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Sins of a Solar Empire II News

Announcing: Massive Scale RTS Game Ashes of the Singularity II

[h2]Highly anticipated sequel features larger battles, advanced units, and a new campaign to lead humanity against hostile AI takeover[/h2][p]Wishlist Ashes II Now[/p][p]Stardock and Oxide Games today announced Ashes of the Singularity II, the highly anticipated sequel to the groundbreaking, massive-scale RTS that redefined real-time strategy gaming a decade ago. Set to release in 2026, exactly ten years after the original, the game invites players to engage in strategic battles of unprecedented scale, depth, and intensity.[/p][p][/p][previewyoutube][/previewyoutube][p]In the original Ashes of the Singularity, players experienced revolutionary gameplay powered by the first-ever multi-core graphics engine capable of handling thousands of units simultaneously across maps the size of entire continents. The game's forward-thinking story envisioned a future dominated by sophisticated AI managing drone constructs to battle post-human factions for control over the solar system.[/p][p]A decade later, the battle grows, with the humans of Earth having a say in their own destiny. In Ashes of the Singularity II, players command the United Earth Forces, a powerful human alliance forged between NATO, China, and Russia, determined to reclaim Earth’s territories—including Australia and Africa—as well as vital outposts on planets and moons across the solar system, all previously overtaken by relentless AI and formidable Post-Humans.[/p][p]With a significantly expanded development team, Ashes of the Singularity II introduces an arsenal of advanced units and sophisticated gameplay mechanics. Players will experience greater strategic depth, intricate base-building dynamics, and intense skirmishes against intelligent computer opponents. A gripping story-driven campaign set in a chillingly familiar near-future landscape of 2031 ensures a captivating experience. Fans can also look forward to robust cooperative and competitive multiplayer modes.[/p][p]“Ten years ago, we set a new, literal benchmark for RTS games with massive battles and groundbreaking technology," said Brad Wardell, CEO of Stardock Entertainment. "With Ashes of the Singularity II, we’re raising the bar even higher, delivering strategic gameplay depth that RTS fans have always dreamed of.”[/p][p]While the gameplay and the production values have greatly improved since the original, the most obvious change in the sequel is the third faction: The humans.[/p][p]“Obviously, in the first game, the number one request was to have a human faction,” said Wardell. “Back then, we just couldn’t support having thousands of organic, walking, squishy people in the world and thus had to design in favor of machines. We’re really excited to bring the humans into the war and watch how they fare against the massive mechanical armies of the Substrate and PHC.”[/p][p]Developed by Oxide Games, renowned for their technological innovation, and published by Stardock Entertainment, the company behind the acclaimed Sins of a Solar Empire series, Ashes of the Singularity II promises to elevate the RTS genre once again.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]

Video Blog: Early Capital Ship Choices

[p]The beginning of a Sins of a Solar Empire II game is crucial as your early choices can shape your entire strategy. One of the most pivotal decisions is selecting the Capital Ship that will lead your first fleet. In our latest video, we break down the five Capital Ships available to each of the three playable races, highlighting their strengths and how they can help you approach early game challenges. Whether you’re a Vasari player starting with the Jarrasul Evacuator or exploring other options, understanding these ships is essential for your success![/p][p][/p][previewyoutube][/previewyoutube][p][/p]

v1.43 Objective Reality Update Now Available

[h2]"Objective Reality" Update Brings Missions, Visual Enhancements, and New Gravity Wells[/h2][p][/p][p]Full Changelog Here[/p][p][/p][p]The latest update for Sins of a Solar Empire II, version 1.43, titled "Objective Reality," introduces several key changes aimed at enhancing the gameplay experience for both newcomers and seasoned players alike.[/p][h3]A New Mission System for Learning and Rewards[/h3][p]This update introduces a new mission system designed to help players learn the game without relying solely on tutorials. Players can engage in faction-specific missions, earning rewards such as resources and exotics as they progress. This hands-on approach is particularly beneficial for new players, allowing them to familiarize themselves with the game mechanics. For those who prefer not to use this feature, missions can be disabled in the match settings. The missions can be played in both single-player and multiplayer modes, allowing players to collaborate or compete while gaining valuable resources.[/p][h3]Visual Improvements Through Enhanced Shaders[/h3][p]Version 1.43 includes a range of visual enhancements thanks to improvements to the shader system. Players can expect cleaner shadows, improved lighting, and enhanced material detail on units. Additionally, volume scattering effects on atmospheres and parallax shading on gas giants contribute to a more immersive visual experience. For customization, three optional ‘Experimental’ shaders are available: Cel Shading for an anime-inspired look, Retro Shading for a nostalgic 16-bit vibe, and Liquid Crystal Shading for an all-green aesthetic.[/p][h3]Expanded Gameplay with New Gravity Wells[/h3][p]The update also introduces new gravity wells, including irradiated planets, shattered planets, brown dwarf planets, and neutron stars. These additions create intense battle environments, particularly within the magnetic fields of these celestial bodies. Players who own the Paths to Power DLC can enable a new match option that allows some derelicts to be replaced by capturable Ancient Starbases, adding strategic depth to gameplay.[/p][h3]New Maps to Explore[/h3][p]Several new maps have been added, including a 5v5 map called Neutron Tempest, designed to take advantage of the new gravity wells and enhance multiplayer strategy.[/p][p] [/p][p]Overall, the "Objective Reality" update aims to enrich the Sins of a Solar Empire II experience with new gameplay options, visual enhancements, and expanded strategic possibilities. Whether you're a newcomer looking to learn the ropes or a veteran seeking new challenges, there’s something for everyone in version 1.43.[/p][p][/p][p][/p][p][/p][p][/p][p][/p]

