The ultimate space sandbox. Participate in epic fleet battles, form alliances, strive to dominate entire galaxies and harness the universe’s resources for your industrious empire or the destruction of others. Customise your experience, the universe is yours!
Recent Reviews:
Mixed (13) - 53% of the 13 user reviews in the last 30 days are positive.
All Reviews:
Mixed (1,904) - 69% of the 1,904 user reviews for this game are positive.
Release Date:
Nov 27, 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?

We are offering the current full version of the game to play for free in alpha, scroll down!
We are using Early Access to give the players the possibility to play the game, as well as giving them the opportunity to be a contributing factor in the game's development. We are a small independent company, and this will help us to develop the game further, through player feedback and funding. The demo will still be free to try out from our own website, as well as a free version available here.

All existing customers that have an upgraded account can receive the game on Steam through linking their StarMade Citizen’s Registry account with their Steam account

Approximately how long will this game be in Early Access?

“StarMade will stay in Early Access until we’ve developed all core features and feel confident in the game’s overall systems. We will also need to go through a rigorous bug testing phase. Our plans are ambitious, as such no definitive date can be made.”

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

“We have many features planned for development. You can check out what we're working on, or what we will be working on at our Trello Roadmap (https://trello.com/b/9Kg5Jn6g/starmade-roadmap), development direction post (https://starmadedock.net/threads/starmade-development-direction.21615/) and our bug tracking site (http://phab.starma.de/). In essence, the full version will have a more lively universe. Here are a few ways we plan to achieve this, dynamic and procedural quests, NPC factions and empires, soundtracks and sound fx, scripting, modding API, creatures, diplomacy and fleet control. Game performance and scalability is our underlining priority.”

What is the current state of the Early Access version?

“We have had stable versions of the game and server since 2014. StarMade in its current state is a complex and extensive sandbox, we have created a set of tools for us and the community to create the ultimate space experience. It’s now time for us to bring StarMade’s universes to life.”

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

“The game's price will slowly rise during the Early Access period as features are progressively added. This system will favour those who have purchased and showed their support in the early stages of the game.”

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

“We already extensively involve the community in the development of the game. Pre-steam release we were roughly at 300,000 people registered on our account system, requests/bug reports/suggestions are constantly read by our team. Many player contributed suggestions have already been implemented into the game. We host community build contests to create ships, stations and other in-game creations for placement in the game. Additionally, we have a community elected council who seek opinions, suggestions and feedback and relay it back to the development team. We as a team, are heavily involved with our community.”
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Recent updates View all (106)

January 8

StarMade v0.201.337 LOD Blocks, Rule System, Balance, Fixes

Hotfix#4 (0.201.341):
  • Fix for servers with custom config coming up (not being able to move astronaut, crashes and other various issues this bug caused)
  • Fix for torch beam (didn't do enough damage to compensate for the fullhp encoding (has to do at least one byte of damage)
 
Hotfix#3 (0.201.340): 
  • Fixed possible crash when applying rules when entities apply changes at the same time
  • Fixed rail logic so only adjacent activation and basic button activate (still any logic block can be connected with c+v) (fix of hotfix#1 didn't apply yet)
  • Fixed crash in rule dialog (checkbox cleanup when the field wasn't initialized yet)
Hotfix#2 (0.201.339): 
  • Fixed error when spawning ships from blueprint items.
 
Hotfix#1 (0.201.338): 
  • Fixed missing icons for new blocks
  • Fixed rail logic so only adjacent activation and basic button activate (still any logic block can be connected with c+v)
  • Fixed manual turret aim to be off by default to fix AI mobs not firing their turrets
 



Hello players,

A new update is out. This will be the last major update before going into the heavy codebase changes of the Universe update. This will include updating lwjgl, java, and a lot of other things to their latest stable major releases, so a lot of refactoring has to be done. During this period until the universe update there will still be updates for the current versions along the way, but they will be mostly minor features, fixes and balance changes, as we will fully focus on the universe update from here.


 
Rule System
As said in the latest dev build, chasing a balance that would satisfy all types of players is nearly impossible, so the vanilla game is going to focus on the game as I envision it, while at the same time creating features so players can play the game like they want it to. Not only does this save a lot of time in development in the long run it also removes a lot of issues with balance since in the end it is subjective to the type of player.

