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Stellar Monarch 2 News

Version 1.00 released

Finally, the day has come. The final version 1.00 is out! It does not mean the development has ended, but from now on the focus will be different. No more experimental drastic changes and crazy ideas, but more polish, balance adjustments, interface improvements and so on. This version has very few changes compared to the v0.90 since almost no bugs were reported in the meantime.

I would like to thank the early access community, all the people who provided comments, saves, bug reports, etc. It was a pleasure making this game with you all! Thanks!


- [feature] In-game manual (replacing the old encyclopedia).

- [balance] Event with 10'000 administrative points cost adjusted to make it cost less.

- [fix] Rare Absolute Monarchy bug not removing "red" agendas when those triggered the same turn the Absolute Monarchy went into effect.


Compatibility note: All savefiles from Early Access are incompatible with the full release version. Note that all E.A. beta branches will stay for around a month to let you finish any potential game in progress and then those E.A. betas will be deleted. From this point on saves compatibility is considered a high priority and it's very likely those will never change.

Stellar Monarch 2 leaves Early Access next month!

Stellar Monarch 2 is scheduled to leave Early Access at the beginning of October 2022.

The most probable date is 3rd October 2022. If unexpected bugs are found or some other calamity happens the emergency release date would be 10th October 2022.

So, see you soon and please try the upcoming v1.00!

Version 0.90 released

The long, long adventure of Early Access is coming to an end. Unless something drastic happens this will be the last Early Access version. This version focus was on finishing various unfinished parts, redesign of planetary orders, redesign of strategic weapons and command and control redesign. Overall, a lot of smaller but interesting tweaks were introduced.

Early Access is planned to conclude at the beginning of the next month with release of v1.00. This, of course, does not mean the end of the development. It's more like from now on the priority would be on content, balance and interface improvements rather than addition of major features and experimenting with what would be most fun. Just like with my previous games.

I would also like to take the opportunity to thank all participants of the Early Access adventure. For all the posts, feedback, sending me saves, testing, etc. It was a pleasure!


- [feature] Planetary orders redesign. No more "Conquest" orders, now you just "Claim" the planet and the military will do the rest. With additional prioritization options, withdrawal orders, etc.
- [feature] Strategic weapons redesign (chemical and biological weapons merged into bio-chemical weapons, heavy radiation effect reduced, no need for orbit control to drop bombs now just space forces presence suffices, made strategic weapons cheaper). Overall, those are now less potent but can be used in many more situations.
- [feature] Encyclopedia (basic but functional, contains essential information and beginner tips).
- [feature] New event "Absolute Monarchy" triggered at Centralization 11 which adjusts some game rules (Votes counting procedure, Reasonable political agendas, Fiefs supervision). You will be presented an option to take those or not.

- [remove] Removed context help, instead Encyclopedia is used (hotkey "H").

- [misc] New effect for Centralization, now it decreases slightly Opinion of noble houses.
- [misc] Authority and Monarchism can never fall below 1 (to avoid negative voting power and other strange side effects).
- [misc] Glorious achievement "Crush rebellion at least once" and "No rebel worlds" replaced with "Never let any rebellion to happen" and "Do not let rebellion to happen more than once" (in order to reward preventing the rebellion in the first place).
- [misc] Final score now also takes Centralization into account (not that anyone actually cares about score).
- [misc] Redesigned Command & Control (max active squadrons). Now houses provide squadrons command directly to their fleets and Border Guard and Strategic Reserves use separate Commands with separate pool of C&C. This makes it a bit more complex but more intuitive and easier to explain.

- [balance] Adjusted honorary titles generation chance to make the higher titles more likely to be generated.
- [balance] AI technological level now have a cap (useful for very long games at high difficulty levels).

- [content] All science perks implemented.
- [content] Added 3 new glorious achievements related to noble houses.
- [content] Additional mid and late game events.

- [interface] Military section of planet screen redesigned.
- [interface] Combat starmap markers redesigned.
- [interface] Improved crew skill tooltip to make it more intuitive.

- [fix] Various small fixes.


Compatibility note: NO CHANGE, this version works with v0.84+ savefiles (note that each time a savefile compatibility is broken a new Beta branch with the old version is created so you can always finish your game in progress).

