Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player (up to five) takes on a unique role and must work together in order to find the Lost Colony.
Recent Reviews:
Very Positive (61) - 96% of the 61 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,688) - 89% of the 1,688 user reviews for this game are positive.
Release Date:
Sep 15, 2015

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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 ready to grow our community of players and testers by making PULSAR available on Steam. The community has helped us shape the game from an early Alpha build to a smoother and more playable experience. We want to expand our network of feedback to the Steam community and make PULSAR something special.”

Approximately how long will this game be in Early Access?

“PULSAR will remain in Early Access until it is ready for a full release on Steam. We estimate it will be in Early Access for 12 - 18 months. However, as we are serious about community feedback and have a very iterative-focused workflow, it is difficult to make any guarantees about the full release date. We need adequate time to implement user feedback and suggestions!”

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

“The Early Access launch version of the game has a small fraction of the planets, ships and sectors that are planned for full release. The full version will include 5 fleshed out factions with their own hubs, missions and ships, a large collection of planets and sectors to explore, and the Lost Colony itself. For more details on our current and planned features, see below.”

What is the current state of the Early Access version?

“The majority of core features have been implemented, but not a lot of content has been added to the game yet.

Some of the implemented features and systems have been listed below. They still need polish and balancing but are in-game.

Multiplayer networking, various video and game settings, status screen, teleport screen, ship claiming, various piloting and camera modes, reactor screen, auxiliary reactor screen, jump computer screen, coolant screen, fuel, distress signals, reactor core safety / meltdown, ship startup sequence, ship computer, virus screen, Atrium system / crew death, ship turrets, nuclear devices, gun-play, ship components, repair / trading / warp stations, NPC dialogue, missions and objectives, galaxy starmap, personal inventory, crew level and talent points, dynamic galaxy / galaxy chaos, persistent ship data, game saves, seamless warp travel, planets, ship programs, personal flight pack, ship-to-ship combat, sector commanders, creatures.

We strive to keep the game in a playable state, but it likely won’t be fully stable for a while. It would be wise to expect bugs, disconnects and the occasional crash as we continue to add features during this period.”

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

“The release price will be the same as the Early Access price (outside of any timed sales or promotions).”

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

“We have tried to maintain a strong focus on community interaction since the beginning of development. We post video updates to explain new features that have been added to the game, and we frequently communicate with players through the forum and emails. Although we are not able to respond to every piece of feedback, we try our best to read and take in as much of it as we can. The concept of PULSAR is rather open-ended, and our community has been a great help in providing us feedback to improve the game, as well as suggestions for content and features.

To get a better idea of how we work and the speed at which we make progress, check out our devlog videos on our YouTube channel here.”
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Recent updates View all (90)

November 28

Beta 20.3 Release Notes

Hey everyone!

Beta 20.3 is now available! It contains some fixes for reported issues and some balance changes to ship combat. Enjoy the seasonal decorations on the ships and at some of the major hubs!

-Tweaked some internal values to help slow down ship fights a little and make them slightly more survivable
-Space mines will occasionally be found around some asteroids
-Seasonal decorations have been added to various ships, planets and stations

- Asteroids should generally be closer to ships after exiting warp, giving pilots better options for cover during fights
-Inertia Thrusters now provide more rotational thrust overall, which should help make piloting more responsive. We increased the angular drag on the Intrepid and Fluffy One class vessels since they didn’t need to rotate any faster.
-Crew bots AI / navigation when selling biscuits on planets and transitioning between planet interiors has been improved
-The Burrow is now presented at night! After the holidays are over it’ll be random.

- Artifact Mission III should now properly display a sector on the starmap (will require a new galaxy / game to take effect)
-Both rat creatures and spiders have had their attack range reduced
-Piloting area mesh seam has been fixed on the Annihilator-class starship
-Fixed a navmesh issue on the Annihilator-class starship that may have prevented AI from moving well
-Crew bots will no longer target friendly turrets in some situations (like the Sand Scar Arena)
-Layered hull armor boost now properly scales when upgraded
-Fixed an issue with the Atrium on the Destroyer-class starship that would heal and respawn players at the incorrect location
-Fixed a small visual issue in the Destroyer lounge
-Fixed a comms screen bug that would sometimes duplicate options

Thanks for your time! Progress on Beta 21 is coming along, and barring any major issues with this update, should be the next thing we release!

