Stardeus cover
Stardeus screenshot
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Genre: Real Time Strategy (RTS), Role-playing (RPG), Simulator, Strategy, Indie

Stardeus

Patch notes: v0.6.114 (2022.10.27)

v0.6.114 (2022.10.27)
- [Feature] Allow choosing a designated Teleporter for trade
- [Feature] Buying biological beings with designated Teleporter in unsafe area will be forbidden (unless Asimov Override is installed)
- [Feature] Allow reinstalling floors underneath walls and objects
- [Tech] Reimplement firefighting AI logic to be more robust and reactive
- [UI/UX] Allow disabling input bindings
- [UI/UX] Show visual links to relocated objects
- [UI/UX] Allow disabling smooth camera zoom in Video settings
- [Bug] Fix tool shortcut binding overrides would not get applied on app restart
- [Bug] Fix Copy Config tool would not copy planter's Auto Harvest flag
- [Bug] Fix relocation of objects would not be allowed in open space depending on how relocation was initiated
- [Bug] Fix solar panels and objects built in space would not allow relocation on top of themselves

Patch notes: v0.6.113 (2022.10.26)

v0.6.113 (2022.10.26)
- [Feature] Relocating a storage will also relocate all contents
- [UI/UX] Add "Task Priority" setting to all crafting devices
- [UI/UX] When choosing a crafting target, the amount will automatically default to "available count" + 10
- [UI/UX] Add more information tooltips when hovering items in various UI lists
- [Misc] Add initial Polish community translation (12%)
- [Bug] Fix "Weaponize a Cleaning Bot" achievement would unlock if raiding party had a weaponized cleaning bot
- [Bug] Fix all workers would keep trying to reach the same piece of material that would be stuck in a wall, preventing other tasks from getting done
- [Bug] Fix automatic object unstucking algorithm could end up leaving an object inside a wall if a nearby spot was not available
- [Bug] Fix ordering a battery upgrade could break the visuals
- [Bug] Fix Beings list (F7) would show all human preview icons with same skin color
- [Bug] Fix Bridge Controls would still complain about unsafe environment after Auto Pilot upgrade was installed

Patch notes: v0.6.112 (2022.10.25)

v0.6.112 (2022.10.25)
- [Balance] Double the cost of Uranium in the Particle Collector
- [Balance] Humans will not try building floors in space
- [Tech] Increase suggested FPS values for "Automatic Framerate"
- [Tech] Add diagnostics to detect and automatically unstuck workers with tasks that are taking too long
- [Tech] Automatically fail navigation tasks when they are taking too long to execute
- [Tech] Rebuild graphics cache if any sprite file size changes
- [Tech] Don't rebuild graphics cache after a premature application exit via Alt-F4
- [UI/UX] Improve UI height fit at various UI scale levels (fixes off-screen buttons on Steam Deck)
- [UI/UX] Change a misleading tooltip about "Inefficient Research"
- [UI/UX] Automatically scan space objects when nearby if Radar is active
- [UI/UX] Show tooltip with being skills in ML Booth / Expedition / Being list UI when hovering someone
- [UI/UX] Make "Stop Producing" a regular button (was long press)
- [UI/UX] Show counts in all possible UI elements of crafting devices
- [UI/UX] Do not show beings without skills (Carried Drones) in ML Booth trainee list
- [Bug] Fix relocating a battery would add 50% charge
- [Bug] Add more diagnostics and auto recovery attempt for Merchant with blank inventory bug
- [Bug] Fix trying to install an upgrade to a Shuttle that is out would keep retrying and granting Science skill for each attempt
- [Bug] Add diagnostics for determining the cause of Stasis Array getting removed
- [Bug] Disable all input devices when the game is not in focus
- [Bug] Fix Input > "Ignore gamepads" setting would disable virtual mouse, but not full gamepad input
- [Bug] Fix invisible people could be spawned if being had invalid properties in Persona component

