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Stellaris: BioGenesis and free 4.0 "Phoenix" update out now

A major day for Stellaris as the Stellaris: BioGenesis expansion has released, and the huge free overhaul patch 4.0 "Phoenix" has arrived. If you've been away a while, it looks like a great time to jump back in. This is probably one of the biggest updates to the game since release back in 2016.

Read the full article here: https://www.gamingonlinux.com/2025/05/stellaris-biogenesis-and-free-4-0-phoenix-update-out-now/

Stellaris: BioGenesis Available Now

Stellaris: BioGenesis - the first episode of Stellaris: Season 09 - is available now!

[previewyoutube][/previewyoutube]
https://store.steampowered.com/app/3417870
https://store.steampowered.com/app/3417840

BioGenesis, the first episode in Stellaris: Season 09, allows you to step into the role of a master geneticist, sculpting the galaxy to your design with living ships, engineered ecosystems, and enhanced species. Forge new paths with unparalleled bioengineering tools to create a civilization that thrives on adaptability and evolution – or exploit these tools to dominate the stars.

But beware, the wonders of life may harbor unforeseen dangers, including ancient threats lurking in the depths of space. The line between creator and creation blurs as you unravel the mysteries of life itself, unlocking the power to forge a living weapon capable of reshaping the galaxy – or devouring it.

[h3]Evolution had its chance. Now it’s your turn.[/h3]

Explore the changes to your society as your scientists master the power of your species’ genome, pursuing one of three new Genetic Ascension paths in the BioMorphosis Situation: Purity, Cloning or Mutation, each with their own advanced government authorities.

Will you man the bulwarks, with the Starlit Citadel origin, become what you eat with the Evolutionary Predators origin, or play as a living, sapient planet with the unique Wilderness origin?

[h3]They’re made of.. Meat?[/h3]

BioGenesis also features two new Bioship shipsets, each with three growth stages that become more powerful over time. Each class of Bioship has a distinct role in combat, from the aggressive short-ranged attacks of the Mauler, to the support and debuff abilities of the Weaver, the waves of strike craft disgorged by the Harbringers, to the long-range devastation caused by the X-class weapons on the Stinger. These are the Bioships you’ve been waiting for.

BioGenesis includes:
  • Gestalt Hive Empires (also unlocked by Utopia)
  • Two biological Shipsets with distinct mechanics from traditional spacecraft
  • Three new Origins
    • Evolutionary Predators - Push the boundaries of Species Traits by unlocking and combining unique phenotype abilities to craft the ultimate adaptive empire.
    • Wilderness
    • Starlit Citadel
  • Civics
    • Genetic Identification
    • Crowdsourcing
    • Familiar Face
    • Aerospace Adaptation
    • Shared Genetics
    • Civil Education
    • Bodysnatchers
  • Deep Space Citadel Megastructure
  • Biological Ascension (also unlocked by Utopia)
    • Expanded with BioGenesis to include a mutable tradition tree that reflects your path through Ascension
  • Exploration of the effects of Biological Ascension on society
  • Advanced Government Forms
  • 16 new genetic Species Traits, including phenotype-based traits
  • Portraits that change based on pop strata and leader level
  • The Splintered Hive Fallen Empire
  • Two Diplomatic Rooms and City Sets
  • 7 music tracks
  • And a new Player Crisis Path: Behemoth Fury. Driven to create the ultimate lifeform, your society must confront a terrible question - is it better to create a monster… or become one?


Stellaris: BioGenesis is also available as part of Stellaris: Season 09. Season 09 includes all of the major content releasing for Stellaris this year: BioGenesis (Available Now!), Shadows of the Shroud (coming Q3 2025), and the Infernals Species Pack (coming Q4 2025), plus the bonus Stargazer portrait, and a 20% discount!

https://store.steampowered.com/app/3417870
https://store.steampowered.com/app/3417840

Stellaris Biogenesis adds living planets and world-eating titans to the 4X game

Stellaris is changing forever with the launch of its latest expansion. Paradox's 4X space game has managed to stay relevant for nearly a decade now, and to celebrate its ninth anniversary the studio is unleashing two major upgrades. The first is Stellaris 4.0, a significant redesign to core systems such as pops aimed at improving late-game performance and adding new management tools. The second is Biogenesis, a new DLC that introduces some of the most unique factions the strategy game has ever seen.


Read the rest of the story...


RELATED LINKS:

The new Stellaris DLC has bad Steam reviews, even though lots of players love it

Stellaris 4.0 patch notes arrive as Paradox gives its space game a full overhaul

Stellaris Biogenesis introduces a completely new way to play the 4X game

Stellaris 4.0 patch notes arrive as Paradox gives its space game a full overhaul

Stellaris steps outside of developer Paradox's wheelhouse in a few ways. It's more of a 4X game than their traditional grand-strategy stylings, and eschews historically based period drama in favor of the fantasy of alien species clashing across the galaxy. Nevertheless, it's been a tremendous success, and remains a stalwart of the Steam charts as we approach its ninth anniversary this month. To celebrate, the studio is giving us Stellaris 4.0, a major redesign of some core systems aimed at making the game smoother and more fun than ever.


Read the rest of the story...


