- Update 1.2.1 and Stellar Raiders bundle - 23 January 2026
Excited to announce that my next game, Stellar Raiders, is out! It is a roguelike tactics with a lot of artifacts, skills, and perks, so anyone enjoying Stellar Initiative might like it! https://store.steampowered.com/app/3531610/Stellar_Raiders/ With that said, he's a new update for Stellar Initiative, fueled by a Discord community, with special thanks to DemonicTutor! Full patch notes: v1.2.1 - New artifact - kinetic barrier: buildings gain a shield on landing and upgrade - New artifact - radioactive fog: enemies have 25% chance to start with radiation - Nerf radiation, now it stacks only up to 10 stacks - Buff teleportation station, teleport price per tier 100%-100%-100%-80%-50% -> 100%-80%-65%-50%-40% - Nerf transformer, now it converts attacks into energy instead of damage (so only affects attacks with damage 2+) - Buff transformer bottom branch, 2.2 health 20 -> 25, 3.2 heal upgra…
- Update 1.2 - 18 October 2024
New station: Flux converter Alternate between two states to take the most out of every situation. Absorption: station generates energy faster while delivery is empty. Radiation: station consumes energy to reduce delivery duration of items. Endless mission Fight against the strongest endless waves and survive as long as possible to achieve the best score. New artifacts 18 new artifacts, including 4 new rare ones with strong and impactful effects. Difficulty improvements All enemies and waves were tweaked to achieve better pacing. Overall, the first two waves should feel easier and less punishing, while later waves should come earlier and be more difficult. P.S. Also, if you're enjoying the game, please consider leaving a review. It helps small projects like this a lot! Full patch notes: v1.2.0 - New station - Endless mission starting from Captain difficulty - Rebalance missions reducing…
- Update 1.2 preview - 3 October 2024
Excited to announce that the next content update 1.2 will be released on October 18! It will feature: - New station - Endless mission - 18 new artifacts - New enemies - Difficulty improvements - And more!
- Update 1.1 - 29 July 2024
New ship: Corporation Equipped with a Transformer, Drone Hub, and Emitter. Transformer. A cheap building that can't attack enemies, but converts all incoming damage into energy, significantly speeding up the early economy. Drone Hub. This unique building requires energy to create drones, but they are capable of causing huge accumulated damage at a long distance. Emitter. Deals damage to all enemies around it, giving no chance to the hordes that will come too close. New building to unlock after the first boss: Flamethrower Expensive, but when it heats up to the maximum, enemies melt before reaching the defenses. New ship effect to unlock after the first boss: Impulse Seize the initiative by gaining extra time between waves and bonus energy. Fast start option If you have discovered enough artifacts and reached the first boss last run, you will be able to skip the first 2 missions, without…
- Update 1.1 preview - 7 July 2024
Excited to announce that the first content update 1.1 will be released on July 29! It will feature: - New ship loadout - 5 new buildings / ship effects - 22 new artifacts - 35 new upgrades to install - And more!
