A Sci-Fi role-playing game featuring turn-based ground combat, space exploration, deep character customization and a massive living universe with over 160,000 star systems. Equip your ships with the best equipment you can find, gather a powerful crew of mercenaries and set out into the void!
All Reviews:
Very Positive (507) - 86% of the 507 user reviews for this game are positive.
Release Date:
Sep 22, 2016
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?

Stellar Tactics will be constantly updated with fixes, new content, an expanding story and new locations during Early Access and after release. Your feedback, comments and suggestions will be critical for the next steps in the development process. You can see a list of player suggested features I've added to the game during Early Access.



Disclaimer: Though all the features released to Early Access are ready for feedback, there may be unexpected issues and some added features may not be as polished as I'd like them to be. I'd recommend purchasing the Early Access version of the game only if you want to support the development of Stellar Tactics. Please review the Stellar Tactics Roadmap in the discussion forums.”

Approximately how long will this game be in Early Access?

“I'm not sure. I am committed to making this a great game and much will depend on your feedback and support. I'll be adding content constantly over the coming months, tuning game play based on feedback and implementing features listed in the Stellar Tactics Roadmap, posted in the discussion forums.”

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

“I'm wrapping up the core feature set of the game. Right now the game includes the starting story of the game, (around 10-12 hours) and the sandbox universe. The majority of the core systems are in the game right now. Here are a few of the things that need to be done before the game is considered complete:

• more devices for use in space and ground combat
• crafting system
• repair system
• additional hand-crafted story content
• tuning and adjustments to the combat system, economy, and progression
more information can be found in the roadmap on the forums

What is the current state of the Early Access version?

“The Early Access version of the game is fully playable and includes the beginning story-line and most supporting features. The game also currently contains the entire universe sandbox and can be played for many hundreds if not thousands of hours. I'm wrapping up the final set of core features before moving on to more story content, polish, and tuning.”

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

“Stellar Tactics price may go up, down or stay the same during and after Early Access. I'm not expecting to change the price, but it is possible.”

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

“I'm always looking to gather insightful feedback and ideas from the game community. I'm particularly interested in suggestions for improvements on the game systems, balance, story and the core game experience. I'll be interacting with the community through the Steam Discussions forum, carefully considering feedback and sharing my decisions on changes to the game that are community driven.”
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Recent updates View all (68)

June 14

The map, experience adjustments and bug fixes



I'm adding the ground exploration map today. This is likely the most requested feature from players since I first started gathering feedback. It includes fog of war, zoom, and scrolling. I hope you all enjoy the update.

I'm also including increased experience for space combat, first-aid and hacking skills. If you do find any issues with this patch, please post in the bug forums. Here are the patch notes:

ADDED: Added the map.
--The map includes fog of war so you can view where you have been.
--Zoom, scroll, center.
--You can see various icons like mission markers, vendors, faction agents, exits, mercenaries, etc. A "legend" for the various icons which match the radar is available on the map.
--Persistent data. Wherever you go in the universe, your tracked progress is saved.
--Your saved key binds have been replaced so I could remap "M" as the default key for the map. The crew manager has been moved to "J".
--The in-game help screen and guide have been updated to match the new default keys.

FIXED: When exploring ground locations with a single crew member, the game will no longer crash when manually entering or leaving combat.
FIXED: A bug that could generate ship equipment when turning in agent missions. This would place ship equipment in general inventory instead of the cargo bay - breaking rollover info and a few other things. NPC's now have a brief cooldown period before you can interact with them when an area loads. IMPORTANT - If you do find any ship equipment in your general inventory (not in your cargo bay), you should drag that item to the trash and delete it. These items cannot be sold or used.
FIXED: "Gadolinium" added to the commodities market. Trade contracts for this item will start to appear over time.
UPDATED: Reduced space skill experience requirements per level.
UPDATED: Mercenaries now display a bright yellow dot on the radar and map so they can be distinguished from other regular NPC's on stations around the universe.
UPDATED: Hacking and First aid skill progression will now continue even if you are at the level cap.
UPDATED: Reduced hacking and first-aid experience requirements per level.
UPDATED: Improved dynamic shadow resolution.

