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Genre: Strategy, Turn-based strategy (TBS), Indie

Lord of Rigel

Lord of Rigel Early Access 3- Research Victories and Grand Menaces

Our first update for 2024 includes some long-awaited features and nears the end of our roadmap for LoR early access.

This patch includes some critical fixes:

  • Tutorial planets menu fix
  • Blank autosave display data fix
  • Autoturn fixes for some menu transitions

In addition, two end game features you've been patiently waiting for have been added: Research Victories and Grand Menaces.

Research Victories
Once you've reached the end of a research field, you can choose hyper advanced technologies for upgrades or select the Path of Ascension technologies.

There is one technology for each field, which unlocks a special project that can be constructed on your homeworld to trigger civilization-wide ascension.

Grand Menaces
These are galaxy threatening foes that are end game threats. Defeating a grand menace reduces galactic tension and can help keep a galaxy from the edge of all out war.

Threats include a full invasion of the exiled forces chasing the Synth from their home galaxy, the mothership of the mysterious Von Neumann probes, the extra-dimensional "System Killer," and the Infection Mothership.


Image 1. The Infection Mothership- An extragalactic threat that uses biological agents to sterilize worlds.

Ship Refitting
Ship refitting has also been added. This will take existing designs and you can upgrade ship weapons and systems but not change the underlying hull type (ex. a frigate remains a frigate). Ship crews and experience are transferred.

Ships can be refitted as long as there is a Starbase, Battlestation, or Citadel.

Image 2. Ship refitting in the build menu

Research Menu Updates
Another requested change was adding a filter to the research menu to hide technologies not currently researchable. The tech filter button at the bottom of the screen can be toggled to show all possible technologies.

Image 3. Research menu tech filter.

Other changes this update include additional optimizations to end turn, tactical AI, and diplomacy.

What's Next?
With the core features we aimed to include with the rework of LoR in Unreal now available, we want to work in additional requested community features and bug fixes. So please keep reporting any encountered bugs, quality of life suggestions. Also please keep sending us your save files as they help with balancing and tuning!

Early Access 3 Patch 2024.1


  • Ticket #1752 Production to complete items fraction inverse fix
  • Ticket #1755 Double monster defeated in GNN fix
  • Ticket #1754 QOL – Turn off hostile action confirm prompt if being ambushed by AI
  • Ticket #1749 AI defeated fleet messages fix
  • Ticket #1761 Tutorial outpost button fix
  • Ticket #1760 Auto save info blank fix
  • Ticket #875, 865, 866 QOL - Grand Menace implementation fixes
  • Ticket #1750 Different production rates for the same item in build queue fix
  • Ticket #1721 Elder Species fleet massing warning area reduced
  • Ticket #1619 Research screen close on right click fix
  • Ticket #609 QOL – Research menu improvements
  • Ticket #1751 Ground combat trait menu display fix
  • Ticket #1759 Doomsday Clock and Trade Treaty fix
  • Ticket #1716 QOL – Ship Refitting
  • Ticket #1758 Turn event sequence fix
  • Ticket #1757 Spinal mount beam attack modifier fix
  • Ticket #1753 Ship viewer on Tundra planets showing clouds fix
  • Ticket #867 and 868 QOL – Ascension Victory Implementation
  • Ticket #1763 Synth scrapping guardrail for only outpost
  • Ticket #1756 Trade treaties with repulsive species fix
  • Ticket #1765 Response to proposal blank fix
  • Ticket #1766 Merge factions doesn’t add colonies to Empire screen fix
  • Ticket #1767 Outposts not becoming players upon AI defeat fix
  • Ticket #1764 Auto turn stop on Research menu fix

Lord of Rigel End of Year Update

A Year of Lord of Rigel


It's been a very busy year for Lord of Rigel development as we've worked in numerous quality of life requests along with implementing more core features in the Early Access roadmap.

