Stellar Warfare - Deus|Algor
Hello, space fleet Admirals!

While we’re hard at work on a larger update, we’ve accumulated a number of smaller fixes and improvements that we know many of you would prefer to see sooner rather than later. So, we’re rolling out this small patch today!

And for those eager for what’s next—here’s a little spoiler: We’re working on an input rebinding system and a multiplayer skirmish AI that can fight alongside players in the same team! Stay tuned for more updates.

Now, onto the patch notes:

Changes and additions
  • Reduced ship speed construction boost applied by Matter Converter module from 20% to 10%.
  • Added ability to rotate the camera in direct ship control mode by holding Left Control

Bug Fixes
  • Fixed Black Hole bug in the last three campaign missions where they appeared inactive
  • Removed unintended custom Hz options being set or displayed in the dropdown list.
Localization Fixes
  • Fixed various mistakes in Ukrainian and Russian localizations.
  • Fixed Polish localization font issues.
  • Fixed Japanese localization issue where module descriptions and flavor text were mixed up.
  • Fixed Mirror Optics displaying incorrect stats in descriptions across all languages.
Stellar Warfare - Deus|Algor
Greetings, players!

In order to avoid spamming your library and store feeds with a lot of smaller patch notes, we decided to compile everything changed since January 17th into this update post. Have a nice read, and enjoy playing Stellar Warfare!

Text localisation for 14 new languages

The most noticeable part of this update was the addition of text localisations for the following 14 languages:

  • Dutch
  • Japanese
  • Swedish
  • German
  • Ukrainian
  • French
  • Spanish
  • Portugese
  • Polish
  • Turkish
  • Russian
  • Simplified Chinese
  • Korean
  • Italian

If you do not see your language here—don't worry, this list isn’t final. If we have the opportunity to support more languages, we will.

On that note, if you are a fluent Arabic speaker or know someone who is, please contact us on Discord. We will require your help testing the Arabic localisation.

If you find anything wrong with the existing translations, please report them here:
https://steamcommunity.com/app/1113030/discussions/0/758393776033074242/?snr=2___



New features

Auxilium and Dome Cruiser have received new capabilities. These two support ships, in addition to still being great versus carrier strike crafts, now feature built-in shields that expand beyond their own "zones of comfort" to cover nearby allies from incoming fire.




A new weapon damage-boosting module, "Weapon Overload," has been added. For each unit of this module installed on your ship, it will receive +15% weapon damage but lose -20% of its total health points. Players who love their glass cannon builds will surely find this module interesting.



Balance changes

  • Heavy ships now grant +100% fire rate boost to mounted weapons.
  • Medium ships now grant +33% fire rate boost to mounted weapons.
  • The cost of the Unmaker super weapon was reduced to 3000 metal and 3000 power.
  • New storage buildings now grant +750 metal and +750 power by default (previously +500).



Quality of Life changes

  • The Left and Right Shift, Control, and Alt keys now have the same functionality.
  • Players can now access Ship Tester mode and Single Player campaign menu from the Fleet Editor.
  • Improved UI for the main and in-game options menus.



Fixes

  • Added veterancy rank and health information to tooltips.
  • Fixed the issue in bridge cam (direct-control) where spinal weapon projectiles were firing towards the center of the map.
  • Fixed tactical icon states not reverting after exiting bridge cam (icons now stay as they were before entering the mode).
  • Fixed the "Don't remind me" popup not disappearing on game start.
  • Fixed the tutorial popup hiding the "Don't remind me" toggle on extra-wide and ultra-wide screens.
  • Fixed scaling issues with the main and in-game options menus on extra-wide and ultra-wide screens.
  • Fixed scaling issues with mod menus on extra-wide and ultra-wide screens.
  • Fixed the “ship order refund” money exploit.
  • Fixed several minor localisation mistakes and bugs.
Stellar Warfare - Thomas
Commanders,

As we gear up for the Steam RTS Fest, we’re thrilled to bring you one of Stellar Warfare’s most international and community driven updates yet! Here’s everything you need to know about the latest changes launching alongside this major milestone:

Global Translation Update
The galaxy is getting bigger and better! With 4,000 lines of text now translated into 14 different languages, players from all over the world can experience Stellar Warfare in their native tongue. We went over every text field in the game that we could find, and added translations to each of them.