Dev Journal: Combat Geometry Pt. 2 - Missiles and Point Defense

[p]Today we’re continuing our series about combat geometry with our resident Sins designer, Conor Harris (Sovereign Echo).[/p][p][/p][p]Missiles are a unique weapon in Sins of a Solar Empire 2. They are closer to a unit in many respects, with distinct interactions at both the physics simulation and mathematical damage layers of the combat system.[/p][p][/p][p]As with the previous Combat Geometry dev diary, we will begin with an obvious yet an important statement:[/p][p][/p][p]Missiles must strike their target in order to deal damage.[/p][p][/p][p]Against a static and defenseless target, missiles are guaranteed to strike and deal damage, but there are a number of ways that a missile can fail to strike its target:[/p]
  • [p]Point Defense shoots the missile down early.[/p]
  • [p]The movement of the target causes it to evade the missile.[/p]
  • [p]The missile runs out of fuel and self-destructs.[/p]
[p][/p][p][/p][p]Point Defense (PD):[/p][p]PD weapons are light weapons designed to hit small and fast targets like missiles. As one of only two weapon types able to even target missiles (the other being Fighter weapons), PD weaponry provides a unique defense mechanism - it can destroy an incoming missile outright. A destroyed missile never strikes its target, and so never deals damage.[/p][p][/p][p]Evasion:
Evading a missile is extremely difficult under most circumstances, as the missiles in Sins 2 are programmed to follow very efficient pursuit courses. However, not all missiles are made with maneuverability in mind, and small, agile targets like Corvettes engaged in an orbit attack pattern will often evade a missile for a long time, or even entirely.[/p][p][/p][p]Fuel:[/p][p]Missiles have limited fuel and cannot keep pursuing a target forever. If a target can evade or fly directly away from a missile for long enough, the missile may run out of fuel, at which point it self-destructs harmlessly. All missiles have more than enough fuel to reach their maximum firing range under normal conditions - this isn’t something the attacker should be expected to worry about most of the time. It primarily comes into play when firing missiles at a retreating enemy, especially if the enemy is moving quickly.[/p][p][/p][p][/p][p]The Geometry:[/p][p]Successfully defending against missiles is all about geometry and velocity. The longer a missile is within the range and firing arc of PD weaponry, the more time the PD weapon has to attack the missile, the more likely the missile is to be destroyed.[/p][p][/p][p]This has a few consequences:[/p]
  • [p]A faster missile will be exposed to PD for a shorter time, and therefore will be safer.[/p]
  • [p]PD units can maximize firing time by positioning themselves at the midpoint between the missile launcher and the target of the missiles.[/p]
  • [p]Conversely, PD units hiding right next to the thing they are defending cut their effective engagement time in half.[/p]
  • [p]Any ability that can slow missiles down in flight, like Magnetic Singularity on the Dunov or the Vasari Gravity Anchor item, greatly increases the effectiveness of nearby point defense.[/p]
  • [p]Range is a key stat to improve for PD weaponry - more range means missiles spend more time vulnerable to interception.[/p][p][/p]
[p]Notably, missiles also take time to reach their maximum speed after firing, leaving them slightly more vulnerable as they leave the tube. Because of this, aggressive positioning by PD equipped units can generate better interception rates.[/p][p][/p][p][/p][p]Saturation Tactics:[/p][p]The geometry of missile interception can have advantages for the missiles as well. Missiles fired in large, coordinated salvos all pass through the danger zone of PD weapons at the same time. In practice, this means that PD only has approximately the same time to intercept as if it was engaging a single missile.[/p][p][/p][p]Point Defense grids can also be significantly degraded in effectiveness through the use of other strike craft - TEC and Vasari bombers both also fire missiles, and in fairly large quantities, while themselves being a priority target for PD as well. Every shot fired at a bomber missile or a strike craft is one that could have been fired at a more dangerous incoming missile.[/p][p][/p][p]Armored Missiles:[/p][p]As well as saturation attacks, it is also possible to use certain missiles, like the heavily armored Breaker Missile fired by an ability on the Javelis, to draw PD fire and otherwise augment a salvo. With careful timing, this can result in many more missiles getting past PD than otherwise would have, dealing significant damage to the target.[/p][p][/p][p]Missiles make up for all their complexity and many potential failure points by having some of the best combinations of damage and pierce of any weapon.[/p]

Video Blog: Multiplayer Battles

Exploring the Thrilling Multiplayer Experience of Sins of a Solar Empire II
[p][/p][p]The multiplayer scene in Sins of a Solar Empire II can be ruthless and invigorating, offering challenging battles while fighting with or against human players. Watch as we dig into the notable multiplayer maps found in Sins II and discover some .[/p][p][/p][previewyoutube][/previewyoutube]