Starbase Admiral cover
Starbase Admiral screenshot
Genre: Strategy, Indie

Starbase Admiral

Coop + community feedback

I've been quite busy since release. Some of you had some feedback that I have already managed to look into. I will try give you guys a seperate list of what I have worked on based on your feedback and a list of things that I would have done anyway (regular update). I had also worked on a coop wave defense mode.



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(got feedback about that). I also promised to unlock one campaign mission roughly 3 weeks and I want to make sure I stay on schedule with that too.
  • Shipyard explosion is now bigger



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:

  • 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



Draft roadmap:
There currently is no set roadmap. That being said some features have been requested already so those have a very good chance to be added to the game in the near future. Here are some of those requested features:

- Coop vs AI (wave defense will already be in the next patch)
- Construction circles for buildings
- Fix sometimes shipyards spawning in eachother
- Allow players to set popcap in SP and MP
- Carriers
- Different languages
- Bugfixes
- Height indicators when moving ships in 3D space

Thats about it for now. Thank you guys for supporting the project so far and I hope you guys are having fun!

PS: If you want to help out please share the link to the steam page or the patreon wherever you can. That really helps keep the project growing!

Hotfix after feedback

- Fixed movement command destination too high/low
- Made loot drop tooltip button and multiplayer start game visible on screens with less than 1080 height (after community feedback)
- Added a button for guides and the discord to the main menu

Loot chance, building placement, campaignette

- Added more information to the campaign mission selection screen
- Showed buttons of campaign missions that are already done (but require voice overs before I unlock them)
- Tweaked building placement functionality
- Made GUI tab buttons bigger after community feedback
- Increased loot drop chance by 25%

Release in 4 days!



Release in 4 days!


This week I have done what I could to prepare for the EA launch next Wednesday. Excited (and slightly anxious) to see how it goes, since I've spent about 3000 hours on this project. That being said I am satisfied with the current state of the project. It is close to what I envisioned when I started it off. That being said I will keep adding to it of course and make it even better.

One of the things I've worked on this week was changing the way game modes currently work. With these new changes it will be easier for me to add new game modes in the future. One of the things I want to add in that regard is coop wave defense for instance.

If you want to know what else I did this week you can read it here in the devlog.

Your help is needed


I need your help mostly with spreading the word that the game is going to be released in 4 days. So if you guys could share the link to the steam page on your social media, discord groups and any other places where you think people might want to see it that would really help.

I planned to spend the entire week spreading the word and playtesting. Instead I had to do some more work on the game itself. So I feel like I am 6 days behind on 'marketing', and marketing is a big part of what can make a game a success or not. Since I am self publishing there is 0 marketing budget, so I am relying mostly on those who want this project to become a success to help spread the word.

Regardless I myself have done the following this week:

  • Shared news that the game will be released in 4 days in a bunch of discords with a steam link
  • Shared news that the game will be released in 4 days in a bunch of facebook groups with a steam link
  • Shared news that the game will be released in 4 days on reddit with a steam link
  • Shared news that the game will be released in 4 days on twitter with a steam link
  • Contacted the few streamers that I do know

I am just one man and my time is divided between actually working on the game, spreading the word and all the other stuff related to game development. Thats why I could really use your help spreading the word. If only a few of you guys do that then I'd already be super happy ^^.



Plans after release


My plan during early access is to interact with you guys. Fix game breaking bugs. Listen to what you guys might want to see added to the game, and add those things that are requested the most. As long as they fit the vision for the game of course.

The currently most requested features are:

  • Coop wave defense
  • Carriers
  • Modding
  • Linux, mac, console ports

I will address these in order of ability and a time spent to gain ratio. My main concern during all this is to keep the game balanced, working well and stable. Excess time I have left and that I can afford I will keep working on those requested features. Eventually I hope to have most of you guys requests added.

Feel free to join the discord if you want to ask me questions directly as well. See you guys at launch!

