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 (378) - 85% of the 378 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 (49)

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.


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!
36 comments Read more

April 6

Patch 0.129 - Radar, mod update and fixes

Hi everyone - here is the latest patch with a number of improvements and fixes. Hope you all enjoy the update.

Added a new top down radar system for ground exploration. The radar system is designed to be expanded on and tied to your electronics skill. As you gain more skill in electronics, perks will be available for exposing other object types on the map like loot, mission objects and at a very high skill, enemy positions (assuming they are not using stealth). I'll be adding perks for this skill soon.

For now, the radar displays default information - vendors, NPC's and enemies if in line of site.

--Exits are shown as door icons on the radar. You can click door icons to move the camera to that location. This is handy for moving your team to the exit.
--In mission areas that display the progression map, rolling over exit icons on the radar will highlight the room the exit leads to on the mission map.
--NPC's are displayed as orange dots
--Vendors are displayed as green dots
--Enemies are displayed as red dots - enemies are only displayed if they are in line of sight during combat. When perks for electronics go in the game, you will be able to select a perk that reveals all enemies in a certain radius regardless of LOS based on your skill in electronics.
--Team members are displayed as white dots.
--The radar is centered on the currently selected team member.
--There are two FOV indicators on the radar. The large FOV indicator displays the direction your camera is facing. The smaller indicator displays the direction your selected team member is facing.
--I'll be expanding on the system in the future.

Weapon mods - You can swap/upgrade mods now anytime/anywhere. The currently equipped mod gets moved to your inventory. Mods are never destroyed even when overwriting an existing mod in a weapon slot. You can only have a single mod of any one type equipped in any weapon

--Drag mods from your shared inventory to any mod slot. The dragged mod will be equipped in a free mod slot or replace any similar mod. If the mod is replaced, the old mod will be moved to your inventory.
--Shift-click any equipped mod to un-equip the mod to your inventory, clearing the mod slot.

IMPORTANT: If you have weapons that have more than one of any type of mod (e.g. Two scope mods) it will be important for you to un-equip the extra mod from your weapon. Mods were never meant to be stacked on any one weapon.

ADDED - Added a target indicator for currently selected targets in space.
ADDED - When you near planets, moons and stations, a new gravity well indicator is displayed that shows the general radius of the gravity well. This should make it easier to navigate around gravity wells when traveling in star systems.
ADDED - A new set of tutorial videos are now displayed when you first enter space. If you have already recieved your starter ship, you can review the video tutorials from the help menu by selecting the tutorial button.

UPDATED - Gravity wells no longer bring your ship to a full stop.
UPDATED - Updated the character creation screen so the instruction text and steps needed to create your character are clear.
UPDATED - When changing resolution a message is displayed confirming that the resolution change took place.
UPDATED - You can now enter hacking codes with the numeric keypad.
UPDATED: Ship capacitor recharge when out of combat is now faster.

FIXED - Default heavy weapons merc's mini-gun now reloads correctly
FIXED - A bug that allows players to equip more than one mod type per weapon
FIXED - Unarmed team members could not throw grenades
FIXED - Adjusted grenade damage for all grenade types
FIXED - A bug where throwing a grenade could reset a SMG (and other weapon types) to single fire mode even if that weapon only had burst and full auto enabled.
FIXED - Fine aiming was not working as intended. You now correctly receive up to a 7% bonus
FIXED - A number of typo's in the log entries and tutorials and item descriptions
FIXED - A bug that would require you to press the Enter key when generating your characters name during character creation
FIXED - On certain systems with very fast CPU/GPU when launching to space you could rarely enter a state that would require you to restart the game
FIXED - A bug that could break the ragdoll physics causing characters that were KO'd to stand up "broken" after the very first combat scenario on the bridge of the Dauntless
FIXED - An area in the Vats that could not be clicked for movement
FIXED - A few rollover objects that had incorrect border highlights
FIXED - Cargo and stash now allow mouse wheel scrolling without clicking first
FIXED - Fixed a few errors with the rollover info at the top of the screen when rolling over characters
FIXED - Occasionally, it was possible to click at a location in combat and use more AP than the preview indicated

Note that I've been working on a second pass on some of the minor UI's - they are not final and are work in progress.

Whats next? I'll be finalizing the crew manager. I hope to have that patch out in a few weeks.

As always, if you find any issues/bugs, please report them in the "Submit bugs" sub-forum. Hope you all have a great weekend!
39 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

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

    • 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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