Star Ruler 2 - GGLucas
We just released our first minor content update for Star Ruler 2 since release. As always, read about some of the highlights here, or scroll down for a full changelog.

Research Web Overhaul



The research grid and associated graphics have been completely redone, making research paths and unlocks clearer and easier to use.

Quantum Batteries

The new quantum battery modifier can be used to partially satisfy a subsystem's power needs, but needs to be charged with your empire's Energy when constructed.



Additional Race Traits

A number of new race traits have been added, based on a point buy system. Every race starts with 1 free trait point to spend, and all of the default races have been given an additional default trait choice to make use of it.



Full Changelog
Added
  • Overhauled the research grid to be more readable and easier to use.
  • Added a number of positive and negative traits that can be selected in race customization. Races can pick one free positive trait, and all of the default races have been given an extra bonus trait.
  • Added Quantum Battery modifier.
  • Added Shield Hardener subsystem.
Changed
  • Larger weapons now have comparatively longer reload times.
  • Rebalanced various values on weapon types.
  • Terraforming now gets more expensive the further away from the labor source you queue it.
  • Control Computers now give a scaling effectiveness bonus for the first 30 seconds of any combat.
Fixed
  • Fixed being able to construct motherships that make money.
  • Fixed being able to construct singularity labs in nebulas.
Star Ruler 2 - GGLucas
We just released our first minor content update for Star Ruler 2 since release. As always, read about some of the highlights here, or scroll down for a full changelog.

Research Web Overhaul



The research grid and associated graphics have been completely redone, making research paths and unlocks clearer and easier to use.

Quantum Batteries

The new quantum battery modifier can be used to partially satisfy a subsystem's power needs, but needs to be charged with your empire's Energy when constructed.



Additional Race Traits

A number of new race traits have been added, based on a point buy system. Every race starts with 1 free trait point to spend, and all of the default races have been given an additional default trait choice to make use of it.



Full Changelog
Added
  • Overhauled the research grid to be more readable and easier to use.
  • Added a number of positive and negative traits that can be selected in race customization. Races can pick one free positive trait, and all of the default races have been given an extra bonus trait.
  • Added Quantum Battery modifier.
  • Added Shield Hardener subsystem.
Changed
  • Larger weapons now have comparatively longer reload times.
  • Rebalanced various values on weapon types.
  • Terraforming now gets more expensive the further away from the labor source you queue it.
  • Control Computers now give a scaling effectiveness bonus for the first 30 seconds of any combat.
Fixed
  • Fixed being able to construct motherships that make money.
  • Fixed being able to construct singularity labs in nebulas.
Star Ruler 2 - GGLucas
We released another small patch with various bugfixes, bumping the version to v1.0.1 this time.

Fixed
  • Self Destruct subsystem can no longer erroneously use weapon modifiers like the payload amplifier.
  • Fix allondium level 5 effect not affecting the proper values.
  • Fix auto-import when playing Mono queueing up food and water.
  • Fix Mono UI showing extra population needed for level 1 for tier 0 resources that cannot be upgraded.
  • Fix built Planetary Thrusters breaking when loading a saved game.
  • Dragging resources to export should now be easier, holding the left mouse on an object no longer creates a tooltip. (Old behavior can be restored with a setting)
Changed
  • Asteroid mining bases that you no longer have trade access to are lost and revert to their unmined state.
  • Bulkheads and Targeting Sensors can now be used on support ships.
  • Ablative Armor can now be used on support ships.
  • Ablative Armor now has a massively increased damage resistance against lasers/energy weapons.
  • Laser/Energy damage is now more vulnerable to being blocked by armor. (DR can reduce laser damage down to 1% of its original damage, rather than the minimum of 20% for other damage types)
  • Increase the health of all weapon turret hexes.
  • Self Destruct subsystem now requires power to put on the ship.
  • The rotation/spinning of planets and other objects on the UI can now be turned off via a game option.
  • Added new models used for various orbital stations.
AI
  • Fix the AI not always using its starting ships and scouts.
  • Fix a bug that broke the Mono AI.
  • Improve savage AI logic to build stronger fleets.
Star Ruler 2 - GGLucas
We released another small patch with various bugfixes, bumping the version to v1.0.1 this time.

