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Labour of Love nomination

Dear Stellar Warfare Community,

It's been an incredible journey, and we've reached a milestone worth celebrating! Stellar Warfare has been my passion project for the past four years, and the dedication and love poured into it have been nothing short of amazing.

For those who haven't joined the adventure yet, Stellar Warfare is an epic space strategy game that has evolved and grown over the years. It's not just a game; it's a universe that we've built together.

Our Journey:
I've poured my heart and soul into Stellar Warfare, overcoming challenges and making sacrifices to bring you a game that continues to evolve. With bi-weekly updates, we've transformed Stellar Warfare into something truly special. The commitment to this project for four years is a testament to the passion and dedication of our community.

What's New in Stellar Warfare?
Check out some of the exciting features we've added over the years:

  • Over 200 available ships, weapons, and modules to design your fleet.
  • Various game modes like Skirmish, Wave Defense, Battle Royale, and Co-op.
  • Full 3D movement, resource collection, and millions of ship configurations.
  • Stellar Warfare isn't just a game; it's my personal passion project.
  • Adding Your Touch to Stellar Warfare:
  • One of the coolest features is the ability to easily add your own 3D ship models to Stellar Warfare! Download models from your favorite franchises and see them come to life in the game.


The Labor of Love Award:
Now, Stellar Warfare is eligible for the "Labor of Love" award during the Steam Autumn Sale! This award is special because it recognizes the ongoing commitment and support from our amazing community.

How You Can Help:
I invite you to vote for Stellar Warfare in the "Labor of Love" category and show your love for the game that has grown and thrived over these four incredible years.

Your support means the world to me, and I can't wait to see what the future holds for Stellar Warfare. Thank you for being a part of this journey!

Fly high,
Thomas

Major update: 3D fleet maneuvers, superweapon, modding

Space maneuvers

Big update time! There have been a few cases in which I've had the feedback that the current battles look a bit static. The effects are nice, but the ships weren't really moving during combat. This update will address that issue.

Your ships will now enter space acrobatics and will dance around the enemy ships in an attempt to avoid projectiles. At the same time the majority of their guns will remain trained upon their victims!



You can toggle this behavior on or off in the bottom right of your screen. All selected ships will then adjust their behavior accordingly.

Superweapon

In addition to that we now also have The Unmaker! A superweapon that shoots a weaponized sun towards the enemy. Technology has come a long way in the future and they've managed to keep the sun stable enough to launch it towards whatever enemy target you wish. It will lose cohesion upon impact though, and will deal catastrophic damage to nearby targets.



Modding

All players are now able to use the Workshop and create new mods. Instructions can be found in the workshop.

Right now modding is limited to being able to uploading 3D models from your favorite franchise. Or models you've made yourself of course. This way you can replace all the ships you want and modify things to suit your own taste.



Ship engine trails

I'm also experimenting with ship engine trails. Right now I have enabled those for the following ships:
  • Ant
  • Corvette
  • Frigate
  • Destroyer


Should people like it I will also enable them for all other ships. Or perhaps make it a toggle so that people can choose for themselves!




Other changes


Features
  • Added The Superweapon "The Unmaker"
  • Ships now have an a space maneuvers mode. This is on by default and can be turned off in the bottom right of the screen.
  • Some default ship frames now has visible trails (WiP)
  • Added a new medium ship "Crawler"
  • Added a new medium ship "Flint"


Changes
  • Pirate ships can now be toggled on/off in MP and SP game modes
  • Titankiller: got Plasma Barreller turret instead of Ion Cannon
  • Beamship: got Plasma Barreller and Azaury Mk2 instead of Ion Cannon + Queller
  • Polished the scorescreen a bit


Fixes
  • Removed Self Repair from the pirate ships
  • Fixed Shipyard missing some of its colliders
  • Fixed bug causing new players unable to build anything in the match if they do not visit Fleet editor prior
  • Fixed incorrect slide numbers for a guide slides
  • Fixed "Mods" and "Progression" labels overlapping guide slides
  • Fixed Circi having extensive box colliders with negative bounds
  • Fixed drag and drop feature in the Fleet Editor
  • Agonizer's laser shield was functioning, but had a weird origin bug. Hopefully my fix will change that
  • Fixed "Base Assault" button in the fleet editor not working
  • Fixed Transport ship kills being counted towards Pirate ships in achievements


That's it for this time folks! Some other cool stuff are in the making as well, but I'll keep that a secret for now. Have fun and see you in the spacewar!

Campaign select and Deathdealer

  • All current missions are now visible in campaign selection, even if you can't play them yet
  • Missions you haven't unlocked yet by completing the previous mission are now greyed out
  • Changed 'Work in progress' to 'More to come' in campaign select since I do plan on adding at least 3 more missions
  • Added the Deathdealer to the game (new weapon)
  • Added the Tarkar heavy ship

Fleet loadouts beta and small fixes

This small update features the beta version of the highly requested Fleet Loadout feature, minor bug fixes, and a new ship chassis.



[h2]Fleet loadout save/load[/h2]

I've got help from Kial, a developer enthusiast who was able to write a system allowing players to save, rename, and load different fleet loadouts in the Fleet editor menu. It may be rough around the edges at this moment, but it works.

Please feel free to share your feedback in discussions.

[h2]Fixes and Changes[/h2]

  • Added a quick fix for the main menu BG scaling on non-16:9 monitors..
  • Rebalanced difficulty in campaign mission 2 to make it easier for new players.
  • Fixed pirate ships not giving rewards to non-host players in multiplayer game modes.
  • Fixed some modules having errors in descriptions and missing icons.
  • Fixed End of Days having a too slow turn rate.
  • Storage facilities are now slightly cheaper.
  • Updated various projectile visuals.
  • Improved the natural projectiles.


[h2]What we are working on right now[/h2]

Now, allow me to share what is currently in active development. No promises on when these might be added since some changes are quite heavy and we will need to test them thoroughly.

Additional modding features and Steam Workshop integration are already being tested in the playtest game version. Project backers and active community members are the ones who have access to it.

The Fleet loadout selector will be polished for better user experience, tested with Linux-based systems, and potentially accessible in some places outside the Fleet Editor, such as match lobby menus.

The scenario difficulty selector will allow players to choose how challenging campaign missions will be for them. We are discussing the best way to implement this feature.

The save/load system for single-player game modes has been in development for a long time. Hopefully we can add this to a build soon. For now it requires further testing.

Fixed stretched menu

The new main menu didn't scale well with ultrawide monitors. This made the entire main menu look stretched. This now has a fix for it, but this also isn't ideal just yet. We're looking into various options to fix this. It should work well on all other screen sizes though :)

Next patch will also have a new ship in it that I have been designing. I will keep you guys posted!