Week 27: transition to 4k done



Its been a very busy week. So much so that for this week I am not going to edit this post too much, instead it will just be a list of the things I've done this week. In diary form. Sort of. Here we go:


  1. increased droprate in singleplayer matches compared to multiplayer matches in order to promote SP more
  2. removed C key being used for some attack move type thing
  3. You now always get only The Sunfish in the tutorial as a blueprint.
  4. I added the following to the tutorial tooltip for the sunfish: ". There are dozens of ships and weapons to unlock in this game. Kill ships to find more blueprints!"
  5. Hopefully this will make it extra clear to new players that there is more stuff to unlock, since i've gotten feedback that people dont know about it
  6. all ships now have thumbnails
  7. added descriptions to all ships (descriptions provided or inspired by Laoch)
  8. disabled surveyor and harvester in BR
  9. spaced out Sunfish description more in the tutorial
  10. updated minimap visuals again
  11. restyled main menu a bit
  12. made yellow letters in the main menu more white to make it more homogeneous
  13. harvester build button is now hidden until a refinery is made
  14. surveyor build button is now hidden in battle royale
  15. Renamed the description of the brachio from battlecruiser to warship
  16. Removed some MP3's, changed brachio's description, changed main menu styling
  17. You can now no longer see buttons for upgrade shipyard beam, flak or missile in battle royale (since there is no shipyard)
  18. Ship button data is now retrieved on game start, then hidden and the economy tab is opened (unless its in BR, then the ship menu stays open). This fixes the ship build list flickering on game start
  19. 4k tooltips need serious work, working on it
  20. replaced wave survival setup background
  21. font size of tooltip now scales to 4k
  22. tooltips are now readable in 4k
  23. refined minimap and tooltip style
  24. enemy tooltips now no longer have the red border but have a red title text instead
  25. Healthbars now scale to 4k
  26. building upgrade buttons text and icons now scale to 4k
  27. Ship button data is now retrieved on game start, then hidden and the economy tab is opened (unless its in BR, then the ship menu stays open). This fixes the ship build list flickering on game start
  28. fixed shield bar and text sizes
  29. added a border around ship build buttons that i might add to all other buttons as well
  30. restyled ingame menu and tabs and added the health, icons and fleet toggles
  31. tweaked menu tab icons and positioning
  32. copied old toggle buttons functionity to the new GUI
  33. Spent 3 hours arguing with unity over something that should just work. It works now with an less than elegant solution. So I'm one step closer to the tooltip hovers working again on menu items
  34. Added re-selection of units upon clicks of GUI buttons
  35. Added sound effect for jump button click and for escape menu open
  36. ship tooltips now work on hover in the new menu
  37. tooltips now work for ships and buildings in the new menu
  38. added tooltips for constructionboost, jumpbutton, mediumbutton, heavybutton, flakbutton, beambutton, missilebutton, artillerybutton, supportbutton, escalationbutton
  39. Added tooltip for icons, health, tight and loose fleet toggle. Refind harvester and surveyor tooltips.
  40. wrote descriptions for all ability buttons
  41. moved region button in main menu more to the right
  42. toggle icons are now actually hidden when you open cinematic cam or hide GUI
  43. updated speed module tooltips (thanks @algor)
  44. made minimap scaling more dynamic and reduced minimap size
  45. fixed adma, bongolongo, tuberat and typec thumbnails
  46. removed 1200 lines of code from one of our most messy scripts
  47. building upgrades work again and now scale properly to 4k
  48. objective box of tutorial is now wider
  49. top textbox is now centered correctly
  50. using cinematic camera is now a tutorial objective
  51. tooltip title is now no longer red after first hovering over an enemy and then over a menu button
  52. tooltip title is now no longer red after first hovering over an enemy and then hovering over a zabu repair, mine, plant, beacon or asteroid
  53. Thomas(StellarWarfare) — 20-07-2021
  54. added a check that when placing building it checks if the objects it will display a Height of are actually in view of the camera. if the camera can't see it then it will no longer show those 'height' indicators. This prevents the 'floating height values' bug.
  55. Fixed the 'building height indicator' font size and styling in 4K and the background of it in HD
  56. restyled the leave confirmation menu
  57. unit icons now scale for 4k as well as HD
  58. made leave confirmation text yellow to stand out more
  59. Not sure if it was ever reported, but when you go to the tutorial and then go to skirmish or wave defense you will still get tutorial voice overs and objectives. I have now disabled it by forcing the game variant to be gamevariant.regular whenever going to skirmish, wave defense or multiplayer matches. It can then be overridden later if required, but it prevents the issue
  60. Added the Engager and Cleaver ships. Made thumbnails for them.
  61. restyled all menu buttons
  62. moved control buttons to the top
  63. moved build menu to the bottom
  64. removed power and metal costs for buttons and added them to the tooltips instead
  65. changed the display order of buildings
  66. added an effect to all ship and building buttons
  67. changed border styling for all ship and building buttons
  68. replaced the minimap again
  69. basically restyled entire GUI today
  70. made new styling for the tabs
  71. changed the colors of a lot of buttons to be roughly the same shade of blue
  72. added the Railcannon (medium, half railgun damage, half railgun cooldown)
  73. resized all ship and building thumbnails from 256x256 to 75x75 and move the menu back to the top right. styled icon and health toggles. reduced size of build menu tabs so that they fit in line with the rest of the buttons. made ship button texts smaller. changed ship and building buttons overlay for better readability. changed tooltips for ships so that they display the ship frame name first and then the players custom name for the ship (I.e. Corvette - Titankiller)
  74. power and metal icons and values are now visible for all ship, building, ability and upgrade buttons that have costs associated with them
  75. Disabled the local firing script when we are networking. This fixes the 'cooldown twice as fast' bug
  76. cut lens dirt effect in half
  77. powerplant cost is now displayed properly
  78. added debug info to each of the victory conditions
  79. added the Raider medium tank
  80. removed old health/stealth canvas from each ship since it might increase performance more
  81. removed all old stealth indicator and health bars from buildings
  82. added a second sunfish blueprint to make sure people find them.
  83. made and set thumb for the Hunter
  84. removed surveyor and harvester stealth icon
  85. if you find ship frames in the loot it now uses a 256x256px image rather than the 75x75 px used for buttons
  86. check if all ships and module loot and button images work (they do)
  87. now using 256x256 image for buttons again because the quality is just more crisp. So reverted all ship and building icons. Double checked blueprint images for modules, ships and weapons as well
  88. set default images for each
  89. hovering over the economy tooltip will now show how much power and metal you have gained in the previous minute
  90. units dying is now more gradual
  91. new players now get a popup to set their name
  92. cleaned up todo list
  93. changed some tooltip texts
  94. disabled some debug texts
  95. added a check to make sure a player set name field not having reference to the popup would not cause errors
  96. in battle royale only the ships and ability menu should be visible now
  97. fixed transport still having stealth icon
  98. fixed a bug algor pointed out about the default ship weapons reverting to Auto Howitzers. Fixed now with his help
  99. beam weapon Battle royale bug is fixed @Brackman
  100. neutral structures in BR are now twice as big for better visibility
  101. added icons to neutral structures
  102. removed icons from neutral structures because it looked ugly
  103. increased amount of transports that spawn in Battle Royale from 3 to 6
  104. made sparks on the nano repari stations less big


