1. Stardeus
  2. News

Stardeus News

Inspired by Rimworld and FTL, hidden gem space game Stardeus just got way better

Stardeus is an ambitious space game that came out back in 2022, combining the management design and strategy focus of projects like Rimworld, FTL, Factorio, and Stellaris into something new. It's garnered a 'Very Positive' user rating on Steam in the time since, but, as an Early Access game, there have always been big changes and additions on the horizon that stand to improve the experience even more. The latest of these is Stardeus' Ship Combat update, which provides a huge number of improvements and major new systems that seem well worth checking out.


Read the rest of the story...


RELATED LINKS:

Paradox Arc space strategy game Stardeus set for Steam Early Access

Stardeus "Ship Combat" Major Update

Greetings, Space Travelers!

We are excited to announce the release of the Ship Combat major update! Let's take a look at the noteworthy changes it brings.

[h2]A day in the life[/h2]
At last, the Stardeus Universe won't feel as lonely anymore. You will encounter NPC spaceships that are busy going about their own adventure. You will be able to interact the same way they interact with each other. As a player, you won't get any special treatment. While there will be some scripted story events involving NPC ships, most interactions will happen organically.



[h2]Live and Let die[/h2]
Ship to ship combat was the most requested feature of all time, and it's finally here! All ships (including space stations) can be attacked. Ships will also be able to attack each other and YOU! It's even possible to fight more than one opponent at once!



Ship combat is inspired by two legendary games - Starsector and FTL. If you've played those, the combat will feel familiar.

Several new ship devices were added to make combat possible:
  • 5 types of weapons (Ballistic, Laser, Missile, Plasma, and Point Defense)
  • Shield Emitters replace Quantum Barriers and protect the entire ship regardless of placement
  • Flux Capacitors will charge your DeLorean increase the amount of damage your shields can absorb before overloading
Please, take the Ship Combat tutorial to learn all the new mechanics and complete the new "Make Ship Combat Ready" quest to arm yourself acordingly.



Defeating a ship turns it into a Derelict that you can approach and salvage. The destroyed ship’s surviving loadout may appear as loot.



[h2]Ship Interactions[/h2]
Several types of interactions can happen between ships - either between you and NPCs, or between NPCs themselves:
  • Hail: Any ship can hail another to initiate a chat and trigger interactions
  • Attack: A ship can attack another or join an ongoing battle
  • Give Gift: A ship may offer gifts to improve faction relations
  • Ask Fuel: A low-fuel ship can request fuel, affecting relationships
  • Trade: Some ships are open to exchanging goods
  • Extortion: Pirates may demand ransom under threat of combat
  • Follow: A ship may tail another out of curiosity or with later intent
  • Avoid: Threatened ships try to escape and hyperjump away
  • Ignore: Ships may ignore you, which can be a relief when it’s pirates
  • Surrender: Only in combat, and not guaranteed to work
  • Insult: Throw insults and see what happens




[h2]Return Beacons[/h2]
Found a resource rich sector you'd love to revisit? Drop a Return Beacon and make it one hyperjump away! This fast travel system is so good it should probably be illegal.



[h2]Warp Drives[/h2]
Two new engine types make exploration easier. The Warp Drive lets you jump anywhere in your current region. The late-game Alien Warp Drive lets you warp to any region, regardless of distance. Forget hyperlane restrictions.



[h2]UI Enhancements[/h2]
The UI continues to improve. v0.13 introduces locking tooltips and clickable text links to codex entries or object locations. If it's underlined, you can click it.



As always, there's soo much more.

You can read the full changelog below.

And, until next time; be safe out there, space cowboy.

