Stellar Insurgency & Demo

Hello everyone! For those unfamiliar, Stellar Insurgency is a single-player, open-world Space-Sim exploration, fleet, and trade game that I’ve been diligently developing. Despite the extensive list of features, my commitment to the project remains unwavering.

Over the past few months since my last update, significant changes have taken place. These include optimizations, additional content, gameplay enhancements, and a long list of bug fixes. These efforts are aimed at continually elevating the game’s appeal. Notably, we’ve just released the demo on Steam, and you’re welcome to give it a try!. Please also consider wishlisting.

Here is a list of highlights.

A magnetar is a neutron star with an immensely powerful magnetic field. This field decay produces high-energy electromagnetic radiation, including X-rays and gamma rays. When the fleet enters a solar system containing a magnetar, ship force fields (shields) become non-functional.


Updated galaxy. The fleet moves within the galaxy using a system of star lanes, black holes and warp gates.


Our fleet, on a mission from the Interstellar Alliance, seeks to locate and safely escort a missing ship, with a reward promised upon successful completion.


Time near a gravitational field slows down, causing galactic clocks farther from the black hole to run faster than those on nearby spaceships. Consequently, events in the galaxy progress more rapidly when the fleet is in the vicinity of the Black Hole.


We’ve introduced warp gates, which can instantly transport your fleet to different parts of the galaxy, resembling black holes but without the time dilation effect. Some warp gates operate unidirectionally.

Thank you for reading!

Tensorial

Last update before demo

Greetings everyone to another update of Stellar Insurgency. This is probably the last update before the release of the demo in Steam which is planned around April. In this update I have improved some aspects of graphics and gameplay and have also started working on the persistence (aka saving – loading) which I left it to the last minute.

Dogfight between two space fighter squadrons. The player can set the position of each squadron (taking account the selected formation) and the target of each squadron fighter individually. There are also slower bomber squadrons equipped with torpedoes more suitable for attacking large vessels.


One of the highlights of this update. Realistic looking Black hole with accretion disk and distortion based on a shader. I think it fits very well with the graphical theme of the game.


Improved asteroid fields. Reworked asteroid fields and added dust between asteroids. Also player and NPC spacecrafts can hide themselves within these fields (will be harder for sensors to detect).

Self-destruct much?. Every spaceship that respects itself has to have self-destruct functionality.

Finally started working with persistence. Always thought that it would be very difficult. It turns out that it is pretty straight forward albeit time consuming and code heavy. There is a whole galaxy to be saved but I think in the end the save file size wont be larger than ~10mb for a galaxy of 300 stars.

that’s all for today, stay tuned for the Demo.

Tensorial

Οverview

Hello everyone. For those who are not aware of this project, Stellar Insurgency is a space game (there are never too many space games : ) ) with rts and rpg elements that is under development since 2016 by a team of one.

I haven’t posted any updates in over a year, nevertheless the development of the project is going strong especially taking into account that this is a one-person free time project. At this point I am not even considering any potential profit (although that would be very nice), rather than completing and releasing the game probably on Steam.

During this year I have been iterating the project, adding and revising features, refactoring the code, killing bugs, and generally being on a state of perpetual grinding. I have found that (at least for me) the hardest and most time consuming part in making a game such as this it not coding (although sometimes it can be hell) but rather working on the gameplay and trying to make it enjoyable and interesting at least on the creators definition of interesting.

The current version of the game is 0.66 Alpha and it will probably ready for early access in Steam within 2023 (fingers crossed) at a state close to 0.75-0.77 Alpha. As many of you will notice most of the assets are from the store and that is because there is not enough time or talent to make my own(you know what they say, jack of all trades …). but I think that they look nice and maybe in the future after release in early access there will be a chance of updating or even replacing some of them.

What is following is a compilation of features and collection of images and gifs showing selected features
and current state of the game.

Major Features

  • Explore a galaxy of 300 systems.
  • Control your fleet in a top-down 3D style.
  • Three playable Factions plus three additional.
  • Cross the galaxy through star-lanes, warp gates and Black holes.
  • Customize and upgrade your fleet consisting from Fighters to Carriers and Battleships.
  • Complete missions that impact your relations with galaxy’s factions.
  • Forge alliances, wage war and determine the fate of the galaxy.
  • Hire crew to improve the stats of your fleet.
  • Be a pirate (if you want to).
  • Make profit through trade.