Other notes - 6/6/19
FIXED: The objective tracker now correctly targets the mission return location if an agent mission is completed.
FIXED: Agent mission return destinations in the objective tracker now correctly targets a planets surface or station depending on where the mission was originally accepted. This is not retroactive, so previous missions, if taken on a planet surface, will target stations.
FIXED: A error with default FTL drives that was calculating base FTL speed incorrectly. This fix is not retroactive so if you do have a "Stock" FTL drive that seems faster than other quality level FTL drives available for sale, you get to keep it. You will likely want to swap out that FTL drive eventually when sub-system damage goes in the game for a FTL drive with higher HP.
FIXED - Old autosaves are no longer displayed in the save game menu.
FIXED - When swapping crew members in and out of your active crew, it was possible that perks from the previous crew member would be assigned/enabled on a crew member that had not selected those perks.
FIXED - A bug that was not correctly displaying shield bonuses from the electronics station (perks etc.) unless the crew member was in the active ground crew.
FIXED - A bug related to recruiting NPC crew members gaining incorrect Hand2Hand skill for secondary weapon if that was their specialty.
FIXED - Closed out a number of bugs related to the Trade-Net displaying incorrect contract target system information. This rarely resulted in arriving in a system that was not the correct destination target.
ADDED - Added the old music into the music track list for space and ground exploration.
ADDED - you can now preview mercs before recruiting them. Mercs now cost an initial fee based on their level. High-level mercs can be very expensive, so fill out your crew early in the game.
UPDATED - An increase in the base number of trade goods vendors buy/sell.
UPDATED - The last audio track played in an area is saved and loaded the next time you load an area.
UPDATED - You can now place beacons on the FTL map. When you get close enough to a star system, the beacon icon will be displayed in the lower left of the screen. Target the system, open the beacon menu and you can place a beacon in the targeted system. You cannot destroy beacons or translocate using the beacon menu on the FTL map. This should help players quickly build a larger Trade-Net.
UPDATED - When in FTL space, star system labels now display a "*" next to their name if a beacon has already been placed in this system. It should make it easy to identify systems where you could place a beacon to expand your Trade-Net.
8 comments Read more

June 1

Patch day - Smuggling, objective tracker and faction warfare



Patch day - a few updates and fixes this week.


You can now unlock Smuggling. Speak with Forley Coresh on the Achmedius Trade Station to start your career. Smuggling is a fairly dangerous career and you will be harassed by Raiders and Scavvers if you have active contraband contracts. I recommend a starship with decent weapons, shields and balanced power systems. This is a great career for those of you who want to make money from trading smuggled goods and of course from all that loot you are going to find by eliminating the enemy ships that attack you. For now, you do not need to worry about The Authority (not in the game yet). I have a few interesting plans for the smuggling system including a few ship enhancements, timed smuggling missions and extended story content related to The Syndicate. If you read the dialog carefully, you might notice an intro to future story content and a long-standing mystery surrounding the loss of your crew, depending on the options you choose.

Smuggling requires a large Trade-Net to be effective - so place beacons in every system you find with orbiting stations. Contraband goods are traded all over the universe, but not as often as normal commodities.

Ships may attack each other now. You can join in and help or ignore these skirmishes. In some cases, if you do decide to help, you have a good chance of finding loot from dropped cargo containers. Rarely, regardless of whether you engage or not, cargo containers are dropped from these ships and you may find them floating in space. This is the start of the faction warfare system (just the start) and these engagements are generally between the various factions and Scavvers and Raiders entering and leaving systems.

I've added a mission and contract tracker to the HUD when traveling in space. You can now see active missions or trade contracts on this list. While in FTL space, you can select any destination and the Star System the mission or contract is located in will automatically be selected in the info panel so you can click the approach icon and fly to that system. If you are in Star System that has a mission or contract, selecting an item in the tracker will select the planet or station where the mission or contract is located so you can easily approach that location without needing to open the log to reference mission information. The tracker is also useful for translocating as it displays contract destinations and commodities in the list.

And one last thing - 35 new music tracks for space, ground exploration and combat greatly enhance the atmosphere of the game.

If you find any problems with this build, please post on the bug forums and I'll address the issues promptly.

Patch notes:
ADDED: A short mission that unlocks Smuggling. Speak with Forley Coresh on the Achmedius Trade Station. He will help you start your new career.
ADDED: The Objective Tracker. All missions and Trade-Net contracts (buy/sell) are now displayed in the objective tracker while in space. The tracker can be opened/closed using an icon on the right center of the space exploration UI. Selecting a tracker mission or contract entry will display the targeted star system, planet or station in the info panels so you can easily navigate to the destination. Selecting an item in the tracker will:
1) Target the destination planet or station if you are in the same Star System where the mission/contract is located
2) Target the destination Star System if you are in FTL space