 

The rule system is essentially the beginning of an in-game modding system. It is built very general from the ground up and will be able to support any type of condition/action imaginable in the game. It comes with a full GUI in the main menu and in-game, which is capable of uploading and applying changes automatically while in-game.

 

You can also import and export any amount of rules. This enables server admins to quickly setup a certain type of server without having to do all the configuration themselves. They can download and import anything they need.

 

This update focused on getting the rule system to run. It also focused on making rules as performant as possible, which means that a rule is only checked if any parameter of a condition for the targeted object changes. It has a fair number of conditions and actions already present but there will be a LOT more to add along the way.

 

Eventually the rules system will possibly also be used to create quests and other gameplay elements, so it can already be considered a very small part of the universe update in a way.


Tracking & Marking

With rules there is now also a way for admins to track ships. Conditions can be used to place a tracker on ships. Admins can also now mark ships. This is mainly for admins to manually check ships that trigger their conditions.

 

New Admin commands:
  • player_get_block_amount (fixed target inventory)
  • entity_set_check_flag
  • entity_is_check_flag
  • entity_track
(all commands also work with *_UID)

 
New 3D Assets
 



 

Saber and Kupu finished some beautiful new 3D assets. There have been slight tweaks to existing model unwraps and their textures, and many new additions. New models include (from left to right):
  • Grate Wedge (previous Grate Wedge has been renamed to Grate Slope)
  • Metal Corner and Metal Bar
  • Beacon and Colored Light Corners and Light Bars
  • Light Rods
  • Paint Cans and Resource Capsules
  • Small Button and Small Activator
  • Red, Orange, Green Consoles and Console Inner and Outer Corners
 

We also improved the block editor to make it a lot easier to import and create new 3D assets.

 

Additionally, some 3D assets now have different states when they are activated. We will expand that eventually to full animations on blocks for actions or just them being in idle state. This means you will be able to place animated modules on your ship.

 

*Paint Cans and Resource Capsules have had their default orientation rotated 90 degrees so they place vertically like the Pipe model. These will need to be replaced in old builds.*


3D Collision Meshes

3D assets now have full detail collision detection for astronauts as well as small enough projectiles/beams. This means you can now even shoot between the bars of grates.


 
Balance
Two major changes to balance are:
  • Stabilization beam between reactor and stabilizers is removed
  • Integrity is removed
However, with the rules system both of these functions can be restored.

 

We’re currently working with community members on the Quickfire discord (a community driven initiative to help balance StarMade) to bring the games balance into a good state. The first step of doing that was to fix some essential bugs as well as provide more config capabilities and mechanics.

 

Here are a few major and some minor changes to the balance already:
  • Removed integrity (can be re-added by rules)
  • Remove reactor stabilization beam (can be re-added by rules)
  • increased cannon speed from 25x to 40x server max speed
  • Increased armor bonus from 0.1 to 0.5 (bonus added on armor thickness)
  • Halved vertical cursor recoil
  • Beam damage reduction based on armor value of the block hit. 20% of armor value of block reduced per tick. (config option)
  • 2.5% flat cannon damage reduced if armor if penetrated (config option)
  • Config Option to add additional damage reduction based on armor thickness (currently unused)
 

There will likely be a lot more once the balance proposal is worked through. I have to disclaim though that I can’t promise that everything proposed will make it in.