Minor Features

  • Explore stellar objects through exploration probes.
  • Three levels of defense Stealth, Shields and locational Armor prior to component and hull damage.
  • Use warp drive to jump locally and through solar systems.
  • Board Enemy vessels through boarding probes or transporters.
  • Several classes of weapons that include, laser-turrets, beams, missiles, flak (anti-fighter).
  • Place or avoid mine fields.
As it is mentioned in a previous post I applied the Density Wave theory (this theory explains the spiral arm structure of spiral galaxies) on a particle system to make the galaxy look more realistic. The galaxy depicted here consists of 300 reachable solar systems each one with its own characteristics interconnected via a system of star-lanes.
Our fleet consisting of 3 spaceships is orbiting a planet when another unknown fleet approaches.
In general there are moons orbiting planets, planets orbiting stars or other massive objects and space stations and spaceships orbiting anything, all this, is done by simulating gravitational force through Newton’s law of universal gravitation.
A fleet in formation approaching a black hole.
I have a added the ability to destroy colonies or entire planets. In this case, the Purifiers, finishing an act of ehm.. purification.
Support of fleet formations
The Universal translator is a component that can be installed in one of fleet’s ships and yeah, you know how it works…
Every Star/Planet/Planetoid has its own description with valuable information for the space traveler.
Retrofitting is the process of modifying existing systems or structures to make them more efficient or functional. There is a variety of components that can be found or bought (legally or not) across the galaxy. Each one of these components can be damaged during battle.

That’s all for now, I hope you enjoyed the reading and found something interesting.

Tensorial

Updated Galaxy & Diplomacy Screen

In this article, the updated galaxy utilizing Density wave theory and the Diplomacy screen is showcased.

Updated Galaxy

Immersion is undeniably one of the most important aspects of a game. And what is a space exploration game without a realistically rendered galaxy?

In this update I applied the Density Wave theory (this theory explains the spiral arm structure of spiral galaxies) on a particle system to make the galaxy look more realistic (and I think it was worth the effort).

For anyone that is interested, the following article (not mine) gives a very good introduction on the Density wave theory: https://beltoforion.de/en/spiral_galaxy_renderer/ and also includes a C++ and Typescript implementation of the algorithm available for download via GitHub..

A spiral galaxy with 2-arms ready to be explored.
Currently in Stellar Insurgency there are five galactic sectors, each one with its own predominant type of solar system. For example it is more probable to find a nebula in the areas between the spirals, while the density of stars is higher closer to the spiral arms.
The galaxy with its star lanes.

Diplomacy Screen

One of the ways the player can interact with other Factions is through the Diplomacy Screen. There the player can request contracts, revoke active contracts or obtain information about current relations between discovered factions. In order to request a contract, part of the player’s fleet has to be in orbit around a planet that belongs to the target faction and in addition the colony has to be advanced enough so that it supports a diplomacy corp. Once the contract has been accepted it will remain active until its expiration date or until the player cancels it. Note that all active player contracts and their info are available from the diplomacy screen and the player can cancel them at any time.

Examples of contracts are:
Declare war / Plead for peace (of course, war can also be declared just by attacking a faction)
Request Mining contract / Revoke Mining contract

In the diplomacy screen, the player can request contracts, revoke active contracts or obtain information about
current relations between discovered factions.
We request a mining contract with limited duration (3 months) from the League.
In the diplomacy screen, the player can request contracts, revoke active contracts or obtain information about
current relations between discovered factions.

Thank you for reading

Quest System, Crew Screen & Exploration

Hello everyone, in this post I will write about the quest system, the crew screen, exploration events and orbital space stations.

The Quest system

One very important aspect of the game is the quest (mission) system. The basic concept is the following: The player travels to various inhabited objects (e.g. planets, asteroids space stations or NPC spaceships) and can receive missions from the Mission Board of each planet or from individual NPC’s. Each mission has a specific goal that has to be accomplished in order for the player to receive the reward. The reward includes credits, trade goods or improving the diplomatic relation between the player and the faction that offers the mission. In many missions there is also a time limit. Exceeding this limit leads to termination of the mission and any penalty for the player that was attached to the mission is applied. Failing or rejecting the mission will also result to a penalty.

