Star Age: Space Combat cover
Star Age: Space Combat screenshot
Genre: Indie

Star Age: Space Combat

Hotfix 0.3.1 Released

This hotfix addresses an issue with the feedback button not working, and may also address other issues with buttons in menus not working as expected.

As always, if you're seeing bugs, you can use the bug report form in-game, or reach out via email.

Version 0.3.0 has been released!

Thank you all for your patience! I'm proud to announce version 0.3.0 has finally been released. It's been a long time since the last update, so there's a lot to cover.

Release Highlight: Bot Players


First, bot players have been added to the game. There's now a checkbox when hosting the game to enable bots. Once enabled, the game will fill in enough bot players to start the game. As players join, bots will be removed until the minimum player count is reached.

I know that having bot players in multiplayer shooters can be contentious, but during the early access period, they're essential to realistically test out games with a large number of players. If you're looking for human players to use as target practice, you can always join the Discord and ask who's ready to play!

I'll be adding minor features in future releases to make the bots smarter over time.

Release Highlight: Updated Netcode


With the addition of bots, I had to make some upgrades to the underlying netcode for the game. Movement should now look smoother over the network, and shots should be easier to land for players who aren't hosting the game. This update includes an initial implementation of lag compensation, and there's always room for improvement, so expect to see some more updates to netcode in future releases.

Detailed Release Notes


Besides the release highlights, there's several minor improvements to mention:

  • Laser weapon range decreased from 40km to 20km. Being able to shoot folks from across the map was a little insane.
  • Missile weapon range increased from 10km to 30km. There were a lot of instances where missile lock-on attempts wouldn't work simply because you were too far away from the target. This should make this situation happen less often.
  • Fixed an issue where lasers would collide with each other and block damage. I found this out the hard way when I went head-to-head with a bot. Neither of us did any damage. It was unexpected, so now the lasers pass through each other.
  • Fixed an issue where missiles would collide with the player firing the missile. You can imagine how silly this looked. Not only that, it would sometimes damage yourself!
  • Added options for setting minimum player count. Previously, you could only set maximum player count for games. The lowest minimum player count is 2. (So...the minimum minimum player count is 2.)
  • Fixed an issue where players on the same network couldn't connect if their computers only had public IPv6 addresses. Once again, found this out the hard way when I was testing.
  • Fixed an issue where multiple players could spawn in the same location. This one took a while to figure out! The behavior you end up seeing is that you spawn in with less health, without any explanation. I've updated the spawning logic to make sure the same spawn location isn't reused twice in a row. In a future release, I'll make sure spawns are delayed if another player is too close.
  • The scoreboard now sorts players by highest number of points. This was a request from a playtester, and was a quick thing to fix.
  • The engine version and analytics package have been updated.
  • The checkbox in the analytics options for sharing your device ID has been removed, as the newest version of Unity analytics no longer tracks this data.


Known Issues



  • When joining a game, you may see the scoreboard stuck on "Respawning in 3 seconds" without counting down. To fix the issue, simply leave the game and rejoin.
  • You may still see some odd behavior from bots, such as circling a specific point or continuing to fire even though there's no target in front of them. Bots will get smarter in future releases.
  • Lag compensation may not work well when close to bot targets. You may need to lead your shots when fighting bot players at close range. This accuracy will improve in future releases.


What's Coming Next?


Now that bots have been implemented, the next big item to work on is updating the map! The default map was put together fairly quickly, and I'd like to put together a properly designed map before introducing new ship designs and upgrades.

Fly safe out there, pilots!

Save 20% on Star Age: Space Combat!

Happy holidays, pilots! Star Age: Space Combat is joining the Steam Winter Sale! Buy it before January 5th and get 20% off. Now's a great time to save before the next big update!

Version 0.2.0 has been released!

New Features



  • Health packs have been added to the map! You can now repair all of the damage you took because you didn't learn how to dodge.
  • There's some new background assets on the map, including additional asteroids and a planet which is most definitely NOT Earth. If you though that was Earth, that's a sign for you to review some basic geography.


Bug Fixes



  • Fixed various issues around hosting and joining games. This means there are now even less excuses for not playing this game with your friends.
  • Fixed a bug where multiple target locks would be reported as in-progress, even though there was only a single target lock in progress on the ship. Now you can panic a little less about incoming missiles. Just a little.
  • If a host's game crashes, their room will disappear in 90 seconds or less. Please try not to crash.


Known Issues



  • Sometimes, when joining a game, you'll get stuck at the scoreboard waiting to spawn. Leaving the game and rejoining should fix the issue. (I thought I fixed this bug, but I did not.)


Want to help playtest the newest features? Head on over to the official Discord server for information on playtesting sessions, or to post feedback.

Fly safe out there!

Star Age: Space Combat is now availiable for PC!

I am proud to announce that Star Age: Space Combat is now available on Steam Early Access. Players on PC can head on over to Steam and purchase the game.

While the vast majority of work on the game was by a single developer (me), it takes a village for even one person to get a game out the door. I'd like to thank my friends for playtesting and providing valuable feedback on early builds. The game would not have been playable without their honest and timely critiques.

This project would not have gotten off the ground without accommodations from my day job at Kin + Carta. They gave me the time off to focus on the game and get it finished. I know many other indie developers don't have the privilege to take months off and focus on their passion project. It was sorely needed, and the results speak for themselves. I'd like to thank all of my coworkers who helped make it happen.

I'd also like to thank the contractors who pitched in on Solar Command, the studio's previous project, and provided encouragement throughout the development of Star Age. I sincerely hope that this game is the first of many from Galactic Games.

Lastly, I could not have done this without the support of my immediate family. I could not have gotten the game completed without a stable home environment to work in.

This Early Access release is only the beginning. I'll be spending whatever time I can spare updating the game and turning it into a memorable experience. I hope that some of you will enjoy playing the game with friends and family, even in its current state. If you're looking for people to play with, hop on the Discord server and just ask. I'd be happy to play a round.

Fly safe out there!

Praneet Sahgal
CEO of Galactic Games

Early Access delayed to November 26th

Early access for Star Age: Space Combat has been delayed to November 26th. I'm working through some certification issues with Valve. Thank you all for your patience!

Early Access Coming November 12th!

Star Age: Space Combat will be releasing on Steam as an Early Access title on November 12th, 2021. Below are some frequently asked questions about Early Access on Steam.

Why Early Access?


The goal of the Early Access period is to receive feedback on the fundamental mechanics of the game, such as ship movement, base weapons, and initial map design. More feedback will be collected as new content is added. New content will include power-ups, additional maps, and additional game modes.

How long will the game be in Early Access?


Expect the game to be in Early Access for at least a year. Depending on player feedback and iteration, this process may take longer.

How will the full version be different?


The full version of the game will include more content and features, including:



What is the current state of the game?


The current version of the game includes one ship, one map (named “Beltway”), and one game mode (named “Dogfight”). You will be able to play with your friends, destroy enemy ships, and score points. Ships have two weapons, lasers and missiles.

To find a match, you’ll need to search for an open lobby using the in-game lobby browser. For private matches, you can use room codes. If you’re having trouble finding a match, feel free to use our official Discord server!

Will the price of the game change?


The price of the game will increase as more content is added. Purchase early and save!

How will the community be involved in the development process?


A link to a feedback survey is included in the Early Access version of the game. You may use it at any time to send detailed feedback about the game. You can also reach out on social media, such as Twitter and Discord, to give more informal feedback.

Formal playtesting sessions will also run during the Early Access period. Expect to see at least one playtest for every major patch. Dates and times will be announced on the Discord server.


Fly safe out there!