That's it. Hopefully I can clear the rest of the todo list early next week so that I still have some spare time for marketing. The GUI rework set me back 9 days instead of the expected 3, so I'm fairly short on time. I will keep you guys up to date though!

Early Access releases on August 4!

Stellar Warfare has been in development for three years by a very small but very dedicated team. After
almost a year of play testing and implementing feedback from patrons, I am finally content to let the game go into Early Access.

Players will be thrown into the aftermath of a galaxy spanning conflict between the humanity and
the zealous followers of The Light. Events have taken place which has thrown the galaxy into
chaos. It is up to the player to find answers and safeguard his people.

The player can choose to build up their fleet slowly, but can also start raiding right away. Hour-long
buildups are not required for those who desire instant action. Killing enemy units allows you to find
blueprints which you can then use in between games to modify your units. There are currently well
over a million possible ship configurations you can choose from.


After Early Acces + current situation:



So there you have it. On August 4 this game will be released into Early Access. Once that is done I will collect feedback from you guys and implement some of your ideas. You can read more about that in the Early Access section of the Stellar Warfare steam store page.

I will keep you guys up to date of what I'm working on like I have been doing for the last 10 weeks or so on a weekly-ish basis. That way you guys can always keep track on whats happening with the project. Speaking of which, this is the update for this week:


