Battle of Tau Ceti is a team-based multiplayer space combat game. Players pilot ships ranging from small one-man fighters to huge six player battleships or alternatively join crew as a gunner and take command of one of its turrets. Fight the enemy for control over sectors allowing your team to collect resources which you’ll use to buy bigger, more powerful ships and ultimately destroy the enemy flagship.


  • 8 (multi)player controlled ships with unique weapons loadouts - plus 5 non-player ships.
  • Procedurally generated sector layouts and types (Normal, Asteroid Field, Dust Cloud, Gravity Well).
  • 8 ship ability modules for ship customization and strategic play.
  • Fully multiplayer battles that support games of varying sizes.
  • In-game text and voice chat.
  • Customizable controls (keyboard/mouse, joystick, and gamepad supported!).

Game Website:

Battle of Tau Ceti - Alpha Gameplay Trailer - Indie DB

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Blog RSS Feed Report abuse Latest News: Battle of Tau Ceti - Alpha 0.4.4

0 comments by Codestar on Sep 3rd, 2014

It's been a busy few weeks but I'm finally finished with this set of updates! They include mostly improvements to how rounds begin and are reset. I'm also hoping that these changes will increase stability over the long term as it performs a harder reset after a round ends. Bot AI has been updated as well to more intelligently choose which sectors to jump to - favoring those with more resources and choosing the enemy home sector more often with larger ships in order to execute a win.

As I can no longer guarantee that I can participate in the weekly playtests (other commitments get in the way) I'm going to no longer have them regularly scheduled. Instead, when I feel the need to I'll make a post on the main website ( as to when it will be. Expect it to be a little more infrequent but the 24/7 server will still be running and as always I appreciate any feedback with or without other people playing.

Here's a quick list of changes:

  • The round begin timer starts longer but gets reduced for each player that joins.
  • When a round begins, the sectors are no longer regenerated.
  • When a round is reset, it reloads a whole new map instead of just generating new sectors.
  • Player ships now freeze at the end of a round.
  • Bots now choose sectors based on resources and are more likely to jump to the enemy home with larger ships.
  • Darkened scoreboard background to make it easier to see.
Alpha 0.4.4
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Battle of Tau Ceti Alpha 0.4.4 - Linux

Battle of Tau Ceti Alpha 0.4.4 - Linux

Sep 3, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.4.4 release for Linux. **** WARNING UNTESTED ****

Battle of Tau Ceti Alpha 0.4.4 - Mac OSX

Battle of Tau Ceti Alpha 0.4.4 - Mac OSX

Sep 3, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.4.4 release for Mac OSX.

Battle of Tau Ceti Alpha 0.4.4 Dedicated Server

Battle of Tau Ceti Alpha 0.4.4 Dedicated Server

Sep 3, 2014 Server 0 comments

This is the Battle of Tau Ceti Alpha 0.4.4 Dedicated Server for Windows.

Battle of Tau Ceti Alpha 0.4.4 - Windows

Battle of Tau Ceti Alpha 0.4.4 - Windows

Sep 3, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.4.4 release for Windows.

Battle of Tau Ceti Alpha 0.4.3 - Linux

Battle of Tau Ceti Alpha 0.4.3 - Linux

Aug 13, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.4.3 release for Linux. **** WARNING UNTESTED ****

Battle of Tau Ceti Alpha 0.4.3 - Mac OSX

Battle of Tau Ceti Alpha 0.4.3 - Mac OSX

Aug 13, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.4.3 release for Mac OSX.

Post comment Comments  (0 - 10 of 25)
Guest Jul 17 2014, 2:02pm says:

This comment is currently awaiting admin approval, join now to view.

Codestar Creator
Codestar Jul 30 2014, 11:30am replied:

If you start a game that you want others to connect to, all you have to do is create the server and it will automatically show up in the browser for anyone else.

I appreciate you mentioning the turret bug, I think I know what you're talking about and it should be an easy fix to get into the next build.

Hyperspacing between sectors is the most confusing thing and I definitely plan to address that. As MurcDusen mentioned, to jump to another sector, you just need to aim at it while holding the hyper charge button until it fills up.


