provide you a high level of flexibility, but it’s your decisions that will shape the empire’s fate.

Many a mercenary or adventurer has come here seeking wealth and power, and all their stories are now just whispers in the void. Polaris is a black hole for living species, and empires rise and fall in the blink of an eye. Maybe the leader that will bring stability to this zone hasn’t been born yet, if they will ever exist…

And on the pedestal these words appear:
'My name is Ozymandias, king of kings:
Look on my works, ye Mighty, and despair!'
Nothing beside remains. Round the decay
Of that colossal wreck, boundless and bare
The lone and level sands stretch far away.

- Shelley

An epic and dangerous playground: randomly generate a galaxy able to host up to 900 stars.
Full customization: external threats, pirates, number of races… you can set up the world that fits your own tastes!
Full control over ship design: want to make a corvette into a drone carrier? Go ahead. Want to make a freighter into a scout? No problem. Your creativity is the only limit!
Explore: send scout vessels to find new mines to exploit, new planets to colonize, and to establish contact with other empires.
Innovative research system: technologies and equipment will get unlocked depending on your investments in fundamental and applied research.
Diplomacy: Dialogue with other factions to gain their favor, trade goods, and make military agreements to fight common enemies.
Command your troops: when a battle starts you can join the battlefield and maneuver your ships in a tactical mode. Alternatively use the auto-resolve mode when you have more urgent tasks to attend to in your empire.
Unique espionage system: seed false intelligence to enemy spies and lure them into a trap!

System Requirements

    • OS: Windows® Vista/7/8/10
    • Processor: Core i3
    • Memory: 2 GB RAM
    • Graphics: DirectX or OpenGL Compatible Video card
    • DirectX: Version 9.0c
    • Storage: 4 GB available space
    • Sound Card: DirectX Compatible Sound Card
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (12 reviews)
Mixed (214 reviews)
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122 reviews match the filters above ( Mixed)
Most Helpful Reviews  In the past 30 days
18 of 20 people (90%) found this review helpful
119.9 hrs on record
Posted: September 27
Polaris Sector is an excellent Space 4X game. It is now one of my favorite games to play.

It can be a long game. There are different speed setngs for the stratgic gameplay. Star travel is by star lanes.

The economy system is easy and fun to use. Building the econonmy up is very important if a large Space Fleet is desired. Builidngs are not placed on a planet map like in more recent space games. Instead buildings are ordered to be constructed. Factories, Orbital Shipyards, Farms and Research Centers make up the bulk of the economical buildings. There are also Mines for the 5 startegic resources. ( I call them gold, blue, metal, organics and red but they all have names.)

Research is, of course, very important as new items are very nice for your ships and colonies. The research system is 3-tiered with Fundamental Sciences (Biology, Chemistry, Mathematics and Physics). These unlock Applied Sciences of when there are quite a few. The items are then unlocked after researching the appropriate applies science or sciences. It is also possible to prioritize research and zoom ahead.

Grabbing many decent worlds and getting a large chunk of territory is very important in the early game. Expansion is key to winning later. Terrestrial worlds such as Earthlike and Ocean may be colonized right from the start. Sending out scout ships to locate these worlds is fun and easy.

I like the ship design system. I have played several of the races and each species has their own unique version of the basic designs. This is neat as there are differences for the internal space of each ship. You then place ship components in the interior and build your design. It is not hard and is fun. It is possible to have many different designs per hull type. And they can be upgraded, as well.

Space combat can be autoresolved or fought in real time. In real time it is pausable and has different speeds. Players have full control over their space fleets in real time, moving ships and selecting targets. Range is important!

* There are 6 different land combat units. The land combat is nice. I forgot to mention this so this is an edit. *

The AI is decent. Easy mode the AI is very weak but going through the tech tree mostly helps for the other difficulties. Normal mode is fun.

Diplomacy is decent. It is possible to stop other species at war. I like how some of the races respond in diplomacy.

The graphics are good. In combat, the ships look much better than on the strategic screen. The music is alright.

Overall I really like Polaris Sector. I do hope there is a sequel. This is a very fun game.
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3 of 3 people (100%) found this review helpful
72.0 hrs on record
Posted: October 5
Polaris Sector is a decent 4X space game but one in which you will very likely fall into a micro-management pit simply because the AI is not up to the task of managing planets in a sensible manner.