 
Full Changelog
  • Rule System 
    • Full rule system with condition and actions to affect entities
    • Cascading Condition groups
    • Global rule assignment
    • Individual rule assignment
    • Full config export/import
    • Export/import of individual rulesets
    • Full GUI in ‘tools’ main menu
    • Full GUI ingame with live synch feature
    • New ingame file browser
    • Added basic conditions (more to come)
    • Added basic actions (more to come)
    • Tracking feature
  • fixed advanced build mode raytrace bug where an imprecise physics test would sometimes select the wrong blocks
  • fixed physics bug where cannon shots would sometimes skip a chunk and do damage inside a structure
  • 3D assets can now use any existing shape to be represented
  • 3D assets can now use any arbitrary meshes as physics mesh to be represented
  • 3D assets can now have activated state meshes
  • Improved pipeline for mesh import with the block editor
  • turrets will no longer be able to shoot through other docked entities (they won’t do damage to their docks)
  • improved fleet formation by refreshing ship sizes more frequently and taking ship size more into account for spacing between ships
  • Fixed Fleet not slowing down after move order (edited)
  • Added delay between weapon switches of AI. delay only applies to within type (from a cannon computer to another cannon computer etc.)
  • Added ai_weapon_switch_delay server config and admin command. 
  • added effect SHIELD_HOTSPOT_RECHARGE_MODE  to set to rely on recharge instead of capacity
  • added and exposed formula switching for power reactor
  • player_get_block_amount fixed target inventory
  • entity_set_check_flag
  • entity_is_check_flag
  • entity_track
  • all commands with *_UID
  • docked pull/push permission now saved in blueprint (edited)
  • server.cfg option to allow factories on ships (ALLOW_FACTORY_ON_SHIPS)
  • beacon light now is a flag in the block config
  • logic block is now a flag in the block config
  • updated loading screen tips to reflect game changes
  • Refactoring work
  • Increase missile tickrate to be more precise
  • Added and adapted server config missile target prediction value to prevent missiles from going after a target’s previous position. Added admin command /missile_target_prediction <ticks>. Make sure no missiles are spawned when using or those missiles might get confused.
  • Fixed race gates power usage
  • Fixed ‘draw beams’ game option
  • Self cleaning “waiting for for entities to dock” message for the case that the object isn’t in the db anymore. Reduced frequency of message for all other cases
  • Can now load blueprints directly onto docks
  • Server.cfg option to remove need to build shipyard structure (SHIPYARD_IGNORE_STRUCTURE)
  • Reduced roll speed to balance between rotational axis (more turn speed balance will come)
  • Orange and Blue Light Block color adjusted to differentiate from Yellow and Teal
  • AI ships now auto charge stealth drive (should fix fleet cloak/uncloak/jam)
Balance (all points are non final and might still change)
  • Removed integrity (can be re-added by rules)
  • Remove reactor stabilization beam (can be re-added by rules)
  • Balance: increased cannon speed from 25x to 40x server max speed
  • Balance: Increased armor bonus from 0.1 to 0.5 (bonus added on armor thickness)
  • Balance: Halved vertical cursor recoil
  • Balance: Beam damage reduction based on armor value of the block hit. 20% of armor value of block reduced per tick. (config option)
  • Balance: 2.5% flat cannon damage reduced if armor if penetrated (config option)
  • Balance: Config Option to add additional damage reduction based on armor thickness (currently unused)
If you find any issue please let us know in our discord and we will get get right into hotfixing.


 

We wish you an awesome holidays and a very happy new year,

Thank you for playing StarMade,

​- The Schine Team
0 comments Read more

September 29, 2018

StarMade v0.201.200 Cleanup, Fixes & Enhancements

 

Since the weapon update there have been a lot of smaller updates along the way which fixed several issues and added smaller features. For this one, we wanted to make a seperate release announcement for some bigger features as well as more bug fixes.

 
Entity Sidebar
You now have have another tab on the left side of your advanced build mode. This can be used for quickly building up and managing a ship. It has all the previously missing information for weapons and other modules. There is a quick overview of what blocks you need and how many you have for each ship system. The build button will automatically put the block in your hotbar and select it to build. You can also choose to add blocks for an existing weapon, which selects the computer and puts the module into your hotbar.

 

In the future, this mode is going to be enhanced to be a non-intrusive tutorial for new players. When placing a ship core the buttons will light up to lead the players on what modules to build and how to build them. This eliminates the need to watch lengthy non-interactive videos or having to check on the wiki.

 
Build Mode Camera Drones
A long requested feature. Players can now be seen when in build mode. They will each fly in a small camera drone (made by Saber). These drones can also be seen if watching outside of build mode.

 

The drones come equipped with a flashlight (toggles on ‘P’ by default or in the display setting in adv. Build mode), as well as the option to display the name of the player below the drone.

 

 
Adjustable Cockpit view
Another long requested feature. It is now possible to adjust the view of your cockpit blocks individually. Just press ‘P’ while in a cockpit in flight mode to unlock the camera and freely move it. Press ‘P’ again to lock the new view in place. This mode is fully persistent, meaning it will not only save between sessions and apply for other players that fly your ship, it will also save within the blueprint.

 

Keep in mind that this mode is currently still a bit experimental, as there are some minor issues and more features coming for this. One of those features will be delayed camera movement to make flying a lot more fun all around, as well as HUD updates. There will be fixes to handle differently orientated cockpit blocks better as well as other fixes for the “aim at” check.

