eXplore the galaxy.

eXpand your empire.

eXploit the resources you find.

eXterminate those who oppose you.

Star Ruler offers freedom of choice unlike any other 4X space RTS did before. Newtonian physics, objects orbiting around stars and planets, an easy to learn blueprint editor and free ship scalability are only a fraction of the unique features it has to offer. Utilizing the Irrlicht engine, the game offers great graphics and a fantastic soundtrack by Artem Bank, ensuring a unique, captivating atmosphere.

Galactic Armory is a Total Conversion/Expansion mod for Blind Mind Studios' 4X hit Star Ruler. The mod includes more than 100 subsystems and structures, completely reworked balancing, new and improved game mechanics, new graphics and sound effects and a lot more. The main goal is to give Star Ruler even more of a simulation feel while expanding on content and keeping it fun to play at the same time.

The development of Galactic Armory 2.0

has officially ceased as of August 10, 2013.

Image RSS Feed Latest Screens
In celebration of 100,000 Mod DB hits New Animated Engine Flares New Subsystem Art for 1.9.2
Blog RSS Feed Report abuse Latest News: Incoming Transmission: Stasis initialized.

7 comments by XTRMNTR2K on Aug 10th, 2013

Star Date S-Y2013-M08-D10-1337
Incoming Transmission:
Stasis initialized.
All non-vital systems powering down.
Life support redundancy... check.
Duration of stasis... UNKNOWN

The state of things

The most loyal of our followers may have been wondering about the lack of updates regarding the development of Galactic Armory 2.0. Unfortunately there is no nice way of saying this; simply put, the development is put on ice.

Now this may come surprising and as a huge shock for most of you, but for everyone on the team this was something that was visible on the horizon for a long time. In the end it boils down to real life interfering with our plans, combined with said plans being overly ambitious, and ultimately a lack of motivation that grew worse as time went on. There isn't a single person to blame for this (well, maybe except myself...), and a step we pretty much decided unanimously on.

What the future holds

With Blind Mind Studios having officially announced Star Ruler 2 just a few days ago, there is a possibility we - either as a whole or at least some of us - will be modding SR2 as well. However, the announcement of SR2 had absolutely nothing to do with our decision; it was made long before any news of SR2 had been released. It is also worth noting that it is still far too early to make any promises, so you may or may not see us working on an SR2 mod in the future.

With that being said I also can not rule out some further refinement of Galactic Armory for SR1. While there are no plans as of now, it is not entirely impossible that there will be some form of improvement in the future. No promises, though!

Parting Words

"Parting words" is admittedly sounding overly dramatic, but since I do not now when or if I will post another news for this mod, I would like to say a final thank you to everyone who had been involved in the making of this mod over the course of the last years. This includes of course the team members and fellow modders, who contributed so much work and content to the mod, but also YOU as loyal fans and players of the mod, who would always give us valuable feedback and ideas, as well as the developers of Star Ruler, who have always been helpful in every possible way.

Thank You!

Galactic Armory Mod Project Lead

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Galactic Armory 1.9.4 for SR 1212

Galactic Armory 1.9.4 for SR 1212

Jun 17, 2013 Full Version 8 comments

A new version of Galactic Armory has been released! 1.9.4 fixes the issues with governors, remnants and other areas from 1.9.3 and adds the ability for...

Galactic Armory Patch 1.9.2 to 1.9.3 for SR 1212

Galactic Armory Patch 1.9.2 to 1.9.3 for SR 1212

Jan 10, 2013 Patch 1 comment

This small patch contains fixes for two issues that were still remaining in the latest full release (1.9.2) of the mod. Changelog: [Fixed] checkTrade...

Galactic Armory 1.9.2 for Star Ruler

Galactic Armory 1.9.2 for Star Ruler

Aug 12, 2012 Full Version 16 comments

Galactic Armory 1.9.2 is now available! This release adds a completely new and original shipset, new original subsystem art, changes jump bridges from...

Galactic Armory Optional Resource Pack (GA-ORP)

Galactic Armory Optional Resource Pack (GA-ORP)

Aug 12, 2012 Other 0 comments

====================== Galactic Armory Optional Resources Pack (GA-ORP) ====================== This pack contains resources that have been removed from...

Official Galactic Armory Desktop Wallpaper Pack

Official Galactic Armory Desktop Wallpaper Pack

Jun 8, 2012 Wallpapers 0 comments

Enhance your desktop with our official Galactic Armory Wallpaper Pack! Artwork and Mod Logo created by balancesheet Wallpapers by XTRMNTR2K Available...

Galactic Armory 1.9.1b for Star Ruler

Galactic Armory 1.9.1b for Star Ruler

Jun 8, 2012 Full Version 1 comment

Release 1.9.1b adresses numerous bugs and other issues, adds many new high-quality planet textures and ensures compatibility with Star Ruler

Post comment Comments  (40 - 50 of 99)
cstar Nov 13 2012, 2:20am says:

Where can I find install instructions?

+2 votes     reply to comment
XTRMNTR2K Nov 14 2012, 5:33pm replied:

Readme files are magic. How do they work?!

@Guest: Have you reported this in the official forum yet? If not, you should, we or someone else might be able to help you there better than here. This comment section is NOT meant for tech support.

+2 votes     reply to comment
Guest Nov 11 2012, 5:28am says:

hey there, when a friend and i are playing the mod in multiplayer, it happens, that he crashes from time to time when clicking the blueprint button. sometimes also just random. i play as host, and never have any kind of crashes. anyone else knows this problem?

+2 votes     reply to comment
Guest Nov 12 2012, 12:14pm replied:

This comment is currently awaiting admin approval, join now to view.

Nikmstr Sep 27 2012, 5:23pm says:

I have a question, my colony ships won't colonize worlds, they just seem to follow them, is ther a fix for this or am I the only one having these problems?

+3 votes     reply to comment
XTRMNTR2K Sep 28 2012, 4:38am replied:

Did you change the spacing value for galaxy generation or the thrust multiplier? This is most likely happening because your colony ships are too slow to catch up with the planet they're chasing; sometimes, planets have unusually fast orbit speeds. To fix this, either change your colony ship design for more acceleration or manually send them to a point further in the planet's orbit and select "colonize this planet" when they're really close to the planet (that way they won't decelerate and become too slow to actually catch the planet).

+3 votes     reply to comment
sootheater Sep 21 2012, 3:54am says:

is there a system for creating metal from energy in this mod?

I've always found it odd that the civilization can build a ringworld but can't even manage mass-energy conversion.

+2 votes     reply to comment
XTRMNTR2K Sep 21 2012, 5:38am replied:

There is a Matter Generator that produces Fuel and Ammo from energy, which unlocks at Particle Physics 13 and Energy Physics 11. As for Metal, that shouldn't really be an issue once you can build mining ships that harvest asteroids, refine them to metal and export them to the galactic bank. Once you've got a few of these combined with others specialized for electronics and adv. parts it becomes extremely easy to create even more / bigger ones making your bank fill up with resources at a rate you can't possibly exceed except when you build one or multiple ringworlds.

tl;dr No, because it becomes a non-issue long before you can attempt to construct a ringworld.

+2 votes     reply to comment
XTRMNTR2K Aug 6 2012, 5:43pm replied:

Yes, we are planning to release an update adressing these issues very soon.

+4 votes     reply to comment
Imp0815 Aug 7 2012, 12:29pm replied:

Cant wait, will come back to this site every time im back from Work ^^ thanks man.

+3 votes     reply to comment
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Released Oct 20, 2010
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