For example, upon deciding to colonize a planet you will be asked what specialization the planet will have, and the AI does a good job of building *exactly* that: be it innovation, industrial, food or mining focus. But that focus is way too narrow since it often doesn't build factories despite that fact that a few factories would speed up construction of desired facilities. And planets will also need some defense that, without factories, can literally take you centuries to build.

Granted that you can import defensive units from elsewhere, but it involves serious micro-management as you build the pieces elsewhere and ferry them over. And then you realize that this defense needs to be kept up to date, and taking it apart and moving it and updating it and bringing it back is a tedious mini-game in and of itself. And, of course, the AI doesn't worry about defense anyway so you are forever scanning the galaxy to find out what planets have defense and which don't. Nor can you tell all planets to automatically keep their defense up-to-date.

Another problem with Polaris Sector is in how you design ships.

Designing ships involves selecting a pre-defined hull and allocating the bits and pieces that you want. Turrets have pre-defined positions and size, but what you put in those turrets it up to you, be that lasers or missiles or energy blasts. The internals is largely an open area with fixed walls and allocations for engines and additional weaponry.

The problem, though, is that the components are of fixed size and orientation, and getting things to fit in the space is tricky since a component that might have a 6x4 size emphatically cannot be rotated 90 degrees to fit it in a 4x6 space. There are also absurd and arbitrary restrictions, and bizarre asymmetries. Some ship types cannot have Fighter Bays or armor, while others are restricted to small engines despite their huge hull. A weapon mount might double or quadruple the number of weapons in the mount for all weapons except for one or two that are identical except for the warhead. One side of a parallel internal section might be one size more narrow while the other side might be one or two sizes shorter. And then there are the round spaces in which you try to fit rectangular objects, and the nooks and juts that deliberately obstruct placement.

You can excuse objects of fixed size, but fixed orientation is dumb. You can excuse preset hulls, but being unable to apply known technologies to them all equally is dumb. And you'd think that those who designed a ship would know how to use a ruler, and you'd think that they'd accommodate to the world's restrictions rather than blindly stumbling over them. But no. The net result is that you end up spending a lot of time fiddling and fighting with a deliberately obstructive layouts rather than getting on with the job of designing your ship and moving on.

The last problem that I will mention is ground combat since the assault forces that you deploy *never* improve with advancements in technology, so your forces can still struggle against opponents who are several generations behind you technologically. Meaning that the only option that you are given is to overwhelm the enemy with numbers, and that is pathetically dumb.

In sum, Polaris Sector is an engaging 4X space strategy game where the research and technology is interesting, the real-time combat largely makes sense, but the AI is not up to the task of properly managing hundreds of planets, designing ships pointlessly eats up way too much time, and ground combat is nothing more than overwhelming the enemy with numbers. It is fun and interesting to play but it will try your patience more than once.
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2 of 2 people (100%) found this review helpful
59.1 hrs on record
Posted: October 9
As many have mentioned, there is a lot this game does very well. On the downside, there could be more tooltips thaty tell what does what, but I have also found some of what I need just by RTFM. I see a review that didn't know what economic and scientic treaties benefit. What they do is open up additional dialogs to let you buy minerals or barrow minerals with interest in the case of economic and buy/trade technologies (if they are willing) for research treaties. There have been numerous times I find myself running out of plutonium but have an extreme excess of another mineral and with 3 or 4 races in economic treaties, I could buy enough plutonium to keep my ship factories working while I adjusted mining planets for more extractors of a certain type (in this case plutonium) or colonized new worlds to specifically mine the mineral. Every planet can be colonized with the right technology with 1-3 planets per system and hundreds of systems, there is a lot to manage. At the same time, the AI helps a lot in intuitive ways.
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1 of 1 people (100%) found this review helpful
90.2 hrs on record
Posted: October 3
This game is a little gem. It borrowed the best of the the 4x titles and implented it all in this game. Granted it's a little rough around the edges with its graphics and combat but overall this is a fun game. My only criticism is the combat system. I think it needs some improvement as I feel all the time and effort I spent on ship design is not translating in combat as it's dominated heavily by fighters. The tactics become one dimensional wherein all you do is build cheap carriers and torpedo fighters and you'll win battles easily. ie. 10 frigates carrying 50+ torpedo fighters each. Frigates stay far back and fighters do bombing runs (returning to hangar for torpedo replenishment). Gone are the big ship battles with this game. I still recommend it as it's not too expensive. I recommend buying it on sale.
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1 of 1 people (100%) found this review helpful
Not Recommended
68.8 hrs on record
Posted: October 8