 
Block Editor Model Tab
The block editor has been cleaned up to make block editing a lot faster and easier.

An all new tab has been added for the Block Editor. This tab contains all information and management for the models in the game. This will speed up development and integration of models considerably in the future, especially for the universe update.

 
Textures
Kupu completed specular mapping, made a unique texture for the Area Trigger and the Cargo Space, Green Forcefield, as well as the Green Cascade deco block.

 
Logic Changes
Logic will now only transmit the end state of the blocks. Fast logic clocks caused over 500 state changes per update, which was not only a performance drain but also bandwidth.

 

To compensate for the necessity of having fast clocks, modules now stay active when a logic block is connected that was switched to active. Currently the activity will reset if the entity unloads, in which case the logic block would have to be turned off and on again. Persistence for that will be added in the next update.

 
Pin AI Targets
Pilots can now specify (pin) targets for AI targeting. When having a target selected, press ‘x’ in flight mode to specify this target for AI fire, while the pilot can select a different entity.


Bugfixes
The more important bugfixes will be listed first.

 
  • Possible Fix for missing/reverted chunks
    This bug seems to be finally fixed (can’t call it 100% fixed yet without long term experience on production, since we had no way of reproducing it). The bug was possibly caused by save events marking chunks as not validated on the server, but at the same time not queuing them for validation cause of another event at the same time. This caused those chunks to not be saved in that session.
  • Fixed all crashes due to malformed translation Strings
    If there was an error in a translation string format (e.g. using malformed arguments), the game would previously crash. These bugs would be fairly hard to track down since they would only happen in that specific language. The system has now been updated to compensate for those bugs and automatically replace the string with an error.
  • Fixed pirate/tg spawning when attacking a station
  • Fix for missing Area Trigger icon, + icons for new blocks.
  • Custom texture for cargo block in build mode
  • Fix for cargo draw issues (on transparent blocks)
  • Torch beam damage upped from 1 to 4
  • Fixed nullpointer on UI when active reactor changes
  • Fixed bug that would prevent newly spawned planets and asteroids from being saved when edited (existing ones had no problem).
  • Removed popup when opening storage
  • Added more info in the build mode entity info
  • Temporary shield disable now affects whole structure incl. all docks, instead of just the entity it was triggered on.
  • Fixed crash after setting the "Pull up to" value of Cargo to 0.
  • Turn rate config values exposed and explained in blockBehaviorConfig
  • Fixed custom block texture handling
  • Fixes map drawing
  • Fixes crash when changing certain graphics settings ingame.
  • Fixes shield message spam
  • Fixed client crash when shipyard anchor was removed when a design was loaded
 

 

 

We will release further fix and cleanup updates while we are working on the universe update. If you have an issue a request, please join the discord. We’re always ready to add smaller features as well as handle bugs when I get the necessary information.

 

Thank you for playing StarMade,
  • The Schine Team
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PLAY THE FULL ALPHA FOR FREE THROUGH THE DEMO!

We are currently offering the full version of the game for free on our demo. This will be throughout Alpha as we believe a user wanting to purchase an open alpha game, should get to try out and test the current full state of the game first. We also need as many testers as possible, your reports, feedback and input is invaluable!

So... why should you purchase the game if it's currently free?

  • Support the developers!
  • Purchased users will still have access to the latest updates when the demo stops being supported/updated in beta.
  • Get it cheaper! As more features are added, the price will progressively increase. This will benefit those who supported the game earlier.
  • We're adding upgraded only features to our Registry system, this will not directly affect any game features, however, it will give more access online. For example, blueprint hosting and multiple skin uploads for selection.

    What are you waiting for? Click that demo button, and try out the full game for free!

About This Game

[PLAY THE FULL ALPHA FOR FREE THROUGH THE DEMO!]

A voxel-based 3D sandbox set in the never-ending darkness of space. Create your own ships, explore new galaxies, stars and planets. Discover and salvage space stations, fight against pirates or opposing factions in multiplayer. Equip your ships with completely customisable weapons and conquer the galaxy. Trade and make a fortune, mass produce materials in gigantic factories. Design your very own space station. Create warp gates and network the universe at your front door.

The universe is a vast, mystical, beautiful, awe-inspiring place.... the universe is yours.

Built for scalability to facilitate massive fully interactable objects, almost anything is possible. Gameplay elements have been skillfully constructed to bring the ultimate space sandbox experience.

