Star Fleet II: Krellan Commander cover
Star Fleet II: Krellan Commander screenshot
Genre: Simulator, Strategy, Tactical

Star Fleet II: Krellan Commander

We've Hit Beta!!

Friends, Brian Rubin here with an update! We've been quiet a bit lately, but that doesn't mean nothing has happened. I have the distinct pleasure of telling y'all that today, we finally hit beta. Now a number of things will happen to bring it to launch, including:


  • More Bug Fixing
  • A Code Audit
  • Updated Documentation

And likely a lot more. We're now, likely, only a couple of months away from finally releasing the game! I cannot WAIT y'all! Stay tuned!!

Happy New Year, We're Still Here!

Hey friends, Brian Rubin here, happy new year! First off, let me say how sorry I am for not updating y'all on how things are going. The holidays slowed us down a lot, especially me, and Trevor has been pretty busy with his day jobs of teaching and being a rocket scientist.

That doesn't mean work hasn't progressed though. We are THIS close to beta y'all. Trevor just wanted to kill a nasty memory clobber that had been giving our testers all sorts of weird issues and messages (and this took a long time to narrow down), but we just got a new version that we hope will kill the clobber for good. If all goes well on that front, we should hit beta soon.

When we hit beta, several things will happen, including a code audit and updating the documentation. Then we can get to work actually making the release happen. We're close folks, and hoping for a March/April release at this point!

I want to thank you all for your patience in this regard, and thank you for your patience. We cannot WAIT to get the game into your hands, we just want to be as ready as we can make it first. I'll let y'all know when we hit beta too. Thanks again y'all, you're awesome.

A Quick Update

Friends, Brian Rubin here, and I just wanted to give you a quick update on how things are going with Star Fleet II 2.0! Work is still on going, but some things have admittedly slowed us down, such as:


  1. Trevor -- the lone developer -- not only had to finish up his semester of teaching along with other rocket scientist work, but he was also recently injured in his leg (nothing super major, thankfullly), which has slowed him down. He's recovering nicely, thank goodness, but it's obviously slowed things down a touch.
  2. This one is my fault. We've been tweaking the last few missions of the game to make them, hopefully, better balanced. I've been banging my head against the penultimate mission for almost a year now, but I'm FINALLY close to finishing it. Sadly, something with my save game has been bugged, so Trevor has been working to fix it. This has resulted in bugs fixed in the program itself as well, but of course it's taken time.

On the other hand, work on the game has been continuing. Many internal versions have been released, and we are THIS close to beta, when we lock down all new features and focused solely on bug hunting and fixing, as well as a code audit.

Oh, we also finally got accepted onto GOG! Yay! We'll be happy no matter where you buy the game, so wishlist it wherever you like, please and thank you. ;)

We've also begun work on some other things like a new trailer and updated documentation as well!

So, work HAS been happening, it's just we've all been too busy (me especially) to post about it, so I apologize for that. Please be sure we want to get the game to you as SOON as possible, we just want to do it right. The last thing we want, as I've said before, is a repeat of the problematic (and I'm being kind) 1.0 launch from 1989.

I, therefore, want to thank you for your continued patience and excitement for this game. My excitement for this game hasn't waned even though I've probably put in around 1,000 hours into it at this point, and I cannot WAIT to get it to you.

Thanks again for your patience, and please don't hesitate to ask any questions if you have them. See you soon with more info!

Starfleet II Development Update - 3/5/22

My friends, Brian Rubin here, again coming to you with an apology for the lateness of this. Life has just been hectic as well, and getting Covid back in January DEFINITELY slowed me down, but now things have gotten to a point wherein I can put this dang dev update together for you all!

A lot has happened since our last update. The final big feature of 2.0 -- the captain's log, which integrates all the log files into a chronological, readable story about your mission -- is in, and currently being worked on, and we feel now we're just a few months away from releasing this thing into your grubby paws. On a personal note I just passed 100 episodes streamed of Star Fleet II, which has equaled roughly 250 hours of campaign play. This game is huge y'all.

Alright, without further adieu, here are the latest updates -- which include new features -- up to today, 3/5/22. Please note, pure bug fix releases were not included:


