Starbase Admiral cover
Starbase Admiral screenshot
Genre: Strategy, Indie

Starbase Admiral

New singleplayer game mode: Base Assault

I have added a singleplayer base assault mode. In this mode you face off with your fleet against an enemy base. Neutral repair stations help you survive and to win you need to destroy all enemy structures.



Beware! Enemy reinforcements do show up! And if you lose all your ships then you will lose the match.


  • Added a base assault mode
  • Enemy reinforcements now spawn in base assault
  • Base assault buildings are now based on difficulty
  • Amount of reinforcements in base assault is now dependant on difficulty
  • Enemy ships in base assault mode now update their target to attack every 10 seconds
  • When your flagship is destroyed in base assault you a new one is now the new flagship
  • Added custom win/lose conditions to base assault
  • Added warp entry flashes for both enemy and friendly untis spawning in
  • Enemy units in base asasult mode now use random loadouts
  • The enemy will spread out its bases more above difficulty 20 and even more above difficulty 40
  • Medium and heavy ships are now unlocked by default in base assault
  • You now get starting funds of 4000/4000 in base assault. This number is modified based on difficulty
  • You now get full population in base assault without having to build habitat stations
  • Added 20 neutral repair stations to Base assault
  • Added script that prevents buildings from being placed inside eachother


This new feature is another big step closer to getting the game to where I want it to be eventually. A healthy mix of singleplayer and multiplayer game modes is one of the goals I have for this game.

Recently other often requested features have also been added. The main ones being Carriers, Bombers, Fighters, CIWS systems, new shipyard upgrades and the return of colored missiles.

I have other things planned as well like improved controls and more quality of life features. I also want to improve on the campaign and be more informative to the players about the possibilities of the game since there are so many features that only a few people know about.

Added a singleplayer Base Assault game mode!


  • Added a base assault mode
  • Enemy reinforcements now spawn in base assault
  • Base assault buildings are now based on difficulty
  • Amount of reinforcements in base assault is now dependant on difficulty
  • Enemy ships in base assault mode now update their target to attack every 10 seconds
  • When your flagship is destroyed in base assault you a new one is now the new flagship
  • Added custom win/lose conditions to base assault
  • Added warp entry flashes for both enemy and friendly untis spawning in
  • Enemy units in base asasult mode now use random loadouts
  • The enemy will spread out its bases more above difficulty 20 and even more above difficulty 40
  • Medium and heavy ships are now unlocked by default in base assault
  • You now get starting funds of 4000/4000 in base assault. This number is modified based on difficulty
  • You now get full population in base assault without having to build habitat stations
  • Added 20 neutral repair stations to Base assault
  • Added script that prevents buildings from being placed inside eachother

Minor tweaks and bugfixes


  • (temporarilty) Removed civlian ships because it causes a potential fps drop
  • Also made red skybox more orange to make the icons more visible
  • Fixed some random errors in the console during playtime. Nothing major or too-often recurring though, so there should be no impact on performance.
  • Fixed center of map firing (maybe)
  • Fixed bomber hangar launching fighters while still being constructed
  • If bombers move away too far then they will now 'dock' instead of flying over the entire map (300 range)
  • Fixed that the follow camera would keep the camera-smoothing on after the target that was followed was destroyed

Auxillum support vessel

Added the Auxillum support vessel
Made cinematic camera 'calmer' and slower
Added 3 powerpoint style slides before the tutorial starts with the most important elements
Bomber health is now 18 (from 24).
Fighter health is 12
Added progression indicator to the main menu
Units now show how many kills they have in their tooltip

32:9 screen resolution fixes


  • Done a bunch of screen resolution fixes for those with 32:9 monitors. Hopefully they can see all the buttons now on their ultra-ultra-ulrta wide screens.
  • Spent 4 hours so far cleaning up and categorising the trello todo list
  • Disabled recoil visualisation for now
  • Manually set references for all weapon origin points
  • Updated Krautak visuals
  • Updated the 'unable to place here' building area visual
  • Shipyard also has a height indicator again
  • Added muzzle flares to all projectile based weapons
  • Changed the missile visuals
  • Beam weapons now have particle effects at the beginning and end of the beam again

Muzzle flare, projectile, beam and missile experiments

I've just finished some changed visualisations for all ingame weaponry. Its an experiment most of all, so I don't know if I am going to keep it like this or not. The goal is to make things look better, hence the new muzzle flares and the adjusted beam weapons.