Patch notes: v0.6.111 (2022.10.23)

v0.6.111 (2022.10.23)
- [Feature] Add new Story Event: Construction Failure
- [Balance] Increase chance of alien life forms on all planets
- [Balance] Increase probability of crawler taxi event (nobody had it ever)
- [Bug] Fix some navigation failure reasons showing up untranslated
- [Bug] Fix "Open Directory" buttons would not work on Linux / OSX
- [Bug] Fix C# code stripping would still be performed
- [Bug] Fix story generator would fail to load saved ongoing story events if they were added by external mods
- [Bug] Fix some systems would get an exception when trying to set job worker thread counts, preventing the game from loading correctly
- [Bug] Fix "One Of Us" achievement would not unlock
- [Bug] Fix a few internal edge case exceptions

Patch notes: v0.6.110 (2022.10.23)

v0.6.110 (2022.10.23)
- [Balance] "Capsule Bomb" event will be treated as "heavy disaster"
- [Balance] Add Hauling capability to Sentry drones (with 0 priority, player should override)
- [Balance] Reduce the number of Cats that can spawn in certain events
- [Performance] Fix memory bloat where too many pathfinding instances were being created and kept alive
- [Performance] Reduce flood fill multi threading and CPU consumption
- [Performance] Minor pathfinding performance improvements
- [Bug] Fix AI bug where humans / pets would get stuck in certain states when game was running at high speed with many ongoing construction tasks
- [Bug] Fix "Copy Config" would always paste the configuration to all devices between the copied and the pasted one
- [Bug] Fix raiders could be switched from "fighting" to "working" state
- [Bug] Fix Radial Menu submenus could reorder themselves in unpredictable ways depending on available/unlocked tech

Patch notes: v0.6.109 (2022.10.21)

v0.6.109 (2022.10.21)
- [Balance] Make story generator event frequency less predictable
- [Feature] Add Auto Pilot Upgrade that removes the need of having a human operator for Bridge Controls
- [Feature] Add reinforced versions of Vent and Wall Socket
- [Misc] Rework the Feedback submission form to encourage use of Steam Forums and include Player.log
- [Tech] Remove default implementation of IsConsumerActive from IEnergyConsumer interface so mods can use it with older .NET target
- [Tech] Disable code stripping to encourage modding
- [Tech] Expose Crafter and Particle Collector component speed multiplier property to JSON config for modding
- [UI/UX] Return back to the list of items after selecting something in the Trade UI
- [UI/UX] Allow placing windows by click-dragging rows of them
- [Graphics] Reduce lights blink speed and particle speed at high clock rates
- [Performance] Slightly improve performance on high simulation speeds
- [Bug] Fix Stasis Pods getting stuck forever in irremovable state
- [Bug] Fix UI would go off-screen in long lists on 4K displays, making it difficult to use ML Booth, Storage Filters, etc
- [Bug] Fix some particles act differently at high simulations speed compared to low
- [Bug] Fix story event frequency was incorrectly calculated for Relaxing and Challenging difficulty levels
- [Bug] Fix building a Directional Turret would show visual trails of range preview
- [Bug] Fix Breach Capsule without assigned faction would do nothing on spawn
- [Bug] Fix ML Booth would not eject workers after they are fully maxed out
- [Bug] Fix framerate limiter would keep low FPS after Ship Computer Cooldown has finished
- [Bug] Fix removing mods with new research nodes could prevent the game from loading if game was saved with that mod enabled
- [Bug] Fix Directional Turret would fire at Breach Capsule while it was underneath the ship, causing friendly fire and heavy ship damage
- [Bug] Fix potential a race condition in pathfinding system

Patch notes: v0.6.108 (2022.10.19)

