Starbase Admiral cover
Starbase Admiral screenshot
Genre: Strategy, Indie

Starbase Admiral

Weekly games

Having trouble finding a game?
Because the game is still growing the lobbies are often empty even though there are lots of people willing to play. That's why I have set up a discord (https://discord.gg/KrWbsdX) bot that will handle organize games on a weekly basis.

These weekly games take place on:
- COOP Tuesday (8:00 CET Amsterdam time)
- Battle Royale Friday (20:00 CET Amsterdam time)
- Multiplayer Sunday 1 ( 8:00 CET Amsterdam time)
- Multiplayer Sunday 2 (20:00 CET Amsterdam time)

If you want to join just go to the corresponding channels on the discord and click on the icon to join under the event so that people know how many others will show up.

The games will be held at the exact same time every week so that it is easy to find. If all these times are bad for you please let me know a new suggested and I will set up a bot for that as well so that it is easy to find people to play with around those times.

Of course you can also play at other times by just asking for people to play with in the #looking-for-opponent channel and tagging the @LookingForGame role. If someone wants to play you can then join one of the voice channels if you prefer. You can assign yourself a 'looking for group' role there which allows others to notify you when they want to play.

Join the discord
You can join the discord here: https://discord.gg/KrWbsdX


Happy hunting!


Weekly updates will be replaced by patch notes in Events & Announcements channel

Weekly announcements and patch notes usually have a lot of overlapping content. Because of this I will only post patch notes instead of weekly updates now. With the exception of very specific cases of course.

You can view the patch notes here: https://steamcommunity.com/app/1113030/eventcomments

Promise delivered: population limit is now a setting


  • Fixed community feedback: by @WeWickYou: ingame sound settings now save properly
  • Made input in the Escape Menu more clear by having a bigger Caret in the inputboxes and having them flicker faster
  • Added the Walker heavy ship
  • Healthbars are now hidden when you hover over things with your mouse and a tooltip is shown. This is to prevent the healthbars from being shown over the tooltip.
  • Fixed community feedback: I have fixed crystals not dissapearing after looting (reported by @RadimentriX). However it might be the case that they do not increase your lore points. If it does not then please let me know.
  • Removed the extra build grid
  • Added black hole
  • Added a slider for population in multiplayer lobbies
  • Added slider value display to multiplayer lobbies
  • Added a performance-impact warning to the population capacity slider
  • Styled the population capacity slider
  • Synced the population capacity over the network
  • Tested if the population capacity would update properly for all players
  • Fixed the population capacity display in the GUI being displayed on two lines instead of one
  • Hidden the population slider for non-host people in the lobby
  • Popcap setting in multiplayer is now implemented. Doing singleplayer next
  • The population limit is now no longer rounded to 10's

Tooltip visuals, community feedback fixes, build circles

Instead of doing weekly updates I've now just shared patch notes instead. The reason for this is because I release a new patch pretty much every week now anyway. Sometimes multiple times per week. And the content of the weekly updates and the patch notes are largely the same, so why not combine them? So from now on I will likely only do the patch notes.

That being said, here is what I worked on for the last 7 days.


- New tooltip visual experiment
- Updated minimap visual
- Updated all tooltip visuals for ingame objects and menu buttons


- Fixed community feedback: Show amount harvesters retrieve per trip in refinery tooltip
- Fixed community feedback: Show amount of income generated by matter generator
- Fixed community feedback: Show amount of income generated by powerplant (again)
- Fixed community feedback: Updated storage facility tooltip
- Fixed build place height bug @Algor (GMT+3) reported
- Fixed feedback given by @Algor (GMT+3) about wave defense not giving more ships early in the game (paraphrasing). So instead the amount of ships per difficulty are now double of what they were.
- Instead of difficulty 10 and up the AI 'health cheats' now from difficulty 25 and up
- Added a global number that can easily be changed to change the threshhold for health and damage scaling of AI
- Fixed healthbar color i broke
- Updated top-right corner detail visuals
- Fixed community feedback: Building progress bar showing for the wrong building when clicking on a new building button before the old one is finished (submitted by Kyranzor)
- Set multiplayer region to 'Fixed' for now. It will now be set to EU by default in the background. You can probably still override it if you're in the US for example and want to play with someone else from the US. This will make sure people from all continents can see each other in the multiplayer lobby unless they override it.
- Just received more of the campaign voice lines. I can begin cutting them up and editing them now.
- improved scaling of objective text in the top-middle of the screen (font size now scales up more on 4k screens to help those with ultrawide and 4k monitors)
- Fixed feedback by @RadimentriX that the minimum build range was not showing for Surveyors and other units
- Fixed bug reported by @MrBoneCrash : Battle royale enemy flagship selection (lobby) clickable (invisible but clickable)
- Reorganised the discord channels
- Fixed feedback by @WeWickYou: ingame sound settings now save properly
- Made input in the Escape Menu more clear by having a bigger Caret in the inputboxes and having them flicker faster

Please also consider supporting the project on https://www.patreon.com/TenseGames, since that stuff pays my rent and food. Of course you can also share the project itself with your friends and try to get them to become active players as well: That helps a lot too!

