Starbase Admiral cover
Starbase Admiral screenshot
Genre: Strategy, Indie

Starbase Admiral

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

Hotfix: wave defense boss no longer controllable by player

Players reported the wave defense boss could be controlled. I fixed that first, since that is sort of game breaking. Hence the hotfix.

Coop wave defense released!

This patch contains a lot of community feedback fixes. I obviously wasn't able to address all of them, but I did a whole bunch in the 15 days since launch. The list can be found below. Some of these points have already been mentioned in the weekly updates. I tried to fix as many things people gave feedback about as I possibly could. I hope you guys have fun with the coop wave defense!

The following things have been done exclusively as a result of player feedback:
- Made scrollbar brighter in the ship editor (players couldnt find it)
- Made loot drop tooltip button and multiplayer start game visible on screens with less than 1080 height (players with widescreens couldnt press start)
- Made the back button in the lobby list higher for those with a screen with 768 height
- Moved ship designer elements to make them less confusing
- In the next patch I have increased the laser shield cooldown from 15 seconds to 30 and decreased the range from 150 to 100. The latter I wanted to do myself to make it so that they cover a less large area and thus seem more like 'personal defenses'. This is after feedback of missile shields feeling OP to some.
- Made a seperate host Skirmish, Host Coop wavedef and Host battle royale button (some players seemed to think the game only had 1 or 2 game modes)
- Added bot with roles to the discord (players wanted to more easily find opponents)
- Made burst artillery 5x more accurate (players found artillery too inaccurate)
- Made Storage, Habitat Stations and some similar buildings less expensive
- Buildings now derive their costs from the actual game objects rather than manual input. This fixes the "Plasma artillery laser cannon costs incorrect" bug @Feathy reported
- I have unlocked campaign mission 2. I actually wanted to wait until I could have added the voice overs, but I also want to give as much content as possible to people trying the game. I also promised to unlock one campaign mission roughly 3 weeks and I want to make sure I stay on schedule with that too. -> I found found a bug related to this. So I have disabled this button again, sorry. Will work on it soon though, and should be able to implement voice lines soon as well!
- Shipyard explosion is now bigger
- Made planets less bright
- Fixed community feedback: Resolutions didnt show refresh rate which made it look like there were duplicate options
- Fixed community feedback: Captured zabu generators now have an orange icon if you look at them from far away enough
- Fixed community feedback: ship build buttons how have a progress bar on them
- Fixed community feedback: progress bar for building build buttons

