The ultimate starship designer,
powered by a deep game simulation...


Cosmoteer is a starship design, simulation, and battle game. Design a fleet of ships by laying out individual rooms and corridors, including cannons, lasers, shields, and thrusters. Battle other starships to earn bounties and use that money to expand your own ship. A dynamic crew and combat simulation makes every design decision important and interesting.


Best-In-Class Starship Designer

Design the greatest starship ever made using a starship designer that is easy-to-learn yet limitlessly flexible.

Build your ship by placing individual modules onto a grid—weapons, defenses, engines, reactors, crew's quarters, and more! Few restrictions and no pre-defined, creativity-limiting hull shapes mean you can create almost any ship you can imagine.

Learn the game systems by watching as your crew scramble to power and operate new modules in real-time as you add them. The Ship Designer is directly integrated into the gameplay—no need to interrupt your flow to tweak your ship or experiment with a new design.

Inspired by professional art programs, the Ship Designer has full support for Undo & Redo, Copy & Paste, rotation, and mirroring, so you can quickly and easily design giant starships. It even has a "blueprint mode" which allows you to plan for the future and design without restriction.

Intelligent Crew Simulation

Every starship is operated by a crew numbering from half-a-dozen to hundreds—sometimes more than a thousand—of individually-simulated people.

A ship's crew is its lifeblood. Crew not only operate its controls, but they also carry supplies such as ammunition and power batteries to weapons and systems. When a weapon wants to shoot, the crew go pick up ammo or batteries at an ammo factory or reactor and bring them to the weapon—all simulated in real-time down to the individual people and supplies.

Crew are pretty smart and act mostly on their own, which is a good thing since there can be so many. Your crew are smart enough to figure out what controls need operating, what systems need ammo or power, and how best to get around your ship. They're even smart enough to avoid routes that are already jammed with other people.

The crew simulation is what makes starship design so interesting, because how fast a cannon can shoot or how long a shield can stay charged depends directly on how quickly crew can deliver ammo or power to it. As a player, you'll have to think carefully about how you design your ship's layout so that it operates at peak efficiency without exposing its more vulnerable (and sometimes explosive!) systems.

Physics That Matter

Every ship is part of a realistic 2D physics simulation. Ships have weight and a center-of-mass depending on their size and shape. Small ships with lots of thrusters are realistically fast and nimble, while large ships with proportionally fewer thrusters are naturally slower and more difficult to maneuver.

The position and orientation of your ship's thrusters affects its movement. Thrusters near its center-of-mass are great at pushing the ship forward, whereas off-center thrusters are effective at rotating the ship. Thrusters pointing forward are needed to decelerate, while thrusters pointing to the sides will let it strafe.

The A.I. will control your ship's thrusters, automatically determining the optimal ignition level for each thruster in order to fly your ship wherever you tell it to go.

Ships can collide and block weapons fire. The shape of a ship determines its collision properties. Weapons must be placed in locations that have good line-of-sight to the enemy, otherwise the ship will block its own shots.

Emergent Combat Model

Weapons obey the laws of the physics simulation. Whether or not a cannon or laser hits an enemy depends not on a roll of the dice but upon the physics of the weapon and its target.

Damage is modeled module-by-module, and each module can be individually targeted & destroyed. There's no big "health bar" for the whole ship—a ship is only "dead" once all of the modules that it needs to function are gone.

Some modules can explode causing collateral damage to the surrounding modules. This means that you'll have to think carefully about where you place your reactors and munitions. Too close to the edge and they'll be exposed to enemy fire; too far and your weapons won't fire fast enough.

Ships can break apart into multiple pieces when their connecting modules are destroyed. Usually this will be a crippling blow, but any piece that has a control room, power, and thrusters can continue to operate independently, potentially remaining a threat to the enemy.

Epic Tactical Strategy

Classic RTS-style controls make the game easy to learn. Simply right-click where you want your ship to fly, or right-click on an enemy to attack it. Advanced controls let you adjust the orientation, distance, and angle of attack.

Target your weapons to focus their fire on the vulnerable parts of enemy ships. Do you take out the weapons first, go for the explosive power core, or eliminate the command-and-control center? Every ship is different, and the right strategy varies greatly.

Command a fleet of ships, outmaneuvering and flanking the enemy to expose its weak side. Specialize your fleet's ships into roles however you see fit.

Starship Painter

The surface of a ship is like an artist's canvas. The Ship Painter is even easier to use than the Ship Designer, requiring no drawing ability to make your ship look great.

Pick a color and texture to customize your ship's basic appearance. If you're not artistically inclined then no need to do more, but otherwise you can...