The Leafy Games Team
53 comments Read more

November 13

Beta 20 - 20.2 Release Notes - The Annihilator / Lounge Mini Game

Hey everyone!

Devlog #77:

Firstly, we apologize for the lack of updates recently; we’ve been hard at work building some of the end-game content related to the Colonial Union. It will ultimately be a way for Colonial Union crews to get ahold of a Lost Colony data fragment and will hopefully be a climatic moment within their faction!

We’ve also taken some time to see family and do some research about future goals for the project. While the majority of that work will be coming in a few weeks (we’re doing some final testing and waiting for the sound effects) we thought we’d spend some time and put together a different update since it’s been a while. A lot of you have been requesting a lounge activity pretty much since our first devlog and we decided now would be a good opportunity! We’ve played around with some different ideas and ultimately decided on Liar’s Dice (also known as Dudo, Pirate’s Dice, Bluff, etc.)

A few of the reasons we went with this game:
-The rounds are quick and don’t involve a large time commitment so crews can pick it up when they find some free time, like while the captain is shopping for components.
-The number of players can fluidly change from 2 to 5.
-The mechanics are fairly simple and easy to network / build AI for.
-We think it’s pretty fun!

There are a ton of different variants of Liar’s Dice, so below we’ll outline the specific rules that we went with:

Liar’s dice is a bluffing game about stating the number of dice with a specific face. Each player secretly rolls 5 dice, and then betting begins. Players place bets on how many dice of a certain face are up amongst the total pool of dice, even though they can only see 5 of them. On a player’s turn, he or she can choose to raise the current bid or challenge it (if they think it’s false).

When raising a bid, players must either raise the face value or the number of dice, or both. For example, if the current bid is 4 x [3]s you can raise the bid to 5 x [3]s or 2 x [4]s. As long as either the die count or face value is raised, the other can be lowered.

Players win points through challenges. If the bid was true, the player who placed the bid receives a point. If it was false, then the challenger receives a point.

The first player to reach 5 points wins the game, and a new game will start 20 seconds later!

It can be a strange game to get used to at first, but we’ve had a lot of fun with it and we hope you all will too! A few extra things to be mindful about: the number of dice in the pool changes based on how many players are playing. For example, the odds of 7 x [6]s are far less likely to happen in a 2 player game than a 5 player game. Also, since points are only awarded during challenges, you want to make bets that others may want to challenge.

In addition to this, we’ve also build a new ship class for the W.D. Corporation: the W.D. Annihilator!
The recurring theme for this ship was “advanced prototype”. Crews manning this ship are on the bleeding edge of W.D. technology. This ship is unique in its starting configuration of components. It begins the game with numerous experimental ship components that may drastically change how crews normally operate.

- Its reactor’s output is tied to the overall ship system health.
- Its hull is layered and increases armor when integrity falls
- Its warp drive gives each and every installed program / virus a single charge per jump.
- Its shield generator has a fast charge rate but a very high minimum shield integrity
- Its main turret deals fire damage to enemy ships (starting fires), but also heats up the Annihilator’s reactor faster.
- It starts with 0 credits but 20 processed scrap.
- Its basic turrets are designed to cut pieces of hull off of enemy ships, producing extra scrap

Among those starting features, it possesses two new attributes innate to the ship itself:
- It has proprietary shield stealing technology that saps enemy shields when turrets damage them. It converts 20% of damage to an enemy ship’s shields to your own shields immediately.
- It has flaky internal systems. New technology can sometimes be unreliable, and there is a chance the ship’s systems will be damaged upon exiting warp. Crews flying this ship should pay extra attention to their ship systems.