Regular update / council changes. The coop related ones are indirectly also done as a result of players wanting PVE game mode options. Here's the list:
- Changed gauss cannon speed from 200 to 300
- Changed gauss repeater speed from 180 to 280
- Changed Gatling cannon spread from 2 to 3
- Changed Mini cannon spread from 2 to 3
- Magma Cannon: increased damage to 24
- Magma Repeater: increased damage to 16
- Duo Cannon: increased damage to 32
- Cutters: reduced range to 200
- Fixed bug of players start a multiplayer lobby getting the wrong team
- Fixed movement command destination too high/low
- Added a button for guides and the discord to the main menu
- Allied surveyors now shouldnt draw lines towards the building the player is trying to place
- Player projectiles and missiles now actually hit enemy ships in multiplayer coop
- Players can now hit transports again
- AI units in coop wavedefense should now always be red again
- Zabu generators in coop should now change to the allies color if captured
- Allied smartlasers in coop wave defense should no longer shoot down friendly missiles
- Fixed AI healthbars not visible in multiplayer coop
- Fixed projectilee colors wrong + sometimes 2 projectile visuals attached to 1 object
- Coop wavedefense scorescreeen should now display everything properly
- Added coop difficulty sliders to the network lobby
- Client now reads difficulty sliders in the network lobby
- Players are now forced to be the same team in coop wavedefense
- Client team dropdown now disabled if game mode is wave defense
- Team dropdown is now visible again when switching back from wave defense game mode to skirmish or battle royale
- Custom values can now be saved per lobby for its settings
- Added a check to see if we still need to check if we can hit enemies or not. If we can already hit them then stop doing more checks; they are redundant
- Made it so that the client cant touch the wavedef settings
- New accuracy for artillery
- Made flak artillery 5x more accurate
- Made plasma artillery twice as accurate
- Made the repressor turret 100% accurate instead of 'largely accurate'
- Made the missiledef cannon 3x more accurate
- Made plasma fortress 33% more accurate
- Fixed player projectiles not hitting AI in singleplayer
- Magma cannon is unlocked by default again
- Added the Challenger Warship
- Fixed bug of some menu buttons not working after doing the tutorial
- Removed 'Exit Game' button from the multiplayer menu
- Guides and Discord button now dissapears when you go to multiplayer or singleplayer selection
- The Raider medium ship is now unlocked by default. This gives new players access to 3 light, 3 medium and 3 heavy units by default
- Added the Gautling cannon
- Fixed issue with enemy surveyor tooltip bugging due to not being able to retrieve weapon and module slot data
- Made storage more expensive again, fixed an AI surveyor tooltip issue
- Coop wavedef enemy units should no longer spawn at the centre of the map
- Enemy ship colors in coop wavedef should now be red instead of the player color
- Transports no longer spawn in wave defense
- AI ships no longer have the host name in the tooltip in coop wavedef
- Reset wave defense difficulty on going back to the main menu to prevent wave difficulty desyncs in coop
- @LaOch made it so that there is no change in unit health under difficulty 10
- Made it so that singleplayer and multiplayer coop enemy units health are the same
- Each difficulty vs AI above 10 (the default) will now increase the health AND damage. This means that on 10 difficulty ships will have 100% health and 100% damage. But on 50% difficulty they will have 500% health and 500% damage. This is in addition to the extra amount of ships that will spawn
- Health sync test check for difficulty 1: done
- Fixed colors for real now in the coop wavedef
- Fixed coop wavedefense allied smartlasers shooting down friendly missiles
- Fixed coop wavedefense double tooltips
- Damage buff is now no longer applied to player units and only to AI units as intended (above difficulty 10)
- Modified the amount of ships that spawn in wavedef
- In coop wavedefense the AI health above difficulty 10 will now also be multiplied by the amount of players in the room. The damage buff is not increased by the player amount.
- Fixed "Stareater" has the wrong ship icon when u find it + in build menu compared to the ship editor model
- Fixed multiplayer lobby always starting out as wavedef
- Fixed some players not able to shoot down incoming missiles fired by the AI in coop wave defense
- Added raider + challenger ship icons (thx algor!)
- Increased Daedalus speed to 78, made meta/power cost difference in Lunaria less big, reduced cost of The Brick and increased its speed to 40, changed tiamat stats to the councils suggestion (kind of a big change there dont you think? risky!), nerfed weldcannon according to the council's decision, added The Ravager medium range anti light weapon based on The Council's suggestion. Ignored the suggestion for the shield buff (again), other things take priority right now. Feel free to suggest that last one again in a week or two though ^^
- In the next patch you will also get the following shipframes by default; Light: Discus Medium: Repair Cruiser Heavy: The Brick
- Transports in Battle Royale now spawn with 1 second intervalls instead of 5 at the same time (when they spawned at the same time it caused an audio artifact bug which really bothered me)
- Tweaked color of progress bars
- Moved the 'Join game' button up in the multiplayer menu. Also put a spacer between the various 'host game' buttons and the 'go back to main menu' buttons to make the menu more ordered
- Lag aim predict implemented for discus, harvester and surveyor (i hope)
- Fixed issue where if a surveyor stood still the aim predict would aim in front o fit
- Reverted gauss cannon and gauss repeater speeds, changed host/join multiplayer button in the ship editor to 'go to multiplayer menu'
- Made minor campaign line choices and pre-recorded all voice lines myself to better help the VO artists (recorded 55 voice lines)