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Stellar Warfare News

GUI tweaks & Heavy Ship update preview

Been a busy week! Here are all changes we've made to the game;

  • Updated ship editor interface
  • Photoshopped a bunch new GUI elements for various menus and buttons
  • Fixed timers in the mission 2.
  • Now player's can't complete it before defeating all waves and the Flagship.
  • Fixed yet another timer bug which was preventing players from completing mission 7.
  • Unless the were really fast in killing the last wave. Like 20+ heavies in 2 seconds fast... 😅
  • Refactored mission unlocker. Now if player finished Mission 4 in the previous build - they will have all missions below unlocked.
  • Merged changes into the develop branch.
  • Checked if I had removed the accidental loot-spawn in missions correctly
  • uploaded campaign hotfix to steam
  • Hotfixed lose trigger in the missions 6, 7, 8
  • Fixed narrator being too optimistic about our victory chances in the mission 8.
  • Now there should be no enemies before they can relax.
  • Added additional logic to the mission 8 so its objectives will be less frustrating.
  • Repositioned some starter structures for missions 7 and 8.
  • Mission 8. Now camera focus triggers only for the first alien structure
  • Mission 1. Moved trigger in front of the shipyard. mIncreased weapons range of it to 300.
  • Fixed Hawk thumbnail icon issues.
  • Added objective counter text element to all campaign missions.
  • Updated wave spawner logic so we can add more or less then 10 waves in the Wave Survival game mode later.
  • Added objective tracker to the mission 5.
  • Mission 7 tracker enabled.
  • Polished mission 7 objective triggers.
  • Mission 8 now have objective tracker as well.
  • Fixed weapon mount points on Towerer.
  • In-game test with magma cannons just to make sure.
  • Merged all fixes and QoL additions to dev brunch.
  • Mission 7 now has limit how close to the previous one it can spawn the new wave.
  • Mission 8. Removed possibility for alien structures to be spawned on each other.
  • Increased power and metal cap in Battle Royale and Base Assault
  • Changed mission 1 mining outpost to look more like a mining outpost
  • Set font size of ship name to better fit the unlocked frame icon. @Admiral Thomas @Narzafa
  • Added a border around healthbars
  • Added little marker to the suppressed alien structures in the mission 8.
  • Implemented approved council suggestions.
  • Added slight border to healthbars
  • Fixed darker background for healthbars



On the test server we currently have;
  • Limited repair amount per tick to 50 HP per 5 seconds to prevent super-high health units from becoming overpowered if paired with repair cruisers (was 35).
  • Ships being repaired by repair beacons, repair cruisers or repair zabu's will now heal for 10% per 5 seconds with a max of 50HP per 5 seconds.
  • Ships with built in self-repair will now heal for 15% per 5 seconds with a max of 75HP per 5 seconds.
  • Heavy ships costs twice as much
  • Heavy ships now have twice the health
  • Heavy ships now fire 33% faster to make them feel more like space fortresses


After the project backers are done testing those elements on the test server they will be put on the live server as well. Likely next week or the week after.

Ingame GUI visual improvements (and ship editor)

Improved visuals of the Orion map this week and also improved some ship editor and ingame GUI visuals. Some still need to be done, but its already another improvement upon the previous iteration.

We also unlocked the last 3 WIP campaign missions for the singleplayer campaign. Coop campaign is planned for later as a continuation of this SP campaign.

  • tweaked minimap visuals
  • added bordres to the selected unit thumbnails
  • updated loot visuals
  • updated ingame toggle buttons borders
  • tried out factions experiment/test
  • updated borderson all ingame construction buttons
  • updated visuals on top-right ingame menu
  • updated unlockedships menu visuals
  • changed welcome message in ship editor + photoshopped its background
  • updated ship editor interface
  • fixed AI repair ships and structures not repairing AI units
  • victory/Loose message moved up a bit so now it will not block the menu window and players can leave before it hides
  • photoshopped a bunch new GUI elements for various menus and buttons
  • updated chart bars in the fleet editor to be dynamic and draw from the actual values


Weapons now deal damage by this logic:
x 1 to the same armor type
x .33 to the neighbor armor type
x .25 to the far different armor type

Updated AI & near future roadmap

The most important update for this patch is that we have updated the AI.

  • It will now defend itself with more types of ships and more 'naturally'.
  • It will now spread its buildings out more and make more use of the map.
  • It will now send up to three simultaneous attack missions on a random group of buildings via a random attack vector.


In addition to that there are some major changes being made as well. Mainly;
  • Modding tools so that people can make star wars, battlestar galactica, star trek or whatever type of mod they would like. Starting with the basic tools like adding your own ship models
  • Unlocking the last 3 campaign missions and playtesting each of them (will be in the next patch).
  • Started working on the coop campaign that will be an addition to the singleplayer campaign.


The modding is currently available only to people who have supported the project or are currently supporting the project(see discord what that entails here https://discord.gg/KrWbsdX). They always have access to the test server. After the test phase is complete and we deem it usable/bug free enough then we will also release that part on the steam live version.

Furthermore we have also:
  • Fixed bug leading to the false announces about unit under attack when player was attacking enemy.
  • Balanced some weapons
  • Updated some visuals in the ship editor
  • Updated the thumbnails in the top-left of the ship editor


Building queue (often requested) has been added to the game!

Building queue + team reinforcements
Many people have requested the building queue to be added. Its now finally in the game. I am also looking to scale up the production team since I've been working on this project by myself for about 3.5 years now and its definitely time for fresh blood. MrBonecrash and Mackie will be helping me out with programming now so I'm finally no longer completely alone! Whoo!

Join the discord
Join the discord to give your own suggestions and find multiplayer and coop players. You can join the discord here: https://discord.gg/KrWbsdX


Here is the list of stuff that has been added these last weeks:

  • Doubled zabu complex size
  • Doubled zabu mine size
  • Doubled zabu plant size
  • Doubled zabu beacon size (should make it easier to target in the battle royale game mode)
  • Added Jarl pattern battleship
  • Changed Destroyer MKII engine colors
  • Destructor Pod damage increased from 60 to 140
  • The Colony bomber carrier is now one of the 10 default ships for all new players
  • Working on new thumbnails with an artist
  • Completed ready-for-testing state of multiple AI opponents in Skirmish mode.
  • Added newer ships to the Skirmish AI ship pool.
  • Started work on building queue.
  • Added building queue
  • Added destruction button to building upgrades menu
  • Experimented with implementing the new unit thumbnail borders ingame
  • The building queue is now on the test server for testing. @🥇Project supporter can now check it out on the steam test version. Same goes for @High Council. Once its approved by enough people I will put this live on steam
  • updated thumbnail for the ship seletion in the ship editor
  • Arranged new ship editor GUI elements to be implemented
  • Begun campaign extension preperation
  • Fixed building queue not building in correct order
  • Fixed building prices not increasing for buildings in queue
  • Worked on improving the ship editor visuals (WIP)
  • Fixed building queue messing up building progress bar
  • Fixed laser defense shooting while not fully built
  • Starting with research of basic modding
  • Made the discord headers more prominently readable
  • Updated the multiplayer friday bot

Beam weapons now deal gradual damage

The following changes are now implemented;

  • Beams now deal gradual damage as intended (thanks Algor)
  • Destructor Pod damage increased from 60 to 140
  • Added a progress bar to the main menu unlocks
  • Trained new staff. New updates on that coming soon
  • Did an inventory of what still needs done before version 1 release
  • The Colony bomber carrier is now one of the 10 default ships for all new players