- New Ship - W.D. Annihilator - A W.D. prototype unit that’s currently being field tested in this galaxy. Equipped with multiple experimental ship components, a starting scrap pool, and shield stealing technology. It is a prototype however, which means the systems can sometimes be flaky, and exiting from warp has the chance to damage one of your ship system instances.
- Liar’s Dice - Found in the lounge of each ship. Liar’s Dice is a competitive mini-game played amongst the crewmembers of your ship. Read more about it above!
- New talent: Armor Boost - + 1 Armor per rank
- New Talent: Armor Boost II - Can be accessed when Armor Boost is fully invested
- New Talent: Health Boost II - Can be accessed when Health Boost is fully invested
- New UI Addition - Crew health indicators can now be seen in the top left corner of the interface. They can be disabled in the game settings.
- New Weapon: Healing Beam Rifle - The Scientist now starts with a healing beam rifle instead of a phase pistol. While it damages enemies it can also be pointed at fellow crew members to heal them!
-New Crew AI behavior - At Ease - If this is the highest priority, it will prompt AI crewmembers to head to the lounge to play Liar's Dice
-Crew AI should be a bit better about choosing a teleporter location closer to the captain when there are multiple options to choose from.
-Mouse Scroll Wheel can now cycle through equipped items
-New art additions to lounge areas
-New Ship Component: Strong Point Reactor - Starting reactor for Annihilator
-New Ship Component: WD XC-7 Prototype Config 4 - Starting Shield Generator for Annihilator
-New Ship Component: WD XW-5 Prototype Config 1 - Starting Warp Drive for Annihilator
-New Ship Component: WD Prototype “FlashFire: - Starting Main Turret for Annihilator
-Captains can now issue a move order / rally point by clicking the middle mouse button / scrollwheel. To currently cancel a move order, captains can issue one into space or a place not accessible via nav-mesh. Move orders will also expire on their own after 30 seconds.

-Aux Power talent has been increased from 10% to 15%. The text description has been updated too.
-Changed dialog of Ranchelle Fieaque, Weise Quel and Remhan Zesho to accommodate for changes in lore of Outpost 448
-Talents are now arranged in alphabetical order and will show unavailable talents in grey
-Captain Order “Status Update” has been renamed to “At Attention” and is now the default order when starting a new game.
-Captain Order “At Ease” is no longer the default option. Bots will not man stations on Green alert and will join in Liar’s Dice.

-Fixed T-pose NPC found at Outpost 448
-Fixed an incorrect character preview during class selection for factions other than Colonial Union
-Fixed the descriptive text of the Aux Power Talent
-Fixed Yiria Sali’s dialog to mention Alosius Grec as a Sylvassi, not a robot
-Fixed Grey Huntsmen bounty missions for Striker, Drafters, and Biscuit Burners to appear through long range range comms only when players have accepted the Bounty Hunter’s Contract
-Fixed Rosalia Scillo at AOG hideout to open trading window
-Fixed an issue that may have sometimes prevented players from dropping items

Like we mentioned above, there is a big update arriving in a few weeks. Thanks for your patience and support and we’re hoping long pauses like this don’t happen again.

Beta 20.1 Release Notes

-Tweaked Annihilator to fix fire visibility errors

Beta 20.2 Release Notes

Beta 20.2 is out now!

It fixes a few of the issues recently reported, thanks to those who’ve sent us reports and screenshots!

-New sound effect for the Healing Beam

-Experiment 72 has been contained and is no longer replacing normal slime creatures. It was not meant for this update.
-Fixed a terrain error on an alien ruins planet
-Fixed a collision issue regarding the science system instance on the Annihilator
-Fixed a collision issue regarding the reactor on the Annihilator
-Fire extinguishers should work better for the larger reactors found on the Annihilator and Roland

Thank you for your time!

The Leafy Games Team
62 comments Read more
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About This Game

Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you.

Control the various stations that run your ship. Reroute power between ship systems, scan alien planets for lifeforms, run powerful programs to change the tide of battle, or start up the warp drive to escape a conflict you cannot win. The strategies you use are up to you—or your Captain.