v0.6.108 (2022.10.19)
- [Feature] Add new game modifier: "Disable Heavy Disasters" to turn off Asteroids / Meteor Showers
- [Feature] Add new game modifier: "Disable Fire Spread", which also disables object self-combustion
- [Feature] Directional Turret will now use a much faster and deadlier Heavy Energy ammo
- [Feature] Add a Log system and Debug Log button in Event Log overlay (WIP)
- [Feature] Add "Log Brain Activity" toggle to the Being Brain component UI (WIP)
- [Feature] Add "Debug Log" toggle to the Being Navigation component UI (WIP)
- [Balance] Engine Failure will only happen for engines that have more than 50% wear
- [Balance] Make Meteoroids slower and with more varied speeds
- [Balance] Directional Turret will now shoot at incoming Breach Capsules
- [Balance] Make objects self-reignite less frequently
- [Balance] Adjust the self-ignition temperatures for multiple objects
- [Balance] Make fire less hot
- [UI/UX] Add tooltips for clock speeds to show the actual multiplier value
- [Misc] Add Korean community translation by Ciizel
- [Misc] Do not log an error when mods create new species without adding an internal species trait
- [Bug] Fix Research Tree "Add to Queue" buttons would not display Japanese / Chinese / Korean font
- [Bug] Fix Quick Search results would not display Japanese / Chinese / Korean fonts
- [Bug] Add a workaround and extra diagnostics for pathfinding errors that happen to small percentage of players
- [Bug] Fix Tractor Beam internal errors would happen if the selected target got destroyed while pulling a projectile
- [Bug] Fix trying to load wallet contents during the trade would cause internal error for a few players
- [Bug] Fix ongoing fire would keep the clock speed restricted to normal until fire was completely put out
- [Bug] Fix Directional Turrets always missing shots at Meteoroids
- [Bug] Fix end game story generating "Blank" names for certain fate outcomes
- [Bug] Fix Quantum Barrier would not drop the shield if it was disconnected from the electricity grid
- [Bug] Fix selecting a directional turret could mess up its targeting
- [Bug] Fix restoring an expedition after load could cause an internal error and prevent remaining expeditions from loading correctly

Dev Update 2022-10-12: Early Access Is Here, With Quests!

Hey Space Travelers!

Firstly, today is the day we have all been waiting for: Stardeus Releases in Early Access! The demo on Steam will remain active so that anyone can try the game before they buy, ensuring that they’re happy with the quality and performance of Stardeus on their system before purchase!

With this release, a major feature has been added to the game that will see expansion and growth with future updates, as well as being available to modders. I will also take a moment to talk about how future releases will be handled and their frequency because the most important thing is that Stardeus remains regularly updated and as stable as it has been throughout the development and Kickstarter Alpha phase.

On the topic of Kickstarter, the main backer rewards - Steam keys for Stardeus and additional content - have been dispatched, please check your inboxes (including the spam folder) for an email from stardeus@kodolinija.com

Now let’s take a look at what was added within the last month of development. As always, there were a bunch of bug fixes, balance changes, and small UI/UX improvements. While there is only one noteworthy feature, it is a big one!

A common and valid piece of feedback I receive from new players is that after the tutorial ends, people feel a little lost. With overwhelming amounts of research options and paths to choose from, it can be difficult to set the right priorities. The new big Quest System will offer some guidance in that regard.

The Quest System


At this point the Quest System is still a bit rudimentary and it has just a handful of quests, not nearly enough to fill the gap between the first steps and the end-game. But the system is flexible enough and offers a solid framework for implementing any kind of quest you can imagine. I will be actively working on adding many more quests in the near future.

Just like anything else, quests can be added through mods, and there is a video tutorial available for it already, which is part of a YouTube series called “Stardeus Modding” that I started recently. There aren’t many videos there yet, but if you’re interested in modding Stardeus, definitely keep an eye on those series.

In addition to standard quests, I have plans to work on procedurally generated quests, with tasks and rewards that would be different every time.

This is how quests work right now:


Core quests are unlocked automatically in a progression, complete quests to unlock more.


The Event Panel in the top right corner will show the active quest, which you can hover any time to get a tooltip with next steps, and a reminder about the reward.


If you have more than one quest, you can switch between active quests by using the Quest overlay’s Active tab.

Game Update Frequency & Experimental Branch


Stardeus is developed using an “always be shipping” mantra, which means that new builds with small incremental changes are released almost every day. However, I will be more careful with updates after the game is live on Steam, especially in the first couple of weeks. There will still be daily builds, which should continue to be fairly stable, but in order to get them you will have to switch over to the “experimental” branch in Betas. This also applies to the demo.

If you stay on the main branch, the updates will be synchronized with the experimental branch less frequently, depending on how confident I am with the build. Of course, any critical or game-breaking bugs will be fixed in the main branch ASAP.

