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 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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0 comments by Codestar on Apr 11th, 2014

The Battle of Tau Ceti Alpha has been released!

 To get it just head over to the downloads page.

Alpha Screenshots

While you'll find versions for Windows, Mac OSX, and Linux, the Windows version is the current target.  I uploaded the other builds because I don't want to leave out other OS users but I haven't tested them and cannot guarantee that they work in any way.

Here are some important points with the release of the Alpha:

  • Understand that this is truly an ALPHA and is not a finished game! There will be bugs so expect them!
  • There are no restrictions when it comes to posting gameplay online.  Screenshots, videos, streams are all okay so go nuts!
  • This game is multiplayer only but if you can't find other players you can add bots from the server panel in game.  Beware that they were mostly implemented for testing purposes and are not intended to replace human players.  Their intelligence is limited and will occasionally do dumb things!
  • I expect to support the alpha for a limited time to fix bugs and stability.

With that out of the way, there are two newly added features to check out!

  • Dedicated Servers - One of the uploads is a special build that will run from a script to execute a headless server.  The same server properties that you can set in game (Server name, max player count, etc) are set in the serverProperties.txt file so you still have the same amount of control. This should allow servers to be a little more performant.
  • Voice chat (VOIP) - The game now includes built in VOIP with customizable push to talk key, voice volume controls, and the ability to mute players (very important!).  

If you want to help out with development, the best thing you can do is report any bugs/issues you find to an appropriate thread on /r/battleoftauceti/. Suggestions are also welcome!

You can also let me know what you think by contacting me on Twitter (@CodestarDev), by email (, by making a comment on IndieDB or my website (, or by going to the games subreddit.

See you on the battlefield!

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Battle of Tau Ceti Alpha 0.3.0 - Linux

Battle of Tau Ceti Alpha 0.3.0 - Linux

Apr 10, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.3.0 release for Linux. **** WARNING UNTESTED ****

Battle of Tau Ceti Alpha 0.3.0 - Mac OSX

Battle of Tau Ceti Alpha 0.3.0 - Mac OSX

Apr 10, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.3.0 release for Mac OSX. **** WARNING UNTESTED ****

Battle of Tau Ceti Alpha 0.3.0 - Dedicated Server

Battle of Tau Ceti Alpha 0.3.0 - Dedicated Server

Apr 10, 2014 Server 0 comments

This is the Battle of Tau Ceti Alpha 0.3.0 Dedicated Server for Windows.

Battle of Tau Ceti Alpha 0.3.0 - Windows

Battle of Tau Ceti Alpha 0.3.0 - Windows

Apr 10, 2014 Demo 0 comments

This is the Battle of Tau Ceti Alpha 0.3.0 release for Windows.

Post comment Comments  (0 - 10 of 15)
MurcDusen Apr 11 2014, 10:42am says:

Just played a match against bots. Great work so far I have to say. The ships all feel really well, from the fast and flexible Interceptor to that mammoth of Battleship.
Two things though: Some kind of Freelook is in order, it's really difficult to keep an eye on the battlefield with frigates and battleships, as your only way of looking around is actually turning the ships, and that takes forever.
The other thing might be a bug: When flying the interceptor it seems to kinda lock into place whenever you're not accelerating. Might be intentional, but it feels really weird.
Looking forward to playing this with real players.
Keep up the good work.

+1 vote     reply to comment
Codestar Apr 11 2014, 11:21am replied:

Thanks for the great comments!

Yeah I've been wanting to do some kind of freelook for a while and haven't settled on how exactly I want to do it. You'll most likely be looking out of a cockpit eventually and I kind of like the idea of only being able to see what you can see from inside the ship and relying on teammates to spot elsewhere. On the other hand, it'll be a while until that might be implemented and it might not be that fun (especially not in the mean time). I'll seriously consider making the third person view into more of a freelook in an alpha patch.

The fighters are supposed to have a hard time maneuvering at low speeds so that is working as intended. While not terribly realistic, it's an effort to force them to make strafing runs (like a plane) rather than to sit in one place firing (like a helicopter which is more the intended role of the corvettes).


+1 vote     reply to comment
MurcDusen Apr 12 2014, 8:55am replied:

I kind of expected that, having to rely on teammates to survey the battlefield and fighters being supposed to handle like that, and I like those choices. A freelook for the Alpha as an interim solution sounds good though.
Some more feedback/questions:
1) Are Gravity Wells actually in the Alpha? I created a game with their probability at 99%, still I didn't get any in the game (or didn't notice them?)
2) Is the asteroid-type sector the only sector collectors are able to salvage ressources from? Also, if you capture a sector with ressources in it, do additional collectors spawn to collect from that sector specifically or is there a pool of collectors that just get's split up between the captured sectors?
3) Is there Hyperspace damage like in Homeworld? I once managed to destroy the enemy repair station in an epic close struggle with my assault frigate, and just barely made the jump back to my home sector, with about half a bar of hull strength remaining. Shortly after I exited Hyperspace I exploded, and I couldn't see any enemies nearby that could've shot me down (I also didn't pay attention to the killmessage).
4) Can you man the turrets on the flagships?