[h2]The Changelog[/h2]
v0.13.0 (2025.05.07)
- [Major] Populate the universe with NPC ships of other factions
- [Major] Add Ship to Ship Combat
- [Major] Add various interactions between ships (NPC Player and NPC NPC)
- [Feature] Add tutorial: Ship Combat
- [Feature] Add Quest: Make Ship Combat Ready
- [Feature] Add Ship Weapon: Shredder Cannon (Ballistic type)
- [Feature] Add Ship Weapon: Heavy Laser (Laser type)
- [Feature] Add Ship Weapon: Rocket Pod (Missile type)
- [Feature] Add Ship Weapon: Gauss Striker (Plasma type)
- [Feature] Add Ship Weapon: Interceptor Turret (Point Defense type)
- [Feature] Add Shield Emitter device for ship shields
- [Feature] Add Flux Capacitor device that increases ship flux capacity
- [Feature] Make ship weapons attack meteoroids, asteroids and breach capsule
- [Feature] Make ship shields defend from micro meteoroids
- [Feature] Turn Space Stations into Ship type for them to have ship to ship interactions
- [Feature] Add Space Story Event: Pirate Ship Attack
- [Feature] Add space story event: Pirate Ship Extortion
- [Feature] Add Space Story Event: Law Enforcement Raid
- [Feature] Add Space Story Event: Ship Duel
- [Feature] Add Space Story Event: Ship asking for fuel
- [Feature] Deep Scan will run passively and automatically all the time when available
- [Feature] Communicator will require an operator for communicating with other ships
- [Feature] Add Winch Range Upgrade that allows reeling in derelicts from any distance
- [Feature] Add "Find Resource" suggestion that point out scanning research and functionality
- [Feature] Add Return Beacon device, research and Starmap UI for fast-travel to visited locations
- [Feature] Destroying a Void Ripper will warp the ship to a random location in the universe
- [Feature] Destroying a Void Ripper will spawn 3 Dark Matter
- [Feature] Change faction attitude for the victim against the attacker after victim is defeated
- [Feature] Change faction attitude for observer NPC ships when a ship is defeated
- [Feature] Add Warp Drive research (Tier 4)
- [Feature] Add Local Warp Drive that can jump to any sector within the region
- [Feature] Add Alien Warp Drive research (Tier 6)
- [Feature] Add Horizon Warp Drive that can jump to any distant region
- [Feature] Add Notes overlay with a scratchpad for taking in-game notes
- [Feature] Add two types of wooden floor tiles
- [Feature] Mining an owned resource deposit will make owner's ships in the sector attack the player
- [Feature] Space Port will spawn ships to attack the player if there is a need and no ships are around
- [Feature] Add Storage Capsule loot types: Mini Core, Obey Chip
- [Feature] Allow toggling Nanobots compatible job types in Job Matrix UI
- [Feature] Add Firewall Chip implant that prevents Hacking and adds Energy Resistance
- [Feature] Make Crawler Goo craftable
- [Feature] Trap Floors will automatically destroy Eggs when they are placed above them
- [Feature] Add "Crawler Combat Alert" toggle in Current Game Settings to ignore crawler combat when farming them
- [Balance] Going through a Black Hole will discharge only one Void Ripper
- [Balance] Going through a Black Hole will deal some structural damage to the Void Ripper
- [Balance] Limit max deep scans per location to 3
- [Balance] Move Extended Scanning to Tier 4 before Telescope
- [Balance] Make scanning strength increase linearly (used to be square root)
- [Balance] Limit maximum scanning strength to 10
- [Balance] Hyperjump drives will have to charge up before use when in ship to ship combat
- [Balance] Radar will not be required to reveal resource deposits when entering a sector
- [Balance] Gold and Platinum will be easier to find
- [Balance] Deep Scan will allow finding more rare materials in easier difficulty sectors
- [Balance] Deep Scan speed will depend on sector difficulty
- [Balance] Deep Scan will run much faster for subsequent scans (still limited to max 3)
- [Balance] Magnetic storm will increase dust accumulation and particle collector output by 2x
- [Balance] Connector Malfunction story event will only happen on Impossible difficulty
- [Balance] Increase electric devices per 1Thz CPU from 20 to 25 and make the value tunable
- [Balance] Most electronic components will be destroyed if a device containing them gets destroyed
- [Balance] Part Storage will be unlocked with Assembly Hub, not Disassembler
- [Balance] Reduce frequency of Cooking Incident and Cleaning Incident story events
- [Balance] Repairing a damaged device will never take less than 15 minutes of game time
- [Balance] Slow down meteoroids by 25-50% when they are part of a larger shower
- [Balance] Make meteoroids move 5x faster
- [Balance] Reduce Coffee Tree water consumption by 2x
- [Balance] Unlock Radar as part of basic tech
- [Balance] Refinery, Fabricator, Grinder, Flux Capacitor and Warp Drives will generate heat while operating
- [Balance] Destroying a Breach Capsule with ship weapons will spawn the wounded raiders
- [Balance] Allow deploying AutoDrill Rigs to deposits without depth
- [Balance] Reduce amount of Glass provided at the beginning of Wrecked and Leaving Earth scenarios
- [Balance] Resources found via Deep Scan in an owned sector will have 50% chance of being owned