Fixed
  • Self Destruct subsystem can no longer erroneously use weapon modifiers like the payload amplifier.
  • Fix allondium level 5 effect not affecting the proper values.
  • Fix auto-import when playing Mono queueing up food and water.
  • Fix Mono UI showing extra population needed for level 1 for tier 0 resources that cannot be upgraded.
  • Fix built Planetary Thrusters breaking when loading a saved game.
  • Dragging resources to export should now be easier, holding the left mouse on an object no longer creates a tooltip. (Old behavior can be restored with a setting)
Changed
  • Asteroid mining bases that you no longer have trade access to are lost and revert to their unmined state.
  • Bulkheads and Targeting Sensors can now be used on support ships.
  • Ablative Armor can now be used on support ships.
  • Ablative Armor now has a massively increased damage resistance against lasers/energy weapons.
  • Laser/Energy damage is now more vulnerable to being blocked by armor. (DR can reduce laser damage down to 1% of its original damage, rather than the minimum of 20% for other damage types)
  • Increase the health of all weapon turret hexes.
  • Self Destruct subsystem now requires power to put on the ship.
  • The rotation/spinning of planets and other objects on the UI can now be turned off via a game option.
  • Added new models used for various orbital stations.
AI
  • Fix the AI not always using its starting ships and scouts.
  • Fix a bug that broke the Mono AI.
  • Improve savage AI logic to build stronger fleets.
Star Ruler 2 - GGLucas
As we ramp up for Star Ruler 2 leaving Early Access with the release of our v1.0.0 build, we'd like to thank everyone who participated in making SR2's beta phase a success. Your feedback and suggestions have been crucial in helping us shape this 4X RTS strategy game into something we're very proud of!

As always with our updates, you can read about some of the highlights here, or scroll down for a full detailed changelog.

Megaconstruction

A number of new technologies have been added containing new megaconstructions to build. Megaconstructions require the mining of ore from asteroids, and culminate in the construction of your very own Ringworlds:



More Shipsets!

In addition to new enhancements to the Volkur shipset, two new shipsets each with many new ship models have been added.



Support Behaviors

Support ships can now be designed to follow one of several preset behaviors. When equipped with ammo stores, certain behaviors also let your support ships temporarily detach from the fleet and perform independent raids on the enemy fleet!



Full Changelog
Added
  • Added support ship behaviors
  • Mono and Nylli can use "Colonize this" automation.
  • Mono can build FTL breeder reactor building.
  • Add Mining Laser, Cargo Storage, Ore Processor, Construction Bay and Liquid Armor subsystems.
  • Add Space Elevator building.
  • The AI now tells you how it feels about you on the diplomacy screen. Hover over the mask showing its mood to get a more detailed breakdown.
  • Add a keybind to tell a fleet to cancel all orders and stop moving.
  • Added various new models for different types of objects.
  • Add Coolant System, Payload Amplifier and Smoothed Mechanism weapon modifiers.
  • Add Artificial Planetoid, Star Forge and Vacuum Telescope megaconstructions.
  • Feyh ships must now contain Shrines for the crew to pray at. Praying shields the ship from harm. (Thanks Darloth!)
  • Updated Volkur shipset with new PBR shaders and a bunch more models!
  • Added Ringworlds!
  • Pressing 'z' will zoom to the currently selected object and follow it with the camera until you pan.
  • Added two new Shipsets, 'Mechanica' and 'Moirai'!
Changed
  • Gates are now designable stations.
  • Mono FTL cost for population transfer takes into account gates, tears and wormholes.
  • Cyllium now rotates a variable number of artifacts that expire.
  • FTL Crystals level 4 and 5 abilities are swapped.
  • Planet support capacity now depends on and increases with planet level.
  • Some asteroids now contain Ore that needs to be mined with mining lasers.
  • Destroying a Black Hole now causes much more widespread destruction.
  • Tractor beams now work when passing through wormholes, slipstream tears or gates.
  • Engine types and size now affect ship turn rate. If only using graviton engines, the ship does not need to turn to move.
  • Updates some music tracks.
Fixed
  • Mono can't transfer population while being annexed.
AI
  • Various improvements to the designs the AI creates.
  • AI now builds asteroid mining bases.
  • AI can use all FTL types.
  • AI can use all races.
  • The AI's diplomatic actions will be influenced by how you interact with it and its allies and enemies.
Star Ruler 2 - GGLucas
As we ramp up for Star Ruler 2 leaving Early Access with the release of our v1.0.0 build, we'd like to thank everyone who participated in making SR2's beta phase a success. Your feedback and suggestions have been crucial in helping us shape this 4X RTS strategy game into something we're very proud of!

As always with our updates, you can read about some of the highlights here, or scroll down for a full detailed changelog.

Megaconstruction

A number of new technologies have been added containing new megaconstructions to build. Megaconstructions require the mining of ore from asteroids, and culminate in the construction of your very own Ringworlds:



More Shipsets!

In addition to new enhancements to the Volkur shipset, two new shipsets each with many new ship models have been added.