It a poorly balanced mix of required micromanaging and helpful automation. There are way too many resources to track (and they used decimals fractions!?), only a few starting ship designs (you have to design everything else as you discover technologies), no way to manage ship designs outside the game (the game saves old designs that pop up when you discover the right technology again), research is hard to manage even given a set goal, diplomacy is horribly clunky, planetary management is cryptic at best, and you have to play a dozen times (I'm half way there I think--48 hours almost) to find out all the intricate foibles of the game. It is an annoying learning curve. No manual, or guide, or popup hint has provided enough detailed info to not be blindsided by something unexpected.

I still am trying to play it, hoping I will master it at some point, but I get the feeling I will keep running into game stoppers. The last was the cascading loss of fleets (not just individual ships) because I had not produced/maintained enough of a (rarer than I thought) resource. It didn't just mothball the fleets (which is an option for some--at least fighters and stations), it simply deleted them. I ended the game when if finally deleted the rare alien relic ship, which took me way to long to find and assemble, and when it deleted my only other stealthed ship that had been quietly sitting in enemy territory waiting to collect the last piece for the OTHER relic ship. There had been plenty of other ships in friendly territory I would have happily given up first. The previous game stopper was discovering how long it takes to build defensive and invasion fleets. The latter makes this a true strategy game, and I like it, but it was not obvious until I was losing colonies like crazy from some insane and aggressive alien who didn't care what I offered. (Oh, there is an assimilation bug. The race just swaps on the planet to match whoever controls it.)

I have yet to play long enough to be invaded by the unknown threat mentioned in the manual and game settings. I have yet to play long enough to research beyond one additional ship hull and the second fighter hull. I keep running into something new that requires restarting from scratch.

I am going to get there... I hope... before I burn out... maybe....

I am going to mark this as NOT recommended for now.
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Most Helpful Reviews  Overall
225 of 255 people (88%) found this review helpful
3 people found this review funny
80.3 hrs on record
Posted: March 23
Lets get to it.


  1. A.I. (Articial Intelligence) - I cannot emphasis or stress enough of how extremely good the A.I. is. It's probably one of the most advanced one I've seen in a 4x game genre. I absolutely love how it handles playing against me and handling my orders for planets, colonization, and etc (without the need to micromanage everything). Again, the A.I. in this game is just so good that it cannot be expressed sufficiently of how good it is. Even the developer of this game admits that hard is very tough for him.

  2. Automating - This relates to the A.I. but one significant difference. I love the fact that I can explore the galaxy and leave behind orders to colonize it and what kind of focus I would want on the colony. I checked on their build orders and made sure it fit. I have to say that I don't think I can do it any better than the A.I. except on my core worlds, which I micro-manage personally as it's the engine to my war machines. :) With this ability, I was able to colonize very efficiently and quickly without having to waste hours on fine-tuning it.

  3. Resource Management/Economy - I absolutely love the fact that credits were completely eliminated and it only boils down to about 8 resources needed (I think I counted right). What's really nice about this is that you know which kind of planets you need to get specific type of resources. Some resources are very rare but for a good reason as they are access to very powerful technologies. Along with resource management, they are used as upkeep for your fleets as well. I think the developer has done an excellent job in balancing the resource consumption vs resource generation that every decision you make really counts.

    The other thing to note is population. The way the developer has set it up is to make the population really count. This reminds me of the game Imperium Galactica II, where population was something to watch as you would put them to work. The same concept works here. You can build something (don't have to worry about placing it) then have the population grow to work on it. There is a limit of how many buildings you can place and it shows you in the planetary screen. The A.I. does a beautiful job in helping you to get the population necessary to work in the buildings you want. Again, this relates to grand strategy.

  4. Science & Technologies - I'm used to a linear path for technologies. However, this is an extremely refreshing take on gaining technologies. Instead of just building labs and generating more points to research faster to obtain technologies faster, the developer took an different approach, which I truly think mirrors how this world works. You have two path, which is fundamental and applied . Fundmental allows you to open up other branches of science to gain more exotic technologies (I.E. Antimatter). Applied gives you the actual technologies to use. It makes a lot of sense and I love it. You can control the direction of how you want your research to go by setting priorities, which speeds up your ability to obtain the specific technologies you want.

