Enter a stunning Sci-Fi universe filled with meaningful choices and intrigue. A space exploration RPG that features classless character progression, squad-based tactical ground combat and a living universe where your actions have consequences. Gather your team, equip your ship and explore.
All Reviews:
Very Positive (383) - 85% of the 383 user reviews for this game are positive.
Release Date:
Sep 22, 2016
Developer:
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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 (50)

July 29

Progress Update 7/29/18



Hi everyone. No video this time, but I wanted to post a quick update to let you know what I've been up to.

Lots of work completed over the last month and a half since the last progress update. Star map performance is finished, the mission generator is placing explore missions on planets, faction agents are issuing faction missions to other systems in the area and rewarding tokens and rewards. I've also completed mission indicators so you know where to go when a mission is assigned and I've extended the system so I can add other mission types at a later time. I've spent a lot of time testing and making sure that when you arrive at mission destinations, the missions play through, complete and send you back to the originator for your reward. So, that was a big part of the work that needed to be done out of the way.

Faction was another big task. I've added two more armor sets to the faction merchants. Shikaru and Varadyn. The sets can be purchased with mission tokens. They come in three color variants.


There are many different types of locations you can discover in Stellar Tactics. Many different stations types, ground based facilities and cave systems. When exploring you may come across planets that have ground locations that need help. Some may be invaded by Phage, Scavvers, Raiders, hostile factions, mutants etc. By clearing one of these locations you end up with rewards from the dominant faction of that system. Regardless of the current faction in that system, you will get a generous faction reward. Landing at sites like this is a great way to adjust your standing with the various organizations in the universe.

Normally when you enter a system, if your faction is "Wary" or better, you can dock and land at stations and ground based locations to buy supplies, trade and repair. However, if a faction is hostile and you enter the entire station becomes a combat zone. Right now in the development build you can dock at any station. That's going to change in the next few weeks when I add station turret buoys. If you approach within a certain range, hostile stations will start firing on your ship. You will need to destroy the turrets before you can dock at a hostile station. In the future I'll add ways to bypass security, override these turrets and dock. I'll also be setting stations up so they launch ships that will hunt you down unless you FTL out of the system.

Speaking of the FTL system, after playing the current development build, I've set up the FTL drives so you can warp from anywhere. That means you can leave a station and immediately FTL. I've increased movement speed with the micro-warp drives and speed in FTL space. I spent a few days making sure travel times are significantly reduced. Jump points will still be used for translocating. To translocate you will need to place a data buoy in another system. Once that's done you end up with a translocation bookmark. As long as you are in a certain range of a jump point you can instantly teleport between systems, bypassing the FTL space completely.

I've also added a few things for combat that I think you will appreciate. The first is line of sight indicators. When in combat, if you hover your cursor over a movement destination, line indicators will be displayed showing you if that position has direct line of sight to an enemy. Ideal for finding cover and deciding where to move your team member. They are also useful for letting you know when a team member is in the way so you don't shoot them in the back.

Second, I want to talk about the random number generator. This seems to come up fairly often, not just in Stellar Tactics but in most any game that uses RNG in combat. Here is the deal, and I agree - it's just not fun to have a shot lined up with a 90% chance to hit and you "whiff" - nothing. So, I've changed the system so "YOU ALWAYS HIT" if above 75% chance to hit. Your damage will scale down if you're initial roll fails and you will only graze your enemies, but you will still hit. Below 50% CTH you will still get a second roll that may do limited damage. You will only apply status modifiers (poison, stun, bleed etc) if your initial roll succeeds. Let's give that a try for a while and see if everyone likes the new system in the next patch.

Another thing that I've finished was adjusting the way looting works. You can now choose to auto-loot objects as a setting in options. The nearest team member now interacts with loot, characters and objects in the scene. These changes were much needed and I'm glad I was able to get them in.

And finally, a few screenshots of the new UI (work in progress). These look a little empty until I get them finished and in the game. I thought I'd share them anyway.


Lots of work to do yet, though I am well past the half way point for the next patch. Thanks again for supporting Stellar Tactics!
26 comments Read more

June 15

Progress Update 6/15/18



Hi all - It's time for another progress update. I've included a video that shows some of the work I've been doing. Details below.

https://youtu.be/_RI0zEmb9Y0

The last few months have been pretty crazy around here. Since the last major patch, I've been focused on opening the FTL gates and there is still a lot of work to do. Most of this time has been spent wrapping up all the procedural mission sets needed to make sure the universe is populated with locations to explore. This has been thousands of hours of work over the last year between me and a talented modeler/ level designer I work with. I'm happy to say that work is now done - I'm finished with the level sets for the next content patch.

Another large block of work that is finished is generating the interiors for the various stations found in the universe. That means the interiors are in the game, loading based on where you are in the universe, vendors are placed and faction mission contacts are available. You can now dock at trade stations across the universe in the development build - if you have the proper level of faction needed. In a future patch you will be able to hack station security remotely and board the stations of hostile factions. Doing that will place a station on alert and you will need to fight your way through the station to disable various systems like external station turrets and interior defense systems. Should be interesting.

All the space stations that were completed some time ago have been added to the universe. Later I'll be adding external turret systems to the stations for faction warfare.

The incursion system is now working in all systems that have stations or a faction presence. I'll expand on this in the future with faction warfare and more.

I've also added volumetric effects to all systems as well as LUT Color Grading. They add a lot to the visual appearance and diversity of star systems.

For the last week I've been focused on performance on the Star Map. The game processes tens of thousands of independent AI vessels. The Star Map uses LOD algorithms to display ships and systems that are nearby and places them into a secondary processing queue when they are out of range. Every ship has a task or set of tasks and when they are out of visual range, they switch to a secondary process that uses universe time to determine arrival, task completion and assign new tasks. It's a fairly complex system and seems to be running well. I'm going to give myself another week with this to make sure everything is performing and running as expected.

And finally, the revised animations are finished, including special attacks for all weapon types. You might notice that "stealth" will be going in the game. I'll add these animations into the game when I get through a longer list of tasks I'm working on right now.

So, what's next?

Performance on the Star Map, tying the mission generator into the rest of the universe, finishing the crew manager, adding commodities and refining the trade system and a good number of other things that need to be done like data buoy's, the mission tracker and more. These should move along pretty fast. It does take time though, so I hope you will all be patient. It's going to be a huge update when it's finished and I need to make sure everything is in and working well.

I'd like to thank all of you for supporting the game and hope you all have a great weekend!
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About This Game


  • Build a team of space mercenaries and explore a vast open-world universe
  • Classless character progression and perks allow for unrestricted customization. Specialize team members or master all weapons skills
  • Tactical, turn based team combat - use your action points wisely to ensure victory
  • Tons of gear which can be upgraded with Nano-Tech and component parts to customize your team. 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 for minerals in space and sell the ore for profit to earn enough for a new ship
  • Scan planets to reveal new exploration opportunities or sell the data to faction merchants
  • Discover ancient civilizations, abandoned stations, cave systems, anomalies and the ruins of hundreds of years of unrelenting warfare in a living dynamic universe
  • Accept missions, 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

  • FTL travel
  • Commodities trading and dynamic economy
  • Extended narrative based on thousands of years of lore, intrigue and faction warfare
  • 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
  • Crafting system - Refine ore and dismantle equipment for component parts to build useful equipment for your team
  • Ground mining drone system
  • Stealth and trap system
  • Repair system for your ships and ground based equipment
  • Additional perks

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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