  • added the Hunter andd Speeder (light ships)
  • added the Starangel and Delta destroyer(heavy ships)
  • working on the 4k scaling of menus
  • disabled the 'loading...' text in the main menu. It wasnt styled. Will re-enable once its styled
  • ship editor now properly scaled for 4k screens
  • changed the damaged blueprint tooltip to 'The recovered blueprint was damaged beyond recovery. By the looks of it we already have this blueprint anyway. Lets hope the next one we find is in better shape. ' to make it more clear in any case
  • fixed scaling for the Credits screen
  • fixed scaling for the The Light screen
  • halfway through ingame menu rework + updated dreadship, light frigate and mastodon stats
  • fixed logo on steam store after Brackmans suggestion
  • unlocking ships now works in the new menu
  • styled the new menu
  • moved unlocking of support, artillery and esalation buildings to the new menu
  • building menu data is now retrieved correctly as well
  • you can now buy buildings with the new menu
  • powerplant costs in build menu are now updated automatically again
  • added all economy buildings to new menu
  • added all Escalation buildings to the new build menu
  • added all defensive structures to the build menu
  • added all artillery structures to the new build menu
  • added warp jumps and constructionb oost to the new menu
  • added shipyard upgrades to the new menu
  • fixed a potential bug of not being able to buy shipyard upgrades after restarting a game
  • updated steam tags
  • all the buttons are in the new menu, but im still fixing things here and there. And it still doesnt look great, but i will look into that too (thanks @Algor (GMT+3) )
  • updated icon
  • commented out a lot of functionality of the old build menu. Need to double check a bunch of things there such as unlocks though
  • fixed double menu through eachother
  • everything after the dash for building names is now removed for better readability
  • the new GUI now has a progress bar for ships and buildings
  • Fixed bug which required building buttons in the new build menu to be clicked twice (took me 40 minutes to find)
  • moved top menu resource display code to a new area
  • added bleeps to build ships buttons
  • added bleeps to build building buttons
  • restyled tab backgrounds
  • when you press ship build buttons they now have an overlay making clicks more clear (have not done this for buildings yet, not sure if should)
  • new ship icons now retrieve the correct names + they display the amount in queue
  • new menu now uses the correct shipyard upgrade costs
  • artillery, escalation and support structures tab is now red and disabled if you have not unlocked that tech yet
  • tested hyperspace with the new menu
  • fixed but with artillery unlock having the wrong cost
  • shipyard flak now has an effect when bought
  • shipyard weapon upgrades are no longer exclusive, but they are currently all placed at the top of the shipyard
  • you can now press tabs again in order to hide them
  • hyperspacebutton is now hidden if there is no jump structure yet
  • buildbars are now more individual
  • fixed overlap of building and ship progress bars over the buttons and restyled colors
  • it should look exactly the same (but the 4k resolution is twice as high, obviously)
  • removed a bunch of commented out lines from the old GUI script
  • set the minimap zoom properly for the new scale
  • minimap restored, but the functionality still doesnt scale properly with 4k
  • only took me 3.5 hours but the minimap now scales to 4k mostly properly
  • tweaked Fish stats slightly
  • fixed pause button messing up the rotation of ships
  • I've written a press release for the Early Access (with LaOchs help) and I've contacted someone who helped me with the first press release since I can't remember where I'm supposed to submit those press releases (there was a website that allowed you do submit them, but i'm not sure which one it is)
  • fixed adma engines
  • updated blueprint looks
  • fixed blueprint bugs
  • reworked blueprint tooltip display so that you see different visuals for weapons, modules and ship frames
  • new blueprints
  • new layout for ship drops
  • new module drop visual
  • new weapons blueprint visual
  • wrote press release for early access on august 4
  • press release is online
  • added the new tensegames logo to




You can help!


Last but not least: you can help the project if you want. We have a very small team and everything is self funded, so our marketing budget is non-existent.

That means that you can help the project a lot by sharing the link to the store page store.steampowered.com/app/1113030/Stellar_Warfare or the patreon patreon.com/tensegames or by just spreading cool gifs of the game wherever you can.

Tell your friends, share in your discord/facebook/reddit/twitter community groups and you can have a serious impact on how well known this project becomes.

See you guys next week!

Week 26


The plan for this week was to get the steam page approved. Once that is approved I will announce the official release date for that date + 1 month. The extra month is needed to give the press the time to write articles.

Unfortunately the logo on the header image was not fully readable causing the review to fail. I have fixed that and re-submitted it. It should be approved in 2-3 business days now. Once that has happened I will announce the early access date for that date +1 month. Assuming that's Wednesday the store page will be approved I will put the official final early access release date on roughly 11th of August.

Apart from that I did the following this week:


