Lord of Rigel cover
Lord of Rigel screenshot
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Genre: Strategy, Turn-based strategy (TBS), Indie

Lord of Rigel

Early Access 1 Patch 2023.4


  • Ticket #1412 Clearing orbit data on Dyson sphere construction fix
  • Ticket #1410 Ship designer weapon count addition fix
  • Ticket #1168 Destroying faction not triggering event fix
  • Ticket #1126 Multiple fleet attack fixes
  • Ticket #1413 Weapon cooldown fix
  • Ticket #1409 Support ship production calculation fix
  • Ticket #1411 Colony view buy button fix

Additional Notes:

  • Fleet movement code cleanup
  • Research code cleanup
  • Tooltip fixes and text centralization/cleanup
  • Ship designer has been refactored should be working for custom designed ships. Auto generated ships may have issues with weapon sorting due to refactored code being incomplete for ship generation.
  • Prior saved games with player as Tharrn may cause errors.
  • Build queue menu current production/selection area does will not display correct production/cost/maintenance data in new UI area. Players can use existing data location in current building image.

Lord of Rigel - Roundup #16

Hello Lords of Rigel,

We were a little off on when a patch was going to get out this week past week. The good news is that it is bigger than we expected. Players should be seeing improved diplomacy calculations and ship designer now has a range calculation for weapons that will give you a general sense of weapon range for each weapon applied. Additionally, be on the lookout for other bug and UI fixes.



This week we are going to try and finally get to what we discussed last week, which finishing up the last of ship designer fixes and moving into automated ship design refactoring, fleet movement refactor, and hooking up the elements of savable build queues. This will let players create and save build queues which should allow for easier colony management. Players should see an updated build queue menu that now has these elements in place along with some improvements to the overall UI in build queue.

As always, we want to be sure to address everyone’s bug in the timeliest way possible. In order to help us do that we ask you to please either post on the forums, reach out to us via Discord or send an email to contact@rhombus-studios.net. With these reports a saved game or clear steps to reproduce the bug are critical. It helps us more 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/.

Last week we shared some plans for the immediate future for patches. We also have a general timeline for what to expect for us to close out Early Access 1, 2 and 3. For Early Access 1 players can expect the following:

• Ship Designer refactor
• Build Queue load/save
• Hot Key refactor
• Tutorial system refactor
• Economy refactor
• Turn management refactor
• Galaxy menu refactor

These systems will pave the way for our work in Early Access 2 around the AI and other systems. More things may pop up in Early Access 2 as we continue to get more player feedback. We encourage players to share with us quality of life or features that you would like to see in the game as we can begin working to scheduling these into Early Access phases as time allows.

As always, we appreciate the feedback, conversations, and support from all of you. Until next time!

Early Access 1 Patch 2023.3


  • Ticket #1389 Enculturate does not trigger end game victory fix
  • Ticket #919 Military victory cutscene narration muffled fix
  • Ticket #1395 Existing ship systems check in System Designer fix
  • Ticket #1394 Planets list updating after protomatter device fix
  • Ticket #1391 Gaia transformation fix
  • Ticket #1397 Point Defense weapons firing arc in Ship Designer fix
  • Ticket #1398 Planet shield building upgrade fix
  • Ticket #1396 Advanced terraformer climate change fix
  • Ticket #1353 Blank GNN Event fix
  • Ticket #1121 & #1153 Leaving Build Queue does to return to previous place in Empire Screen fix
  • Ticket #1269 Yalkai GNN events show all species names regardless of contact
  • Ticket #1390 Outpost ships sent from Planet Menu not being used after an outpost is built fix
  • Ticket #1388 “Close Opened Menus” tooltip fix
  • Ticket #1403 QOL - Added AI personality tooltip to Diplomacy Menu and Info Screen
  • Ticket #1399 Cultural Renaissance event start and end in same turn fix
  • Ticket #1386 Stargate build filter fix
  • Ticket #1392 Research complete and GNN event soft lock fix
  • Ticket #1338 Diplomacy calculations fix
  • Ticket #1404 Order of Operations fix for First Contact/Audience pop up and Research Screen fix
  • Ticket #1402 New Game menu UI alignment
  • Ticket #1293 Starvation alert for importing colonies fix
  • Ticket #1046 Fleet arrival on movement cancellation fix
  • Ticket #1407 Derelict ship GNN fix
  • Ticket #1408 Research completion blank fix
  • Ticket #1400 War effect on diplomacy score fix
  • Ticket #1393 Colony base appearing for destroyed worlds with protomatter device used fix
  • Ticket #1028 Planet/Star System spawn for space amoeba and lost colonies fix


Known issues:

  • Prior saved games with player as Tharrn may cause errors.
  • Build queue menu current production/selection area does will not display correct production/cost/maintenance data in new UI area. Players can use existing data location in current building image.

