Excalibur breaks the mould of traditional space simulation games by putting the player firmly in the boots of an experienced Starfleet captain. From the outset you will be able to control your character and command your ship as if you were standing on the bridge yourself. From taking direct control of the helm, to transferring command of any ship in your task force, or even calling your senior staff to the briefing room to discuss mission tactics; Excalibur is the most immersive Star Trek experience ever. Set six months after the events in Star Trek: Nemesis, Excalibur's story mode deals with the turbulent political scene caused by a decade of war and turmoil. From the second Borg incursion in First Contact, to the fall of the Dominion and the collapse of the Romulan political system; these events resulted in huge loss of life and changed the Alpha Quadrant forever.

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Blog RSS Feed Report abuse Latest News: Status report: May 2015

4 comments by nejck on Jun 9th, 2015

Excalibur May Update:
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It's the end of May and that means it's time to review the last 31 days of progress. It's been an interesting month for Excalibur! We haven't had a big advancement in technology, but we do have lots of little things to advance our cause.

The Recruitment Drive and The New Members

Our recruitment drive has been a real success and we have now added a new 3D modeller to our team. We also have 7 new potential recruits currently helping us out. I'm personally hopeful that we will see them inducted as new members of the team. So, I'd like to officially welcome Abs and Gasaraki to the team and to say thanks and good luck to our current probationary teammates: Banbury, PlasmaGrass, gerbilofdoom, darkyn, michael appleby and matrix120.

The New Models

Abs has put in the work to create these new models for Excalibur and the result has been these pretty awesome looking escape pods. We're still looking for someone who is willing to texture them, but these models will be included and part of the abandon ship scripts in Excalibur.

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The Locations

After two days of work and trawling through the star charts and Starfleet stellar cartography, we've built an index of locations to be integrated into Excalibur. The list clocks in at 639 items, spanning most of the major alpha quadrant powers and a radius of 380 light-years. This will also be more of a "remaster" of our previous starchart with some errors corrected. We will also be looking to deviate from the canon to resolve some issues that exist and to modernise the Trek Universe to advance things to the 2380s. The next step will be too add suns to these locations and finalise the structure before setting about the mammoth task of filling out 639 locations. The goal will be to create the infrastructure which are mostly Starbases and stations. You can expect seeing more of the universe over the coming months.


The shields have been technically in place for some time but we've never had direct feedback into the user interface until now. We've now finally done this using some temporary sliders. It's magic seeing the UI respond to the ingame changes.

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Warp Drive

We've recently changed the structure of the game in terms of how solar systems and locations are loaded. At the moment it is very much similar to Bridge commander in that you have the region defined and then you have locations within that region. This is mostly to get around some technical limitations of having large locations. While we could stick to a persistent solar system we have some engine difficulties which haven't been solved yet so this will allow us to work around those issues and hopefully get things moving even quicker. The good news is that the previous scripts that managed warp drive between locations still work so warp drive will be getting an overhaul this month.

Plans for the future

We're in a good place right now. For the first time we are able to really move on developing the actual universe of the game, more locations, more planets, solar systems and starbases, and with a bit of luck some simple missions and more actual game play. Exciting times ahead.

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Model Viewer v1.7

Model Viewer v1.7

Apr 24, 2011 Demo 20 comments

The NanoFX Model Viewer is a utility that allows you to view models with the same graphical effects that will appear in Star Trek Excalibur. This latest...

Model Viewer v1.6a

Model Viewer v1.6a

Jan 16, 2011 Demo 6 comments

The NanoFX Model Viewer is a utility that allows you to view some ship models with some of the graphical effects that will appear in the final release...

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Guest Jun 22 2015, 11:19am says:

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darth252 Jun 24 2015, 9:53pm replied:

I agree which is why I think the whole project is ********. No one is ever going to be able to play the game as they advertise it. People were getting mad at me on their site when I stated I find it hard to believe this thing is real.

Only an idiot truly believes this game is gonna be relevant or even a game ever. Who the F wants to play with an editor after 10 years?

There is more chance that an official licensed star trek game will be released and for it to be amazing before this joke ever comes out.

Hahahahaha oh you guys sure got us so funny! Made by trek fans for trek fans my ***.

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terminator6300 Jun 22 2015, 2:01am says:

I am hoping for good Ai singleplayer, I am not always able to be on the web and my internet is not the fastest so good singleplayer content would be ideal

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darth252 Jun 24 2015, 9:55pm replied:

Wont happen brah these so called devs are just yanking everyones chain 10 years and not even a playable build means more like maybe a year or 2 of actual deveopment after 10 years if lucky. The whole project is just their hobby in their free time which is why it's free they would have been shut down years ago if they took money.

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terminator6300 Jun 24 2015, 10:09pm replied:

Yeah I know, I have been watching this game for a couple of years, but I can wait as long as the end result is good

+1 vote     reply to comment
darth252 Jun 26 2015, 4:49am replied:

I do hope it's good but I just dont think it will be all that amazing after this much time, hell I doubt we will ever be playing the real game will just be this bs editor stuff that only modders would get any kind of fun out of.

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Guest Jun 13 2015, 2:02pm says:

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darth252 Jun 15 2015, 6:17am replied:

This wont happen...likely ever. They cant get this game out in a reasonable time I mean..10 years is a long time to expect people to wait for a game that ultimately is just in our imaginations.

Expecting them to do this is very unrealistic and doubt was ever in their plans at some points.

+1 vote     reply to comment
darth252 Jun 20 2015, 5:42am replied:

Not likely to be as mind blowing as it looks on paper anyways I expect there to be a lot of issues with this game. These are not super professionals they are just doing it as a pet project but advertising it as a major game when they dont even own the rights.

If the ip owners suddenly decide to scrap this project end of this year because it conflicts with something they have in the works I will just shake my head.

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Guest Jun 21 2015, 11:42pm replied:

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darth252 Jun 24 2015, 9:58pm replied:

I'm calling them out on their bogus game. Nuff said I'm doing this on my free time free of charge nothing illegal about it.

+1 vote     reply to comment
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Star Trek Excalibur
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Avalon Studios
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We can't wait either! Thanks for having us @ComputerAmerica

Jun 23 2015, 12:31pm

@TheRobMann and @Lukewade2 are going to be talking all about Star Trek Excalibur today at 11PM, ET on T.co Interested?

Jun 23 2015, 12:29pm

T.co Banburys Shipcontroler Partial merge of the Probationary Scripting branch into the main Repo

Jun 5 2015, 6:44pm

T.co Various fixes Various fixes to Power Grid, Damage, Shield Generators, and Some UI Tweeks

Jun 5 2015, 2:48pm

T.co Shield Update Update to Tactical UI to make use of the shield activate/shield deactivate event.

Jun 2 2015, 9:20pm

T.co Merge remote-tracking branch 'origin/Excalibur-Alpha1' into Excalibur-Alpha1

Jun 2 2015, 10:30am

T.co Warp Drive Update Navigation and Warp Drive Updated, All Ships equipped with Navigation Processors.

Jun 2 2015, 10:30am

T.co Engine Update, SoundManager.

May 31 2015, 2:57pm

T.co Real Time Shield Status Updates Update to finally link the Shields to the UI

May 30 2015, 12:45pm

T.co Regions Updated, Tweeks to various subsystems New Set of Regions added with correct location information, fixes a...

May 30 2015, 11:56am

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