Over 2023 we've implemented the following key features:

  • Lithovore and Mechanoid species- The Tulocks and Synth
  • Custom species
  • Gigantic and Legendary Galaxies
  • Elder Species- The Rigelans and Arcturans
  • Diplomacy Victories
  • Final War
  • Galactic Tension and the Doomsday Clock
  • Megastructures- Dyson Spheres and Ringworlds
  • Additional ground combat units (LSAVs for planetary militia)


In addition to these we've added numerous quality of life features based on your feedback (not an exhaustive list, but the major ones):

  • Strategic AI overhaul
  • User Interface reskin and color selection
  • Event ticker filter
  • System sidebar in colony view
  • Cycling between systems and colonies in system and colony view
  • Player engagement options (chase, evade, circle) in tactical
  • Auto ship design generation in ship designer
  • Post combat report
  • Ship info tooltips
  • Loading and saving build queue presets
  • Sharpness graphics setting
  • AI personality type indicators in diplomacy and info screens


Next Update


Our next update will focus on community reported bug fixes but will also include two long awaited features: Research Victories and Grand Menaces.

Research victories involve unlocking all of the path to ascension technologies and constructing a super project for ascension on your homeworld.

Image 1. Ascension technologies.


Image 2. Ascension end game scene preview.

Grand menaces are galaxy-level end game threats that can also reduce galactic tension.


Image 3. The "System Killer" an extra-galactic grand menace.

What's coming in 2024


Our next main requested feature is a ship refitting system which will come in a 2024 update. We're a tiny team and we've prioritized reported bugs and issues from the community, including balance issues. We plan to continue to do that through 2024, and with reaching the end of our EA roadmap release 1.0.

With the 1.0 release we'll also have the Lord of Rigel Artbook which includes concept art and universe backstory.

Post-release we want to focus on community suggested quality of life improvements and features.


Images 4, 5. Preview of the LoR Artbook

Early Access 2 Patch 2023.10 Revised

Ticket #1711 QOL – New Exile AI setting new colony
Ticket #1739 Outpost scrapping empire list view blank fix
Ticket #1738 ECM mismatch between ship tooltip and ship designer fix
Ticket #1732 Lithovore-Mechanoid displaying food consumption when non lithovore-mechanoid species on planet fix
Ticket #1734 Removed cancel button for stationary fleets
Ticket #1742 Fleet ETA calculation fix
Ticket #1736 Gaia planet layering for ship designer fix
Ticket #1733 Tech tree scroll to new researched item fix
Ticket #1740 Double purchase fix
Ticket #1741 Protomatter message appearing before research complete fix
Ticket #1717 QOL – AI expansion tweaks
Ticket #1737 Messages from dead factions fix
Ticket #1731 Auto resolve adjustments for moving monsters fix
Ticket #1744 Space Amoeba loop fix
Ticket #1743 New game starvation calculation fix
Ticket #1745 Defeated faction Galactic Council candidate
Ticket #1710 QOL – Improved planet image angles in Engage Menu
Ticket #1746 End turn soft lock fix
Ticket #1747 Transit time calculation fixes
Ticket #1748 AI building outpost on player occupied Dyson Sphere fix

Early Access 2 Patch 2023.10


  • Ticket #1711 QOL – New Exile AI setting new colony
  • Ticket #1739 Outpost scrapping empire list view blank fix
  • Ticket #1738 ECM mismatch between ship tooltip and ship designer fix
  • Ticket #1732 Lithovore-Mechanoid displaying food consumption when non lithovore-mechanoid species on planet fix
  • Ticket #1734 Removed cancel button for stationary fleets
  • Ticket #1742 Fleet ETA calculation fix
  • Ticket #1736 Gaia planet layering for ship designer fix
  • Ticket #1733 Tech tree scroll to new researched item fix
  • Ticket #1740 Double purchase fix
  • Ticket #1741 Protomatter message appearing before research complete fix
  • Ticket #1717 QOL – AI expansion tweaks
  • Ticket #1737 Messages from dead factions fix
  • Ticket #1731 Auto resolve adjustments for moving monsters fix

Lord of Rigel Roundup #38

Greetings Lords of Rigel! We've just passed a year in Early Access with that we've entered EA 3. With the past two updates we've put in some major updates such as the Elder Races, Doomsday Clock, AI aggression, and an update to the user interface. Legendary galaxies (1024 stars) are also available.
Based on your comments we did a reskin of the interface along with some adjustments on where UI button elements are. Switching out buttons to be brighter is intended to make it easier to identify intractable parts of the UI. AI aggression is the next major area we're working on, making sure that military force use is tied to the AI personalities. As players have noted some AIs aim to “build tall” instead of expand and others spread outwards, so we've wanted to make sure AI aggression is also showing the same variety.