Version 0.84 released

Finally, the game is feature complete. Every mechanic that was meant to be implemented before v1.00 is there. It does not mean that there won't be new mechanics in future, but those would be done as regular updates after full release, if needed. Although I would rather resist making completely new mechanics after this point and rather focus on content, balance and possible tweaks of existing mechanics (for example secrets could use a redesign). There is still a bit of content still missing (like science perks) but overall it's quite similar to what there will be in v1.00.

If everything goes according to plan there will be also v0.90 version and after that the full release somewhere next month.


- [feature] New game dynasty customization (house name, crest and color).
- [feature] All diplomatic stances implemented (some were removed in order to simplify).

- [misc] Experimental feature (needs to be enabled via options): ethnic customization (for now it supports only commoners).

- [balance] Rebalanced technologies levels.
- [balance] Rebel points generation rebalanced (to make rebellion more likely to happen).
- [balance] If rebellion was crushed at least once all future rebellions require double number of rebel points to prepare.
- [balance] Starting at difficulty 6+ additional rebel points are generated per turn, also difficulty affects rebel suppression points.

- [content] Most science perks implemented (all except two).
- [content] Additional technologies (usually two per tier).

- [interface] Assured that ships stats and squadron statistics always fit on the screen (auto resize fonts if needed, etc).
- [interface] Many tiny interface tweaks and improvements.


Compatibility note: INCOMPATIBLE, this version will not work with old saves (note that each time a savefile compatibility is broken a new Beta branch with the old version is created so you can always finish your game in progress).

Version 0.83 released

Another step on the quest to the feature complete version. We are almost there. Civilized races can declare war or ask for peace, scenarios enabled, etc. The big change is redesign of planetary infrastructure, which now makes infrastructure points quite valuable and useful even at the late game. A lot of changes aimed at rebalancing the game on a more fundamental level (like no more free Opinion of noble houses from taxes, tools to fight off bureaucracy via courtiers traits, etc). Note that due to mechanics redesign this version might have wrecked the existing balance and it most likely will need to be readjusted in the next version. Same for civilized races which might declare wars quite chaotically since it's the first version which introduced this feature for them.

As usual, I count on your comments and feedback on Steam forums or Discord.


- [feature] Game Scenarios (Conqueror of Stars and Unifier of the Empire) for people to control if they prefer to focus on external or internal threats.
- [feature] Planetary development level and infrastructure redesigned. Now infrastructure of a certain level is constructed using infrastructure points (maximum level can be increased by researching infrastructure technologies). Infrastructure is then used to calculate planetary development level. Strategic weapons and xenos devastate infrastructure instead of development level. This change made infrastructure points relevant through the whole game (since you will be gradually unlocking new infrastructure levels which need to be constructed) and therefore made infrastructure bonuses/penalties from tax/budget quite important.
- [feature] Civilized races declare war/ask for peace.

- [remove] Removed Public Works since it made no sense with the new infrastructure system (plus, I never liked it in the first place).

- [balance] Slightly fewer sources of rare resources.
- [balance] Tax effects flattened slightly (lower tax giving decent income), also overall base tax increased.
- [balance] Tax effects rescaled, now "Low" is considered neutral and "Average" starts to give penalties.
- [balance] Aristocracy Tax effect on opinion adjusted, now it is a "percent chance of Opinion -1" (so it has a much smaller impact and can not be used to improve opinion anymore). Previous numbers very way too high here so using anything below Very low was unsustainable.
- [balance] Totally changed how infrastructure points are being generated (flattened greatly, now huge population does give a boost but is not enough, so tax setting affecting infrastructure points is important).
- [balance] Trait: Professional bureaucrat impact increased drastically, also made the trait more common (to give you more tools to fight off bureaucracy upkeep).
- [balance] Banquet cost is now based on the average income of noble houses.
- [balance] Noble Houses impact on legislation points gain (positive and negative) halved.
- [balance] Laws cost is no longer affected by in which row the law is (all laws now have the same cost, increased only by the number of laws passed and not by their position).

- [content] Additional technologies to unlock maximum infrastructure levels (8 technologies total).

- [fix] Rare resources availability was not cleared between games (so if you started a new game several times you could have extreme rare resources abundance).
- [fix] Fixed slightly incorrect taxes display.
- [fix] Rebel points gain using illogical modifiers when rebel points are negative (now modifiers get reversed in such situation to make it work as intended. Note it still displays the usual non reversed % values in a tooltip for simplicity).


Compatibility note: NO CHANGE, this version works with v0.80+ savefiles (note that each time a savefile compatibility is broken a new Beta branch with the old version is created so you can always finish your game in progress).