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Stellar Warfare News

Big language update, insights & Steam RTS fest

Commanders,

As we gear up for the Steam RTS Fest, we’re thrilled to bring you one of Stellar Warfare’s most international and community driven updates yet! Here’s everything you need to know about the latest changes launching alongside this major milestone:

Global Translation Update
The galaxy is getting bigger and better! With 4,000 lines of text now translated into 14 different languages, players from all over the world can experience Stellar Warfare in their native tongue. We went over every text field in the game that we could find, and added translations to each of them.

The following languages will be included:
  • Dutch
  • Japanese
  • Swedish
  • German
  • Ukrainian
  • French
  • Russian
  • Spanish
  • Portuguese
  • Polish
  • Turkish
  • Chinese
  • Korean
  • Italian

The community has been essential in this endeavor. Many of you have helped submit translations for areas of the game, which we've all implemented. Since this is a community effort, there are chances of inaccurate translations here and there. Especially since we had to add some last-minute keys for some translations that were missing here and there due to us finding a few more text fields that previously escaped our attention. Should you notice any odd translations please feel free to inform us via steam or discord and we'll make sure to resolve these for the next patch!

We have set up a steam community board for this at this location: https://steamcommunity.com/app/1113030/discussions/0/758393776033074242/

See anything weird? Let us know!
As an extra reminder, please, if you see any translations that you think could be improved or be more accurate in your native language please let us know.

Gameplay Enhancements
For ages now building small ships has been the meta for both raids and full blown space battles. This made medium and heavy ships less relevant. That has now been changed by improving the fire rate of both medium and heavy ships.

An upgrade was returned to the player's shipyard that allows it to passively regenerate health. This should slightly reduce or increase the shipyard's chances of surviving enemy raids.

A refresher
We also want to share some facts that a lot of the players don't know about. Things that could give you the advantage in a fight...
⦁ Selecting a ship and pressing B allows you to directly control them. And allows ramming them into enemy ships and structures, where they will deal damage, and take damage, equal to their health values
⦁ Pressing C enables the cinematic camera
⦁ Building a defensive structure next to a Zabu Plant, Zabu Generator or Zabu Complex increases the damage these defenses deal
⦁ You can build Matter Refiners and Energy Boosters next to Zabu's and production buildings to drastically increase the amount of resources they generate
⦁ There's a button for 'neutral projectile colors' in the bottom right of the screen, which allows you to play a slightly more realistic and less colorful game
⦁ Upgrading the shield generator structures shield values increases the shield strength of the overshield, meaning you will be able shield all structures inside of it more effectively
⦁ The Unmaker, deals friendly fire when launched. For this reasons its best to build it just outside your base. But not too far, because building it too far out from your base makes it easy to be destroyed and countered. Upgrading the health of nearby structures can prevent their demise however...

Meta Goals
This patch is all about encouraging creative playstyles. By refining balance and improving combat depth, we’re ensuring every fleet type can shine. Mix and match your builds, refine your tactics, and dominate the stars your way!

Bugfixes
1. Added veterancy rank and health information to tooltips
2. Fixed a direct-control and bridgecam issue in which projectiles got fired to the center of the map
3. Fixed the 'dont remind me' popup not going away on gamestart
4. Fixed tactical icon state not being reverted after exiting bridgecam (now if they were on before you entered that mode they stay on, if they were off they get turned off again after exiting)
5. Fixed a bunch of menu and scaling issues (although we will keep doing this over time, since there are many different screensizes and ratios and we want to cater to most of them as well as we can)

Prepared for the RTS Fest
Whether you’re a new player or a seasoned fleet commander, this is the perfect time to jump in, explore the updates, and experience the thrill of galactic warfare.

Some clips from the latest updates and the gamedev test
Catch a sneak peek at the changes in action by watching the latest developer commentary here: https://youtu.be/Nim_ugDoJsg

See you among the stars, Commanders! 🌌
The Stellar Warfare Dev Team

Homeworld inspired space RTS game introduces "happy hours" to help busy players

Inspired by classic RTS games like Homeworld, Supreme Commander, and Command and Conquer Red Alert, Stellar Warfare is an indie game with a stunning look to it. Created primarily by a single developer and featuring hundreds of ships, weapons, and modules to customize your fleet, it's certainly one to watch. In its latest update, Tense Games delivers balance changes and a new feature designed to help players with less time on their hands.


Read the rest of the story...

Happy Hour drop rates & balance patch!

We're currently working on adding various languages to Stellar Warfare. In the meantime we felt like a balance patch was well overdue as well as some other changes.

We fixed a bug in the fleet editor causing an overload of brightness, making the entire scene blinding when rotating certain ships engine trails. That is now fixed.

We added a 'Happy Hour' 3x per day, in which the drop rate is up to 3x higher! This should help those of you who don't have a lot of time to play to have specific moments in which this is a little easier.

The following ships and weapons have been updated:


Ships:
Type-D
Health 1300 to 1500

Hive
Changed health from 4400 to 4600

Stinger
Changed health from 80 to 90

Weapons:
Auto Brawler
Damage changed from 22 to 28

Azauri MK2
Damage changed from 72 to 80

Buckshot
Damage changed from 24 to 29

Double Barrel Xati
Damage changed from 32 to 40

Duo Cannon
Damage changed from 32 to 40

Ion Cannon
Damage changed from 78 to 86

Medium Cannon
Damage changed from 20 to 25

Mini Cannon
Damage changed from 28 to 35

Multi-ion
Damage changed from 20 to 24

Plasma Repeater
Damage changed from 12 to 15

Rail Artillery
Damage changed from 6 to 9

Railcannon
Damage changed from 12 to 15

Railgun
Damage changed from 24 to 28

Raquor
Damage changed from 7 to 9

Repeater Barreler
Damage changed from 8 to 7

Repeater Cannon
Damage changed from 12 to 10

Repressor MKII
Damage changed from 16 to 20

Repressor
Damage changed from 8 to 12

Sarkuth
Damage changed from 4 to 6

Tiamat
Damage changed from 60 to 75

Wrecker
Damage changed from 20 to 25

Weldcannon
Damage changed from 90 to 100

Modules:
Mirror Optics
Speed debuff increased from -10 percent to -15 percent
Range bonus increased from 7.5 percent to 10 percent

See you on the battlefield!

Skirmish saves hotfix

  • Fixed a rare bug preventing some players from saving their games in Skirmish and some Campaign missions.
  • Stopped most in-game hotkeys from triggering while players were typing in a save file name.

Fixed objectives no longer being displayed in the tutorial

The adding of the 2.5 campaign mission caused objectives in the tutorial to no longer show up. That is now fixed as well as some other minor fixes.