With EA3 we're working towards a 1.0 release aimed in 2024, but we're wanting to continue to incorporate balance and UI quality of life improvements from your feedback.

EA3 features will include:

  • Research Victory
  • Grand Menaces
  • Ship refitting


Figure 1. Updated, reskinnable user interface.


Figure 2. UI prompt with new color scheme.

For our latest deep dive, Space Pirates!

In the LoR galaxy space pirates are some of the forces that reached the galaxy from the Synth's creators on their hunt throughout the universe to destroy all machine-life. Turning to raiding and piracy, these groups patrol some systems, and there are also occasional raiding fleets.
Style wise we wanted more rugged less technologically advanced ships with a mix of Babylon 5 and Battlestar Galactica design sensibilities. Pirate ships are also loaded out more with kinetic weapons and heavy armor. Pirate ships include corvettes, frigates, and large capital ships with centrifuges to generate gravity. Generally good early to mid game player ship design should counter pirate forces easily.


Figure 3. Space pirates!


Figure 4. A pirate mothership in editor- a preview of an EA3 Grand Menace.

Also moving forward we'll be calling these Community Updates as opposed to "roundups."

Early Access 2 Patch 2023.9


  • Ticket #1711 Destroyed faction continues to own system fix
  • Ticket #1705 Retreating attacking fleet brings up blank battle prompt fix
  • Ticket #1713 Pre-generated design with negative space fix
  • Ticket #1714 Repeating request to join war fix
  • Ticket #1709 AI destroys player planet and it is still present fix
  • Ticket #1707 Pirate fleet can move during hyperspace flux fix
  • Ticket #1719 Buying production and treasury subtraction fix
  • Ticket #1723 QOL – Old ship design cost reduction on research
  • Ticket #1722 QOL – Diplomacy ignore toggle for player for non-first contact and combat prompts
  • Ticket #1726 QOL – Fleet count and strength added to combat engage, skirmish and fleet movement menus
  • Ticket #1727 Reduced Von Neumann Drone tactical strength
  • Ticket #1640 Cumulative hyper advanced techs not applying for Creative fix
  • Ticket #1720 Lost colony population over maximum colony population fix
  • Ticket #1718 Multiple first contact prompts fix
  • Ticket #1724 QOL – Upgrade drives, armor and computers of custom ship designs on research
  • Ticket #1729 New game not clearing Doomsday clock fix
  • Ticket #1730 Xantus diplomacy typos fix

Early Access 2 Patch 2023.8


  • Ticket #1698 QOL – UI Button Reskin
  • Ticket #1687 Custom species instant game failure in certain cases
  • Ticket #1694 Fleets no merging before monster fight
  • Ticket #1699 Fleet combat engage/auto not on by default when attacking a parked monster
  • Ticket #1682 Disable Steal Tech mission when there is no tech to steal.
  • Ticket #1700 Wrong fleet selected to explore if more than 1 fleet available fix
  • Ticket #1681 AI aggression increased
  • Ticket #1702 Multi-fleet autoexplore and wormhole destination fix
  • Ticket #1693 Cannot engage in ground combat with bomb only ships fix
  • Ticket #1651 Treaty proposal language seems too positive when proposing to a not well-liked faction
  • Ticket #1695 Dyson sphere and ringworld queue for starbases fix
  • Ticket #1688 Delay added for AI colonization
  • Ticket #1701 Second Great War cutscene repeat fix
  • Ticket #1696 Ground combat visual units passing by fix
  • Ticket #1689 Evolutionary mutation add a trait for maxed out species
  • Ticket #1703 Elder species border violation fix
  • Ticket #1691 Invade and Mind Control Once a Turn Fix
  • Ticket #1704 Great War starts for no reason fix
  • Ticket #1706 Modifying ship design duplicate build queue entry fix
  • Ticket #1690 Cancelling fleet movement send fleet to Star ID 0
  • Ticket #1692 Colony destruction soft lock fix
  • Ticket #1715 QOL – Hid Auto Designs
  • Ticket #1708 Starvation indicator fix
  • Ticket #1697 Evolutionary mutation subterranean max planet pop fix