Let me know what you guys think! Does this look better? Or the previous iteration of weapon visuals?

Tooltip scaling, campaign mission 3, 4, 5 audio

In summary I have done some polishing on campaign missions and the ingame tooltip. I have also added some voice lines and put a limited on the amount of sounds that play when you click a building.

Please note that I only just added those 3 new campaign missions. If you have any feedback on if it is too difficult or too easy please place a suggestion in the suggestions channel on discord or as a comment to this update (or the steam discussion forum).

I have also done playtests of capmaign missions 1-5. All in all it seemed good to me, but I am also awaiting some input/feedback from the people on Discord.

There is also a new weapon called the Krautak that has been added. More refinement of it will follow, but the initial implementation works. The Plasma Fortress now also has an Iron Dome attached to it.


  • Fixed some menu navigation issues
  • Added a button to go to the ship editor to the unlocked ships menu
  • Added the Dome Cruiser which has 2 Iron Domes but only 1 turret slot
  • Increased Iron Dome range from 80 to 90. Decreased size of editor slot select buttons
  • Made building upgrades in the bottom of the screen vertical (in preparation of unit thumbnails of selected units being shown which is needed in preparation of campaign objectives being shown in the right spot)
  • Fixed building selection-beeps playing too often or with a weird delay
  • Each campaign mission now also displays the current objective
  • Edited and added the first 4 voice lines to campaign mission 1
  • Edited 6 voice lines for campaign mission 2 and added them to the game
  • Edited 5 voice lines for campaign mission 3 and added them to the game
  • Edited 4 voice lines for campaign mission 4 and added them to the game
  • Edited 8 voice lines for campaign mission 5 and added them to the game
  • Edited 9 voice lines for campaign mission 7 and added them to the game
  • Edited 8 voice lines for campaign mission 8 and added them to the game
  • Done editing and adding 42 voice over lines
  • Each campaign fortress now has an additional 2 Iron Domes attached to it
  • Regular plasma fortresses now have 1 Iron Dome attached to it
  • Added a new weapon: The Krautak
  • Campaign mission 1 works as intended
  • Done testing voicelines for m1
  • Unlocked Ships button in the main menu now succesfully hides when opening the singleplayer menu
  • Enemies dont spawn in mission 2. Fixing now.
  • Changed mission 2 objective 1 to ; "Build up an economy and defenses"
  • Fixed enemies not spawning in mission 2
  • A Doomfleet now appears if you dont complete mission 3 in time
  • Mission 3 changes have been applied and checked
  • Fixed an issue with campaign mission timers not working correctly
  • Mission 4 should be good now and everything should trigger correctly. Checking mission 5 now
  • Mission 5 should be good, checking ingame tooltips now
  • Disbaled basebuilding in campaign mission 5

Iron Dome Cruiser


  • Added the Dome Cruiser which has 2 Iron Domes but only 1 turret slot
  • Increased Iron Dome range from 80 to 90.
  • Decreased size of editor slot select buttons
  • Fixed the back button only being half clickable in the unlocked ships overview + added a note that people can find frames ingame. Ive also added this 'unlocked ships' button to the ship editor
  • Fixed some menu navigation issues
  • Added a button to go to the ship editor to the unlocked ships menu
  • Made building upgrades in the bottom of the screen vertical (in preparation of unit thumbnails of selected units being shown which is needed in preparation of campaign objectives being shown in the right spot)
  • Fixed building selection-beeps playing too often or with a weird delay

