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!
Recent Reviews:
Mostly Positive (15) - 73% of the 15 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (502) - 87% of the 502 user reviews for this game are positive.
Release Date:
Sep 22, 2016

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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?

“The final version of the game will open up tens of thousands of systems to explore, space combat and more. I'd like to add the following features over the coming months:

• Access to 10,000 sectors
• the ability to trade commodities across the universe
• complete perk system
• device system
• crafting system
• repair system
• planetary mining
• additional hand crafted story content”

What is the current state of the Early Access version?

“The Early Access version of the game is fully playable and contains the entire beginning story-line and all supporting features. It will give players a good idea of what they can expect from the full version of the game when it's released. I will be adding new content regularly over the course of Early Access.”

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 (65)

May 8

Trade-Net, refining and mining perks

Here are the notes for the latest content patch. This patch introduces the Trade-Net, refining and mining perks. Hope you enjoy the changes. If you do find any bugs or issues, please post on the bug sub-forum and I’ll look into it.
Added the Trade Net:
The Trade-Net is a marketplace where goods are sold by various orbiting stations across the universe. Trade Stations issue buy and sell contracts for goods required by the population of that system. These goods are transferred between orbiting stations and planetary colonies.

The Trade-Net is not available until you leave Achmedius and place at least one beacon near a Jump Point in another system. Once you place a beacon in another star system, Achmedius will be added along with any other star systems where beacons are placed. If you have already placed beacons in an existing save, the entire available Trade-Net will be visible when you load that save.

Trade contracts are delivered through the cargo storage terminal on stations. Cargo storage has been revised so it opens immediately without the need to purchase storage. If you want to buy cargo storage at a station, just open the cargo storage terminal and select the option to purchase storage. Delivering or retrieving purchased Trade-Net items is as simple as traveling to the station where the trade contract was placed and retrieving or placing the cargo in storage. The contract(s) are completed when closing the cargo storage menu. Cargo storage has a new area at the bottom of the UI that displays delivery contract information.

A few notes related to the addition of the trade-net.
  • Over time, the number of trade goods in any available contract on the trade-net are reduced as AI merchants accept orders.
  • Trade goods and refined ore cannot be bought from or sold to vendors, only traded via the trade net. These items will not be displayed in the vendor interface.
  • Mining and mining drones now have a slightly lower chance of collecting rare earth minerals and rare ore to offset market pricing.
  • The amount of ore retrieved while mining, especially at higher levels has been adjusted.
  • Mining drones sell ore at a reduced price now that the Trade-Net is in the game to balance the economy. Retrieving ore, refining it and then selling it is the most profitable path - however, automated drones still generate significant income.
  • Commodity merchants and ore vendors have been removed from trade stations now that the Trade-Net is implemented. They may come back as something new when crafting goes in the game. Ore can still be sold to vendors, though using the trade net to find the best price is likely more profitable.
  • The ore vendor on Hurzog Mining is now a general merchant. Scarby's dialog has been revised to reflect that.
  • If a beacon is placed in a hostile system, trade data is not streamed to the Trade-Net for that system. You cannot trade with hostile factions.
  • You gain a small amount of mining experience for refining.
  • Gas nodes on planets have been removed and replaced with mineral nodes. I may look at gas mining again at some point in the future.
Added Refining:
You can purchase and equip a refinery on your ship. Refineries let you convert raw ore to refined ore – a more valuable commodity. Refined ore is used for crafting items and across the universe for building stations, colonies, and goods. You can purchase and equip a refinery at any ship equipment vendor. Like all ship equipment, refineries are ship specific so you cannot swap them between ships. Refineries equip to your ships “hardware mount point”.

You can refine anywhere - in mission areas, in space, it doesn't matter - as long as you have ore in your cargo hold. So, you could have a ship with a large cargo hold full of ore and go complete a ground mission while all that ore is being refined.

Mining perks:
Mining perks have been added to the game. There are three lines - Drones, Refining and Mining. Each gives you bonuses to various functions of each of these utilities. For example, selecting drone perks will give you bonuses to drone mining speed and the quality of ore mined by drones. If you already have high enough skill levels in mining, you can assign perks to the skill line as usual in the character information screen. Just select mining from the list on the right and the perk choices will be available.

An important note, mining queues off the crew member assigned to the weaponry station. So, bonuses are derived from this crew member and the perks assigned to them.

Also, bonuses to the speed of your mining turrets are derived from both the level of mining skill and the perks assigned to the crew member in the weaponry station. Those bonuses are applied to your turrets reload speed. A high mining skill and selections from the mining perk line will produce ore at very high rates at high skill levels.

Smuggling deserves more than just a simple on/off switch. I'll be adding a bit of storyline very soon that will allow you to unlock smuggling. Contraband items are in the game now for the trade-net, however, they are hidden until I do a bit more work on this system.

There is now a very small chance that you will be attacked by hostile ships when entering a star system. You will be warned if this is the case and have a few seconds to put your shields up or micro-warp away from that area. The chance of this happening is slightly higher if you have active delivery contracts.

Guide entries have been added to the in-game guide for the Trade-Net and Refining. You can find the guide by pressing “H” and selecting the “Guide” button at the top of that screen.