- Update 1.0.6 - 22 June 2024
Another update, rather small, but because I'm already actively working on the first major content update, which I will announce later! v1.0.6 - Impactor and self destruction now also deal damage to bosses - Cryozone will stop dealing damage on the final speed-up - Buff contraband artifact, supplies and generator cost 20 -> 17 - Buff research module artifact, stellarium gain 1 -> 2 - Buff laser propulsion artifact, delivery boost 5 -> 7 - Buff nuclear reprocessing artifact, energy gain 10 -> 12 - Buff disorientation artifact, damage multiplier 2x -> 3x - Fix small rockets flying away if the game is paused - Fix small exceptions
- Update 1.0.5 - 9 June 2024
This update is mostly focused on QoL improvements, including highly requested builder features like planning building placement. You can press the middle mouse button to plan a building and then place the real one on top. Press the delete key to remove all planned. Also, some balancing to make decisions more interesting and different things more viable. v1.0.5 - Add buildings planner - Show signal range for draft buildings - Show a tooltip for installed upgrades in pause and end game screens - Add a small indicator of station energy generation progress - Increase the number of resources from missions (about 4 more spread across different missions, mostly at 2nd part of the game) - Matter generator cycle duration is now scaled with difficulty waves delay (so it's stronger on Legend and weaker on easiest difficulties) - Nerf matter generator upgrades, cycle duration (100/60/30 -> 100/70/4…
- Update 1.0.4 - 3 June 2024
It feels like now the difficulty is right, at least for the first 2 difficulties to learn the game, but the curve to the Captain is too steep. Also, the way mortars work compared to plasma towers does not scale well with the amount of enemies. In this update, I changed the difficulty curve and the number of small enemies (mostly runners and soldiers) on higher difficulties. Artifacts are the major factor in winning and some games can feel too lucky or unlucky. This update will introduce rerolling of the artifacts reward to give more control in the hands of a player. Also, the artifacts pool that is used for 3rd starting bonus was reworked to make it more impactful. Although a matter generator is a risky option, most of the time it feels like a safer option. I don't want to nerf it as most of the players enjoy how it feels, so other options were buffed significantly. But the cost of inst…
- Update 1.0.3 - 1 June 2024
This will further improve pacing to give a player more room to breath in the beginning of missions. Although 2nd ship is very strong, it is still very hard to play properly. Some buffs will help with that. Also, it should be easier to beat bosses with it (focus tower now melts bosses). I also wrote a short guide for anyone who wants to beat higher difficulties. v1.0.3 - Change timings for 1st waves and enemies for 3rd waves to make pacing easier - Nerf avenger, generator, healer and stick-bug enemies - Bring back health buff for coil 2 1 upgrade 10 -> 16 - Double the distance required to transfer coil charge so it is always transferred with generators and plasma towers - Focus tower attack speed increases faster starting from tier 2 (10%/20%/40% -> 10%/30%/60%) - Reduce plasma tower delivery 20 -> 15 - Increase damage of upper mortars branch 8 -> 10 - Fix colliders not recalculating in…
- Update 1.0.2 - 30 May 2024
Thank you everyone for the feedback. I continue to improve the game based on that. Now it seems more that the difficulty problem is not about the balance, but more about understanding enemies and options to overcome them. With that said I've added tooltips for every enemy on hovering. Escape pod felt wrong because after it was used, you effectively will be one mission behind by rewards. That was changed, now missions progress is not increased so you can replay the mission you lost. Also, there are more escape pods in the game now. Matter generator is a fun risk/reward option, but can be too easily abused on endless missions on lower difficulties. Now it won't generate anything after endless waves come. Coils can be too easily stacked together resulting in a very straightforward strategy. They are still strong, but now they will release full charge on hit, making them much less effective…
- Update 1.0.1 - 28 May 2024
Thanks everyone for playing the full game and for the feedback! I understand that the game's difficulty now feels too high. In this small update, I changed the overall pacing and some enemies to give a player more room to breathe. Also, this update includes a couple of QoL features highly requested by the community. v1.0.1 - Added pause button - Added hotkey to upgrade building (press U when selected or hovered) - Increase enemy spawn delay for the second part of the game on difficulties 1, 2, 3 - First waves in missions are now easier - Immortal enemy now less resistant to pushback and stun, scales attack slower, and can only appear on the last wave on hard difficulties - Tanks are less resistant to pushback and stun - Reduced the difficulty of endless waves - Cryozone mission modifier damage 2 -> 1 - Bosses are now easier on lower difficulties - Buff Capacitors artifact energy 60 -> 6…
- Demo news - 18 May 2024
Thank you everyone for playing the demo! But in preparation for the release, it will be taken down on May 20th. I've been spending all my time improving the full game, so the demo now is not the best representation of what will be available at release. I might bring it back when there is more free time. But for now - everything goes into the full release on May 27th.
- Release Date May 27 - 13 May 2024
Stellar Initiative will be released on May 27th It will be available in 9 languages. The game will feature: 116 unique artifacts 20 different buildings and ship abilities 104 upgrades to install with different paths 12 missions of 6 types and 12 different modifiers 5 difficulties
- Stellar Initiative Next fest livestream #2! - 9 February 2024
Will be streaming Stellar Initiative demo gameplay. Join in and ask any questions!