+1 vote     reply to comment
MurcDusen Apr 12 2014, 8:56am replied:

5) The crosshairs for everything but the fighters seem a bit off, I seem to have to aim a little above my target to actually hit it. Also, targeting itself is a little weird right now. It seems to be half automatic, selecting the target in the middle of the crosshair, even when I specifically selected a target before (by pressing q when it was inside the reticle). It'd be nice to be able to actually lock onto a specific target and have that "tracked" by the target marker, especially in a fighter and corvette. Some sort of sector-wide radar/scanner would be nice too. But I guess thewhole scanner thing is still very far from being finished in this version, and you probably have something in mind already.
6) I'm having some weird performance issues. Every now and then the game decides to stutter horribly, and even just hang up completely (with the task manager saying it doesn't respond at all). They seem somewhat random, but it might be because I set the bot number above the standard 32, but I had games with 99, 80, 70, 60 and 50 bots and all of them except the 99 bot match hung up eventually and had the fluctuating performance. Are there any kind of logs to help diagnose these problems?
7) Do you play a lot of Homeworld? :P
8) Is there some kind of forum to gather feedback like this?
9) Oh, and I nearly forgot this one: When using voice-chat, is it public, for the team, or for the crew of your ship, or are there even different channels to switch between?

Again, great work and I'm really looking forward to the final version.

+1 vote     reply to comment
Codestar Apr 14 2014, 2:03pm replied:

Wow so many questions! Let me see if I can answer all of them adequately.

1. Gravity Wells are definitely in and you'll see them as only a single resource asteroid with a purple-y glow. The chance to spawn is currently naive in that it will check each type down the list with asteroid sectors first and gravity wells last. If they are all set to 99 then you probably wont see them. I'll revisit how that logic goes but it hasn't been a priority yet.

2. All sectors contain resources. The way it currently works (subject to change) is that your flagship will periodically send out a collector to each captured sector you own. More captured sectors will mean more collectors.

3. There is no hypersace damage but if you get down to less than 10% health you will have a "hull breach". This mean you will take additional hull damage over time (like bleeding out or being on fire). Since you said you were low on health, this is most likely what happened. Thinking about it, I may alter it a bit so you don't take breach damage while hypering to give you more of a chance to make it to the repair station.

4. You cannot man the flagship turrets. I don't see a need to provide this as you pretty much always should be able to hop into a ship.

+1 vote     reply to comment
Codestar Apr 14 2014, 2:03pm replied:

5. The firing angle relative to the crosshair will almost certainly change a bit so I'm not too concerned with it being 100% accurate right now. The way targeting works is that each player can target ships (q by default) to see health/crew/position/ability(if you can stay locked). If another player in your ship targets something, you will see it but partially transparent/not as prominent - bots targeting ships is what I think you're seeing as the automatic parts. Also, you will lose a target if you lose line of sight. This is allow players the chance to lose chasing enemies in an asteroid field for example. A sector radar type thing would be cool but I don't have plans for that right now though that's something to consider for the future at some point.

6. There are logs in the data folder that accompanies the .exe. You can also see the log console by hitting ~ in game. I don't know how helpful it will be for this particular problem but it's always possible. As far as performance issues in general, I've spent only a small amount of time dedicated to optimization so there will be issues but that will be improved over time.

+1 vote     reply to comment
Codestar Apr 14 2014, 2:04pm replied:

7. I love Homeworld and I used to play the hell out of it (1 and 2). Unfortunately, I'm not very good at RTSes and would get stomped regularly though the battles always looked awesome. What I always wanted was to play something like Homeworld but from the perspective of a single ship in the middle of a huge fleet on fleet battle. Many years later and I decided I would try my hand at taking that vision and making it so here we are :)

8. I opted to create a subreddit ( for discussion/feedback/bug reporting. It's not very active at the moment but the place does exist and I encourage anyone who is interested to post there.

9. The voice chat was added super last minute and goes out to everyone on the server currently. I intend to at least update it so only teammates hear you and ideally a way to talk to only your ship as well though that adds more complexity. I also need to add a indicator that shows who is talking. So these coming soon.

This fantastic feedback and I really appreciate the time you've spent both on the game and in posting your thoughts here. Hope I've answered everything and don't hesitate to contact me here or at any of the links in the game summary if you have any more questions/comments.


+1 vote     reply to comment
TaShadan Jan 7 2014, 12:56pm says:

This game sounds like Allegiance. Looking forward to it!

+2 votes     reply to comment
Fireball24 Dec 6 2013, 12:59pm says:

how much will it cost?

+3 votes     reply to comment
Codestar Dec 6 2013, 1:13pm replied:

It's still too early to be setting prices as there's still many things to be done but if sold it'll certainly be priced as an indie (i.e. not outrageous).

+2 votes     reply to comment
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Battle of Tau Ceti
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Latest tweets from @codestardev

Battle of Tau Ceti Open Alpha is Live including voice chat and dedicated servers! Tell me what you think!

Apr 10 2014, 11:28pm

Still need to do some finalizing of things, expect a big post later today!

Apr 10 2014, 7:53am

The quiet before the storm means much is happening behind the scenes....

Apr 8 2014, 11:14pm

Still getting over this illness. Updates are coming just a little later than originally planned.

Mar 29 2014, 1:04pm

Also, going to have postpone the stream as well to probably early next week.

Mar 26 2014, 9:43am

Was going to post a progress update today but I'm feeling under the weather. Expect it tomorrow instead including the date of open alpha!

Mar 26 2014, 9:31am

Oh Unity profiler, where have you been all my life?

Mar 23 2014, 9:20pm

Another ~hour stream in a few minutes ( No talking so all you can hear all the new sound effects and music!

Mar 19 2014, 8:57pm

Finally fixing sound issues that have been around forever is so satisfying....

Mar 15 2014, 7:07pm

Bots: 1, Humans: 1, not sure how I should feel about that :O

Mar 12 2014, 10:23pm

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