Add decals to decorate your ship. Every ship has two independently-colored layers of decals. Decals are small shapes, icons, symbols, letters, and numbers that you can stamp on your ship to give it extra visual flourish.

Painting your ship is free and has no effect on gameplay.

Bounty Hunter

You are a bounty hunter, traveling from sector to sector, hunting down renegade enemies and destroying them.

Earn money for every enemy vanquished. Use your income to repair and upgrade your own ship, growing bigger and more powerful with every victory.

Explore a galaxy in search of bigger and more powerful enemies. As your own ship grows in size and power, you will soon be able to defeat even the strongest foes.

Expand your fleet by purchasing additional ships. The galaxy will crumble before your almighty armada!

Creative Mode

Play in a creative sandbox mode if being a bounty hunter isn't your cup of Earl Grey.

Design ships with unlimited funds. The only limit in Creative Mode is your imagination! (And the power of your computer.)

Pit your designs against each other and import designs from other players, competing to be the master designer.

Or just turn on the A.I., sit back, and watch massive fleets annihilate each other! (Great for hosting A.I.-controlled tournaments!)

And more!

Everything you should expect from a great PC game, including customizable controls, windowed and borderless display modes, support for high-resolution displays, no mandatory locked framerates, and dozens of other options to tailor the game to your own preferences.

Attention to accessibility issues wherever possible in order to support gamers of all abilities. Every single control and mouse button can be remapped, the user interface can be made twice as big, and colors that convey meaningful information can be freely changed.

Unobtrusive tutorials that don't interrupt gameplay and are easy to dismiss or turn off altogether. There's no special "tutorial level" you need to play through—the context-sensitive tips are built-in to the main Bounty Hunter mode.

A mods manager makes it easy to install and uninstall mods created by the Cosmoteer community. A powerful modding framework lets mods change literally any part of the game data, opening up a universe of possibilities beyond the base game.


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Cosmoteer 0.13.4 has been released! The new-and-notable improvements are online multiplayer, increased weapon range, and better ship flight A.I.

Online Multiplayer

Until now, to play multiplayer with someone else you had to either be on the same Local Area Network as them, or send them your I.P. address and have them join your game. This made playing with other people online problematic because the host had to first setup port forwarding on their router (which can be a little complicated for someone who hasn't done it before) and then send everyone else their I.P. address (which can be potentially risky).

But now 0.13.4 adds "online multiplayer", which allows players to play with others online without having to share their I.P. addresses or setup port forwarding. This works thanks to what's called the "Cosmoteer Lobby Server" (or CosmoServer for short), which is a little program that players can connect to and join an online "lobby" where they can then host games and play with anyone else in that lobby, just as if they were on the same LAN. There's currently one official server called "Official U.S. East" (located in New York, NY, USA), but you can also run your own server if you want.


Unlike the servers for most other games, CosmoServer does not actually run any gameplay logic; it merely acts as a communication relay between all the connected players, letting the players themselves run the gameplay logic. The advantages of this approach are that it uses far less CPU than a conventional game server, and even more importantly, it is fully compatible with all mods. (Individual players playing games together must still have the same mods, but those mods do not need to be installed on the server.) The primary disadvantage is that it increases latency (not a huge deal in an RTS-style game like Cosmoteer). And if you know anything about multiplayer game programming, you may think that not running gameplay logic on the server would expose the game to cheating, but this is actually not true thanks to its deterministic lock-step multiplayer implementation.

Increased Weapon Range

Cosmoteer is a game about building pretty much any kind of starship you want, from tiny fighters to huge motherships or anywhere in between. This is great for player creativity, but it turns out to be really hard to design gameplay mechanics that work well for ships of any size. In fact, the single biggest challenge when designing Cosmoteer is figuring out how to deal with the sheer differences in scale between ships.

One of the ways in which scale can be a prickly challenge is when choosing the "range" for each weapon (how far it can shoot). The goal is to pick a range that is close enough so that two ships fighting can both be seen on the screen at the same time (without zooming so far out that you can't tell what's going on) while not so close that it feels like the ships are sumo-wrestling. The big problem here is that the ideal range for small ships is much closer than the ideal range for large ships.

Until now, Cosmoteer has leaned towards picking weapon ranges that are ideal for small ships because that made the game more understandable for new players, but that of course meant that large ships would tend to fight more closely than felt comfortable or intuitive.