    I think this approach is far better for an 4x game.

  5. Customization - The ability to customize your ship is fairly common but for this specific game, they added something that I immensely enjoyed, multiple layers of the ships. If I wanted to create an spy ship, I'll use a freighter that has three layers to it. Oh, the options I could have is immense, especially when you get all the technologies. I like the fact that you have to be decisive on what kind of ship you want and you have to make sacrifices to decide what that ship will specialize in. You can't have one ship that does everything. You actually need different ship designs for specific role. I think the developer has nailed this perfectly.
  6. Random Events - I have to say when I was playing on normal, I really had to slug it out with the pirates at the beginning of the game. The pirates would take advantage of you and if they got you in a position of weakness, they'd open an dialogue and ask you for 10% payment of resources "to protect you" and stop their attacks. It was a really cool thing to see that. However, it didn't just stop there but there were external threats that really shook up the game and it took every ounce of my abilities to beat it back (this was just on normal!!). However, it was rewarding to finally defeat it although I admit that that the ending was a little anti-climatic but the fight to get there was epic.

    To put it in perspective, I had over 350 planets colonized and only four of them were my major shipyards. The external threat took out three of them and I only had one ship yard building my massive warships but it takes about 18 years per warship. I was forced to retool some of my planets to industralization to try to produce more warship, which caused problems with food resources and among others. It made me sweat but this is the kind of game that has me playing for 10 hours straight, just trying to beat it back.

    Good job on keep me on my toes, even late game isn't a guaranteed that you'll win.

  7. Tactical Combat - In my humble opinion, I think this game has took what Master of Orion 2 had and improved on it. The amount of control that we have in tactical combat is unbelievable and the A.I. kicks butt in helping you to manage it. I love the fact that I can control time (speeding it up or slowing it down). Even if I made the speed too high and didn't pause it in time, the A.I. does it for you and puts it in slow-motion so you can still have time to issue orders. Absolutely one of the best feature I've seen.

    Even better, I can quickly sort out my ships and put them in groups then control them based on that or select all fights or capital ships. The developer has made it really easy for you to manage your fleets in tactical combat.

Con: :
  1. Diplomacy - To the developer's credit, the diplomacy is actually pretty good for a game like this. I was actually impressed with the options available for dialogue. You can convince the AI to enter in treaties with you, such as economic, scientific, open borders, and etc.

    However, what frustrated me was that I was unable to ascertain how benetifical these treaties were to me. For example, I get an economic treaty but I have no indication of how much this helps me in my resources or such. I tried hovering over the treaty to get a tooltip information but nothing. I checked in my resources to see if it shows up as additional or not but I couldn't see a difference. I canceled it then recorded the number then re-instated the treaty and the numbers didn't change after 10 years. It was the same for scientific treaties, I couldn't ascertain the benefit either.

    Even more frustrating was the inability to see what causes their attitudes to change. I had one A.I. that had negative attitude all the way but no reason why. I couldn't tell and I tried tooltips and etc, nothing.

  2. Graphic - To be fair, it's pretty good for a one-developer show but I like aesthestic but I don't give it my full weight in negative.

After playing three games, one on easy then two on normal. I'm too afraid to try hard yet because the AI is incredibly good, even on normal. Easy, it was a little work but easy. I don't think I've seen a game where the AI in every aspect is excellent. To put it bluntly, this is probably one of the best 4x game I've played in an extremely long time.

When I was playing this, I was reminded of the game Sins of the Solar Empire because it dealt in resources (also credit but not in this game). I really liked how the game focused on allowing you to employ your grand strategies while enjoying some tactical combat.

Overall, I highly, highly, highly recommend this game for your 4x game fix. :)
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138 of 170 people (81%) found this review helpful
3 people found this review funny
128.3 hrs on record
Posted: March 22
Excerpted from the full at eXplorminate.


Polaris Sector takes the best parts of the space 4X formula and gives them a few fresh, delightful twists. Empire management is quick, easy, and slick. Espionage is something new and beautiful. Ship design and waging war are a blast. And a strong enemy AI rounds out the package. But for each strong iteration and innovation, there’s another system that doesn’t quite go the distance. Even with that shortcoming, its unique mechanics and well-thought-out implementation give it a strong identity and raison d’etre.