- Stellar Initiative Next fest livestream! - 4 February 2024
Will be streaming Stellar Initiative demo gameplay. Join in and ask any questions!
- DEMO update 0.3.0 is live! Steam next fest! - 31 January 2024
This update will add more content, artifacts, enemies, escape pod mechanic, qol features and game rebalancing! v0.3.0 - Add 11 new artifacts - Allow player to lose one mission using escape pod - Allow to cancel any delivery item that was not applied yet - Reduce supplies energy gain by 5 - Generator now gives first energy in 5 seconds instead of 10 - Difficulty rebalance, final waves now stronger, some enemies buffed - Cloaked enemies modifier - Bombardier enemy - Endless waves now scale faster - Energy walls now restore health (0.2, 0.5), recharger artifact removed - Missions with artifact reward now give 1 more resource - ML diagnostic system no longer gives a shield - Nerf shock waves artifact, knock back now dont stack - Nerf resonator artifact (3x->2x) - Broadband receiver scans more missions even the same level it was received - Buildings upgrades cost rebalance - Small UI improve…
- DEMO update 0.2.6 is live! - 15 January 2024
Armour on T4 walls was planned as a strong late-game upgrade, but ended up being too accessible and made the player immune to small enemies too easily. This strategy is too strong and does not require any planning or artifacts. Now there will only be throns on T4 wall. Generator upgrades do feel less valuable compared to others. Now Rocket launcher tree and battle upgrades are a little more expensive, but generator upgrades are cheaper. v0.2.6 - Remove armour from T4 wall upgrade but reduce cost (45->40) - Defense missions now are slightly harder (0.75->0.7 delay modificator) - Rocket launcher technologies and battle upgrades now are slightly more expensive - Generator upgrades now are cheaper - Buff infinite generator upgrades (cost 5->3 per level) - Increase Subject A boss health (1000->1200) and speed (0.16->0.17) - Add exploding enemy to boss wave - Buff stringer (scorpion) enemy he…
- DEMO update 0.2.5 is live! - 13 January 2024
Many players found out that difficulty difference between Officer and Captain is too high. This was reworked. Star lord difficulty is now available in the demo and Captain is now a little easier. Also Deathrains (flying Mortars) felt a little underwhelming and did not achieve what they were designed for. Now they are reworked and open completely new strategy of putting them forward. And often requested quality of life feature - now time missions will speed up in the end when all waves were cleared. v0.2.5 - Captain difficulty is now slightly easier with 10% longer wave delays and 20 more health - Star lord difficulty is now available in the demo and is equal to Captain before this update - Add an option to unlock all difficulties in the settings - Rework Deathrain III upgrade - now it slows down enemies but costs more (35->45) - Flying buildings (Deathrain) can now be placed outside of…
- DEMO update 0.2.3 is live! - 11 January 2024
This update will improve the demo based on the latest feedback and add 1 new artifact for everyone having trouble with mining missions! Rocket launcher vs mortar balance can feel unfair, even though enemy density on higher difficulties is higher. Now mortars will deal much more damage. Also, missions with rewards in resources feel more appealing later in the game compared to artifacts. Now this difference will be less noticeable. v0.2.3 - Significantly increase damage of mortars (3->5) - Give 1 more resource with artifact in mission rewards - Nerf kinetic burst, but buff final turret upgrade allowing turrets to heal on crit - New artifact: Matter displacement - double mining speed - Buff energy wall upgrades making them cheaper - Wave generator is now a little better at tier 1 - Particle collider now only gives uncommon or rare artifacts - Start bonus health cost is now relative to max…
- DEMO update 0.2.2 is live! - 7 January 2024
I noticed that many players are facing difficulties on Development and Research type of missions the first time they encounter them, as they are not familiar with game mechanics. Now first and second missions of this type will be much easier in their special goals (development cost, research time). v0.2.2 - First two Development and Research missions are now much easier on Adventurer and Officer - Default difficulty is now Adventurer if player never completed any run - Event after 3rd mission now restores more health (50->100)