  • Changed some weapon colors based on projectile type
  • Temporarily increased Bubble Size of nano repair hubs. If you guys try it out and it works well as some form of 'overshield', then i'm keeping it in
  • The shield for The Brick is now Brick-shaped. If it looks too ugly ingame I will remove it again, but i thought it would be nice to have some extra distinction between ships
  • Changed weapon model textures based on projectile type for 60% of the weapons
  • Disabled all isTrigger on mesh colliders to fix the dodge bug (should be fixed now)
  • Made The Brick shield square
  • Fixed Flaktracer and FlakTrippler models
  • Tweaked Flaktracer and FlakTrippler missile speeds and lifetime
  • 100% sure i found the issue with the emperor now. one of the rays it casts was inside the ship
  • Added a new raycast for dodge behavior for ships. This one is in front of the ship to make sure that if something is right in front and the other rays cant reach it that it still dodges properly
  • Set screen height limit from 1080 to 2160 because I will be working on the scaling soon. Got a 4k screen to test it now (even though i cant really afford it i can afford to release the game without proper screen support even less xD)
  • Reworked Corisant a bit and its engines too
  • Added The Adma ship frame
  • Reduced power and metal income from 200 to 150 per minute. Before this week it was 100, but I increased it. Yesterday I noticed it was far too much
  • Has habitat-mining ring that generates 10 metal per minute
  • No longer true because that caused a bug. Instead i just gave it some more health
  • Changed the damage values of the Heavy Galactor, Blaster and Plasma Barreler based on Algor, Brackman and LaOch's suggestion ( #the-council )
  • Added campainette to the correct menu, disabled the button though
  • Did several blueprint visualisation tests


Changed the near-raycast checks for the following ships from 1 to:

  • Frigate 1.5 / 3
  • Hammer 1.5
  • Heavy corvette 1.3
  • Heavy frigate 1.5
  • Lanver 1.6
  • Longback 5
  • Lunaria 3, but needs vertical recenter and retest
  • Mammoth 3
  • Mastadon 1.6
  • Megalodon 2
  • Orbital cruiser 1.5
  • Repair cruiser 2
  • Sconca 3.2
  • Stareater 3.4
  • Sunfish 1.5 , but needs vertical recenter and retest
  • Taibe 2.5
  • Taibera, 1.5 but needs vertical recenter and retest
  • Terroriser 3
  • The brick 2
  • Jaap 3.3, but needs vertical recenter and retest
  • Toshiron 3
  • Towerer 3, but needs vertical recenter and retest
  • Tsu 2.3, but needs vertical recenter and retest
  • Type- c 2


Week 25


I'm a bit short on time this week, but here is what has been done this week:


  • Weapon booster now has the proper icons
  • Fixed objects position in tutorial
  • Added a crossfade to the combat music. The combat music now starts/stops more gradually
  • Disabled power and metal income indicators until it becomes smooth/reliable enough
  • Fixed Terroriser 2nd weapon slot @Algor (GMT+3)
  • Fixed auto brawler angle
  • Forced smartlasers to hide, just in case
  • Fixed scorescreen scaling
  • Fixed score screen scaling and options screen scaling (at least mostly)
  • Also improved the looks/readability/replacing as much of the ugly old GUI as i can
  • Increased artillery ranges
  • Increased artillery range, changed minimap and toggle buttons
  • Removed build-lines temporarily (with the exception of buff buildings)
  • Disabled combat music for now because the check to see if you are in combat is messy
  • Cursor now flashes red when targeting enemies
  • Updated our todo list and project board to prioritise what we should do next better and make sure we dont forget anything for early access
  • Simplified all 53 ship mesh colliders to increase performance
  • Checked if new colliders work in MP (they do)
  • Redid mesh colliders on 30 buildings
  • You now have to press N to enable FPS
  • Removed flagship label in regular lobby
  • I think i fixed teams
  • Removed Hostname on transport tooltip
  • Removed unneeded column inside lobby
  • Fixed transport icons in BR


Next week I will be on a holiday with my mother and brother. As soon as I get back I want to make sure 1 thing works well and then announce the official Early Access release date. Although I think steam also has to approve something before then.

All in all a fairly light week, but I'm excited for early access!

Week 24 new projectiles, sounds tweaks, cinematics


This week I've improved on the cinematic camera behavior, added new projectile visuals and worked on the audio mix. There has also been some balancing I've also done the following:


  • Added Agressor, Terroriser and Avimimus ships
  • Added Plasma Barreler, Plasma Repeater, Blossomer, Tracer, Streamer weapons
  • FIXED DOUBLE CLICKING ON ICONS (only took my tired brain about 5 hours in total)
  • Worked on audio mix
  • Set audio default volumes
  • Lowered Smartlaser volume
  • Removed destroyer MK2 and other weapon testers from the scene
  • Researching early access release requirements on steam
  • Learned some stuff about game release. Implementing into plans now.
  • Compressed 4 soundtracks and added them to the game
  • Modified more sound volumes for background tracks
  • Changed fire sound of the wrecker because it stood out too much

Changed damage multipliers for weapon/armor types. This is used to determine how much damage a weapon does against a certain armor type. The less suitable it is for the role the less the damage modifier is.

