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:
Mostly Positive (41) - 75% of the 41 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,577) - 89% of the 1,577 user reviews for this game are positive.
Release Date:
Sep 15, 2015
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 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 (86)

June 27

Beta 19.2 Release Notes

Hey everyone!

Devlog #76: https://www.youtube.com/watch?v=5Y-HxPSej8w

Beta 19.2 is out now! This update contains a bit more than changes and fixes; we’ve added a few new systems which you can learn more about in the devlog or by reading further!

This update adds two new ship stations: the Installed Component Upgrader and the Item Upgrader. These systems can usually be found in the engineering room and weapons area respectively. We’ve also added a new resource: Processed Scrap, which can be collected from pieces of scrap and used to upgrade components and items.

To use the item upgrading station, equip the item you want upgraded, and press R. Then find someone who has the Item Upgrader Operator talent to perform the upgrade for you. You can also add this talent yourself, but the weapons specialist and the captain start the game with the talent already installed.

Important notes about the Item Upgrader:
  • The maximum level an item can reach by upgrading is 5.
  • Anyone can place their item on the station, but only a crewmember with the talent can perform the upgrade.
  • The Scanner cannot currently be upgraded.
  • Your ship does not need to be in a sector with a repair depot, you can upgrade items anywhere.

Similarly, the Engineer and Captain also begin play with the Component Upgrader Operator talent. To use the component upgrading station, be sure your ship is in a sector with a repair depot. Then use the component upgrader screen to cycle through your installed components and select which one you want to upgrade.

Important notes about the Installed Component Upgrader:
  • To upgrade a ship component you must be in a sector with a repair depot.
  • The maximum level to which you can upgrade a component is 10.
  • Certain components are inherently better than others, so keep that in mind when deciding to upgrade. For example: a level 3 Adelaide Thruster is still less powerful than a level 1 Racing Thruster.
  • Certain components (like programs and viruses) cannot be upgraded.
  • Currently certain ship processors do not improve when upgraded.
  • This ship system cannot be used to upgrade components in the cargo area.
  • You must have the appropriate talent in order to perform the upgrade.

Additions
-New System: Process Scrap - Players with the Item or Component Upgrader Operator talents can process scrap by holding R next to the object. You’ll need to succeed at a small timing obstacle to succeed (release ‘R’ when the bar reaches the middle white line). You can fail up to three times per jump before you are prevented from processing any more scrap.
- New Ship System: Installed Component Upgrader - Found in the engineering sections of each ship, this station uses processed scrap to increase the levels of certain installed ship components.
-New Ship System: Item Upgrader - Usually found near the weapons area on each ship, this station uses processed scrap to increase the levels of most equipable items.
-New Talent: Item Upgrader Operator
-New Talent: Component Upgrader Operator
-New Captain Notifications: Item Upgraded, Component Upgraded, Crewmember Processed Scrap

Changes
-Ship component shops at Outpost 448 and WD HQ have doubled their selection of components
-Neutral reputation will no longer affect shop prices in neutral stores (including exotic shops)
-Sensor object has been added to the “Too close to star” blind jump scenario. This should help communicate to players that it’s a dangerous sector.
-Larger groups of Scout Drones are less likely to appear in sectors
-The Captain talent “Advanced Training” is replaced with “Heavy Armor Training”: a talent that boosts the crewmembers’ individual armor ratings

Fixes
-Fixed a linux keyboard input issue that caused repeated characters when typing
-Fixed a linux input issue that caused stuttering player movement
-Fixed an issue that could potentially damage players interacting with the Starmap
-Fixed an issue involving jetpacking and player movement being disabled while the Starmap was open
-Fixed an animation issue found at The Estate
-Fixed a geometry seam found on the Roland
-Fixed an issue with the Fluffy Biscuit robots not selling items on the FB automated Trading stations
-“The Trader” NPC found near a destroyed satellite relay now functions as a normal shop as well
-Fixed an issue that prevented certain bots from talking at the general automated trading stations
-Fixed the Heal Grenade explosion effect. It should now heal players correctly
-Fixed a ship hailing issue that could cause networking problems in certain situations

Thank you for your time!