General fixes:
FIXED: In large open areas, a very long path was generated in some cases for the selected PC that would cause the framerate to drop.
FIXED: In some cases, loot dropped by enemies could not be selected if the loot dropped on a stairway near a door.
FIXED: A dupe exploit related to cargo storage.
FIXED: Incorrect info displayed in a few rollover labels.
FIXED: A bug related to recruiting a heavy weapons NPC that would overwrite the primary PC's ranged weapon ammo type. This fix is not retroactive.
FIXED: You can now eject cargo while in FTL space.
FIXED: The cargo volume label at the bottom of the center ship panel now updates correctly as ore/cargo are added.
FIXED: The beacon icon in the lower left of the screen while in space now disappears correctly when moving away from a jump point.
FIXED: Drone menu in space and in the log->map window now responds to the ESC key to close the menu.
FIXED: Opening and then closing the Steam overlay would break movement at ground locations until ESC or a menu was opened or closed.
UPDATED: The cargo list on the ship info screen now updates every second. The number of cargo items is also updated.
UPDATED: When rolling over systems on the star map, system names in the info popup with a "*" next to their name have a beacon placed.
UPDATED: Cargo storage terminals now have a unique icon on the radar.
UPDATED: Adjusted rollover info for ship equipment so it's clear that the equipment fits ship type, not ship class.
20 comments Read more

April 13

Progress update - The Trade-Net

A progress update on the Trade-Net today. Things are moving along nicely and the universe-side code is completed. I'm wrapping up the UI and will start working on handling accepted contracts and deliver/retrieving contract trade goods this week. Here is a short video showing some of the work that has been done:


The trade net uses a network of placed beacons. Beacons have been in the game for a while now and many of you may have fairly large networks of these devices. The larger the network, the more options you have to find the best deals.

Initially, these could only be used for fast travel between systems. You likely use them to travel back and forth between mission locations or to your favorite home system where you store goods and ships. With the trade-net update, these beacons will start sending data to the trade-net so you find the best places to buy and sell trade goods, ore, and refined ore. A ship with a good-sized cargo hold can make excellent money traveling between systems trading all kinds of goods.

For those of you interested in smuggling, there will be an option to have your Trade-Net "hacked" so it will show contraband items (like the Kchor Brandy shown above). Traveling with these items in your cargo hold is risky. Raiders may spawn and scan your cargo, trade stations may force you to pay a fine if you have these goods in your cargo hold and will seize the items. A high electronics skill can help avoid detection. There may also be a few ship upgrades just for smugglers.

I'll keep you posted as I make progress. I'm hoping to get this out for everyone sometime in the next few weeks.

Meanwhile, here is a list of the latest patch notes since the last announcement. Thank you for supporting Stellar Tactics!

Stability fixes:
--Capped framerate at 60fps - I'll look into uncapping FPS during late alpha. In general, capping the framerate at 60 keeps the physics engine (and overall framerate) stable on higher-end systems with fast CPU's/GPU's and high refresh monitors. The game actually plays much smoother for me running at a 144hz.
--Clearing some dynamic data before level loads.
--Integrated the latest Steam API for stability, upcoming achievements and other plans I have for the game.
--Removed a few files that that game does not need (may have been causing conflicts on some systems).

FIXED: A bug related to autosaves on the Dauntless.
FIXED: A bug related to volumetric effect coloration in certain star systems.
FIXED: Rollover info labels are now displayed correctly when hovering over docking and landing icons.
UPDATED: Added additional info to the star system object list in the upper left HUD that displays the [NEAREST] jump point.

FIXED: When exiting Dauntless the game was generating two autosaves.
FIXED: When leaving the Dauntless, items equipped on characters other than the main character are correctly moved to the stash.
FIXED: The number of items in ship cargo holds could be displayed incorrectly in rare cases. Cargo volume is now correctly displayed in the vendor UI, when viewed in the ship cargo UI and in purchased cargo storage. If you have a current save that displays incorrect cargo volume, this patch should resolve the problem.

FIXED: A display error for perk bonuses to the weaponry skill. Specifically bonuses applied to reload speed and efficiency displayed on the ship screen under "Skill Bonus"
FIXED: Targeting a planet and traveling to FTL space then clicking the upper right info panel even if it displayed "No Target" would display the info panel with bad info.
FIXED: Placing a beacon and then deleting another beacon would cause the beacons list to not display the most recently placed beacon.
FIXED: Display of number of drones deployed and in inventory in the log->drone UI
FIXED: The game would lock up while hacking if you had perks selected from the auto-hack line at higher levels (Mystic Keycard, Master Key etc.) when those perks were triggered.

FIXED: Rare random lockup when entering or leaving combat.
FIXED: A bug related to populating the star map search data based on your location in the universe. This could have made it hard to find purchased ships located at remote stations.
FIXED: A bug that would add an empty character between the save name and time played values in the save UI when overwriting an existing save.
FIXED: Deleting saves while in the save game UI could cause a bad entry in the save list.

Resolved issues with several instances where opening a menu and not closing it would cause the game to lock up. Specifically:
--Opening the Drone Manager from the log screen and then pressing the ESC key or any other key that would navigate you to inventory, character information etc. would lock up the game. Thanks again for the reports.
--Opening the "Reputation" menu from the log screen and then pressing the ESC key or any other key that would navigate you to inventory, character information etc. would lock up the game.
--A change to the core AI architecture
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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

    • 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.
    • 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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