You Might Like This Game If:
  • You’re looking for a strong game that puts an interesting, original spin on our beloved genre’s conventions
  • You want to manage your empire on a higher level than Master of Orion II or Galactic Civilizations III, but lower than Distant Worlds
  • You like to experience 4X games as wargames, with a heavy focus on space combat and ship design
  • You enjoy a competent AI that can engage and even surprise you from time to time
  • You’d like to try out a tech system that, despite not being revolutionary, dares to do things differently

You Might Not Like This Game If:
  • You want a familiar game that does things by the book
  • You like managing complex planetary infrastructures
  • 4X games that focus on military conflict don’t hold your interest
  • You prefer or expect a fully-polished game or AAA graphics
  • You prefer playing multiplayer
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97 of 128 people (76%) found this review helpful
7 people found this review funny
12.9 hrs on record
Posted: March 22
This game is good. I've spent a lot of time playing it over the past few months (beta testing and all that) and I'm glad to see it has finally been released. I provide 2 versions of reviews, a first impressions video version and a written version. A little something for both camps.

Gameplay Footage:

So let's get right down to business. What is Polaris Sector? Polaris Sector is a 4x Real-time Grand Strategy game in the same vein as Distant World: Universe or a real time version of Space Empires or even Endless Space. It features a real-time battle system where you command ships and fighters against pirates and all manner of Xenos Scum. There are 9 races which all feature unique ship types and can be customized via point distribution in over 13 passive buffs. As is usual with these sorts of games, you have research (an exhaustingly extensive research tree might I add), exploration, espionage and ship customization. You can also rename planets and systems. It's your standard run of the mill 4x Space game.

What sets it a part from other games of the same vein?
Not much to be honest but it does something very well that a lot of 4x Space Strategy games forget... it feels streamlined and the gameplay is relatively fast paced. You always have something to do but because you can just pause the game or slow the speed to a crawl, you never feel overwhelmed. What's better, is a lot of the processes can be automated like planet colonization, invasion planning or just building up your planets so the game doesn't become overly tedious. You've also got about 6 resources that you have to manage. While that may seem like a lot for this type of game, it's surprisingly not. It's fun trying to find planets that produce the resources you need and meeting production. For a one man project, this game feels INSANELY well done.

What's wrong with the game?
Not much. The game itself is pretty fine tuned. There are few things that bother me with this game like the overpowered fighters. It doesn't seem to matter how technologically advanced your ships are, fighters are practically impossible to beat in large numbers. Seriously, just field a fleet with about 10-20 carriers and build 200 fights with heavy ion guns and I guarantee there is nothing that can stop you. I'd recommend bringing down the power of fighters considerably as they are just a cheap tactic at this stage in the game.
The game can also feel a bit tedious later on. For example, in the later stages of the game, it can become a bit tedious having to colonize everything or invading large empires (but remember you can automate that process so that's just me being too lazy to automate it).

In summation, this is a solid 4x Real-Time Space Strategy game that I've really enjoyed my time with. The streamlined and relatively fast pace at which the game flows means I happily spend dozens of hours glued to the screen managing my little Space Empire. I highly recommend this one for fans of the 4x genre.
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73 of 93 people (78%) found this review helpful
2 people found this review funny
6.8 hrs on record
Posted: March 26
To start I was a beta tester for this game for several months before it launched so I have many more hours with the game than Steam reports.

I've played tons of 4x games over the years from MOO to Gal Civ to Sword of the Stars to Endless Space to Stardrive to Distant Worlds to... you get the idea. This game offers several unique things that keep me coming back to it:

+ Importance of long-term planning: In most 4x games if you run low on a resource you can just shift population around to fix things quickly. Not so here. You need to carefully plan out your economy, planetary governor focuses, and so much more. The level of in-depth empire management this game offers is only matched by Distant Worlds in my opinion which is a good thing.

+ Research: Finally a unique approach to research split between developing general fields of research areas that generate specific technologies over time. It takes a little getting used to, but overall it is nice to have something different from the standard tech trees most other 4x games offer.

+ Combat (specifically fighters): Finally a game where I can design and build proper carriers with swarms of fighters and bombers to use in combat to overwhelm my enemies. Point defense systems can shred fighters though, so a constant balance is needed. This is a game where you can study an enemy's ship designs and build counters to those designs which is always nice to see.

+ Strong AI: I've seen the AI expand agressively when appropriate and seek friendly relations when I am in a position of stength. AI can be a weak point for many 4x games, but so far I've happen pleasantly satisified with my computer opponents thus far.