- [Balance] Mining a deposit belonging to another faction will have more diverse consequences (breach capsules + ship attacks)
- [Balance] Adjust incoming breach capsule speeds
- [Balance] Reorganize Space Travel research tree
- [Balance] Selling ship sections will be more profitable
- [Balance] Biological beings with Obey Chip will be prone to Hacking
- [Balance] Don't spawn living grounded raiders when breach capsule is destroyed in space
- [Balance] Adjust outcomes of Hacked event
- [Balance] Battery Overload event won't happen for bots that are docked, charging or undergoing repairs
- [UI/UX] Suggest disabling crawler combat alerts when choosing to clone crawler or egg once per session
- [UI/UX] Add "Load Game" menu item to Pause Panel
- [UI/UX] Display a warning if no worker is capable of certain task type
- [UI/UX] Make research tree paths clickable in tooltips and UI
- [UI/UX] Warn if Trade Portal is not available when trying to trade with a hailed ship
- [UI/UX] Add link to Trade Portal codex entry in "Trade portal not available" messages
- [UI/UX] Add clickable links to space objects when tooltips or popup mention them
- [UI/UX] Display class points cost in codex entries of all ship devices
- [UI/UX] Shift-clicking devices while a connector is selected will ignore click-drags
- [UI/UX] Improve crafting device context menu popup behavior
- [UI/UX] Warn about building too many scanners
- [UI/UX] Show Scan Strength in Radar / System Scanner codex entries
- [UI/UX] Change order of scenario configuration screens to allow modifiers to get configured before space map
- [UI/UX] Show Black Hole information when hovering Regions and Sectors in the Starmap
- [UI/UX] Make some space object names in tooltips clickable (will focus on the object in the starmap)
- [UI/UX] Improve UI panel focus on click behavior
- [UI/UX] List incompatible Brains / Cores in Replicator / ML Booth
- [UI/UX] Show warning tooltip when trying to load incompatible item into Replicator / ML Booth
- [UI/UX] Add more details to Needs stat tooltips
- [UI/UX] Add links to entities in entity / being task tooltips
- [UI/UX] Mental health effects will track the location of the event
- [UI/UX] Show hand cursor when hovering clickable items
- [UI/UX] Remove text highlights when hovering clickable text links in favor of hand cursor
- [UI/UX] Improve storable being component UI
- [UI/UX] Improve disposable component UI
- [UI/UX] List sections that will be abandoned when doing a hyperjump
- [UI/UX] Display links to objects when hovering clickable texts anywhere in the UI
- [UI/UX] Improve camera auto move speed / smoothness when focusing on distant objects
- [UI/UX] Enhance Available Tasks UI with better tooltips
- [UI/UX] Split Structure category into Floors, Walls and Doors in Build Menu
- [UI/UX] Don't show more than 3 tasks in the tooltip when hovering a location with multiple tasks
- [UI/UX] Don't show more than 10 items in the tooltip when hovering a location with multiple objects
- [UI/UX] Improve Codex > Factions UI to show relationships between NPC factions
- [UI/UX] Add "Eject All" button to all storages
- [Tech] Upgrade Unity to 6000.0.48f1
- [Tech] Loud sounds (explosions, ship weapons) will affect music volume
- [Mods] Add more checks and diagnostics for validating mod upload issues
- [Mods] Add mod_debug prepare and mod_debug upload_prepared console commands
- [Mods] Fix race condition that would prevent mods from uploading on lower latency network connections
- [Misc] Remove Quantum Barrier device and related research
- [Misc] Remove Directional Turret device and related research
- [Misc] Remove Security Controls device and related research
- [Misc] Remove Security overlay
- [Bug] Fix workers would try hauling objects to storage when storage was full
- [Bug] Fix workers would try hauling dead bodies to surgery / assembly hub while hub was occupied
- [Bug] Fix beings would take deadly unsafe paths if the destination was safer (usually warmer) than the start
- [Bug] Fix unlocking last research item would not hide the "Research available" notification
- [Bug] Fix unloading research would visually corrupt the unloaded research UI element
- [Bug] Fix Mining Orders popup could change the orders of the wrong expedition when multiple expeditions were configured
- [Bug] Fix space effects would not reset state between different game sessions, causing bugs on save / load
- [Bug] Fix changing equipment would not immediately update DPS values in Combat Controls UI
- [Bug] Fix enemy combat units could get stuck in outer areas without entrance to the rest of the ship
- [Bug] Fix enemies would try to break in through doors that lead to nowhere interesting
- [Bug] Fix workers could get stuck for 2 in-game hours waiting for path evaluation when there was no path
- [Bug] Fix pressing R would not rotate a tile blueprint if the mouse was moving
- [Bug] Fix mass-ordering installing upgrades would not create an upgrade task for devices that had another task pending (e.g. reactor refill)
- [Bug] Fix Xenodetectors would be scanning even when switched off
- [Bug] Fix grounded beings with "Fight" combat reaction would keep dropping their work if there were unreachable enemy units


