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Update 0.9.8.1d - Bugfix and Balance patch

Changelog 0.9.8.1d

This patch is mainly a balance patch and bugfix patch, with the aim of stopping the possibilities of infinite cycle, many thanks to our players!


Bugfixes:
-Resolved the bug that created ghost cards (voted worst bug of 2024)
-Fixed a bug that allowed cards to be upgraded or excluded that were not normally eligible
-Fixed a bug that could cancel the effect of “Improved Yield” when “Quarantine was used
-Fixed a bug that allowed you to improve a “tradition” card with the “potential” skill
-Fixed a bug that made the power of “Ecral” infinite
-Fixed a bug where "E.V" did not gain a bonus on cards played with the "repeat" skill


Balancing:
-“Cyclic” cards can no longer draw themselves
-Bonuses that block the progression of crises (e.g. "vaccination") can no longer be stacked
-“Volunteers” rarity increased from gold to platinum and now no longer works if the draw pile is empty
-The “Battery” bonus is now limited to 7
-“Chicken Farming” rarity changed from silver to gold, and its bonus is now limited to 8 per day
-The cost to play “Reservists” goes from 1 to 0
-“No solution” became a “decree” and its rarity changed from gold to silver
-“Standardization” is now “unique” and renamed “Transhumanism”
-"Breathing Technique" rarity increased from silver to platinum
-“Paradigm Shift” rarity changed from silver to gold
-“Teamwork” rarity changed from bronze to silver
-“Briefing” rarity changed from silver to bronze
-“Cybernetic Implant” now gives -5 stability


UI:
-Some spelling errors corrected in English
-Addition of skill tooltips gained with improvements to cards


Engine:
-Code optimization which should prevent some bugs from occurring

Update 0.9.8.1c

Changelog 0.9.8.1.c

-The game should now launch normally for everyone! (resolution of black screen at launch)

Update 0.9.8.1b

Changelog 0.9.8.1b

This update attempts to resolve the most pressing issues addressed at the launch of early access. Thanks to everyone who helped us find them!


Bugfixes:
-Fixed a bug that made certain card effects infinite when this was excluded (example: Dr. Edelman)
-Fixed a bug which under certain conditions prevented the effect of “disorienting waves” from stopping
-Fixed a bug that could on rare occasions prevent progress in the first scenario
-Fixed a bug that prevented the second scenario from being completed
-Fixed a bug which caused certain objective cards to not appear when progressing in the second scenario

Balancing:
-The cost of the "hostage-taking" crisis goes from 8psy/9combat to 9psy/8combat, to better reflect the fact that intervention by force is simpler than negotiating
-Addition to the "Xeno amphetamines" card of -2 oxygen
-Rebalancing an objective card from scenario 2 to make it less complicated to achieve
-Accuracy of the “installation” card tooltips
-Precision of the descriptive text of the “Cyborg agent” card
-Precision of the descriptive text of the “Cybernetic implant” card

UI:
-The white flash when starting a game is now black. We apologize to everyone who lost their sight because of us
-Precision of a tooltips in the screen to exclude a card

Engine:
-Webworker and webGPU have been disabled which could lead to a slight drop in performance (imperceptible in the majority of cases), and perhaps resolve the black screen problem at launch that some players seem to encounter
-The game no longer waits until all graphics resources are loaded to start, which allows for a faster launch and avoids a possible rare crash problem
-The loading of the application is now displayed by a text percentage which can avoid a possible compatibility problem in very rare cases
-The format of graphic files is now JPEG and PNG instead of WEBP, which can avoid possible compatibility problems with certain systems
-The application executable no longer has a CPU blacklist which in rare cases could prevent launch on certain systems
-The application no longer has a size limit for sprites which can resolve possible compatibility problems on certain systems
-Optimization of the application which should be a little less demanding on GPU resources
-Optimized the way the game creates new cards, which may prevent some rare bugs

Stellar Orphans is out!

That's it! Stellar Orphans is available!



This is the culmination of more than 3 years of work! And this work is not finished, we will continue to work hard with you to make this game an essential deckbuilder.

At this stage, the game has two complete scenarios (between 20 and 50 hours of gameplay) and a third will be added during the month of May. The rate of release of major updates and new scenarios/crews/game modes will be approximately every 2 months.

Also, do not hesitate to let us know on the Steam forum any bugs, opinions on balancing, advice, ideas for maps and/or features that you would like to see integrated into the game. We read ALL messages and take your feedback seriously.

To celebrate the launch and thank the first players, the game will be on sale (-20%) for two weeks!

If you like the game, don't hesitate to leave a nice review, it's very comforting and rewards our work. This is also extremely important for the game to be well referenced on Steam.

So! We hope you will enjoy guiding your stellar orphans to a better future!



Thanks for reading me!



Your devoted,

HoshiNam, CM Artifex Parvus

Stellar Orphans release on March 25!

🚀🌌 Special Announcement! 🌌🚀

We are delighted to announce the release of “Stellar Orphans”! The game will be available from March 25, at the same time as the “Steam Deck Builders Fest” event!

The game will be available with around 350 cards, 2 complete scenarios, 12 unique crews and 16 difficulty levels!

Mark your calendars and get ready to embark on a unique interstellar adventure!

🌟 Don’t hesitate to whishlist the game! 🌟

HoshiNam, CM Artifex Parvus