There are several types of missions. Some examples include escorting a ship to the requested destination, attacking a fleet, transferring a passenger to a destination, Bounty hunter missions, Plunder a trade route or destroy an incoming asteroid and more. Not every type of mission can be offered by every faction. For example the pirates will ask the player to plunder a trade route but on the other hand, a non-pirate faction will offer Bounty hunter missions instead. There are also diplomatic missions which have as a goal the improvement of relations between two factions. The missions are mostly offered by planetary Mission Boards but occasionally the player will be asked to complete a mission offered by an NPC spaceship. Once the player has accepted a mission from the Mission Board (or spaceship) it appears into the fleet’s mission screen. In Mission Board (and in the fleet’s mission screen) there is also a button that highlights the solar system mission’s target on the map (if this solar system is discovered).

The entire quest system has been refactored, so it is now much easier to add various types of quests.

The Crew screen

Each spaceship according to its class has a number of crew slots. The crew slots and their availability is shown at the Crew screen. To each slot corresponds a specific rank. Hovering the mouse on an occupied slot shows the stats of the crew member that occupies the slot. The player can switch the position of each crew member (but only between similar ranks). Each spaceship according to its class has a number of crew slots. The crew slots and their availability is shown at the Crew screen. Each slot corresponds a specific rank. Hovering the mouse on an occupied slot shows the stats of the crew member that occupies the slot. The player can switch the position of each crew member (but only between similar ranks) between the fleets spacecrafts through drag and drop. The purpose of the crew is to operate the various systems of the ship and increase their efficiency. For example the captain of the ship can improve all the traits of his/her subordinate by a percentage whereas an engineer can make the engines run more efficiently and improve their stats (e.g. increased max speed and more). Fighter / Bomber Squadrons have Squad Leaders instead of Captains. The slot with the highest rank is shown at the top part of the crew screen and it is occupied by the player. At the lowest ranks there is a Crewman slot and a Boarding Squad slot where part of crew can be used to man a boarding probe in order to assault another vessel. The crewmen that survive the attack are returned to the boarding slot. Crew can be hired from Crew Lounges is various planets and space stations across the galaxy. Crew can also be dismissed by dragging the crew icon in the Dismiss slot at the lower part of the Crew screen.

Another important aspect is that crew (all ranks) consumes supplies (before that the crew received a monthly salary but this was dropped for gameplay improvement reason). Supplies are stored in the limited space of the fleets Cargo Bays and are substracted each month from the stock. If the entire supply stock is consumed the crew will start to receive periodically damage in health and if health reaches zero, the crew member dies. Supplies can be bought in various markets or can be found during exploration.

The crew screen where the player can review that fleet’s crew and assign its positions.

Exploration of planets asteroids and debris fields

In Stellar Insurgency, the player among other things has the ability to explore planets, asteroids and debris fields (or planetoids in brief). Each planetoid has its own category of exploration events based on its class, so for example it is highly unlikely to find a stranded man craving for help on a Volcanic planet or a Gas Giant. The exploration of a planetoid can be achieved through exploration probes or fighter/bomber squadrons that scan the surface of the planetoid for anomalies. An exploration probe can be launched from a capital ship as long as it has the required component which is a probe launcher. The number of exploration probes a fleet can have is limited and it depends on the capacity of the cargo bay. Exploration probes can be bought in various markets across the galaxy. On the other hand a fighter/bomber squadron can explore a planetoid’s surface as long as it has a scanning device component. Exploration via a squadron can take place an indefinite amount of times, however each time a squadron scans a planetoid there is a small chance of losing a member due to the perils of this endeavor.

This spaceship has just launched an exploration probe towards the surface of this uninhabited Gas Giant.
This fighter squadron consisting of four fighters is ready to explore the surface of this icy planet. The squadron has to be equipped with a scanning device.
After scanning the surface of an uninhabited planet we found a stash with cash.

Orbital Space Stations

Recently, orbital space stations were added to the game. Those behave like spaceships except that they always orbit a planet. Orbital space stations are mostly found on highly developed planets (e.g. capitals), have markets and shipyards and are completely destructible.

Our fleet consisting of a lone spaceship is fighting its way through a hostile Space Station.

Thank you for reading.