Starbase Admiral cover
Starbase Admiral screenshot
Genre: Strategy, Indie

Starbase Admiral

Intermezzo campaign mission + direct control improvements

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!

Infinite waves are here!

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!

Labour of Love nomination

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

Major update: 3D fleet maneuvers, superweapon, modding

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!

Campaign select and Deathdealer


  • All current missions are now visible in campaign selection, even if you can't play them yet
  • Missions you haven't unlocked yet by completing the previous mission are now greyed out
  • Changed 'Work in progress' to 'More to come' in campaign select since I do plan on adding at least 3 more missions
  • Added the Deathdealer to the game (new weapon)
  • Added the Tarkar heavy ship

Fleet loadouts beta and small fixes

This small update features the beta version of the highly requested Fleet Loadout feature, minor bug fixes, and a new ship chassis.



Fleet loadout save/load



I've got help from Kial, a developer enthusiast who was able to write a system allowing players to save, rename, and load different fleet loadouts in the Fleet editor menu. It may be rough around the edges at this moment, but it works.

Please feel free to share your feedback in discussions.

Fixes and Changes




  • Added a quick fix for the main menu BG scaling on non-16:9 monitors..
  • Rebalanced difficulty in campaign mission 2 to make it easier for new players.
  • Fixed pirate ships not giving rewards to non-host players in multiplayer game modes.
  • Fixed some modules having errors in descriptions and missing icons.
  • Fixed End of Days having a too slow turn rate.
  • Storage facilities are now slightly cheaper.
  • Updated various projectile visuals.
  • Improved the natural projectiles.


What we are working on right now



Now, allow me to share what is currently in active development. No promises on when these might be added since some changes are quite heavy and we will need to test them thoroughly.

Additional modding features and Steam Workshop integration are already being tested in the playtest game version. Project backers and active community members are the ones who have access to it.

The Fleet loadout selector will be polished for better user experience, tested with Linux-based systems, and potentially accessible in some places outside the Fleet Editor, such as match lobby menus.

The scenario difficulty selector will allow players to choose how challenging campaign missions will be for them. We are discussing the best way to implement this feature.

The save/load system for single-player game modes has been in development for a long time. Hopefully we can add this to a build soon. For now it requires further testing.

Fixed stretched menu

The new main menu didn't scale well with ultrawide monitors. This made the entire main menu look stretched. This now has a fix for it, but this also isn't ideal just yet. We're looking into various options to fix this. It should work well on all other screen sizes though :)

Next patch will also have a new ship in it that I have been designing. I will keep you guys posted!

Pirate neutral ships. Balance and bug fixes

Quick summary



This major update brings new armed neutral ships to the game, tweaks to some resource rewards achievement related bug fixes and minor rework to both ship and projectile velocities.

Pirates!



Pirates, like transport ships, will grant killing reward to a players who dealt a last damaging hit to them. Unlike transports heavy armored and armed pirate ships will fight back and may easily destroy minor fleets.
Both transports and pirates will now receive a reward boost that will depend on how time passed since the match started.
Floating text displaying amount of resources granted to player now also works for neutral ships.





Slowing down



In order to improve on how different ships and weapons 'feels' in the game we decided to globally reduce speed of every ship and projectile in the game by 10-50%. Maps now feel slightly bigger, heavy ships and weapons heavier and light ships less annoying ;)

Detailed patch notes *:



* - some patch notes may be omitted for the sake of the post size. For more details, please join our discord, we post our dev logs there regularly

Additions


  • Pirate ships now will be randomly spawned in most of SP and MP game modes
  • Floating text now displays for transport and pirate ships rewards
  • Cumulative pirate hunting achievements now available


Tweaks & changes


  • Killing reward for transports and pirate ships now gets a bonus based on amount of time passed since the match started. 120 per 10 minutes for Transport ships and 300 per 10 minutes for Pirate ships.
  • All ships and weapons slowed down by ~10-50%
  • All projectiles 'lifetime' increased according to speed reduction they received
  • Arteus enhancer module speed bonus reduced to 10% from 15%
  • Engine booster module speed bonus reduced to 6 from 12
  • Altered visuals on some projectiles
  • Altered spawn logic for campaign mission 6 "Alone, together"
  • Reduced amount of heavy ships spawned in campaign mission 6 "Alone, together" to balance out heavy ships being previously buffed


Fixes


  • Applied additional logic that should prevent issue with weapons not switching a target when clicked target has a not optimal armor type
  • Fixed some PvP and building achievements that previously were unobtainable
  • Fixed Deep Space map not selectable in multiplayer lobbies






Mission 8 percursor tweak & bigger natural projectiles

Based on user feedback I've made one of the campaign missions a bit easier. I've also increaesed the natural projectiles sizes.

Natural Projectiles!

Since the earliest days of this game some players didn't like the colorful projectiles. While there have been many changes and tweaks over time I can now finally announce that people can disable them. Just press the button in the bottom of the screen to toggle between colored and natural projectiles.



I have also worked on the following:

  • The toggle buttons in the bottom of the screen now give feedback which of them are active
  • Tried several variations of natural projectiles
  • Added pirate ships (currently disabled until a bug is fixed)
  • Disabled the halloween mod completely since it would sometimes turn on by itself
  • Added a blue sun and black sun superweapon structure (currently disabled, coming soon)
  • Added the Tari medium weapon
  • Added FireDemon to the captain name list since he became a supporter of the project on Patreon.com/tensegames


A whole bunch of other things are happening on the backend of things. Hopefully I can give you guys an update on those things soon. I am also working out which things I still want to add before an official V1 release. There's a lot of feedback to go through, so I'm trying to be smart/wise in deciding what to add, in what order, and what priority each item gets. I will keep you guys posted!