The following languages will be included:
  • Dutch
  • Japanese
  • Swedish
  • German
  • Ukrainian
  • French
  • Russian
  • Spanish
  • Portuguese
  • Polish
  • Turkish
  • Chinese
  • Korean
  • Italian
The community has been essential in this endeavor. Many of you have helped submit translations for areas of the game, which we've all implemented. Since this is a community effort, there are chances of inaccurate translations here and there. Especially since we had to add some last-minute keys for some translations that were missing here and there due to us finding a few more text fields that previously escaped our attention. Should you notice any odd translations please feel free to inform us via steam or discord and we'll make sure to resolve these for the next patch!

We have set up a steam community board for this at this location: https://steamcommunity.com/app/1113030/discussions/0/758393776033074242/

See anything weird? Let us know!
As an extra reminder, please, if you see any translations that you think could be improved or be more accurate in your native language please let us know.

Gameplay Enhancements
For ages now building small ships has been the meta for both raids and full blown space battles. This made medium and heavy ships less relevant. That has now been changed by improving the fire rate of both medium and heavy ships.

An upgrade was returned to the player's shipyard that allows it to passively regenerate health. This should slightly reduce or increase the shipyard's chances of surviving enemy raids.

A refresher
We also want to share some facts that a lot of the players don't know about. Things that could give you the advantage in a fight...
⦁ Selecting a ship and pressing B allows you to directly control them. And allows ramming them into enemy ships and structures, where they will deal damage, and take damage, equal to their health values
⦁ Pressing C enables the cinematic camera
⦁ Building a defensive structure next to a Zabu Plant, Zabu Generator or Zabu Complex increases the damage these defenses deal
⦁ You can build Matter Refiners and Energy Boosters next to Zabu's and production buildings to drastically increase the amount of resources they generate
⦁ There's a button for 'neutral projectile colors' in the bottom right of the screen, which allows you to play a slightly more realistic and less colorful game
⦁ Upgrading the shield generator structures shield values increases the shield strength of the overshield, meaning you will be able shield all structures inside of it more effectively
⦁ The Unmaker, deals friendly fire when launched. For this reasons its best to build it just outside your base. But not too far, because building it too far out from your base makes it easy to be destroyed and countered. Upgrading the health of nearby structures can prevent their demise however...

Meta Goals
This patch is all about encouraging creative playstyles. By refining balance and improving combat depth, we’re ensuring every fleet type can shine. Mix and match your builds, refine your tactics, and dominate the stars your way!

Bugfixes
1. Added veterancy rank and health information to tooltips
2. Fixed a direct-control and bridgecam issue in which projectiles got fired to the center of the map
3. Fixed the 'dont remind me' popup not going away on gamestart
4. Fixed tactical icon state not being reverted after exiting bridgecam (now if they were on before you entered that mode they stay on, if they were off they get turned off again after exiting)
5. Fixed a bunch of menu and scaling issues (although we will keep doing this over time, since there are many different screensizes and ratios and we want to cater to most of them as well as we can)

Prepared for the RTS Fest
Whether you’re a new player or a seasoned fleet commander, this is the perfect time to jump in, explore the updates, and experience the thrill of galactic warfare.

Some clips from the latest updates and the gamedev test
Catch a sneak peek at the changes in action by watching the latest developer commentary here: https://youtu.be/Nim_ugDoJsg

See you among the stars, Commanders! 🌌
The Stellar Warfare Dev Team
Stellar Warfare - Thomas
We're currently working on adding various languages to Stellar Warfare. In the meantime we felt like a balance patch was well overdue as well as some other changes.

We fixed a bug in the fleet editor causing an overload of brightness, making the entire scene blinding when rotating certain ships engine trails. That is now fixed.

We added a 'Happy Hour' 3x per day, in which the drop rate is up to 3x higher! This should help those of you who don't have a lot of time to play to have specific moments in which this is a little easier.

