Starship Command: Orion Spur news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID4158420
- PriceNo longer available on Steam Store
- Release dateComing soon
- DeveloperCambium Studios, Refraxion Studios
- PublisherCambium Studios
- Parent gameNot available
Genres: Action, Indie, Simulation
Company pages: Developer: Cambium Studios, Refraxion StudiosPublisher: Cambium Studios
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Starship Command: Orion Spur Steam news
Starship Command: Orion Spur news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- SCOS Demo Update: Carriers, Combat Changes, and What’s Next - 18 September 2026
Greetings, commanders!The public Steam demo has been updated to Alpha 0.15.7! If you haven’t played since our Kickstarter, there’s quite a bit for you to try, including carriers, strikecraft, and a substantial rework of how ship systems take damage.It’s also been a few months since we posted here, and I wanted to explain what’s been happening with SCOS.First off, as many of you know, our Kickstarter failed, and we had to work out how to keep development going with the resources available to us. We moved to Patreon, where monthly support from our backers funds continued work on the game (at a slower pace). Since then, we’ve been releasing alpha updates to our Patreon backers and working through the problems those updates uncovered.Adding features exposed weaknesses in systems we already had, and we’ve spent a good deal of time reworking those before moving on. I want to catch you up on w…
- SCOS KICKSTARTER LAUNCHED! - 12 May 2026
Commanders, I'll keep this short and sweet. The day we’ve been building up to has finally arrived.The Starship Command: Orion Spur Kickstarter is LIVE. You've had a chance to play the demo, and while its not perfect, it is a demonstration that we've built something real, that will grow and improve as long as we have the funds to continue. Today is the day… we need you all. Remember: Pledges guarantee cool spaceships. Sorry, couldn’t resist. 😊 Back the KS HERE Right now, all I ask is that you head over to the Kickstarter page, and back us so we can finish bringing the CSV Leonidas to life. Thank you for your support on the journey. v/rDaniel GibbsSCOS Producer and Author
- Friday Fleet Dispatch - 4/10/2026 - 10 April 2026
Commander,As we approach Kickstarter launch, most of our effort is focused on final campaign preparation, such as refining backing tiers and completing our final trailer.Mission DevelopmentDespite the project’s current lack of funds, Unity Developer Dustin Weitkunat graciously continues finding bugs, improving graphical fidelity, and enhancing performance. If all goes well, one more patch drops before Kickstarter launches.Reward Tier UpdatesToday we’re releasing a new video showcasing changes to our backing tiers. In response to fan feedback, we’ve added the “Private” and “CIS Operative” rewards, plus exciting news about the exclusive CSV Leonidas novella.WATCH HERE: Critical Action RequiredSign up for Kickstarter launch notifications now. We’re targeting the next few weeks, and I don’t want anyone missing the initial launch wave. Your notification signup creates the momentum we need fo…
- Friday Fleet Dispatch #34 - Another Patch Deployed on SCOS! - 3 April 2026
Commanders, Over the last week, we’ve progressed through several internal builds, and accomplished the following:· Implemented tooltips in the third scene of the Campaign demo (While CAP Omar is talking, his commentary is intended to give you tips/advice on how to beat the enemy. What he’s explaining is now highlighted so it makes more sense.)· Fixed an issue where the CMC keyboard event was incorrectly set to be the same as the Nav’s· In Scene 3 of the Campaign, the tactical window is forced open just before XO begins speaking to ensure visibility of hints· Modified the behavior of player look coroutine to accept a speed parameter· It is hoped this will fix the mystery TAO bug, this is the only station that moves the player camera manually o Speed is now greatly increased for the TAO turn in the first scene of the campaign to prevent any potential issues with coroutine lockout there· M…
- Major SCOS Patch Deployed - 18 March 2026
The SCOS team (Dustin, Brian, Nyx and myself) have been working hard for the last few weeks on bug fixes and implementing QOL improvements based on player feedback.Here’s a short list of what’s been done so far: Performance improvements from improved occlusion culling Hardware warning added to the main menu Improvements made to how hardware is scored (and therefore initial settings are decided by the game should be more accurate and result in fewer instances of low FPS gameplay) Fixed the black square issue appearing on the sun in all maps Video options confirmation will now close when reverting Various logic errors fixed in the campaign mission Contacts list no longer stays open by default in the interior Control guides updated to include the interior bridge controls – Tactical, Engineering and Comms Hotkeys added for bridge officer interaction on the bridge F1 - TAO F2 - ENG F3 - NAV…
- SCOS - Minor Update + What's Incoming - 24 February 2026
