Drawing [REDACTED] Battlestations, part 1

The following briefing is cleared for officers at Hegemony COMSEC level ALABASTER. If this document has come into your possession outside of protocol 20 then you must destroy this document and report immediately to your unit intelligence officer for enhanced debriefing.


# # #

Here be spoilers to Hidden Fun Content in Starsector. Many of you have clearly not been following important Hegemony COMSEC directives, leading directly to speculative rumour-mongering among the civilian population about the art and design of certain deep space objects which are the subject of today’s blog post.

Proceed at your peril!

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Starsector 0.8.1a Release

Update (6/6/17, 2:20pm EST): hotfix for “allies retreating at start of joint battle” issue and Persean League commission stopping bounties being posted.

Update (6/4/17, 3:30pm EST): hotfix for a few modding-related issues, and a few minor QoL improvements.

Update (6/3/17, 9:40pm EST): hotfix for crashes when approaching Hesperus in Eos Exodus system.

Starsector version 0.8.1a is now out! The release is mostly focused on quality-of-life features, polish, balance, and bugfixing, though it does include a bit of new content as well. Some highlights:

  • New “Interdiction Pulse” campaign ability
  • New campaign music track
  • “Fighter Strike” combat command
  • “Lay in course” using right-click
  • Colossus Mk.II and Mk.III (militarized versions of the Colossus freighter)
  • … and a ton of smaller fixes and improvements

Of particular note to mod users: the game now comes with 64-bit Java, so there’s no need to manually swap it in if you’re running a large number of mods. If you’re on a 32-bit Windows system, not to worry – the installer will automatically detect that and proceed accordingly.

The full patch notes, and the comment thread, are here. You can download the new version here:

(Alternate download links: Windows Mac Linux)

As always, thank you for your support!


Starsector 0.8a Release

Update (4/21/17, 6:40pm EST): another hotfix for a few crashes, another load-game issue, a few other bugs and gameplay issues is up. Please re-download using the links below.

Update: a hotfix for a few crashes, a load-game issue, a tutorial derailing issue, and a few other items is now up. Please re-download using the links below.

Starsector version 0.8a is now out! Here are some of the more prominent new features in this release:

  • More hand-crafted star systems to flesh out the core worlds area of the Sector
  • Procedurally-generated areas to explore beyond the core worlds
  • Run salvage operations and planetary surveys, with associated missions for further profit
  • New map interface – redesigned to aid in your exploration
  • A “lay in course” feature – track where you’re going and how long it’ll take to get there
  • Ship recovery – repair derelict ships or ships disabled after battle, and add them to your fleet
  • Revamped carrier & fighter mechanics – command fighters launched from your own carrier
  • New campaign abilities – scavenging, distress calls, and more
  • Skill overhaul – added Industry aptitude; every point matters
  • New enemies to fight (details REDACTED)
  • Modular orbital stations, for use in REDACTED
  • Several new ships, including new carriers
  • New terrain types – pulsar beams and black holes
  • A new “reckless” officer personality
  • “Full Assault” and “Eliminate” combat commands; other ship AI and command improvements
  • Destroyed ships break into pieces
  • A campaign tutorial, and other changes to make the early game more forgiving
  • A new set of starting options – a focus on fewer and more clear choices before the game begins
  • … and lots of miscellaneous fixes and improvements!

The full patch notes, and the comment thread, are here. You can download the new version here:

(Alternate download links: Windows Mac Linux)

As always, thank you for your support!



Ship’s Log of Salvage Dave’s Final Mission

Order received from command: Alex wants campaign testing, especially of new salvage mechanics, missions, and abilities. So I say, why don’t I turn some testing notes into a blog post? Command approved the initiative noting, however, that it was imperative that I – paraphrased – “use discretion when it comes to certain elements you may encounter”. Discretion is my middle name! There isn’t room for it on my Domain Ident Chip however, so you’ll have to take my good word for it.  

Cycle 206, March 03


Over the last cycle, I’ve been making my living as a smuggler. The ship under my command is a Wayfarer-class freighter, the Iota-Max II, with good cargo capacity and decent armament.

Recently I’ve filled my cargo holds with contraband – and legitimate goods to disguise it.  All in all, recent life in the Sector has been relatively … Normal.

That’s all about to change.

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Building Better Worlds

No, not terraforming; world-building! You know, like writing and content implementation.

In the upcoming Starsector 0.8x patch we’ve added at least one* new faction and expanded the number of hand-scripted star systems in the Sector by a significant though not quite finalized number. Alex has of course obliquely described how he has expanded the number of procedurally generated star systems from zero in the currently available build to potentially a whole bunch in the upcoming patch. This does much to embiggen the world of Starsector! My part in this has focused mostly on the hand-scripted Core Worlds, the centers of human civilization, industry, and conflict within the volume of the Persean Sector.

I’ll talk a bit about the creative process as well as design considerations that go into creating this content. We’ll cover some old star systems, some new star systems, the Persean League just a tiny bit, and whatever tangents that come up.

(*Hedging how I word this because the truth of the matter is a touch complex.)

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