Building placement circles & more

- Added new colored range indicators when placing buildings
- Only show range indicators when near buildings
- Show 'cant build range indicators' near asteroids and zabu generators when placing buildings
- Now also shows 'cant build range indicators' near friendly buildings
- Fixed build place height bug @Algor (GMT+3) reported

- Fixed wavedef boss being controllable
- Fixed wavedef boss issue 2
- Fixed AI in multiplayer firing at center of map
- Added the Barreler and Minicannon close range turrets. Added the Zotan and Moltario super-long range artillery weapons
- Community feedback fixed: You can now hold CTRL while scrolling ingame to make the scroll speed 20x faster
- Fixed community feedback: Escape menu ingame background no longer transperant
- Added the new key combination for faster zoom to the ESC options and keybinds menu
- Community feedback fixed: Adma LXXV shield. Also double checked all other shields and I have also fixed it on the Adma, Raider and Toshiron
- Fixed railcannon color
- Reduced smartlaser cost from 200/200 to 100/100
- opening the Escape Menu now hides the GUI to prevent healthbars and tooltips from interfering with info
- Community feedback fixed: Harvester 'dropoff point set' sound playing too many times simultaneously if too many harvesters selected
- closed hangar doors on the challenger model
- Community feedback fixed/improved (too many damaged blueprints for new players if unlucky).
- I have lowered the chance of loot crates dropping by 20% in both singleplayer and multiplayer. BUT when you find a new blueprint it now re-rolls the loot if it is a damaged blueprint up to 5 times.
- So if you find something you already have you will no longer instantly get 'damaged blueprint', but instead it will try again up to 5 times. If after the 5th retry it still doesn't find a blueprint you don't already have then it does give a damaged blueprint though.
- But at least now the chances of finding new stuff in the beginning is way higher.
- Community feedback fixed: there's not a way to back out of the campaign mission
- Fixed campaign mission 2 instant-win
- Forcing the player back to the campaign selection screen after completing mission 2
- Fixed weird button color in campaign mission selection
- Fixed volley size display in ship editor (if 0 then showed as 1 because it functions as 1)
- Mammoth Shield module added (adds a shield at 5% of ship base health)
- Friendly fire in coop wave defense should now be fixed
- The AI flak should now deal AOE damage again instead of only direct damage
- When pressing Z you now get height indicator lines for all asteroids
- When pressing Z to move units vertically no longer shows previous move-height lines from previous move commands
- Height indicators for movement are now only shown for asteroids and neutral structures
- The selected units height indicators are now always drawn on top of the others to make them more readable
- Experimenting with more clear build-range indicators
- Added an extra check to power and metal income booster buildings to make the overflow of resources less big
- Updated plasma shotcannon tooltip to: Fires super heated plasma rounds in a wide spread

Hotfix coop friendly fire

- Friendly fire in coop wave defense should now be fixed
- The AI flak should now deal AOE damage again instead of only direct damage

New artillery & more community feedback fixed

I've fixed the following feedback given to me by players via the discussion forums and Discord:
- You can now hold CTRL while scrolling ingame to make the scroll speed 20x faster
- There's not a way to back out of the campaign mission (there is now)
- Escape menu ingame background no longer transperant
- Harvester 'dropoff point set' sound playing too many times simultaneously if too many harvesters selected
- Adma LXXV shield. Also double checked all other shields and I have also fixed it on the Adma, Raider and Toshiron
- Community feedback fixed/improved (too many damaged blueprints for new players if unlucky).

I have lowered the chance of loot crates dropping by 20% in both singleplayer and multiplayer. BUT when you find a new blueprint it now re-rolls the loot if it is a damaged blueprint up to 5 times. So if you find something you already have you will no longer instantly get 'damaged blueprint', but instead it will try again up to 5 times. If after the 5th retry it still doesn't find a blueprint you don't already have then it does give a damaged blueprint though. But at least now the chances of finding new stuff in the beginning is way higher.


Other improvements and additions:
- Added the Barreler and Minicannon close range turrets.
- Added the Zotan and Moltario super-long range artillery weapons
- Added the new key combination for faster zoom to the ESC options and keybinds menu
- Fixed railcannon color
- Reduced smartlaser cost from 200/200 to 100/100
- Opening the Escape Menu now hides the GUI to prevent healthbars and tooltips from interfering with info
- Closed hangar doors on the challenger model
- Fixed campaign mission 2 instant-win
- Forcing the player back to the campaign selection screen after completing mission 2
- Fixed weird button color in campaign mission selection

New buildings & community feedback fixes

I've fixed the following feedback given to me by players via the discussion forums and Discord:
- You can now hold CTRL while scrolling ingame to make the scroll speed 20x faster
- There's not a way to back out of the campaign mission (there is now)
- Escape menu ingame background no longer transperant
- Harvester 'dropoff point set' sound playing too many times simultaneously if too many harvesters selected
- Adma LXXV shield. Also double checked all other shields and I have also fixed it on the Adma, Raider and Toshiron
- Fixed volley size display in ship editor (if 0 then showed as 1 because it functions as 1)
- Community feedback fixed/improved (too many damaged blueprints for new players if unlucky).

I have lowered the chance of loot crates dropping by 20% in both singleplayer and multiplayer. BUT when you find a new blueprint it now re-rolls the loot if it is a damaged blueprint up to 5 times. So if you find something you already have you will no longer instantly get 'damaged blueprint', but instead it will try again up to 5 times. If after the 5th retry it still doesn't find a blueprint you don't already have then it does give a damaged blueprint though. But at least now the chances of finding new stuff in the beginning is way higher.


Other improvements and additions:
- Added the Barreler and Minicannon close range turrets.
- Added the Zotan and Moltario super-long range artillery weapons
- Added the new key combination for faster zoom to the ESC options and keybinds menu
- Fixed railcannon color
- Reduced smartlaser cost from 200/200 to 100/100
- Opening the Escape Menu now hides the GUI to prevent healthbars and tooltips from interfering with info
- Closed hangar doors on the challenger model
- Fixed campaign mission 2 instant-win
- Forcing the player back to the campaign selection screen after completing mission 2
- Fixed weird button color in campaign mission selection

Hotfix: AI projectiles firing at middle of map instead of player units in coop M

Hotfix: AI projectiles firing at middle of map instead of player units in coop MP

Hotfix Bosspawn

Hotfix Bosspawn