Commanders,On behalf of the entire SCOS team, I want to express how grateful we are that you’ve been playing our alpha demo. We know there’s still a way to go, and your feedback (and logs) have been vital in giving our Unity developer (Snifheim) the data he needs to hunt down and fix bugs. We’re also aware of a number of bugs that are annoying rather than game-breaking, as well as feedback on needed QOL improvements.We’re hard at work, with all hands on deck!And while that update bakes, we have pushed out some quick fixes that address the ultra-wide monitor and input issues in the campaign, as well as a fix for a bug that prevented the game from retaining the frame rate limit setting from session to session.Additionally, while we are going to implement tooltips, a bridge command control map, and better instructions in the campaign’s third mission, in the meantime we’ve produced two vide…
- SCOS DEMO RELEASED! - 14 February 2026
The CSV Leonidas is Ready for Command Commanders, the Starship Command: Orion Spur demo is now live.If you’ve been following our development process, thank you for your patience. If you’re just finding us, welcome aboard. What You’re Getting A 30-minute single-player campaign preview that introduces you to the CSV Leonidas and her crew, plus full skirmish combat featuring multiple Coalition Defense Force and League of Sol Navy vessels across three maps. Two Ways to Play Bridge Command: Sit in the captain’s chair. Issue orders to your tactical officer, sensor chief, and the rest of your bridge crew. They execute while you lead.Direct Control: Take the helm yourself. Pilot the Leonidas in third-person, balance power between weapons, shields, and engines, and fight your ship your way.Both modes are fully playable in the demo. Download NowHit that green button. The Leonidas is waiting. What…
- Friday Fleet Dispatch - 2/6/2026 - 6 February 2026
Commander,The week of February 2-6 brought a major milestone as we welcomed our first wave of alpha testers from the community.Mission DevelopmentUnity Developer Dustin Weitkunat continued polishing the single-player campaign demo this week, though time was limited due to other duties. He addressed numerous graphical bugs and thanks to this effort, we successfully onboarded 10+ alpha testers from our Discord server. Community testing has officially begun.Ship Construction & Media ProductionThe art team continued full speed ahead. Nyx completed all modeling activities on his current ship… UV unwrapping and textures await next week. Brian continued building out lore videos and artwork as needed for the demo push.Literary Progress & Alpha CoordinationDaniel reached 55,000 words on Decision Point, the final novel in The Iron Fleet (on which SCOS is based). He also supported testing efforts…
- Friday Fleet Dispatch - 1/30/2026 - 31 January 2026
Commander,The week of January 26-30 brought critical bug fixes and successful Steam integration as we continue the final push toward demo release.Mission DevelopmentUnity Developer Dustin Weitkunat focused primarily on bug squashing this week after a particularly immersion-disrupting bug made the bridge mode unplayable. He fixed that late last night. Steamworks integration and limited internal testing completed this week confirmed that the SCOS Demo runs well through Steam. Dustin will now switch gears to finishing the third part of the campaign demo, then return to crushing bugs on our issue board.Ship Construction & Media ProductionThe art team continued full speed ahead. Nyx approaches 900,000 polygons on his current ship model… nearly complete and then on to UVMapping. Brian completed another lore video plus numerous art projects for demo finalization, including Loading Screen rende…
- Friday Fleet Dispatch - 1/23/2026 - 23 January 2026
Commander,The week of January 19-23 brought us to the final stretch of campaign demo completion as QA testing and Valve Steamworks integration loom.Mission DevelopmentUnity Developer Dustin Weitkunat continued fast-paced efforts finishing Part III of the Campaign Demo while squashing numerous bugs. He’s hopeful to complete this over the weekend, then shift fully to polish and bug-fixing as QA testing proceeds in the demo release runup. Soon he will start Steamworks integration and preparations for Valve to review the game.Ship Construction & Media ProductionNyx completed nearly 700,000 polygons on his current ship model—substantial progress on a complex asset. Brian completed multiple lore videos and a new Command Briefing for release.Literary Progress & Extensive TestingDaniel wrote 12,500 words this week on the final novel of The Iron Fleet—Book 7: Decision Point. He also filed dozens…
- Friday Fleet Dispatch - 1/9/2026 - 9 January 2026
Commander,The week of January 5th to the 9th brought steady progress on the campaign demo mission implementation as we advance toward completion. Mission DevelopmentUnity Developer Dustin Weitkunat maintained progress on the campaign demo mission. Moving into Part II (where players visit the Commanding Officer’s Day Cabin and Conference Room for story-driven scenes), additional code was required for the objectives system. Dustin added that along with new character animations. We’re targeting Part II completion by Monday, then moving to Part III—back to combat, giving players full control range to prosecute enemy ships.Dustin also updated combat AI based on testing feedback this week. Ship Construction & Media ProductionNyx is temporarily working on a ship for Daniel Gibbs’ next novel series. Brian hit a range of art tasks focused on various game assets plus new promotional media—includi…