Support Behaviors

Support ships can now be designed to follow one of several preset behaviors. When equipped with ammo stores, certain behaviors also let your support ships temporarily detach from the fleet and perform independent raids on the enemy fleet!



Full Changelog
Added
  • Added support ship behaviors
  • Mono and Nylli can use "Colonize this" automation.
  • Mono can build FTL breeder reactor building.
  • Add Mining Laser, Cargo Storage, Ore Processor, Construction Bay and Liquid Armor subsystems.
  • Add Space Elevator building.
  • The AI now tells you how it feels about you on the diplomacy screen. Hover over the mask showing its mood to get a more detailed breakdown.
  • Add a keybind to tell a fleet to cancel all orders and stop moving.
  • Added various new models for different types of objects.
  • Add Coolant System, Payload Amplifier and Smoothed Mechanism weapon modifiers.
  • Add Artificial Planetoid, Star Forge and Vacuum Telescope megaconstructions.
  • Feyh ships must now contain Shrines for the crew to pray at. Praying shields the ship from harm. (Thanks Darloth!)
  • Updated Volkur shipset with new PBR shaders and a bunch more models!
  • Added Ringworlds!
  • Pressing 'z' will zoom to the currently selected object and follow it with the camera until you pan.
  • Added two new Shipsets, 'Mechanica' and 'Moirai'!
Changed
  • Gates are now designable stations.
  • Mono FTL cost for population transfer takes into account gates, tears and wormholes.
  • Cyllium now rotates a variable number of artifacts that expire.
  • FTL Crystals level 4 and 5 abilities are swapped.
  • Planet support capacity now depends on and increases with planet level.
  • Some asteroids now contain Ore that needs to be mined with mining lasers.
  • Destroying a Black Hole now causes much more widespread destruction.
  • Tractor beams now work when passing through wormholes, slipstream tears or gates.
  • Engine types and size now affect ship turn rate. If only using graviton engines, the ship does not need to turn to move.
  • Updates some music tracks.
Fixed
  • Mono can't transfer population while being annexed.
AI
  • Various improvements to the designs the AI creates.
  • AI now builds asteroid mining bases.
  • AI can use all FTL types.
  • AI can use all races.
  • The AI's diplomatic actions will be influenced by how you interact with it and its allies and enemies.
Star Ruler 2 - GGLucas
We're pleased to announce that Star Ruler 2 is slated for release out of early access this March 27th! Among the new features that will be coming in our 1.0 build are megaconstruction, improved asteroid mining, more ship and orbital models and artwork and improved AI!

Check out the video below for our new trailer:

https://www.youtube.com/watch?v=3OFhVtqfDBQ

Be aware that starting the week prior to release the price of the game will be going up by $5 to $24.99, so there are only two weeks left to buy in at the lower early access price!
Star Ruler 2 - GGLucas
We're pleased to announce that Star Ruler 2 is slated for release out of early access this March 27th! Among the new features that will be coming in our 1.0 build are megaconstruction, improved asteroid mining, more ship and orbital models and artwork and improved AI!

Check out the video below for our new trailer:

https://www.youtube.com/watch?v=3OFhVtqfDBQ

Be aware that starting the week prior to release the price of the game will be going up by $5 to $24.99, so there are only two weeks left to buy in at the lower early access price!
Star Ruler 2 - GGLucas
A strange new Star Ruler 2 update is attempting to make first contact with humanity! As always, read about some of the highlights here, or scroll down for a full detailed changelog.

Distinct Races



This update brings the introduction of 7 distinct races to play as, each with their own different lore. Alongside the Terrakin, sporting the regular Star Ruler 2 gameplay you're used to, the 6 other races each have their own unique gameplay elements to contest with.

Oko



A race of sentient flora, the Oko construct organic ships held together by Sinew. Their population does not live in cities, but instead overgrows the planet they are on as a whole.

Hoonan



Hoonan ships and settlements are all linked to a massive information network, requiring them to construct Mainframes in space. Fleets fight at increased strength near mainframes, but become significantly weaker when fighting far away from one.

Feyh



The Feyh have a long tradition of worship and sacrifice, and must construct Altars to keep their population from becoming godless. Altars sacrifice the resources of the planet they're built on, but allow the feyh to live on their planets in greater numbers than any other race.

Mono



All the Mono were once a single mechanoid intelligence, stranded on a planet and with no memory of its creators or its purpose. Mono population must be constructed using labor, but does not need food or water and can freely move to other planets through hyperspace, without the need for colony ships.