RELATED LINKS:

The new Stellaris DLC has bad Steam reviews, even though lots of players love it

Stellaris Biogenesis adds living planets and world-eating titans to the 4X game

Stellaris Biogenesis introduces a completely new way to play the 4X game

Stellaris Free 4.0 "Phoenix" Update

Hello everyone!

We’re less than a week away from the release of BioGenesis and the free Stellaris 4.0 “Phoenix” update, and we’d like to take some time to talk about the things coming in the free 4.0 patch coming to Stellaris on May 5th. We’ve also released a list of preliminary (English-only, sorry!) patch notes on the forums, you can read those here.

[previewyoutube][/previewyoutube]
Game Director Eladrin set aside time to talk about the Free 4.0 Update for Stellaris Official on YouTube.

[h2]Pop Groups, Workforce, and Species Modification[/h2]

Pops have long been one of the biggest causes of late-game performance issues in Stellaris. As such, we’ve grouped singular pops by species, strata, and ethic. This allows us to vastly reduce the number of calculations required as the number of pops increases in the late game.

Pop groups will produce Workforce, which is assigned to jobs on your planets. Pop groups can supply Workforce to multiple jobs, and species traits that previously would create extra resources, now generate bonus workforce when working these jobs.

With pop groups, we’ve also changed pop growth to be simultaneous across all species on a planet, which should result in a more realistic growth and demographics of pops in your empire. With the added focus on Pop Growth, Empires will generally start with large masses of Civilians on their planets, enough to comfortably colonize several worlds, where they will emigrate over time.

We’ve also done some work on Species Modification. Now, with the Gene Tailoring Technology or Integrated Anatomy tradition, you can specify a default template for a species, afterwards any subspecies with Sub-Species Integration set the Integrate Into Default Sub-Species species right will integrate into the default species template over time.

[h2]Trade, Logistics, and MegaCorps[/h2]

The old Trade Routes system was another system that was hurting game performance, made worse by it being also one of the most hard-to-use and unintuitive game systems. We decided that it was time to remove Trade Routes altogether, and instead make Trade a regular resource that can be used and stockpiled.

Trade will now accumulate monthly over time, and represents logistical effort on behalf of your empire. Planetary deficits will now impart a trade expense, as freighters are commandeered by your empire to transport resources to worlds that aren’t otherwise self-sufficient. Military fleets as well will impart a trade cost, decreasing when they’re in orbit of friendly starbases, and increasing when in hostile territory. Trade can also be spent on the Market for the purchase of resources.

This was also an opportunity to make Trade available for Gestalt empires, who can now collect Trade from both jobs and deposits. While they don’t have much use for Traders and Clerks, their Maintenance and Logistics drones will produce most of their trade.

MegaCorps also had a facelift in 4.0. Most corporate Civics now give bonuses to specific Branch Office buildings, and gain Trader jobs on their Capital from the Branch Office building. Branch Office buildings are now limited to one per planet, but give more appropriate jobs to the host planet.

To offset the bonuses to Branch Office buildings, constructing these buildings now also costs Influence, and has an increased effect on Empire Size.

Criminal Syndicates have also had some improvements, for both their playability and for playing against them. Criminal Syndicates can now establish Commercial Pacts. Having a commercial pact with a Criminal Empire will replace all criminal buildings with their "lawful" counterpart. As long as the commercial pact remains, criminal branch offices will not be removed from the planet. All Criminal branch office buildings now produce 25 Crime and give criminal jobs in addition to regular jobs. We have also added a crime floor to non-criminal branch office buildings on empires they have a trade agreement with, which means there will always be a minimum amount of crime on the branch office planet. Criminal branch offices are also up to 25% more profitable on high crime planets.

[h2]New Planet UI & District Specializations[/h2]

The change from Pops to Pop Groups also opened up an opportunity to revamp exactly how Districts, Buildings, and Jobs interact with each other. Districts provide a base number of jobs, District Specializations provide additional jobs per District, and buildings provide Jobs.

District Specializations are a new feature coming in Stellaris 4.0. City Districts will be able to choose two District Specializations, while the Generator, Mining, and Farming districts each can choose one. District Specializations provide extra jobs per district of that type constructed.

Unlocking Specializations will be locked behind key technologies, but choosing a specialization will also open up three additional Building slots.

Assigning and restricting Jobs works remarkably similar to how it did in previous versions of Stellaris, but now instead of assigning Pops to work the job directly, you’re assigning Workforce from several different Pop Groups to work the job.

[h2]New Mammalian Portraits & Precursor Selections[/h2]

And now my deer friends, one mooo-re surprise for you! The Stellaris 4.0 ‘Phoenix’ update brings ten paws-itively stunning new Mammalian portraits to the base game!

We know some of you have Precursors that you like the most - and the least - and with Stellaris 4.0, you’ll now be able to turn off the Yuht after you get it for like the sixteenth time in a row.

We’ve also added a new Empire timeline that tracks major events in your empire. We know this is something that some of you have wanted for a while, and it’s great to be able to look back and remember events that happened in your empire.

There’s so much more to talk about coming in Stellaris 4.0, you can read the full patch notes here.

Stellaris 4.0 and the BioGenesis expansion will be available May 5th on Steam, or you can pick it up as part of Stellaris: Season 09 for a 20% discount!

Thanks to everyone for playing Stellaris!