Reporting Bugs, Sharing Ideas, Making Suggestions


Please use the “Report a Bug” button in the bottom right if you encounter a bug or want to make a suggestion. This type of report will include a screenshot and your save file along with the internal state of the game, which is very useful for reproducing bugs.

That’s it for now, see you in the next update!

Follow the Development

Early Access Release Date Announcement!

Great news!

We can finally reveal that the game will be published with Paradox Arc and will be available in Early Access on October 12th!

There is now a new trailer on the Steam page and you can see it on YouTube right here!



You can also now WISHLIST Stardeus RIGHT NOW on our Steam page ready for the October 12th when we release in Early Access!

https://store.steampowered.com/app/1380910/Stardeus/

Follow the Development


Official Website: https://stardeusgame.com
Join Stardeus Discord
/r/stardeus on Reddit
@StardeusGame on Twitter
@dev_spajus on Twitter
dev_spajus on Twitch (live development streams)

Follow Paradox Arc


Twitter: https://twitter.com/PDXArc
Website: https://www.paradoxinteractive.com/our-games/paradox-arc

Dev Update 2022-09-14: Tractor Beams, Teleporters and more

Hey Space Travelers!

This time I had a productive stretch of development with 100+ bug fixes, 20 new features, 50+ balance changes, 40+ UI and usability improvements, a dozen of performance enhancements and 2 new soundtrack pieces added since the last update about 6 weeks ago. You can find the full list of changes here: stardeusgame.com/changelog.

Let’s take a closer look at the most prominent new features.

Tractor Beam




The Tractor Beam was a highly requested feature for quite a while. It is a mid-late game device that will guide incoming projectiles towards a selected target. You can build multiple Tractor Beams for combining their influence on the trajectories of larger objects, like Asteroids.

Multi Faction Raids



Raids can now get more hectic, since there is a chance to get raided by more than one faction at the same time. Different factions will fight each other, so you can wait for them to take each other out and grab the loot. Prepare those Nutrient Extractors, no more soy burgers for a while!

Functional Teleporters



Teleporters were in the game for a long time, but they were only useful for teleporting goods from other ships. Not anymore! Teleporters can now be linked to each other, enabling you to design and build teleporter networks to optimize worker paths. There are also some new story events related to teleporters, but we don’t want to spoil it for you.

Projectile Trajectories



When you have a working Radar, selecting any flying object will display its trajectory. You are a Ship Computer after all, you should be good at such calculations. Oh, and that enormous dark rock in the screenshot above is a Mega Asteroid. You won’t see them often, but if you do, keep calm and hold on to your motherboard.

Massive Performance Improvements




Performance is a feature in Stardeus. While it is a never ending fight against the ever growing amount of new behaviors, systems and mechanics, performance improvements will never be left behind! Within recent weeks there have been a few critically important performance improvements that involved rewriting a bunch of internal plumbing to make even a late game run smoothly at stable frame rates, with much less occasional lag spikes and frame drops.

Verified on Steam Deck



I am very excited about this one! Stardeus went through the rigorous verification process and got an official “Verified” green badge! There are two officially supported control schemes that you can choose from - the default one (my personal favorite) is the classic gamepad style, where you are driving the virtual cursor with the left stick, and the alternative one uses the right trackpad + triggers for mouse clicks, which is usually employed by games without gamepad support. And of course, you can enjoy Stardeus on a big screen TV with just about any type of gamepad.

Truckloads of Polish


With the Early Access release date getting close, I am polishing the rough edges as much as I can. There are tons of tiny UI changes, QOL improvements, visual and sound effect updates, text clarifications, etc. I will do whatever it takes to make Stardeus an exemplary Early Access title. There should be no major bugs, performance issues or other unpleasant surprises when the game becomes available.

Stardeus Demo


We made a choice to keep Stardeus Demo available indefinitely. It is kept up to date and contains all the latest features and improvements right from the oven. If you haven’t tried it yet, go play it!

That’s it for now, see you in the next update!


Follow the Development




Add Stardeus to Wishlist



https://store.steampowered.com/app/1380910/Stardeus/