A turn-based grand strategy game in space: Defend Earth against an alien invasion from the edge of the Solar System. Negotiate with the various governments of Earth and secure their support - One way or the other. Establish your bases on other planets to take the fight to the enemy. Design and build powerful spaceships, then take them into battle.

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Multiple transit display in 0.31 New diplomatic features in 0.31 New diplomatic features in 0.31
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0 comments by Cironian on Aug 1st, 2013

With the 1.00 release coming up soon, I have opened up the character creator one last time. Through this, you can design your own character to be added to Solar War. This feature is available to everyone who bought or still buys the game before the release.

Since this was originally promised as a bonus for Alpha users only, Beta customers will only have 35 character points available to build their character instead the the 50 Alpha users get. Alpha characters also get a special trait that reduces promotion cost by 5 experience points.

To get started, hit the "Connect" menu item on the Desura page for the game and follow the instructions. Once you are done, you can start picking the stats for your in-game persona at Solarwar.net

Once you have finished making your officer character, it will be included in the game starting from the next released update (possibly excepting minor bugfix updates ending with a letter).

Connecting your Desura copy of the game to the Solar War site also gives you instant access to the latest standalone installers for the Windows and Linux versions of the game.

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Post comment Comments  (70 - 80 of 111)
Krippakrull Nov 18 2012, 11:20pm says:

I think it would be good to have a way to do serial construction. Fighters are pretty much only really useful if you produce them in tens, as the game draws on the same becomes true for corvettes. Producing a single PD, Missile, or Brawler corvette happens very rarely. So maybe shift or control clicking could let you build 5 or 10 ships like is customary in RTSs.

Also, being able to move groups of ships between fleets and into the AI controlled groups would cut down a lot on the clicking. Shift and control could do some good here as well.

These are so obvious I'm sure you already have plans to implement something like them, but you never know, so I thought it better to point them out.

+1 vote     reply to comment
Cironian Creator
Cironian Nov 19 2012, 4:00pm replied:

Fighters and Corvettes will become obsolete in 0.31 for all but the earliest game stages, but a build queue is still on my todo list for a later version.

Multiselect would also be nice to have, but for now I have my plate full with missing gameplay features alone. But I'll see if I can squeeze it in the next time I'm fiddling with the fleet navigator anyway.

+1 vote   reply to comment
Pinetree Nov 17 2012, 11:07pm says:

This game looks awesome, I'm looking forward to seeing it develop ( and seeing my character in there :) ). One question: Do the planets and moons move in their orbits or is this abstracted?

+2 votes     reply to comment
Cironian Creator
Cironian Nov 18 2012, 7:06am replied:

Planets and moons are static, because otherwise you'd end up with extended times when some locations become unreachable. So I'd have to do lots and lots of testing on what that does to the game balance at various points in the game, and also make the AI understand temporarily unreachable locations. So that's unlikely to happen.

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Pinetree Nov 20 2012, 1:36am replied:

Yeah, I can see that would be a bugger to do. It's a pity though,as having some temporarily unreachable locations would add more strategic decisions to make. it would also make the map feel more dynamic and a bit more realistic . I'm not complaining though as there are enough decisions to make as it is :) Maybe the sequel ;)

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CogDissident Nov 10 2012, 10:37pm says:

Bug with manufacturing plants. It says that they produce money (IE cost 39 and produce 48), except that they don't produce any money at all. I bankrupted myself thinking I was producing money by building manufacturing plants everywhere.

+2 votes     reply to comment
Cironian Creator
Cironian Nov 11 2012, 7:06am replied:

None of your colonies funnel production back to Earth. They only allow you to build things at that location.

Basically, the model behind it is that you have workers at your colony who can build ships for you, but for that you have to supply them with some supplies (raw materials, electronics and so on) from Earth. If your colony is set up well, this can be more efficient than just putting the budget into building stuff on Earth. Your colonies can not print money however, so your economic power on Earth does not increase.

If your upkeep has gotten too high, you have to demolish some of those buildings from the colony details screen.

+2 votes   reply to comment
asdeed Nov 20 2012, 1:41pm replied:

I'm glad I found this post, I was just running into this issue myself. I spammed bases everywhere now I can't research or expand, oops. Time for some demolition.

+1 vote     reply to comment
asdeed Nov 20 2012, 1:58pm replied:

wrong spot, I meant to comment on the industry post, my bad

+1 vote     reply to comment
CogDissident Nov 11 2012, 12:48pm replied:

I see... Is there some more clear way to illustrate that colonies simply provide production and cannot provide income?

+1 vote     reply to comment
Cironian Creator
Cironian Nov 11 2012, 4:56pm replied:

I will probably add some kind of tutorial message to the early game explaining a few things about how colonies work.

+1 vote   reply to comment
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Solar War
Windows, Linux
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Release Date
Released Oct 2012
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42 votes submitted.

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Highest Rated (3 agree) 8/10

Quite a good game here. But quite expensive for old school graphics.

+ Techno-tree
+ Designing own ships
+ The map
+ tactical battles
+ No bug

--- graphics (i don't really mind btw but others would)
- Officer's management quite difficult to understand and handle
- price

Aug 13 2013, 10:02am by Cedo33

Grand Strategy
Single Player

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