Command your ship and fleet in a galaxy that truly lives: 150 sectors where six factions mine, haul, trade, build and wage war whether you're there or not. Trade it, rob it, defend it — or forge your own fleet and carve out your place in it.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Starlathe is a living galaxy. Hundreds of ships, seven factions, a real trade economy, station construction and an ongoing war all run at the same time, whether you are watching or not. There is no way a single developer can test every way that machine can be pushed — but a few thousand pilots can, in a week.

I want to build the rest of the game next to the people playing it. Which ships feel right, which weapons are too strong, how far the faction war should be allowed to escalate, which parts of the galaxy are worth expanding — those are questions players answer far better than I can guess at alone. Early Access means those answers turn into updates while you are still flying, instead of arriving a year too late.

The game is already complete end to end: you can fly, fight, mine, salvage, trade, build stations, hire a fleet, take contracts and save your progress. What it needs now is real pilots stress-testing it and telling me what to build next.”

Approximately how long will this game be in Early Access?

“I expect Starlathe to be in Early Access for around a year.

That is an honest estimate, not a deadline. The plan is shaped around finishing the story content and getting the game genuinely stable — if that takes longer, I would rather take the extra time than leave Early Access with the game half-finished. Updates will keep landing throughout either way.”

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

“I plan to keep building on the Early Access version rather than replace it. What I would like the full version to add:

Polish across the whole game — interface, balance, performance and presentation passes on every system, not just the new ones.
Stability — a long, dedicated bug-hunting and stability effort so the full release is as solid as I can possibly make it. This is the single biggest priority for 1.0.
New features — deeper systems for your fleet, your stations, and the war between the factions.
New weapon types — new ways to fight beyond the guns, rockets and beams that are in the game today.
New ships — more hulls for every faction, from small haulers up to capital ships.
New stories — more written missions, more characters, and more reasons to pick a side.
An endgame campaign — a final story arc where the factions of the galaxy have to face what lives out in deep space.
These are intentions rather than guarantees. The plan will change as players tell me what is working and what is not, and I would rather follow the feedback than stick to a list.”

What is the current state of the Early Access version?

“Starlathe is playable start to finish today — this is a full game that is still growing, not a demo.

What is in right now:

A living galaxy of connected sectors with seven factions that mine, haul, trade, build, patrol, go to war and make peace on their own, whether you are in the sector or not.
Real-time ship combat — mouse-aimed turrets, shields, heat, armor, ammunition and boarding-scale fleet battles.
Trade and industry — a full resource chain from raw ore to refined goods, components and finished ships, with prices that respond to what the galaxy actually produces.
Mining and salvage — asteroid fields, debris fields and wrecks to work.
Your own fleet — hire, equip and command escorts, miners, haulers and drones.
Base building — claim and construct your own stations, outfit them and defend them.
A skill tree — nine career paths, ten skills each, plus origins and professions chosen at character creation.
Missions and a journal — contract boards, faction leader task chains, and story tasks from the factions' commanders.
A guided tutorial narrated in-game for new pilots.
Save and load, with multiple slots and autosaves.
Content is still being added, balance is still moving, and you should expect bugs — that is exactly what Early Access is for. Reported issues get fixed fast.”

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

“The Early Access price is lower than what the finished game will cost. As major updates land — new ships, new weapons, new systems and the story content — I plan to raise the price gradually to match how much game is there.

Anyone who buys during Early Access keeps the full game and every update at no extra cost, so buying early is always the cheaper way in.”

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

“Player feedback decides what gets built next. Concretely:

The Steam forums and the game's Discord are where I read everything — bug reports, balance complaints, ship requests, feature ideas. I answer there myself.
Bug reports come first. The game reports crashes automatically, and anything reproducible gets fixed and shipped in the next patch rather than saved for a big release.
Balance is a conversation. Weapon, ship and economy numbers get tuned based on what players are actually experiencing, not just my own test runs.
Players get a say in what comes next — I plan to put upcoming features and ships in front of the community before building them, and to let feedback reorder the roadmap.
Every update ships with readable patch notes written for players, so you can always see exactly what changed and why.
If you tell me something is broken, unfair or missing, I want to hear it. That is the whole reason the game is here.”
Read more
This game is not yet available on Steam

Planned Release Date: Oct 1, 2026

This game plans to unlock in approximately 3 weeks

Interested?
Add to your wishlist and get notified when it becomes available.
 
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

A galaxy that doesn't wait for you

Starlathe is a 2D top-down space sim where the galaxy runs for real. Miners cut ore from asteroid fields, transporters haul goods between stations, factories consume and produce, War Fleets clash over territory — all simulated live across 150 sectors, whether you're watching or not. Nothing is faked, nothing spawns from thin air: every shipment travels, every ship flies, every wreck was someone's ship.

Earn your place

Start with a small ship and choose your path:

  • Mine asteroid fields and refine your ore into something worth more

  • Trade across a real supply chain of over 50 goods — buy where it's cheap, haul it where it's needed

  • Fight — hunt pirates for factions, or become the pirate yourself and live with your reputation

  • Craft weapons, modules and ships through refining, components and full production chains

Build and command your own fleet

Buy ships, assign them roles, and put them to work: your own miners feeding your income, transporters running your routes, escorts guarding your convoys — up to a dreadnought flagship leading your battle line. Fleet battles are fought ship to ship with turrets, rockets, beams and point defense, not dice rolls.

A galaxy with consequences

Stations die for real — evacuations, wrecks, loot fields — and factions rebuild them. Territory changes hands. Prices react to real supply and demand. The law notices smuggling and piracy. Your reputation follows you.

Explore the unknown

Fog of war hides the galaxy until you chart it. Find ship graveyards, abandoned sectors, wild space beyond the gates — and 22 skies to fly under.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some artwork (ship, station and environment sprites, icons) and sound effects were created using generative AI tools during development, then curated and hand-edited by the developer. All AI-generated content was reviewed before inclusion.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Quad-core 3.0 GHz (4 threads)
    • Memory: 8 GB RAM
    • Graphics: Any DirectX 11 capable GPU (integrated graphics OK)
    • DirectX: Version 11
    • Storage: 3 GB available space
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: 6-core / 12-thread, 3.5 GHz or better
    • Memory: 16 GB RAM
    • Graphics: Any dedicated DirectX 11 GPU, 2 GB VRAM
    • DirectX: Version 11
    • Storage: 3 GB available space
Review Filters