- Exploration: The dev tried to add in some interesting things like anamolies and wormholes to help make the galaxy feel more interesting, but most systems will feel very bland as you search the galaxy. The lack of unique things like minor races and chained events/quests makes exploration a little dull, but then again that is to be expected in a game of this scale with so many systems to explore.

Overall this is an easy recommendation from me. The dev is very active and responsive and they deserve credit for the great game they've put together. If you are a 4x fan who enjoys empire management on a large scale this game is for you.
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85 of 112 people (76%) found this review helpful
2 people found this review funny
8.8 hrs on record
Posted: March 23
I had the fortune to play the Beta before release and have been pleasantly surprised after initially being unaware of the game. I’m now totally hooked on Polaris Sector to the point that I would rate this game more highly than any Space 4X release in the last 12 months, including Galactic Civilizations 3 and Stardrive 2.

Here are the top reasons why:

1. There is a competent AI which is impressive for a new release. The AI builds decent colonies and uses well designed ships. If you are too aggressive too early an invasion will often falter and you have to think about what you are building against the AI and how to best deploy them in combat.

2. The game is well balanced and avoids out of control exploitation. For example, you can't build early game unbeatable doom fleets, you don't find huge amounts of weapons late game that are worthless and so on.

3. The colony governors are really good. I don’t feel the need to excessively micromanage colonies which vastly reduces the tedium mid to late game. In fact the game shines mid to late for various reasons including the ability to significantly speed up the game.

4. There is a surprising amount of content for a new release. The game includes an end game threat that had me starting at the screen with my mouth open in shock (noting that I consider the Shakturi in Distant Worlds to be total wimps), a novel ship based espionage system and a good ship design system where component selection matters in-game.

5. There are some really cool Spiral galaxy maps to play which can make the game really interesting strategically. For example you might start in an outer ring and find yourself blocked by other races from accessing inner rings or the core without using star tunnels and tankers to provide enough range for early to mid-game fleets.

6. During the beta I have had no crashes at all and just a couple of bugs which the developer promptly responded to.

Some cautions to consider:

1. It’s primarily a war game and although there is some variety in the domination victories (e.g. technology), there aren’t a wide variety of victory conditions.

2. The innovative research is great but it takes a game or two to really get used to it so some patience is recommended.

3. There is some exploration but it could use more events and anomalies to spice it up.

4. The combat is fun and tactical but isn’t as pretty as some other games.

5. A Battle Arena to test designs would have been great but unfortunately not in the game.

6. The tutorials are very limited so checking some Youtube videos might help.
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Recently Posted
m00t eye shine shine
2.2 hrs
Posted: October 2
Not a bad 4x game... its just the ♥♥♥♥ing space faring koalas, et al, that seem to be a requirement for so many 4x games that ♥♥♥♥s me off.

What are you pulling through ya, SoftWarWare? Grrr. XD

"Pass the blunderbuss, Jeeves. There's a bloody great beast of a killer koala hiding in that tree!".

[Edit] removed some expletives.
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4.1 hrs
Posted: September 29
Had trouble running the game, just tried again today, and set administrator to the autolauncher.exe file and the game exe file, and now runs perfectly. Should have tried this before, as i checked norton my internet security program for any blocking functions and found none. Got frustrated and gave up. Now today I got it working. Doing the tutorials now, not because its my first 4x game, but every 4x has a little bit different way to do things, so here goes, playing the game now :)
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162.3 hrs
Posted: September 15
This game is a mishmash of a bunch of much better games. The ship design building needs to be redone, it takes way too long to design and manage your fleet.

The interface should have had some short hot keys, and better fleet movement options available.
The races are like "Master of Orion" ones, but with less effect in planet production.

The is tech tree should have been laid out like "Sid Meier's Alpha Centauri", allowing you to pick a future tech and see what production it gives.

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52.3 hrs
Posted: September 8
Just my opinion, but for me this game > new mOo and stellaris. Only lack of graffics and multiplayer. Hope for more content in future for this game.
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92.5 hrs
Posted: September 2
Initially posted a neg review because there is a lot going on here and the game seemed a bit scattered. I went back to it and gave another chance and Polaris has turned me around. Yes the graphics and music are indie level but the playability is great, especially once you take some time to get to know it. The AI and economics are both pretty solid, tech tree is rich, and it's one of the few 4x with both a strategy and tactical component to it. Go nuts
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