Early Access 2 Patch 2023.7


  • Ticket #1677 QOL - Event Ticker in Galaxy Menu
  • Ticket #1674 - Empire Menu reorders each turn fix
  • Ticket #1621 QOL – Auto construct as a toggle
  • Ticket #1676 - Dynamic monsters defeat causing victory fix
  • Ticket #1673 QOL - Scrap/scuttle ships not at colony
  • Ticket #1624 QOL - GNN Click Through
  • Ticket #1678 QOL - Rally points
  • Ticket #1679 - Diplomacy name fix for player custom species
  • Ticket #1675 - Outpost destruction not affecting diplomacy fix
  • Ticket #1680 – Skirmish mode saved designs and tech filter pulldown display fix
  • Ticket #1685 – Diplomacy demand without details fix
  • Ticket #1686 – Galactic Council self vote fix
  • Ticket #1684 – Elder species eliminated but not met fix
  • Ticket #1615 – Rebellion adjustments to GNN events fix

Lord of Rigel - Roundup #37 - Custom Species Available!

Greetings Lords of Rigel!

This patch includes a major update that many have been waiting for: Custom Species!

While originally this was going to be phased with EA3 as we wanted to get balance on the default species to help with the AI, the feedback we’ve received on Lithovore and Mechanoid species has let us hammer out and refine the AI further on its basic economy use. Now, we’re shifting our focus over towards the military part of the AI.

As always your feedback has been crucial for improving the game and saves from the mid to late game have helped us with tuning the AI and adjustments beyond issues you might be reporting in them.
Specific UI feedback and improvements helps us improve the game. As can be seen from previous patches we’ve worked hard to implement quality of life improvements and UI adjustments, and we wouldn't be able to implement these changes or make these bug fixes without your feedback.

This patch:

Major Updates:

• Custom Species

Q.O.L./Balance:
• Recommended techs different for Mechanoid and Lithovore species
• Stargate icons in galaxy map
• Different indicators for home worlds and outposts in galaxy map
• Scrap and buy prompts show total treasury
• Animations for entering and exiting system view
• Auto-select all units on tactical start

Bugfixes:
• Scrapping support ship fix
• Scrapping colony buildings fix
• Subterranean and Tolerant evolutionary mutation max population count fix
• Critical- GNN soft-lock fixes
• AI out of range fix
• Colony focus UI refresh fix

Upcoming fixes and Q.O.L. adjustments:

• Further refinements to auto construction
• Scuttling enabled for ships not at a colony (but no refund)
• AI improvements on building combat fleets
• Adjustments to random monster attacks
• Event ticker filters

EA2 coming features:
• Elder Races
• Doomsday Clock

EA3 features will include:

• Research Victory
• Grand Menaces
• Legendary Galaxies (1024 stars)

For this week’s deep dive we’re going to look into the Custom Species!
A much requested feature, you can adjust all of the species traits for a selected species in a new game by selecting the custom button. You’ll cosmetically have the ships, home-world, and appearance of the species selected but you can change their name and all traits. You have a total of 10 traits you can select overall and “picks” are the overall points which can be from 10 to -10. This will increase or decrease your end game score. So you can create a powerful Creative, Democracy, Lithovore species but it’ll have a massive impact on your final score. This provides a lot of flexibility!


Image 1. Custom Species Menu

Let us know what further changes you would like to see or if you have encountered any technical issues. Please post on the forums, reach out to us via Discord or send an email: contact@rhombus-studios.net Saved games and clear steps to reproduce the bug are critical. It helps us to quickly track down the bug and get it fixed. Additional information on bug reporting tips can be found here: https://steamcommunity.com/app/437440/discussions/.


As always, we appreciate the feedback, conversations, and support from all of you!