The following ships and weapons have been updated:


Ships:
Type-D
Health 1300 to 1500

Hive
Changed health from 4400 to 4600

Stinger
Changed health from 80 to 90

Weapons:
Auto Brawler
Damage changed from 22 to 28

Azauri MK2
Damage changed from 72 to 80

Buckshot
Damage changed from 24 to 29

Double Barrel Xati
Damage changed from 32 to 40

Duo Cannon
Damage changed from 32 to 40

Ion Cannon
Damage changed from 78 to 86

Medium Cannon
Damage changed from 20 to 25

Mini Cannon
Damage changed from 28 to 35

Multi-ion
Damage changed from 20 to 24

Plasma Repeater
Damage changed from 12 to 15

Rail Artillery
Damage changed from 6 to 9

Railcannon
Damage changed from 12 to 15

Railgun
Damage changed from 24 to 28

Raquor
Damage changed from 7 to 9

Repeater Barreler
Damage changed from 8 to 7

Repeater Cannon
Damage changed from 12 to 10

Repressor MKII
Damage changed from 16 to 20

Repressor
Damage changed from 8 to 12

Sarkuth
Damage changed from 4 to 6

Tiamat
Damage changed from 60 to 75

Wrecker
Damage changed from 20 to 25

Weldcannon
Damage changed from 90 to 100

Modules:
Mirror Optics
Speed debuff increased from -10 percent to -15 percent
Range bonus increased from 7.5 percent to 10 percent

See you on the battlefield!
Aug 22, 2024
Stellar Warfare - Deus|Algor
  • Fixed a rare bug preventing some players from saving their games in Skirmish and some Campaign missions.
  • Stopped most in-game hotkeys from triggering while players were typing in a save file name.
Stellar Warfare - Thomas
The adding of the 2.5 campaign mission caused objectives in the tutorial to no longer show up. That is now fixed as well as some other minor fixes.

Stellar Warfare - Thomas
Time for another update! Among other things we have:

  • Added a campaign intermezzo mission (two more coming)
  • Improved direct control controls
  • Improved various GUI elements
  • Fixed bugs reported by the community
  • Fixed bugs related to the save/load functionality
  • Polished a bunch of planets and other system elements
  • Designed a new mission full of temporary weapons, modules, planets and enemies
Along with the above we've looked into localization since that has been often requested as well and we might do something with that in the near future.



Share your ideas!
We also want to give you guys the opportunity to contribute to the project by sharing your ideas. Feel free to make a community post on the discussion boards with the title prefixed with 'Idea:' + your idea. You can then share your ideas for new ships, missions, weapons or modules. We'll go over each of the submissions there and see if we can pick up an idea or two and implement those for you guys.

More coming, cheers!
Stellar Warfare - Thomas
An often requested feature was infinite waves for the wave defense game mode. We've had to brainstorm a bit on how to best implement it, but I think we found a good solution. You can now toggle the infinite waves checkbox in the wave survival setup menu. Instead of 1 big boss after 10 waves you now get a mini-boss assault-platform that attacks you every fifth wave! They have long range weaponry but aren't especially tanky... Their damage output is serious though!

In addition to that we did the following:
  • Added the multi-ion beamweapon
  • Adding a techfrigate with built in self-repair and 4 module slots
  • SAVE/LOAD support in all Single Player game modes
  • Fixed randomizer error preventing type B to be spawn.
  • Added the Support Platform wave miniboss
  • Added the Support Platform type B wave miniboss
  • Improved the visuals for several menus
  • Updated the visuals of the scorescreen
  • Updated the splashscreen
  • Added the Box Attack functionality so that people can try it out to multi-select
  • Tweaked shield visuals and shield impact visuals
  • Doubled the size of Zabu Repairs in Battle Royale
  • Updated score screen functionality
  • In battle royale you can now 'order' ships before the game starts from the multiplayer menu
  • Fleet loadouts now can be switched without visiting the fleet editor (multiplayer lobbies only for now).
  • In Battle Royale mode you now will be able to pick your starting fleet
  • Your starting funds in BR will be 3600/3600 minus the cost of your spawned fleet.
  • If you won't select any starting ship - game will spawn first ship in your loadout

I've also decided to experiment with some more engine variations. You can see those changes below:

The following ships now have Green Engine Flames:
  • Frigate
  • Raider
  • Towerer
The following ships now have Yellow/orange Engine Flames:
  • Bee
The following ships now have Purple Engine Flames:
  • Colony
  • Nest
The following ships now have Teal engine flames:
  • Fish
  • Hammerer
  • Flint
The following ships now have Red engine flames:
  • Ant

Wrapup
That's it for this update! There's a few things we still want to improve upon and we will gradually add those as well. May you be safeguarded from The Light. See you in space!
Stellar Warfare - Thomas
Dear Stellar Warfare Community,

It's been an incredible journey, and we've reached a milestone worth celebrating! Stellar Warfare has been my passion project for the past four years, and the dedication and love poured into it have been nothing short of amazing.