+1 vote   reply to comment
MurcDusen Jul 17 2014, 3:28pm replied:

Host IP should be useful, netcode is whacky yet and I'm not too sure whether every personally hosted game shows up in the browser. Best is you just join the dedicated 24/7 server, especially on Wednesdays 9PM EST, as there are public playtests held there with the dev (not too good a time for European sadly, should be about Thursday 0AM to 3AM or something depending on where you live...).

Never seen that turret bug before, gonna test that out.

I'm not too sure what your question about jumping is, but hyperjumps generallly just work from one sector to any sector with a clear line of sight. You just aim at a sector and hold your hyperdrive key until the drive is charged, then you'll automatically jump to that sector. The HC (Hyperspace Capacitor?) just lets you jump instantly when you use it, no charging required.

+1 vote     reply to comment
ChickenDelight May 17 2014, 2:02am says:

OK, two questions
1. Will this game be free when it is fully released?
2. Do you know what the system requirements are for this game?

+2 votes     reply to comment
Codestar Creator
Codestar May 17 2014, 10:43am replied:

1. No concrete plans so far but expect it not to be. That said, all the alpha versions (now and in the future) will all be completely free.

2. I don't have specifics since I haven't done any true benchmarking but the requirements are pretty minimal. On the plus side, if you have any doubts the latest alpha build is available to try out right now. It even has an FPS counter built in (minus key by default)!

+2 votes   reply to comment
Petroph May 6 2014, 1:41am says:

I'm loving this game. Though my only beef atm is that for some reason with AI, they WILL NOT for the life of me use the turrets on the Artillery Frigate. They worked for awhile, but now, they just cease to work on my end. They'll for for the rest of the other AI ships friend or foe. But not for me. So either I pressed a button that I shouldn't have pressed or something is glitched out in a config file that shouldn't have been glitched. I tried reinstalling sort to speak, but seeing as I have no idea where the config files are saved locally, it doesn't do anything.

+2 votes     reply to comment
Codestar Creator
Codestar May 7 2014, 11:53am replied:

Glad you're liking it so far! The Artillery turrets not firing under AI control is definitely a bug and not a config issue. I've noticed it before myself but fixing it will require some dedicated digging to figure out what the problem is since the same code controls all AI turrets and only one ship has issues.

I'll make sure to work on this for the next build, thanks!

+2 votes   reply to comment
Petroph May 8 2014, 12:27pm replied:

Ya, turrets on all other ships work fine. It may be something just related to the artillery ship alone. They used to work, however, now they do not, can't give you a reason why, but can just tell you that it looks to be only isolated to the arty ship.

+2 votes     reply to comment
MurcDusen May 6 2014, 4:12pm replied:

I think that happened to me too... though I just assumed it was because the enemy was too far away or something... should probably keep an eye on that. Best solution of course would be to get some populated servers :P

+2 votes     reply to comment
Fireball24 Jul 30 2014, 5:19pm replied:

Man about that 7th answer I exactly wanted that aswell (too bad I am not that good at programming :/ ) I wish you good luck!

+1 vote     reply to comment
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Battle of Tau Ceti
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More sunshafts....this time with frigates!

Sep 20 2014, 2:57pm

Here's a first look at the new interceptor from an in-game screenshot during an epic dogfight!

Sep 17 2014, 10:34am

BoTC Alpha 0.4.4 is up! Improvements to how rounds work and better AI!

Sep 3 2014, 2:46pm

Finishing up some changes for Alpha 0.4.4 that goes out tomorrow!

Sep 2 2014, 9:53pm

In the middle of a busy couple of weeks. More updates are in the pipeline but it'll take a little longer than usual.

Aug 22 2014, 9:04am

Build 0.4.3 is live! Squashing them bugs.

Aug 13 2014, 3:25pm

Planning on putting out a new build tomorrow. Mostly bugfixes with some small UI updates as well.

Aug 12 2014, 4:02pm

Alpha 0.4.2 is up on IndieDB ( More improved netcode!

Jul 30 2014, 1:28pm

Just encountered a bug....don't think the next build is quite ready yet.

Jul 22 2014, 11:09pm

0.4.1 Alpha posted now on IndieDB Dedicated server is up and running!

Jul 16 2014, 10:48am

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Battle of Tau Ceti
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