Embark on missions, investigate abandoned stations, and scavenge for components that could aid you in your voyage. Teleport down to the surfaces of alien planets, where you may face extreme environments and dangerous creatures. Trek across the galaxy, and discover what lies on its fringes.

PULSAR: Lost Colony is our attempt to create a fully cooperative space-faring experience, because it’s one of the games we've always wanted to play.

Current Features

  • Online drop-in / drop-out multiplayer
  • Command and control an advanced starship
  • Five unique classes; everyone plays a role on the ship
  • Fast-paced and tactical ship-to-ship space combat
  • Teleport to other ships, planets or stations to join the away team
  • Loot planets and stations for valuable items
  • Board enemy ships to capture them or destroy systems
  • AI crew bots
  • Research and Sample Collection
  • Gamepad support (work in progress)
  • Ship-To-Ship hailing (diplomacy, trade, intimidation)
  • Customizable AI priority system to enable custom crew bot behavior
  • Oculus Rift and HTC Vive support (w/ motion controllers)

Planned Features

  • The Academy (In game tutorial)
  • Meta-multiplayer (daily leaderboards, etc)
  • Offline LAN support
  • A healthy amount of polish and love to the systems we already have
  • Optimization improvements
  • Challenge modes
  • More languages
  • A large amount of content to explore and interact with


Is there an in-game tutorial?

Not at this time. We are planning on integrating one in the future, however we want to make sure most of the ship systems are finalized before building it. If you want to learn about how to play and use the various ship systems, you can click here to view the manual!

Can I stream and/or monetize game footage?

Yes! This is our written permission to do so.

Simulation or Game?

We like using the term simulation because it helps convey the fact that each starship is a large collection of systems and mechanics working together and reacting to its environment. However, this is a game first and foremost. Because of that, we aren't afraid to go outside the realms of reality if it makes the experience more enjoyable. This is not a 100% realistic simulation, it's a game with simulated elements.

Player versus player modes?

PULSAR was designed from the ground up to be cooperative in nature. None of the mechanics are prepared to handle the specific challenges of PvP combat. We believe that this focus on pure cooperation will enable us to create an experience that is unique and feasible by our small team.


We are focusing on a multiplayer experience at this time. We do offer AI crew bots that can take over unfilled roles, but they are very much a work in progress. The game is very teamwork heavy so the recommended experience is with multiple people. If you looking for a more complete singleplayer experience, you may want to consider waiting until the AI is fully developed.

Where can I get more information?

For more information, check out these links below:






The game is currently under development. New systems and mechanics are still being added and tweaked, and there is not a large amount of in-game content to see yet.

If you prefer to play more complete games and have no desire to be part of the testing / feedback process of a game in development, we highly recommend waiting until the game is more complete before considering a purchase.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP SP3
    • Processor: 2 GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5000 (Shader Model 3)
    • DirectX: Version 11
    • Storage: 10 GB available space
    • Additional Notes: Modern Graphics Card Required (Supported By Manufacturer)
    • OS: Windows 10
    • Processor: 2.8 GHz Quad Core
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • OS: Mac OS X 10.7
    • Processor: 2 GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5000 (Shader Model 3)
    • Storage: 10 GB available space
    • Additional Notes: Modern Graphics Card Required (Supported By Manufacturer)
    • OS: Mac OS X 10.10
    • Processor: 2.8 GHz Quad Core
    • Memory: 4 GB RAM
    • Graphics: 1 GB Dedicated Graphics
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • OS: Ubuntu 12.04 (32 bit)
    • Processor: 2 GHz Dual Core
    • Memory: 4 GB RAM
    • Graphics: Intel HD 5000 (Shader Model 3)
    • Storage: 10 GB available space
    • Additional Notes: Modern Graphics Card Required (Supported By Manufacturer)
    • OS: Ubuntu 12.04 (32 bit)
    • Processor: 2.8 GHz Quad Core
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 960
    • Network: Broadband Internet connection
    • Storage: 10 GB available space

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