Lord of Rigel - Roundup #15

Hello Lords of Rigel,

We enter another week with another patch close at hand. We currently have 9 tickets closed with 6 ready for internal testing. We also have reached a milestone in Ship Designer where both the systems and weapons designer are now refactored in general and are following the game rules. There may be some fringe cases or behavior we have missed and as always thank you for reporting bugs to us.



Regarding bug reporting, we have seen a great uptick in reports lately which is a good sign that folks are giving the new patches a good play through. We want to be sure to address everyone’s bug in the most timely way possible. In order to help us do that we ask you to please either post on the forums, reach out to us via Discord, or send an email to contact@rhombus-studios.net. With these reports a saved game or clear steps to reproduce the bug are critical. It helps us more 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/.

This week’s patch should see fewer known issues with Ship Designer and begin moving towards wrapping up that work and beginning to refactor automated design creation and make some additional UI revisions discussed earlier in Early Access. This includes removing the functionality to update automated ship design creation at the end of research and adding functionality for the player to have ship designs generated on demand. We are looking forward to finishing up the ship designer refactor and start refactoring other systems. Players should continue to see incremental improvements in game consistency, speed, and usability.

As always, we appreciate the feedback, conversations, and support from all of you. Until next time!

Early Access 1 Patch 2023.2


  • Ticket #1376 Early Access tech filter added for derelict ship event
  • Ticket #1384 Subspace conduit not appearing in build queue after research fix
  • Ticket #1380 Ringworld tech available fix
  • Ticket #1373 Shield tech above radiation not converting radiated planets to barren fix
  • Ticket #1369 Advanced terraformer soft lock fix
  • Ticket #1366 Longer planet names cause misalignment in planets menu fix
  • Ticket #1349 Diplomatic tech gift erases current tech research fix
  • Ticket #1360 Comet event damage checks
  • Ticket #1271 Scanner space calculation fix
  • Ticket #1379 New game menu faction count button fix
  • Ticket #1387 New Game Galaxy ID string mismatch fix
  • Ticket #1378 Weapon designer render order fix
  • Ticket #1334 Battle Pods missing from System designer fix
  • Ticket #1382 Load button disabling fix
  • Ticket #1364 First contact display order of operations fix
  • Ticket #1365 “Destination Out of Range” when in range fix
  • Ticket #1372 Planetary shields build queue filter fix
  • Ticket #1385 Destroyed planet don’t turned into asteroid belt fix
  • Ticket #1303 Ship Design Tooltip for custom ships fix


Known Issues:
Ship Designer is continuing to be refactored. Not all weapons may correctly calculate or be added to a ship for player generated ship designs.

Lord of Rigel - Roundup #14

Hello Lords of Rigel,

Here we are, another week down and a whole lot more bugs crushed! Thank you to those that have reported bugs on the forums. We really appreciate it and have been making our way through them. We currently have 3 tickets that have gone through our internal QA testing and have 18 additional tickets that need verification.



Ship designer work continues with a focus on weapon designer by refactoring the code, updating some of the UI elements, and adding a range indication system for weapons. This refactor is taking significantly longer than originally anticipated. There are many components to this, including the player ship designer which includes sub menus for systems and weapons. Additionally, main game ship designer worked differently than the skirmish ship designer. We have worked to streamline those two systems to reduce code and the number of places potential bugs can crop up. Lastly there is ship design creator, which is the automated ship designer functionality. It is very similar in terms of the calculations it uses to finalize a design, but the decision making is very different and because it is automated, it does not use UI input. We are hoping to improve on the automated design process as well.

Given the duration of this work, we will likely release patches with known issues to address other reported bugs in the game. Currently, we have beam weapons generally working in the UI beyond a couple UI quirks. We will work to have a build out later this week once we get some tickets through QA testing.

Additionally, we are again putting out a call for player ideas on how we can improve the tutorial - please feel free to jump on the forums, the Discord channel, or send an email to contact@rhombus-studios.net.

As always, we appreciate the feedback, conversations, and support from all of you. Until next time!

Lords of Rigel - Roundup #13

Hello Lords of Rigel,

First patch of 2023 is live and it is a big one! There are numerous updates to many systems in the game including the UI, settings, load/save, and numerous bug fixes. So far, we are happy with the feedback we have received and continue to see bugs from deeper and deeper parts of the game with very specific use cases.



This week we will continue to plug away on ship designer and have identified several additional areas we will be turning our attention to including fleet movement selection for mouse controlled destinations and refactoring of fleet movement overall. All of these will continue to lead to a more robust, centralized, and smaller codebase. Additionally, we are working on the UI as we go through systems so you will likely notice UI fixes in alignment and consistency as we release patches.

We are hoping to be a week or two away from implementing several long term quality of life changes we have discussed in the past based on user suggestions including an auto button in ship designer to automatically generate ship designs, and removing auto ship design generation after research. While the current system is similar to Master of Orion 2, many wanted more control over designs. We’re also working on having Empire menu bring up a build menu within galaxy menu instead of jumping to planet view, and better sorting within empire menu.