Old modifiers:
damage_exactMatch = 1f;
damage_offByOne = .75f;
damage_offByTwo = .5f;
damage_offByThree = .25f;

New modifiers:
damage_exactMatch = 1;
damage_offByOne = .5f;
damage_offByTwo = .25f;
damage_offByThree = .12f;



  • Re-imported 9 tracks and compressed them all in Audacity because the volumes were still off/incorrect. Removed old audio files from the project to decrease project folder size
  • When in combat you now get a combat track. not really crossfaded though but yeah
  • Modified damage modifiers based on suggestions
  • All friendly units should now die when you've lost
  • When you're dead your power and metal value will become 0
  • Might have fixed both jump bugs + move bug (at the cost of possibly some optimization)
  • After unlocking medium or heavy ships you now cant build ships for .3 seconds, fixing the 'click once buy twice' bug
  • Increased shipyard base health from 2500 to 3500 )
  • Custom weapons fire sound overrides now also use the position of the object thats firing to indicate if it should be audible or not
  • Fixed missile rotation
  • Modified missile particles
  • Updated flak
  • Added long blue, long orange, orange trail and blue trail projectile visuals
  • Cinematic camera prioritizes ships that are in combat over ships that are not in combat. This did not work in multiplayer, now it does
  • Cinematic camera will now pick both enemy and friendly units as a target if there is no combat going on


Thats it for this week. Trying to prioritize early access so that I can release it for you guys asap. Also might have to start working an extra job again or start a kickstarter or something since I'm almost out of money. Either way the early access should be on steam in a month. I want to announce the official date hopefully next week!

Week 23

This week I've worked mostly on different types of levels for the player in Skirmish, Battle Royale and Wave Defense modes. I've also fixed a few dozen bugs and added some new weapons and effects.


  • Changed build grid visualisation
  • Reworked asteroid spawning. There are now three presets; rocky, nebulea and deep space. In rocky you have no zabu mines but more asteroids. In nebulea you have more zabu complex. In nebulea you have more zabu power.
  • Added spread to weapon stats in ship editor
  • Map is now randomised for singleplayer wavedef and skirmish
  • Map is now randomised for multiplayer battle royale
  • Added planets
  • Added nebulea
  • Added planetary bodies
  • Added 3 level presets
  • Tweaked asteroid spawn to be more mirrored (still random, but the same amount will randomly spawn on your side of the map)
  • In Rocky map preset in multiplayer you now get no zabu mines but more medium asteroids
  • In DeepSpace map preset there are some extra zabu generators
  • In Nebulea preset there are more zabu plants
  • Removed test ships


  • Changed color of sun based on map
  • Removed difficulty modifier x10 and instead just made the slider go from 1 to 100
  • Fixed wave boss bug (the game would restart in a certain wave because the wavecounter did not reset in between games)
  • Score screen for wavedef
  • Disabled healthbar on mouse hover when cinematic camera is on
  • Disabled radar ping when cinematic camera is on or GUI is off
  • Disabled extra weapons spawn for waveboss
  • Fixed waveboss devastator visual
  • Changed gauss visuals
  • Changed wavedefboss text in top of screen when winning/losing
  • Changed variable type of difficulty variables from doubles to floats
  • Reworked both flak and plasma flak to not use 1 long animation but regular explosions in a timed fashion
  • Added passwords to multiplayer rooms
  • Made it so that the password input box dissappears when no password is set,
  • Added field to enter password to host options,
  • Re-aligned visible options in lobby
  • Fixed 'bug' of players making a room without password because they forgot it, then leaving, then rehosting the room with password and the password not showing up because of that
  • Limited passwords to 4 characters
  • Styled input boxes
  • Fixed repair rate
  • Fixed formation near repair buildings
  • Increased repair range from 60 to 80
  • Repositioned top turret on The Jaap, decreased Medium Cannon volley interval
  • Switched ship slot 9 and 10 in the ship editor (they were inverted)
  • Fixed transport move bug battle royale
  • Fixed skybox not changing correctly in battle roayle
  • Increased resources mined per trip from 30/35/40 to 50/60/70
  • Tweaked skybox
  • Changed healthbar based on suggestions of
  • Fixed SP wave def no win condition
  • Fixed BR ships set as mine
  • Removed some photoshop files from the project folder, reducing the project size
[previewyoutube="YsSLwko7gXo;full"]

Next week I will go over the checklist for the Early Access and see how far we get ^^