  • 11/19/21 - Version 1.9 Release 0.9 - Updates to how invasions are handled and displayed.
  • 11/29/21 - Version 1.9 Release 1.01 - New indicator for planetary government types (unified/not unified) and lots of bug fixes.
  • 12/6/21 - Version 1.9 Release 1.03 - Updated line of sight priority for targets in orbit that are in LOS, along with bug fixes.
  • 12/16/21 - Version 1.9 Release 1.04 - Expanded XO role, updated engine schematic, freighter power indicators and more, along with bug fixes.
  • 1/9/22 - Version 1.9 Release 1.11 - The first iteration of the new Ship Information System, or SIS, has been implemented. This is an in-game reference library in which you can search for any number of topics, from torpedoes to boarding and everything in-between. We've been fleshing this out as we go and it is turning into something awesome. Eventually, it'll be a full in-game manual and wiki of sorts, we hope. This plus plenty of bug fixes.
  • 2/18/22 - Version 1.9 Release 1.22 - The big one here is invasions. Whereas before, remote (AI-led) invasions would take several days, but now that take far less time to be more in-line with human-led invasions. This will be a massive boon in later, Admiral-level missions.
  • 2/19/22 -Version 1.9 Release 1.23 - More invasion-specific updates for this one. Now your XO will inform you when a remote invasion (AI-led) has begun, the strategic invasion display now shows cities captured or destroyed, and if more than half are invaded or destroyed, the planet may now surrender.
  • 2/20/22 -Version 1.9 Release 1.24 - The big one here is some probe-related QOL features, such as showing how many probes you have in the launch tubes and how many you have in storage, which is VERY helpful let me tell you.
  • 2/22/22 - Version 1.9 Release 1.25 - Some QOL features regarding both landing parties and remote destroyers when they discover enemies in a system.

We've also had a lot of bug fix releases as well, which brings us up to v1.9 release 1.27 as of today. The next release should be 1.9 release 2.0, which might add some new stuff and should be coming within days.

We now hope to have the game ready to release to you in a couple of months. Some things we still need to do, besides working on the game itself, is:


  • Revise and update the documentation.
  • Further update the Steam page with more new features.
  • Come up with a new trailer for the game.

I feel like we're truly in the home stretch y'all. Thank you so much for your patience with us. We definitely want to bring you the most feature-complete and bug-free version of the game that we can. I'll try to do the next update in a more timely manner, and maybe that'll be the last one before release! Yay!

Thanks for reading, my friends, and please let us know if you have any questions. Be safe and well!

Star Fleet II Development Update - 11/17/21

My friends, welcome to the latest Star Fleet II Development Update. First off, let me apologize at the long amount of time between the last one and this one. Life kept getting busier and busier and I just never set aside the time to pound this out. I'm going to try to do this in little bits in the future so it won't be some massive thing in my mind, and therefore easy to avoid. If I chip away at it bit by bit, it'll be easier for me to get these to you.

Anyway enough about that, you're here to learn about what's been going on with Star Fleet II! The big word is: Probes. In recent updates, Trevor has added an entirely new way to use probes for Subadmirals and Admirals. Whereas before this new update, probes would go to a system, passively tell you what might be there in terms of planets, enemies, and starbases, and that was pretty much it.

Now, probes have an active mode that not only lets them go into orbit and scan planets, but also searches systems for enemy Starbases. It makes the exploration part of a mission MUCH more streamlined. That isn't to say it makes the game EASIER. Far from it. The probes help you find stuff more quickly, but you still need to deal with said stuff once you find it. Finding a UGA colony only a day or two into a mission does not make it any less of a challenge to deal with.

There have been a TON of other updates and fixes as well, and you'll be able to read all about them in the release notes linked below (I'm sorry I don't have approximate dates for these). These are all for version 1.9.


  • Release 0.6 - Nav will check to see if there's a black hole in your path upon choosing a new navigational target. Full Notes Here.
  • Release 0.7 - New Probes Systems for Subadmirals and Admirals. Full Notes Here.
  • Release 0.71-0.73 - Exploring probes will optimize their routes more effectively to save energy. Full Notes Here.
  • Release 0.80 - Changed the color of colonies in the planets table for easier identification. Full Notes Here.
  • Release 0.81 - Starforts will now be more spread apart. Full Notes Here.
  • Release 0.82/0.83 - Supply ships will now give updates on their ETA if requested again. Full Notes Here.
  • Release 0.84 - Probes are now color-coded in the Probe Operations Control depending on their energy level. Full Notes Here.
  • Release 0.86 - You'll now be asked if you wish to have a Destroyer explore a system if it thinks there are enemies there. Full Notes Here.

Now that the new Probe Operations Control is up and running, the next big feature Trevor plans to implement before 2.0 is the Captain's Log, which will be a personal journal of the captain. This will then be rolled into an all-encompassing Mission Log. This fully-integrated Mission Log will combine the Report Log, Message Log AND Captain's Log into one chronological document that details what happened during a mission. This is the final thing Trevor really wants to implement into the game before 2.0 finally launches, but it also might happen after 2.0 hits. We're not entirely sure yet.

Regardless, this means we still don't have a final release date for the game, but it's looking less likely to be 2021. I'd reckon, at the rate things are happening, Q1, 2022 is far more likely. Please understand that we need to take the time to get this as stable, bug-free and well-documented as possible before releases, and we're all working hard, Trevor and playtesters like, to make that happen. We truly appreciate and thank you for your patience.

With that said, I hope you've enjoyed this development update, and I hope to catch you here on Steam, or YouTube or Twitch, every Monday morning for more Star Fleet II. Thanks for reading, and don't hesitate to hit us up if you have any questions.

P.S. Don't forget, we're still actively looking for playtesters, as the more folks helping us find bugs, the quicker this will get released. Be sure to contact us if you have the time and interest, and thank you.