Command your own Starship! Take control of a powerful faster than light ship. You control the crew and the stations. Your skills as a commander will either help you to survive the perils of the galaxy, or cause your crew to perish. Your crew lead the way. You keep them fed, give them rest, and entertainment. Assign them to stations to boost your ships abilities and level up their skills. Each crewman is unique and valuable. Each one you let die is a huge set back! Explore the galaxy! Trade between worlds, and use diplomacy to learn the secrets of the universe. IF all else fails, make planet fall and explore the world on foot. Upgrades are everywhere! New ships are available at every port. Purchase helpful stations which you can place on board your ship to help your crew, or your combat abilities. Powerful guns and armor are available as well to keep the commander safe on his away missions.

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4 comments by coldrice on Aug 15th, 2014

Alrighty guys, here comes a BIG update dump

Well here we are - the update I've been waiting to give all month. Its been difficult keeping everything under wraps - but I have to let the cat out of the bag at some point!

A few months ago I had the opportunity to get some good in person play time with a few people who didn't know me, or my game. The amount of notes that arose from that event was staggering, and fantastic. That, combined with notes sent to me from the alpha testers, made me formulate a plan to make sure the game "felt" the way it was meant to. The first step in that was to improve space combat, so a few months ago I showed off a new system of combat that was more interactive, interesting, and unique:

This was really exciting to make, because it simply took the existing code, and modified it to work with multiple ship instances instead of just one. Fairly simple to switch over, and after a week or so of alpha bug testing it was working like a charm.

Then it was on to planet phase. The tricky part of this was the planet phase was not fully complete yet, so even without changes it would require a lot of coding. After playing with a few options to make it a bit more fun (including procedural content, which I placed on the back burner) I was able to mock up something that was piqued every ones interest. It would again reuse existing code, but this time from both the planet phase and the space phase.


Instead of just spouting a lot of words, lets just let the gifs do the talking first.

Lets just land the whole ship.

Allow you to use all your crewmen.

And I mean all (Auto harvest AI in action).

They're pretty good and finding their way.

Even if they're not armed, they will MESS STUFF UP.

all interaction still work as before, a new layer of code has been added for pathfinding and item harvesting, but otherwise its the same game.

Even simple levels are a lot more "alive" now.

This allows for some fun new locations

The first question people asked - what happens if you take off without your crew? Well you're given a prompt. Otherwise, they're left behind.

A few menus were updated for this change up.

Its likely this new change will worry a lot of people - but in terms of scope there's not much worry. Its done! Just like when space combat was renovated there will be a bit of time where its buggy. An example is the the new tutorial has a bug in it - which will cause the inventory to not open sometimes preventing you from moving on! Eek! Alpha testers: version B will be live this weekend to patch up the error.

In addition, I have and always will be super open to suggestions and feedback. Be aware due to dev cycle I can't always get right to an idea right away, but I have a very hefty list of ideas, and many of them have been used. Hit me up here, or better yet on twitter!

As for other updates:

This is a dual purpose gif - tactical pause, and a new Kaidun frigate! (the insects).

Diplomacy screens! Alright! Lets talk to some aliens!

It's important that they can tip their fedoras.

Oh yeah, here's a video showing this all in action.

I'm sure there's more, but much of it was covered in the last big update. For now, I'll leave you with this smug human captain.

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Post comment Comments  (20 - 30 of 32)
kai229 Aug 22 2013, 10:36am says:

Coldrice, i want to know, will you be able to build a ship? because if so, i would build an awesome death star with a lot of crew :3

+2 votes     reply to comment
coldrice Aug 22 2013, 4:26pm replied:

Sorry to disappoint but there is no ship construction. HOWEVER there is plans for a lot of variety in the kind of ships you can purchase - both human and alien!

+2 votes     reply to comment
SquidEx Aug 14 2013, 2:21am says:

This Looks Like An Epic Game Can't Wait

+3 votes     reply to comment
Prisonscape Aug 6 2013, 1:17am says:

Found you!

+3 votes     reply to comment
ildamos Jul 29 2013, 9:40am says:

Epic art style and premise!

Free? If not, how much?

+1 vote     reply to comment
coldrice Jul 29 2013, 11:53am replied:

Price is a bit tbd right now - but the alpha demo I want to finish by September (hopefully) will be free!

+2 votes     reply to comment
ildamos Aug 3 2013, 5:00am replied:

Nice! I hope it's long enough so I can make a "Freeware Foray" YouTube video out of it!

+2 votes     reply to comment
DocZorton Jul 27 2013, 7:08am says:

I actually really enjoyed this, even though there was very little too do, the art style looks really really nice, this game really has potential in my opinion. :D Cant wait for the next update

+3 votes     reply to comment
Guest Jul 27 2013, 12:59am says:

So i saw the .gifs you posted on imgur and thought i'd play it.
a few things that might be helpful. i didnt find a mute button, but i'm sure you were planning on implementing that anyways. basic options and all that.

one thing i did notice is that if you push against beginning/end of the map and jump, you will jump glitch on top of the map. not sure if feature, or bug.

anyways. cheers! looks good so far

+2 votes     reply to comment
coldrice Jul 27 2013, 1:22am replied:

Thanks! Someone on reddit pointed it out to me earlier. It turns on it wasn't firing on collision for the BOTTOM of an object - so its treating the "roof" as a floor! Meaning it pops the player to the top of it. Funny!

+2 votes     reply to comment
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