Best,
The Leafy Games Team
41 comments Read more

June 14

Beta 19 Release Notes



Hey everyone!

Devlog #75: https://www.youtube.com/watch?v=cyZx8616qVU

Beta 19 is now out! This update adds a new type of content: battle races! Battle races are pretty much what you might expect them to be; multiple ships compete to be the first around the track while they barrage each other with turrets and lasers. To spice things up each race track has their own assortment of benefits and hazards, from a giant unstable spinning laser machine to the entire track being inside of an electrical ion storm!

These races are balanced to pose a challenge, so starting ships likely won’t fare too well and certain ship types may inherently be at a disadvantage due to poorer maneuverability or other factors. Upgrading the various ship thrusters and ensuring that you have a good reactor--as well as using good teamwork and communication--will be important in giving your ship a fighting chance!

To try out a battle race, you can warp towards the storm on your starmap. When you arrive in a race sector you’ll have the chance to fly through the race track on your own to get a feel for the various obstacles and layout. Once you’re ready, the captain can board the station, find the race registration screen and click enter! You’ll have 30 seconds to prepare yourselves and the race will begin. You only have one chance at winning each race, so make sure to save beforehand if you want to keep trying it! (any loaded saves made during the race won’t allow you to retry the race)



This update is also the first chunk of Lost Colony related content we’ve added. By that we mean that when the Lost Colony is added to the game, winning these races may be one of the several ways crews can gain more information on where the Lost Colony is located.

When crews overcome certain parts of the game, they will be rewarded with Lost Colony Data Fragments. Lost Colony Data Fragments will be highly sought after and dangerous to hold onto, but once a crew has collected enough of these data fragments, they will be able to move one step closer to finding the Lost Colony. Winning these races will eventually reward your crew with one such fragment.

We are also planning on having a unique and challenging quest line for each faction, exploring the themes of that faction and allowing your crew to rise up the ranks. Each one of those faction mission lines will also grant a data fragment. There will also be several non-faction restricted ways your crew can come across more data fragments (such as these races). Our goal with this is to hopefully reward exploration and offer several different paths a crew can take to find the Lost Colony, making the main campaign more replayable in the process.

Let us know if you have any questions or feedback, and thanks for reading!



Additions
-New Racing UI - This new interface replaces the normal ship information cards in the upper right corner of the screen with a new list visual that shows the positions of each racing ship along with the relative location on the track.
-New Environment Hazard: Overcharge - Being near a Stormbringer or near other ships inside of an ion storm will cause your ship to accumulate overcharge. This is displayed by the electrical effects coming off of your ship and a blue meter on the screen. As overcharge increases, your ship’s reactor will begin to output more energy and the lights on your ship will begin to brighten. If you accumulate too much, however, your ship will shut down and your crew will need to startup the ship again.
-New Sector: Dutain’s Garage (Race) - One of the two starting race tracks with a mix of corners and straight aways.
-New Sector: W.D. Mining Station 41X (Race) - The second of the two starting race tracks with a heavy focus on sharp turns and temperature/fire control.
-New Sector: The Ion Port (Race) - The third and final race, requires wins from both previous races in order to compete. The open track is battered by a massive super-storm which can cause electrical overcharge if two ships are close to one another. This sector also sends boarding bots to damage your ship systems and crew, so keeping your quantum shields online is a much higher priority.