Saar



The Saar are a race of missionaries, spreading their message of peace and acceptance to all who are willing to hear it - and some who are not. They can construct Star Temples, allowing them to convert the population living on nearby planets owned by other empires to their religion.

Nylli



Fleeing the destruction of their homeworld's sun, the Nylli now consider themselves children of the stars, living in giant motherships and orbital habitats around the planets whose resources they exploit.

Full Changelog
Added
  • Add 'Hedge' card.
  • Add 'Support Station' artifact.
  • Added distinct races with various unique gameplay elements! The race selection menu will pop up whenever you try to start a new game.
  • Some planets will now have one or more moons. Moon Bases can be built to extend the amount of space available to construct buildings on.
  • Chat messages in multiplayer may now be sent to specific players / teams / allied / etc.
  • Constructions in the build queue can now be reordered by dragging.
  • Add 'Floating Continent' artifact.
  • Build queues can now be set to repeat mode.
Changed
  • FTL Crystals now have an extra special effect at level 5.
  • Cyllium now has a special effect at level 4.
  • Reduce money cost of FTL jammers but increase their FTL usage.
  • Cost to use hyperdrive and fling now scales with the mass of the ship.
  • Tweaked the costs of things in other FTL methods.
  • Torpedo damage is now unspillable (cannot be lost by piercing through the entire ship).
  • Muon cannon damage now completely ignores all Damage Resistance.
  • Change the level up benefit effects for Allondium.
  • Add a limited firing arc to hyperdense lasers.
  • Added new Gate model.
Fixed
  • Fixed a crash caused by keybind reloading.
  • Optimized some areas causing framerate losses on radeon cards.
  • Fix ships firing weapons at asteroids.
  • Fix ships being able to fire weapons while in FTL.
Star Ruler 2 - GGLucas
A strange new Star Ruler 2 update is attempting to make first contact with humanity! As always, read about some of the highlights here, or scroll down for a full detailed changelog.

Distinct Races



This update brings the introduction of 7 distinct races to play as, each with their own different lore. Alongside the Terrakin, sporting the regular Star Ruler 2 gameplay you're used to, the 6 other races each have their own unique gameplay elements to contest with.

Oko



A race of sentient flora, the Oko construct organic ships held together by Sinew. Their population does not live in cities, but instead overgrows the planet they are on as a whole.

Hoonan



Hoonan ships and settlements are all linked to a massive information network, requiring them to construct Mainframes in space. Fleets fight at increased strength near mainframes, but become significantly weaker when fighting far away from one.

Feyh



The Feyh have a long tradition of worship and sacrifice, and must construct Altars to keep their population from becoming godless. Altars sacrifice the resources of the planet they're built on, but allow the feyh to live on their planets in greater numbers than any other race.

Mono



All the Mono were once a single mechanoid intelligence, stranded on a planet and with no memory of its creators or its purpose. Mono population must be constructed using labor, but does not need food or water and can freely move to other planets through hyperspace, without the need for colony ships.

Saar



The Saar are a race of missionaries, spreading their message of peace and acceptance to all who are willing to hear it - and some who are not. They can construct Star Temples, allowing them to convert the population living on nearby planets owned by other empires to their religion.

Nylli



Fleeing the destruction of their homeworld's sun, the Nylli now consider themselves children of the stars, living in giant motherships and orbital habitats around the planets whose resources they exploit.

Full Changelog
Added
  • Add 'Hedge' card.
  • Add 'Support Station' artifact.
  • Added distinct races with various unique gameplay elements! The race selection menu will pop up whenever you try to start a new game.
  • Some planets will now have one or more moons. Moon Bases can be built to extend the amount of space available to construct buildings on.
  • Chat messages in multiplayer may now be sent to specific players / teams / allied / etc.
  • Constructions in the build queue can now be reordered by dragging.
  • Add 'Floating Continent' artifact.
  • Build queues can now be set to repeat mode.
Changed
  • FTL Crystals now have an extra special effect at level 5.
  • Cyllium now has a special effect at level 4.
  • Reduce money cost of FTL jammers but increase their FTL usage.
  • Cost to use hyperdrive and fling now scales with the mass of the ship.
  • Tweaked the costs of things in other FTL methods.
  • Torpedo damage is now unspillable (cannot be lost by piercing through the entire ship).
  • Muon cannon damage now completely ignores all Damage Resistance.
  • Change the level up benefit effects for Allondium.
  • Add a limited firing arc to hyperdense lasers.
  • Added new Gate model.
Fixed
  • Fixed a crash caused by keybind reloading.
  • Optimized some areas causing framerate losses on radeon cards.
  • Fix ships firing weapons at asteroids.
  • Fix ships being able to fire weapons while in FTL.
...

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