But the 0.13.4 update changes that in a way that makes combat between large ships happen at a more ideal range, while still keeping combat between small ships relatively close. This change has two parts:

  1. The range of all weapons has been increased, most by about 50% (the missile launcher being the most notable exception that got a much smaller buff). These increases makes large capital ships choose longer default attack distances.
  2. The range at which a ship will choose to attack (the default attack distance when given an order by the player, and the attack distance when chosen by the A.I.) now depends on the size of the target, such that a closer range will be chosen when attacking smaller targets and a longer range will be chosen when attacking larger targets. This means that two small fighter-sized ships attacking each other will still engage at relatively close range, while two capital ships fighting each other will stand off at longer range. (And if a small, fast ship is attacking a large, slow ship, then the small ship will try to stay at a longer range than the large ship wants, which could give the smaller ship more of an advantage so long as it is fast enough to stay away from the big ship.)

Better Ship Flight A.I.
The last change I want to mention in this post is that the flight A.I. for ships has been improved in several different ways that when combine together should make ships less "dumb" and annoying:

  1. The collision avoidance algorithm has been overhauled (again) to fix a bunch of problems it had when detecting potential collisions and evading them.
  2. When a ship is commanded to attack an enemy from a specific angle, the ship will now approach the enemy straight-on until it reaches attack range and only then attempt to move to the correct angle. This change prevents ships from entering combat facing the wrong direction, which was frustrating for many players.
  3. Lastly, the thruster calculation algorithm now prioritizes lateral thrust 50% more than it does forward/reverse thrust, meaning that ships will now try to eliminate most lateral motion before thrusting forward towards their intended destination. This has the practical effect of preventing most cases where ships would "orbit" around their destination without ever actually arriving at it.
Cosmoteer 0.13.2 - Miscellaneous Improvements

Cosmoteer 0.13.2 - Miscellaneous Improvements

News

Cosmoteer 0.13.2 has been released! This is a relatively minor update that fixes bugs, reduces RAM usage, and adds some quality-of-life improvements and...

Cosmoteer 0.13.1 - The Perimeter of Death!

Cosmoteer 0.13.1 - The Perimeter of Death!

News 1 comment

Cosmoteer 0.13.1 has just been released! The majority of changes are bug fixes, but there are still a couple of nice other improvements...

Cosmoteer 0.13.0 - Multiplayer!!!

Cosmoteer 0.13.0 - Multiplayer!!!

News 2 comments

I am incredibly proud and excited to announce that multiplayer is returning to Cosmoteer! In this first version, multiplayer is a simple team-versus-team...

Cosmoteer 0.12.0 -- Missiles, Fires, and more!

Cosmoteer 0.12.0 -- Missiles, Fires, and more!

News 2 comments

This past Wednesday I released live to the world version 0.12.0 of Cosmoteer, and oh boy was this a big release! It's got new weapons, new defenses, a...

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Cosmoteer Setup

Cosmoteer Setup

Full Version 8 comments

This is the installer program for Cosmoteer on Windows 7/8/10. Simply download and run. The installer may require internet access if it needs to download...

Namek Decomod

Namek Decomod

Namek's Decoration Mod Full Version

Namek Deco Mod adds countless small decorational rooms, like plants, new corridors, flags, and many other things!

Better ship mod

Better ship mod

Better ship mod Full Version 1 comment

This mod might be very helpful to you if you like not having to make fire extinguishers, get a full refund when selling stuff, and cheaper repair

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GunsForGuns
GunsForGuns

love this game to bits <3

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Cosmoteer
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Highest Rated (5 agree) 10/10

An excellent game.

May 14 2017 by Mister_Square

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Sci-Fi
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Single Player
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Latest tweets from @cosmoteergame

You can now add Cosmoteer to your Steam wishlist, which will notify you when Cosmoteer officially launches on steam… T.co

Feb 8 2018

If Michael Bay made videos of 2D spaceship games, it'd probably look something like this NEW COSMOTEER TRAILER: Youtube.com

Feb 1 2018

Cosmoteer 0.13.5 significantly improves multiplayer stability and fixes a handful of other bugs. Get it from Cosmoteer.net

Jan 27 2018

Cosmoteer 0.13.4 adds "Online" multiplayer via dedicated servers, significantly improves ship flight A.I., rebalanc… T.co

Jan 21 2018

Cosmoteer update 0.13.3 is now available! It fixes a handful of bugs and restores compatibility with mods that were… T.co

Jan 6 2018

The 2nd Official Cosmoteer tournament begins in 10 minutes! Twitch.tv

Jan 6 2018

Cosmoteer 0.13.2 has been released! This is a relatively minor update that fixes bugs, reduces RAM usage, and adds… T.co

Jan 3 2018

Cosmoteer is in IndieDB's "Top 100" games of 2017! Now there's a final round of voting to determine the winner. To… T.co

Dec 11 2017

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