Dive into your own unique universe, and choose your path.

Key Features:


  • Procedurally generated infinite universe, with quadrillions of galaxies - The universe is massive. It'd take approximately 10,000 years to cross from one end to the other! Singleplayer and Multiplayer worlds can be heavily customised with our extensive config options.
  • Developed for scalability- We have a broad range of graphical and performance options that cater to our low-end users as well as those with heavy rigs and servers.
  • Advanced Build Tools - Powerful and easy to use building tools, quickly design awesome ships, stations and bases. Including functions: Copy & paste, undo, redo, replace, symmetry modes, shape assistance systems (spheres, cycles, torus and more) and rotation of templates.
  • Modular Weapon Systems - Combine weapon systems for countless configurations of weapons. From sniper beams to swarm missiles.
  • Comprehensive Rail & Logic Systems - Use the rail system to build moving parts. You can do anything from simple elevators, sliding or rotating doors, to complex cranes.

    Tinker with our logic systems to control any system in the game, be it weapons, lights, rails, or explosives. Logic covers all basic gate types for convenient use (AND, OR, NOT, DELAY, Flip-Flop), allows in flight control and wireless connections between entities. You can use it for simple things like timers, switches, buttons. Or, build complex systems like working clocks and even a real CPU.
  • Community multiplayer (dedicated servers) - Play with others in our community hosted servers. Our configs allow administrators to customise core game mechanics for a tailored experience. Most settings can be tweaked to squeeze the best performance out of hardware.
  • Platform independent (Windows, Linux, Mac) - StarMade is completely platform independent. We support the three most widely used operating systems.
  • Free to play in alpha - We offer the full game free to play while in alpha development. Play our game through this period for free while in return we receive invaluable feedback and bug reports.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 - 64 bit
    • Processor: Intel Core i3 (2nd Generation and above) | AMD FX 6xxx or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 260, 275, 280, 460 SE, 550 Ti | AMD Radeon HD 4870, 5770, 4890, 5830, 6770, 6790 or equivalent with OpenGL 2.1
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: 2GB of memory must be available for StarMade. Lower specs may work by modifying graphics and other performance options. Try out our demo to get an indication for your system. System components such as Integrated Graphics cards may not be supported. Requirements may change in further updates.
    Recommended:
    • OS: Windows 7/8/10 - 64 bit
    • Processor: Intel Core i7-2600 @ 3.4 GHz | AMD FX-8320 Eight-Core @ 3.5 GHz or equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 560, 650 Ti, 750 | AMD Radeon HD 5850, 6870, 7790 (or equivalent)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    Minimum:
    • OS: OS X Mountain Lion - 64 bit
    • Processor: Intel Core i5-750 @ 2.66GHz or equivalent
    • Memory: 4 GB RAM
    • Graphics: Radeon HD 4850 or equivalent.
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Requirements are approximately the same as Windows/Linux. 2GB of memory must be available for StarMade. Lower specs may work by modifying graphics and other performance options. Try out our demo to get an indication for your system. System components such as Integrated Graphics cards may not be supported. Requirements may change in further updates.
    Recommended:
    • OS: OS X Mavericks 10.9.5+ - 64 bit
    • Processor: Intel Core i5-6600 @ 4.0GHz or equivalent (Intel Quad Core @ 2.5 GHz +)
    • Memory: 8 GB RAM
    • Graphics: Radeon R9 M390/M395 or equivalent.
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    Minimum:
    • OS: Ubuntu 14.04 - 64 bit
    • Processor: Intel Core i3 (2nd Generation and above) | AMD FX 6xxx or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 260, 275, 280, 460 SE, 550 Ti | AMD Radeon HD 4870, 5770, 4890, 5830, 6770, 6790 or equivalent with OpenGL 2.1
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: 2GB of memory must be available for StarMade. Lower specs may work by modifying graphics and other performance options. Try out our demo to get an indication for your system. System components such as Integrated Graphics cards may not be supported. Requirements may change in further updates.
    Recommended:
    • OS: Ubuntu 15.04 - 64 bit
    • Processor: Intel Core i7-2600 @ 3.4 GHz | AMD FX-8320 Eight-Core @ 3.5 GHz or equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 560, 650 Ti, 750 | AMD Radeon HD 5850, 6870, 7790 (or equivalent)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space

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