[h2]Follow the Development[/h2]


[h2]Get Stardeus[/h2]

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

v0.13 is releasing Soon!

Hey Space Travelers!

The Ship Combat (v0.13) major update is almost ready for public release! We are grateful to everyone who playtested it in the alpha branch. Your feedback and bug reports helped polish all the rough edges, as usual. We’re always listening and taking your feedback into account, even if it might not seem so.

We know some of you didn’t enjoy the Hyperspace update, as it introduced new restrictions to space travel and made survival more difficult. We’ve listened to your feedback. The Ship Combat update will address many of these inconveniences:

  • Return Beacons will allow you to fast travel to previously visited locations.

  • Automated deep scanning will “find” (spawn) several new resource deposits in almost every location, making it easier to acquire resources.

  • Two new types of Warp Drives will let you jump to sectors and regions without using hyperlanes.

  • NPC ships traveling the universe will make it almost impossible to get stranded, as you can trade with them or even ask for fuel when you’re in trouble.


Other than these inconvenience-fixes we’ve also stacked the update full of balancing changes, various UI fixes and of course, the whole Ship Combat thingy.



We’re now going back to radio silence. (Unless you’re in the discord, of course. We’re active there as usual.)

Early next month everyone will be able to enjoy a new Stardeus universe full of life and adventure, with hundreds of NPC ships traveling about.

See you soon!

// Spajus & Lizz The Community Manager

Ship Combat Open For Testing

Hey everyone!

The Stardeus v0.13 "Ship Combat" major update is almost ready and is now open for public testing. If you'd like to try it and provide feedback, follow these steps to activate it:

  1. Right-click Stardeus in your Steam library.
  2. Choose "Properties."
  3. Select the "Betas" tab.
  4. Choose "v0_13_pre" from the dropdown.



Take the "Ship Combat" tutorial and explore the new Codex entries to learn the ropes.

Discuss the update on Discord in the #v013-ship-combat channel or here on Steam. Bug reports and feedback are greatly appreciated!

The v0.13 update will launch for everyone in a couple of weeks. See you then!

- spajus

Stardeus Modding Enhancements and Guide

[previewyoutube][/previewyoutube]

Hey, Space Travelers!

Stardeus has received a major modding upgrade—JSON patching.

This method allows modifications to core JSON files without overwriting them. Mods using this approach will be more reliable and compatible with future updates. Even better, multiple mods can patch the same core file, eliminating override issues.

The rest of this update post is a tutorial on how to create your own mods. If you're interested, keep reading! If not, just know that mods support will be even better going forward!

[h2]Stardeus Modding Guide[/h2]

[h3]What is JSON[/h3]

JSON stands for “JavaScript Object Notation”, a human-readable plain text format. If you want to learn more about JSON, here’s a good resource: https://www.w3schools.com/js/js_json_intro.asp

However, JSON is so simple that you can easily understand it just by looking at a few examples.

[h3]How Stardeus uses JSON files[/h3]

In Stardeus, behaviors are defined in C# code, which you can also mod but it requires programming knowledge and significantly more effort.

Content and various parameters are defined in JSON files that the game loads at runtime. To illustrate this, let’s examine a device.



This is a Charge Station. It has various properties and behaviors. The game recognizes the Charge Station because it loads a JSON file that defines it:



You can find this definition in the Core mod*:
Definitions/Objects/Devices/ChargeStation.json

* To open the contents of the Core mod, run Stardeus, then Main Menu > Mods > Core Game > Open Directory

This file specifies various properties of the Charge Station, such as the research required to unlock it and, most importantly, a list of Components.

Each Component block provides a specific function. Many of these components appear in other device definitions, but the ChargeStation component is what makes this device unique. Removing this component block would strip the Charge Station of its ability to recharge robots.

If you wanted the Charge Station to work twice as fast, you could change the ChargePerHour property from 25.0 to 50.0. However, modifying the Core mod directly means your changes would be overwritten when the game updates. In this guide, we’ll learn how to create mods that edit JSON files without altering the Core mod itself.

Beyond object definitions, Stardeus includes many other JSON files for configuring different aspects of the game. Tunable parameters, story events, species configurations, body parts, inventory items, character traits—even UI colors—are all defined in JSON and fully moddable.