We are also looking at making a major revision of the tutorial system to make it more modular and robust code wise and ideally allow players to save games midway and load them again or select specific modules if they have completed the entire tutorial. Additionally, if you have any ideas on how we can improve the tutorial please feel free to jump on the forums, Discord channel or send an email to contact@rhombus-studios.net .

With these changes in hand over the next few weeks, we will be working towards a revised demo of the game and then proceeding with core system refactoring (turn and basic economy) that is both scary and exciting.

As always, we really appreciate the feedback, conversations and support from all of you. Until next time!

Early Access 1 Patch 2023.1


  • Ticket #1347 Can not delete saved game fix
  • Ticket #1348 Artificial planet in Dyson sphere system building filter fix
  • Ticket #1341 Saved game turn data fix
  • Ticket #1342 Purchase button typo
  • Ticket #1286 Covert influence having no effect fix
  • Ticket #1343 Gravity maintenance penalties inverted
  • Ticket #1336 Fleet disappearing after auto combat fix
  • Ticket #1346 New game key reverts to tiny galaxy fix
  • Ticket #1171 QOL - Colony base scrap prompt added on cancel colonization
  • Ticket #1333 Hyper Advanced chemistry and construction check fix
  • Ticket #1233 Some tutorial overlays used enter to dismiss
  • Ticket #1060 UI spacing fix for prompts
  • Ticket #1354 Own fleets causing self-blockade fix
  • Ticket #1355 Enemy fleet detection fix
  • Ticket #1352 GNN 5 Planets Colonized typo fix
  • Ticket #1027 Changing settings puts game in Windowed mode
  • Ticket #1032 Reset Settings does not reset auto save turn counter and other in game settings
  • Ticket #1339 Random events refactor
  • Ticket #1328 Event ticker on construction optimization
  • Ticket #1350 Ground combat UI consistency with Colony View UI pass
  • Ticket #1351 GNN Virus event resolves within same turn
  • Ticket #1356 Conquered enemy homeworld fix
  • Ticket #1357 Temporal Anomaly event fix
  • Ticket #1255 Tutorial Outpost and Colony objectives appear early fix
  • Ticket #893 Tutorial “Click to set destination” for planet out of range fix
  • Ticket #1327 Neutron Star collider fix
  • Ticket #1043 Hyperspace flux event start and end fix
  • Ticket #1190 Ground Combat calculations and stats centralized


Additional Notes:

  • Settings menu and persistent settings have been refactored.
  • Introductory screens refactored and use hot keys.
  • Art assets with rotating models optimized.
  • Load/save system optimized.
  • Hot key input fixes in several menus.
  • Several UIs have a consistency and clean up pass.
  • Ship Designer refactor is WIP and may result in some weapon systems not probably working.
  • C++ deprecated code fixes
  • Diplomacy system has some initial WIP refactoring completed
  • Ground combat tooltip fixes WIP
  • Level reference optimizations
  • Event Ticker system refactor
  • Random monster attacking/departing order of operations fix
  • Planet building placement optimizations
  • New Game menu optimizations
  • Save Game Compatibility Checker Refactor

Lords of Rigel - Roundup #12

Hello Lords of Rigel,

Here we are in 2023! Before we jump into what to expect in the next few weeks of 2023, let's talk about 2022. It has been a big year for Lord of Rigel. For those of you who have followed us from the beginning, you know that this has been a long journey started by two gamers who enjoyed Master of Orion 2 growing up. We have learned a lot about game development and here we are with a product in Early Access. Below is an image that shows the first main menu of Lord of Rigel in Unity engine.



Our Early Access journey has been a bumpy one and we appreciate the support and great conversations from all of you as we continue to refine and improve LoR. Since our Early Access launch in October, we have released 25 patches and closed 342 tickets. Many systems in the game have been refactored including research, ground combat, orbital bombardment, build queue, random events, auto-resolve, and parts of ship designer.

The last few weeks of 2022 were quiet on the patch front, but we have been busy working on numerous fixes to player bugs and refactoring several main game systems, including game settings and hotkeys. We intend to have a patch ready later this week that will let players enjoy these updates.

In terms of what to expect in the more immediate future, we want to finish up the refactoring of ship designer and then begin focusing on AI diplomacy as well as the tutorial. Our goal is to improve the player experience in the first hour of gameplay and to have a new and greatly improved demo.

After this, we will continue down to our prior focus list of refactoring turn and basic economy code, as well as implementing some quality of life features requested by players. This will most certainly push back our next EA release date, but we believe getting these core systems improved will give us a better foundation to continue to add additional planned features and adjust other systems in the game based on player feedback.

As always, we really appreciate the feedback and support from all of you. Until next time!

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