- Friday Fleet Dispatch - 1/02/2026 - 4 January 2026
Commander,The week of December 29, 2025 through January 3, 2026 brought major progress as we push toward external QA testing. Mission DevelopmentUnity Developer Dustin Weitkunat continued work on graphics quality for the newly performant build while addressing numerous regressions from the rework. One major change: how we display you on the bridge during combat while showing exterior action simultaneously. Camera stacking was the previous solution, but Dustin implemented a brand-new method that dramatically expands future possibilities.He also crushed many bugs from the internal QA list.After declaring a spike on graphics improvement (Agile term: allotting fixed time to a task, then moving on regardless), Dustin shifted to implementing the rest of the demo mission for the week's remainder—continuing through the weekend as the team pushes hard toward external QA readiness. He's currently…
- Friday Fleet Dispatch - 12/26/2025 - 28 December 2025
Commander,Apologies for not posting this sooner - the compressed Christmas week caused a delay in getting our FFD out.The week of December 22-26 delivered the performance gains we’ve been working toward, along with expected challenges from such a major overhaul.Mission Development - The Good NewsUnity Developer Dustin Weitkunat continued breakneck work on the performance refactor. Thanks to extensive weekend efforts, he delivered a new build right before Christmas Eve with massively improved performance. Internal testing showed 25 ships fighting simultaneously maintaining a stable 150-200 FPS on high-end systems. He also reached internal goals for much lower-end systems, which will soon allow us to recompute minimum and recommended specifications—opening SCOS to far more players. Dustin also integrated numerous bridge officer voice “chatter” lines and will continue this work.Mission Dev…
- Friday Fleet Dispatch - 12/19/2025 - 19 December 2025
Commander,The week of December 15-19 perfectly illustrates why we haven’t assigned a firm date to the SCOS demo release. Welcome to game development with a small indie team.The Optimization CascadeWhat began two weeks ago with Unity Developer Dustin Weitkunat investigating a graphical display bug (random green circles on the bridge) and realizing he could fix it while addressing player feedback on system requirements has morphed into a full-fledged optimization pass. Additional graphical bugs emerged—this morning, standalone builds lost all colors on the bridge entirely.Dustin is focused 100 percent on eliminating these bugs. Once complete, we’ll have a dramatically more performant game at the lower end of system specifications—and be able to slash our minimum requirements significantly—plus a solid internal QA test candidate build. He’s working through the weekend to finish this critic…
- Friday Fleet Dispatch - 12/12/2025 - 12 December 2025
Commander,The week of December 8-12 shifted focus to a critical optimization pass ensuring SCOS reaches the widest possible audience.Player-Driven DecisionIn response to player feedback from YouTube comments and direct emails, as well as some lighting/texture artifacts discovered during internal testing, we decided to perform an optimization pass aimed at lowering minimum system requirements to run SCOS. Making the game accessible to as many commanders as possible takes precedence over schedule.Mission DevelopmentUnity Developer Dustin Weitkunat is implementing virtual textures for bridge components to achieve much lower minimum system specifications. This work has pushed demo completion back slightly, but we believe ensuring the demo—and ultimately the full game—runs on more systems is the right call.Ship Construction & Media ProductionThe art team continued full steam ahead. Nyx remai…
- Friday Fleet Dispatch - 12/5/2025 - 5 December 2025
Commander,The week of December 1-5 brought steady progress on bridge immersion systems as we march toward demo release.Steam MilestoneLast week we went live on Steam with our “Coming Soon” page! We’re incredibly thankful for the thousands of wishlists already secured. Each one means the world to us, and we can’t wait to get the demo into your hands.Mission DevelopmentUnity Developer Dustin Weitkunat is advancing on two main fronts: final buildout and integration of the reworked bridge UI, and initial creation of the “chatter” system where your bridge officers call out status updates during combat. He’s working through the weekend as we target an internal test build next week.Ship Construction & Media ProductionThe art team maintained full speed. Nyx remains focused on the modular space station model forming the center of a new skirmish map. Brian shifted to producing lore videos introdu…
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