UPDATED: Increased the min/max base margin values for the Trade-Net across the board. This means there will be lower sale prices and higher buy prices available depending on the size of your network. These adjustments will become available over time as trade contracts are refreshed.
UPDATED: When translocating using Jump Points, ship fusion cells are now used instead of ground weapon fusion cells. The cost is still the same - 5 fusion cells per jump.
UPDATED: Incursions now only provide a positive faction bonus for the faction that initiated the incursion.
UPDATED: Faction rewards in space combat adjusted:
--Incursions generate higher individual faction bonuses for the faction that assigned the incursion. Additional factions (factions other than the assigning faction ) no longer generate faction bonuses. It was too easy to gain alignment with other main powers in the Universe while doing work for a specific faction.
--Destroyed ships from non-incursion attacks in hostile systems will only generate negative faction based on that system.
--Destroying ships that are not part of an incursion and not direct attacks in hostile systems will generate single digit faction bonuses for all non-aligned factions and normal negative faction based on the ship destroyed
UPDATED: Trade in values when buying a new ship increased. Note that CHA applies to all ship purchases decreasing the price of buying a ship and increasing the value of your trade-in. This has always been the case.
UPDATED: You now have a much lower chance of being attacked when you have an active delivery contract if that contract is not contraband. A higher chance of being attacked by Raiders and Scavvers if you have an active contraband delivery contract.

FIXED: A lockup when docking at stations, planets and translocating if under enemy ship fire.
FIXED: A rare crash related to enemy ship beam weapons.
FIXED: Incursions will now reward faction for the system where the incursion is taking place, regardless of whether the system is a main or sub-faction.
FIXED: A very rare persistent yellow particle effect left in the scene after space combat.
FIXED: Old auto-saves - that is auto-saves created before the new auto-save system (rotating between 4 dedicated save files) are no longer displayed in the load/save menu. This will clean up save lists for players with games that were created all the way back to the start of Early Access.

Thank you all for supporting the development of Stellar Tactics. Have a great weekend!
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About This Game


  • Build a squad of space mercenaries and explore a vast universe with 160,000+ Star Systems
  • Direct your squad in turn-based ground battles against mutations and hostile forces
  • Classless character progression and 240 perks allow for unrestricted customization. Specialize squad members or master all weapons skills
  • Tons of gear which can be upgraded with Nano-Tech and component parts to customize your crew. All weapons and armor have five tiers of quality and millions of variants
  • 40 ships to choose from - Each can be customized with various quality grades of equipment and specialized as cargo, mining, exploration or combat vessels
  • Space combat utilizes energy management and a dedicated skill progression system
  • Mine asteroids, refine raw ore and trade commodities on the Trade-Net - Set beacons in Star Systems to stream trade data and dominate the universal commodities market
  • Scan planets to reveal exploration opportunities and resources that can be harvested using mining drones - a great way to earn money and gather resources that can be refined
  • A living dynamic universe - Explore ancient civilizations, colonies, cave systems, and the ruins of hundreds of years of unrelenting warfare
  • Accept bounties, follow the main story or explore - the choice is yours


Bringing back the nostalgia, excitement, and wonder of classic RPG's, Stellar Tactics will thrill you with a compelling narrative, deep strategic squad-based ground combat and rewarding open world space exploration. To survive, you will need to build your team's skills and equip your party and ships with the best weapons, armor, and equipment you can find. With 10,000 sectors, tens of thousands of solar systems and millions of planets to discover, you can spend countless hours exploring, fighting, trading and building a party of seasoned veterans that can dominate the challenges of deep space.

NOTE: This game is in Early Access - there may be bugs and the game does not yet contain all features planned for release.

Additional features in development:
You can see the development road-map posted on forums here: Development Road-Map

  • Crafting system - Refine ore and dismantle equipment for component parts to build useful equipment for your team
  • Repair system for your ships and ground-based equipment
  • Stealth and trap system
  • Devices that will allow the player to fit a total of 12 unique effects both beneficial and combat specific across their team members
  • "Azimuth", a synergistic combat system, presents new challenges for strategic players
  • Additional perks
  • Extended narrative based on thousands of years of lore, intrigue and faction warfare

System Requirements

    Minimum:
    • OS: Windows 7, Windows 8, Windows 10
    • Processor: Intel® Core™ 2 Duo 2.5Ghz
    • Memory: 3 GB RAM
    • Graphics: AMD Radeon HD 5770 1024MB | NVIDIA GTS 450 1024MB | Intel HD4000 @720P
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Additional Notes: OpenGL 2.0 or above - *PC Integrated graphics chipsets require 4 GB RAM, e.g. Intel HD series.
    Recommended:
    • OS: Windows 7, Windows 8, Windows 10
    • Processor: Intel® Core™ i5-4570 3.20GHz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon R9 270X 2048MB | NVIDIA GeForce GTX 760 2048MB @1080P
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Additional Notes: OpenGL 2.0 or above

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