-Race Hazard: Heat Gas - Flying through these pockets of superheated gases will increase reactor temperature and potentially start fires on your ship
-Race Hazard: Small Lasers - Slowly moving laser fields your ship must navigate through, hitting a laser will cause damage to your shields and ship
-Race Hazard: Turrets - Large Turrets will target and fire upon ships in the first place position
-Race Hazard: Massive Laser Ball - Rotates around dealing large amounts of damage to things in its path
-Race Hazard: Stormbringer - Large ball emitting a dangerous electrical field, contributes to ship overcharge
-Race Hazard: Heating Vents - Large structure that continuously vent super hot gases, these work like heat volumes but can also violently push the ship around if the pilot is caught in one of them.
-Race Hazard: Asteroid Fields - Groups of smaller asteroids fly through these fields, so pilots should be ready for evasive maneuvers
-Race Hazard: Boarding Bots - Will potentially board your ship (provided the quantum shields are offline) and cause damage to ship systems and crewmembers.
-Race Benefit: Program Pickups - Small blue points of light that can be found on the tracks, pilots can fly through them to fully recharge all installed programs
-Race Benefit: Ice Dust - flying through these pockets of cold dust will lower reactor temperature
-New Food Item: Racing Noodles
-New Food Item: Chilled Noodles
-New Food Item: Crispy Noodles
-New Food Item: Grubhaven Noodles
-New Food Item: Swamp Noodles
-New Food Item: Premium Noodles
-New Ship Component: Mega Turret: Rapid Fire - Can be acquired after winning the final race (The Ion Port)
-New Ship Component: Program: Digital Coolant - Instantly cools 30% of total reactor temperature; can be acquired after winning the Dutain’s Garage race
-New Ship Component: Discharge - Instantly removes 30% of total overcharge accumulated; can be acquired after winning the W.D. Mining Station 41X race
-New ship exterior meshes for both Outrider and Cruiser racing ships
-New Human Male Cosmetic Item: Headplate - unlocked after winning the final race
-New Human Female Cosmetic Item: Headplate - unlocked after winning the final race
-New AI override: Crew is Currently Racing
-New Starmap Asset - Ion Storm
-New conditional pickup component type allows players to see a component but must meet a requirement before they can take it.
-Added 64 NPCs across the 3 racing stations

Changes
-Lowered the temperature effect of heat gas emitted by molten asteroids
-Exosuit helmet interior and exterior meshes have been updated
-Exosuit glass frost effect has been tweaked
-Reduced bonuses for Pilot’s thrust and rotation talents
-Reduced bonus for Scientist’s sensor boost talent
-Reduced bonus for Captain’s run speed talent
-Drastically improved the jump charge capabilities of a ship without a jump processor installed
-Added “U.S.S.” prefix to Gallantry and Valiance. Tweaked some CU mission briefings to include prefix. Also fixed abandoned Intrepid (U.S.S. Centuria) to display correct name.
-Infection spread rate has been reduced, a fixed cap on maximum spread is now enforced around 30%
-AI bots will now equip exosuits on your ship if the environment is hazardous to them
-Default AI priorities have been updated, adding new overrides for racing and a few tweaks to selling biscuits. Engineer bots will put full power into engines, weapon specialist bots will target the engineering of other ships with their missiles and Sci bot will use programs faster.
-Improved the mission indicator visuals
-Replaced the FB logo on the character customize menu with the newer version
-Shop may now sell higher level ship components
-Intro screen transitions smoother if skipped
-The compare ship components menu should be a little clearer when illustrating the before and after values of the components in question.

Fixes
-Potentially fixed a physics issue that occasionally causes players to disappear. If anyone still experiences this issue, we’d love to know what ship and/or planet you were interacting with!
-Fixed an issue that caused a network bug with entering and exiting the Sensor Dish
-Fixed an issue that would prevent players from drinking drinks
-Fixed a few geometry issues on the Stargazer
-Fixed a few geometry issues on the Roland
-Fixed a potential performance issue that would occur after executing several virus programs
-Fixed an issue with Cyberdefense Processors not adding the appropriate Cyberdefense
-Fixed an issue that would still allows players to finish missions even if specific mission items were sold or no longer in their possession
-Fixed a potential performance bug relating to ship and shield colliders


Thank you for your time!

Best,
The Leafy Games Team




Beta 19.1
-Fixed issue that caused some screens to not be interactive

66 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

FAQ

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.

Singleplayer?


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:

Classes

Factions

Roadmap

Manual

Forums





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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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)
    Recommended:
    • 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
    Minimum:
    • 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)
    Recommended:
    • 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
    Minimum:
    • 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)
    Recommended:
    • 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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