For those who haven't joined the adventure yet, Stellar Warfare is an epic space strategy game that has evolved and grown over the years. It's not just a game; it's a universe that we've built together.

Our Journey:
I've poured my heart and soul into Stellar Warfare, overcoming challenges and making sacrifices to bring you a game that continues to evolve. With bi-weekly updates, we've transformed Stellar Warfare into something truly special. The commitment to this project for four years is a testament to the passion and dedication of our community.

What's New in Stellar Warfare?
Check out some of the exciting features we've added over the years:

  • Over 200 available ships, weapons, and modules to design your fleet.
  • Various game modes like Skirmish, Wave Defense, Battle Royale, and Co-op.
  • Full 3D movement, resource collection, and millions of ship configurations.
  • Stellar Warfare isn't just a game; it's my personal passion project.
  • Adding Your Touch to Stellar Warfare:
  • One of the coolest features is the ability to easily add your own 3D ship models to Stellar Warfare! Download models from your favorite franchises and see them come to life in the game.

The Labor of Love Award:
Now, Stellar Warfare is eligible for the "Labor of Love" award during the Steam Autumn Sale! This award is special because it recognizes the ongoing commitment and support from our amazing community.

How You Can Help:
I invite you to vote for Stellar Warfare in the "Labor of Love" category and show your love for the game that has grown and thrived over these four incredible years.

Your support means the world to me, and I can't wait to see what the future holds for Stellar Warfare. Thank you for being a part of this journey!

Fly high,
Thomas

Stellar Warfare - Thomas
Space maneuvers
Big update time! There have been a few cases in which I've had the feedback that the current battles look a bit static. The effects are nice, but the ships weren't really moving during combat. This update will address that issue.

Your ships will now enter space acrobatics and will dance around the enemy ships in an attempt to avoid projectiles. At the same time the majority of their guns will remain trained upon their victims!



You can toggle this behavior on or off in the bottom right of your screen. All selected ships will then adjust their behavior accordingly.

Superweapon
In addition to that we now also have The Unmaker! A superweapon that shoots a weaponized sun towards the enemy. Technology has come a long way in the future and they've managed to keep the sun stable enough to launch it towards whatever enemy target you wish. It will lose cohesion upon impact though, and will deal catastrophic damage to nearby targets.



Modding
All players are now able to use the Workshop and create new mods. Instructions can be found in the workshop.

Right now modding is limited to being able to uploading 3D models from your favorite franchise. Or models you've made yourself of course. This way you can replace all the ships you want and modify things to suit your own taste.



Ship engine trails
I'm also experimenting with ship engine trails. Right now I have enabled those for the following ships:
  • Ant
  • Corvette
  • Frigate
  • Destroyer

Should people like it I will also enable them for all other ships. Or perhaps make it a toggle so that people can choose for themselves!




Other changes

Features
  • Added The Superweapon "The Unmaker"
  • Ships now have an a space maneuvers mode. This is on by default and can be turned off in the bottom right of the screen.
  • Some default ship frames now has visible trails (WiP)
  • Added a new medium ship "Crawler"
  • Added a new medium ship "Flint"

Changes
  • Pirate ships can now be toggled on/off in MP and SP game modes
  • Titankiller: got Plasma Barreller turret instead of Ion Cannon
  • Beamship: got Plasma Barreller and Azaury Mk2 instead of Ion Cannon + Queller
  • Polished the scorescreen a bit

Fixes
  • Removed Self Repair from the pirate ships
  • Fixed Shipyard missing some of its colliders
  • Fixed bug causing new players unable to build anything in the match if they do not visit Fleet editor prior
  • Fixed incorrect slide numbers for a guide slides
  • Fixed "Mods" and "Progression" labels overlapping guide slides
  • Fixed Circi having extensive box colliders with negative bounds
  • Fixed drag and drop feature in the Fleet Editor
  • Agonizer's laser shield was functioning, but had a weird origin bug. Hopefully my fix will change that
  • Fixed "Base Assault" button in the fleet editor not working
  • Fixed Transport ship kills being counted towards Pirate ships in achievements

That's it for this time folks! Some other cool stuff are in the making as well, but I'll keep that a secret for now. Have fun and see you in the spacewar!
...

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