[h3]Creating a Mod[/h3]

The easiest way to create a new mod is to grab a copy of the empty mod here:
https://github.com/kodolinija/stardeus-mod-empty



Download the project as a zip file, extract it in the user mods folder*, rename the extracted folder to match your mod name (I like using the kebab-case when naming folders).

* User mods folder is located next to the Saves folder. You can open it from Stardeus:
Main Menu > Mods > About Mods > Open User Mods Directory


Then open the TODO.md file and go through the checklist:
- [ ] Update ModInfo.json
- [ ] Create your own ModCover.jpg
- [ ] Delete unnecessary directories


Run Stardeus and check if your empty mod appears in the Main Menu > Mods list. If it does, you're ready to start modding!

[h3]Changing Existing Behaviors and Parameters [/h3]

Previously, modifying a JSON file required copying the entire file into your mod just to change a few lines. The game would then load the modded version instead of the original. The main problem with this method was that when the Core mod updated, the copied JSON file could become outdated or broken. This often caused older mods to stop working or, worse, silently break parts of the game.

The new approach—JSON patching—solves this issue. Here’s how it works:
  • Mods define patches.
  • Patches target specific core JSON files.
  • A patch contains a list of operations to modify the targeted JSON.
  • Operations can add, remove, or replace parts of the original JSON.


This method is based on the RFC 6902 standard, with custom extensions for advanced querying. It’s simpler than it sounds—you’ll see examples soon.

JSON patching support was added in v0.12.17 and I believe this will be a game-changer for modding.

Let’s say we want to mod the Charge Station to double its charging speed. We need to create a patch file inside the Patches directory of the mod. We’ll name it ChargeStation_2xSpeed.json to reflect its purpose.

The patch file looks like this:
{
"target" : "Definitions/Objects/Devices/ChargeStation.json",
"operations" : [
{
"op" : "replace",
"path" : "/Components[Component]/Properties[Key]/Float",
"value" : 50.0
}
]
}


Let’s break it down:

- target: The path to the JSON file inside the Core mod directory that we want to patch.
- operations: An array containing one or more operation blocks.
- op: The type of operation. In this case, replace. Valid types are add, replace, and remove.
- path: A query specifying which element of the original JSON file to modify. It may look complex, but it’s straightforward once broken down.
- value: The new value replacing the existing one. Here, we’re changing ChargePerHour from 25.0 to 50.0 to double the charging speed.

Now, let’s analyze the path step by step:

- /Components → Refers to the "Components" key in the original JSON, which contains a list of component blocks.
- /Components[Component] → Filters this list to find the block where "Component" is set to "ChargeStation".
- /Properties → Refers to the "Properties" key within that block, which contains a list of component properties.
- /Properties[Key] → Filters the "Properties" list to find the block where "Key" is "ChargePerHour".
- /Float → Refers to the "Float" key inside that block, which holds the value we want to change.

Since Float is the key that contains the charging speed, this is the final part of the path.



OK, I admit it still looks a bit scary here. But the good news is that it’s the most complex path example I could come up with. If you understand this one, you’re going to be unstoppable!

Now, what happens when the game loads your mod with this patch? Next to the user Mods directory, a Patched directory will be created. If you look inside, you should find the patched ChargeStation.json file that looks something like this:



More examples of how to write various JSON patches can be found here:
https://github.com/kodolinija/stardeus-mod-template/tree/master/Patches

[h3]Adding New Content via JSON Files [/h3]

To add new content, you’ll need to create new JSON files rather than patches. Place these files in the corresponding directories of your mod inside Definitions or Config. Check the Core mod for examples.

When creating new definitions, you can mix and match existing components and add new graphics for your devices. Explore the mod template project and check out these YouTube video tutorials for examples:

https://github.com/kodolinija/stardeus-mod-template
https://www.youtube.com/playlist?list=PLvm1mLYInibc8n0Q5_caRql5nEUiBwvTC

[h3]Reference Source Code [/h3]

If you want to write your own C# mods or understand how certain components work, you can explore the Reference Source Code that comes with the Core mod.

It’s not the complete source code, but it contains about 80% of the game’s codebase. Everything relevant to modding should be there. Unlike decompiled code, it includes comments, and constants are not replaced with literal values, making it much easier to read.

For the remaining 20%, you can decompile and explore the game DLL files using dnSpy or similar tools.

[h3]Join the Modding Community[/h3]

Join the Stardeus Discord Server and visit #stardeus-modding channel to discuss with other modders and get help.

And I will be happy to personally answer any modding related questions there, or here on Steam Forums.

Happy modding! - spajus