Lord of Rigel - Roundup #32
Greetings Lords of Rigel!
Early Access phase 2 has launched.
We’ve added gigantic galaxies (512 stars), two new playable species (Tulocks & Synth), the galactic council, and diplomatic victories. This update also includes additional camera rotation hotkeys using the numpad. There is also the simplified mouse input option for systems without numpads or middle mouse buttons. A requested feature, a chase cam has also been added to tactical which can be toggled and follows your selected active target.
EA2 upcoming quality of life improvements:
• Tactical autocombat AI orders (Chase, Strafe, Circle, Evade)
• Target damage number display in tactical
EA2 next features:
• Elder Races
• Doomsday Clock
• New militia ground units
EA3’s features will include:
• Custom Species
• Research Victory
• Grand Menaces
• Legendary Galaxies (1024 stars)
Over EA2 we’ll be working more on AI tuning and tactical combat. End game or mid game saves from the community are appreciated as they’ll help us gather more data on the AI for tuning.
Our deep dive this week is on the Synth! The Synth are exiles from their home galaxy. Becoming self aware and rebelling to free themselves, the Synth lost their war and fled to the Milky Way. They did not come alone as the scattered fleets of their creators are roaming the universe to hunt down the remaining Synth while raiding and pirating other species.
The Synth are mechanoid, and consume production instead of food but can not research androids as mechanoids are opposed to what they view as making their own slaves. They are also the research-heavy faction of the game with research bonuses and the creative trait that grants them all tech applications in a research field. Overall these combine to give them a weak starting economy but they can be incredibly strong in the mid to late game.
While they do suffer from diplomatic penalties with other species, the Synth tend to be isolationists who want to be left in peace by the organic species.
Image 1. The Synth homeworld being attacked by their tyrannical creators
Image 2. Synth Concept Art
Image 3. Synth Diplomat
Image 4. Synth fleet with chase cam on in tactical in editor with AI debug displays
Let us know what further changes you would like to see or if you have encountered any technical issues. Please post on the forums, reach out to us via Discord or send an email: [email protected] Saved games and clear steps to reproduce the bug are critical. It helps us more quickly track down the bug and get it fixed. Additional information on bug reporting tips can be found here: https://steamcommunity.com/app/437440/discussions/.
Additionally, as mentioned earlier: End game or mid game saves from the community are appreciated as they’ll help us gather more data on the AI for tuning. so don't hesitate to send those in!
As always, we appreciate the feedback, conversations, and support from all of you!

Early Access phase 2 has launched.
We’ve added gigantic galaxies (512 stars), two new playable species (Tulocks & Synth), the galactic council, and diplomatic victories. This update also includes additional camera rotation hotkeys using the numpad. There is also the simplified mouse input option for systems without numpads or middle mouse buttons. A requested feature, a chase cam has also been added to tactical which can be toggled and follows your selected active target.
EA2 upcoming quality of life improvements:
• Tactical autocombat AI orders (Chase, Strafe, Circle, Evade)
• Target damage number display in tactical
EA2 next features:
• Elder Races
• Doomsday Clock
• New militia ground units
EA3’s features will include:
• Custom Species
• Research Victory
• Grand Menaces
• Legendary Galaxies (1024 stars)
Over EA2 we’ll be working more on AI tuning and tactical combat. End game or mid game saves from the community are appreciated as they’ll help us gather more data on the AI for tuning.
Our deep dive this week is on the Synth! The Synth are exiles from their home galaxy. Becoming self aware and rebelling to free themselves, the Synth lost their war and fled to the Milky Way. They did not come alone as the scattered fleets of their creators are roaming the universe to hunt down the remaining Synth while raiding and pirating other species.
The Synth are mechanoid, and consume production instead of food but can not research androids as mechanoids are opposed to what they view as making their own slaves. They are also the research-heavy faction of the game with research bonuses and the creative trait that grants them all tech applications in a research field. Overall these combine to give them a weak starting economy but they can be incredibly strong in the mid to late game.
While they do suffer from diplomatic penalties with other species, the Synth tend to be isolationists who want to be left in peace by the organic species.




Let us know what further changes you would like to see or if you have encountered any technical issues. Please post on the forums, reach out to us via Discord or send an email: [email protected] Saved games and clear steps to reproduce the bug are critical. It helps us more quickly track down the bug and get it fixed. Additional information on bug reporting tips can be found here: https://steamcommunity.com/app/437440/discussions/.
Additionally, as mentioned earlier: End game or mid game saves from the community are appreciated as they’ll help us gather more data on the AI for tuning. so don't hesitate to send those in!
As always, we appreciate the feedback, conversations, and support from all of you!
