Early Access releases on August 4!

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.

[h2]After Early Acces + current situation:[/h2]
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

[h2]You can help![/h2]
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!