Ingame tooltip GUI fix + Point Defense Systems

I've added:


  • Added a Heavy carrier called Hive
  • Added a PD against fighters and bombers called Iron Dome
  • Added unlocked ships overview
  • Unlocked the work in progress campaign missions 3, 4 and 5 (i will finetine these in the upcoming week)


  • Added anti fighter/bomber weaponry to the Cruiser
  • Added anti fighter/bomber weaponry to the Corisant
  • Added anti fighter/bomber weaponry to the Manta


  • Added an alternative ship selector to the ship editor as part of a plan to make the ship editor a bit more intuitive in the future.
  • Hidden data on ships that have not been unlocked yet to encourage unlocking
  • Added the Iron Dome anti fighter/bomber PD structure
  • Added more discord buttons to the multiplayer to get people who want to play multiplayer to come here rather than get annoyed that they cant find opponents
  • Added ant-bomber defenses to campaign mission 3
  • Fixed mission 3 spawns & CWIS not working
  • Fixed a bug in mission 4 and 5, ran some tests
  • Fixed AI targeting
  • Improved turret and CWIS targeting
  • Working on scaling for 1366*766 resolution scaling of ingame tooltip. Already tested it on 4k, works perfectly there. Will check the smaller sizes now. This will hopefully ensure that tooltips are readable for everyone and wrap up the GUI scaling fixes
  • Testing ship editor on small resolution also works
  • Lowered the overall difficulty a bit. AI now only gets a damage boost above difficulty 35

Carriers, Fighters, Bombers

Carriers have been one of the most requested features for Stellar Warfare. I've spent the last month working to add them to the game.

Over the past few days you guys have seen me post a bunch of small updates regarding Carriers, Fighters and Bombers. While not perfect yet they are now functional and smooth running enough to be added to the game. While there is likely styll some balancing to do the current state is pretty good!

So hop in wave defense, singleplayer or multiplayer and have some fun!

You can also join the Discord here in order to more easily find multiplayer or coop players: https://discord.gg/KrWbsdX

[previewyoutube="cPaCDtIsmWY;full"]

Here are some of the devlog notes from the last few days:


  • storage now gives +500 instead of +400 of each storage
  • fighter and bomber hangar structures now only spawn if done building
  • added fighters and bombers to the cinematic camera (untested)
  • singleplayer carriers are now a bit buggy, attempting to fix
  • Bombers and fighters keep respawning in SP. Fixing now.
  • fixed bombers respawning instantly in sp
  • fixed big explosions when fighters die
  • fixed ficghters now docking after killing all targets in sp
  • fixed construction lights not showing in sp
  • prevented fighters to set themselves as target and launching themselves as a result of them being in range
  • prevented fighters and bobmers from launching if the target is an inactive gameobject
  • fixed that the AI fighters kept respawning because they didnt check if the target was alive before launching
  • fixed fighters after respawning in SP return to carrier right away
  • doing 1 more multiplayer test and if it succeedds then i will upload it ot steam
  • coop is NOT tested
  • fixed fighters after respawning in SP return to carrier right away
  • uploaded the new version to steam
  • fixed; references not set for fighters and bombers causing bugs in multiplayer (i think, will test tomorrow)
  • fixed; craft health reference not set
  • fixed; able to target units with fighters
  • increased time warthog-rounds are visible in MP
  • made fighters and bombers more 3dimensional by having them go in more directions after attacks
  • fixed the bomber and fighter network reference not correctly set
  • fixed not giving enough data to the thing that sets the references for fighters and bombers
  • updated stellar warfare icon
  • much better
  • fixed fighter color trails
  • updated the Stellar Warfare big logo
  • not sure if we will keep it though
  • fighters and bombers finally seem to work as intended in multiplayer
  • i should really test singleplayer...
  • fixed bomber patterns and multiplayer bugs
  • lowered volume of bombs and the fighter cannons


So here we are! Let me know in the community forum if you guys have any feedback or cool new ideas!