- The demo has arrived! - 17 August 2026
Greetings, Captains!The game has been in development for a year and a half now. During this time, we have held two playtests, gathered our first feedback, made a number of improvements, and, like any creators, worried about our creation and what it is becoming. Today, we are finally excited and a little nervous to announce that the demo version of our game is now available for everyone to play.TutorialOne of the most important parts of the game that has gone through several iterations is the tutorial. Our goal was to better explain what the game has to offer and make the player's introduction to the game smoother. The latest version of the tutorial showed positive results during the playtest, so we continued developing this approach further, and we hope that the current version will cover everything players need to know to comfortably begin their journey.Starting Ship TypeVariety and fl…
- Demo Is Coming! - 3 August 2026
Greetings, Captains!The time is approaching when we will be ready to present our game to a wider audience. Very soon, on August 17, 2026, during the Ukrainian Games Festival, we will give everyone the opportunity to try our project.This became possible thanks to the people who participated in both playtests and helped us identify our weak points, which we are working to improve so that the gameplay becomes more convenient and enjoyable for you. Some changes were added just a few days ago during the playtest, while others still need some refinement. Thank you for your support and participation.What will be available in the demo:• the first sector of the game; • 300 steps per run; • an incomplete storyline of the first sector with a choice between two paths; • a trading system and trading various resources; • trade delivery and container contracts; • tactical battles with pirates and inva…
- The Second Playtest Has Started - 23 July 2026
Greetings, Captains!We are happy to invite you to our playtest once again. A little over a month and a half has passed since the previous playtest, and during that time we have done a lot of work to improve the game. Now we have plenty to show you.Signal NavigationWe received a lot of feedback asking for more control over ship movement, and we implemented it in the following way. Through the Navigator, the player can set two routes at the same time. Signal routes lead to major stations located near the player. Signals can also be used to travel to story quests and return to them after failure, in which case they will appear closer. Signals are updated every five turns.There is also navigation to the ships nearest to the player, both trading and hostile. Hunting pirates or searching for trading ships is now much easier and more manageable. At the same time, the player can still encounter…
- Devlog #5 | Captain Talents - 1 July 2026
Greetings, Captains!We have not shared anything new for quite a long time. This is because we have been fully focused on development to prepare a new and improved version of the game for you. Very soon, we will announce the date of the new playtest. It will happen this month!Now, let us talk about the changes.Earlier, we already shared information about changes to the game’s economy model, including how prices are created and how they depend on station effects, population, and station needs. We tried to make all of this more balanced.There will also be small balance changes to the delivery system. Shorter routes will be added, so players will have more options instead of only long-distance deliveries.We are also working on one major change in the game - Captain progression. Now, with every level, the player will receive 5 Talent Points and spend them across four different talent branche…
- Devlog #4 | Navigation and Other Updates - 11 June 2026
Greetings, Captains!It has been a while since our last news update. That is because we are currently working closely on several systems and preparing for the second playtest with updated mechanics, improved based on your feedback.Here is what’s new:Navigation SystemOne of the biggest and most important changes is the navigation system. Players will now be able to make more informed decisions based on what surrounds them and on the additional information stations now provide.Players can also have three routes active at the same time: a delivery route, a route to a station, and a route to the nearest ship - enemy or allied. Random encounters with enemies and stations will still be possible, but they will happen much less often. Routes will also have their own safety rating: longer routes will be safer.Stations and Economy SystemThe economy system is also receiving major changes aimed at m…
- Playtest Complete - Thank You, Captains! - 1 June 2026
Greetings, Captains!We would like to let you know that the playtest has ended.During this time, more than 1,100 players tried the game. We received almost 280 feedback forms from you, and we are very thankful for that. We reviewed your feedback, found many useful suggestions, and have already started working on improvements for some game mechanics.Now we would like to tell you about our nearest plans.About the mechanics recently we have spent a lot of time working on the combat system. The use of missiles, torpedoes, and mines, as well as consumable items such as repair kits, will be handled through the Engineer. You can see how it currently looks in the video below:The crew dialogue system is also being improved. We will remove unnecessary steps and dialogues and make it much faster to access the actions you need. The Commander will also receive a new active ability.We received a lot o…
- Devlog #3 | UI & Combat preview - 28 May 2026
Greetings, Captains! Today we decided to share a small progress update about the changes we are working on. We want to show some of our current progress, as well as some improvements we are making after receiving your feedback. Here you can see some changes to the main interface. We also added cooldown indicators near the crew portraits. The portraits are now smaller, but more informative. Dialogues now show portraits of the crew members and characters you are talking to. The remaining days for freight delivery are now visible directly on the main interface, along with many other improvements. Ship stats, ship condition, positive and negative effects, and modifiers can now be viewed in detail in a separate window. More combat information is now visible. Also, enemies now have a chance to temporarily disable our subsystems and apply temporary negative effects. This is only part of what w…
- Update 0.1 - 19 May 2026
Greetings, Captains!The playtest continues, and we keep receiving your valuable feedback. We are very thankful for it. If you have not joined the playtest yet - join us now!We also have good news: we released a small update that improves several parts of the game.The update includes:Interface:We updated the interface and made some parts more transparent, improving the overall visual experience.Added notifications for different player actions and changes.Added the ability to go back in team dialogs.The inventory can now be closed with Esc (PC version).Made several improvements to tutorial descriptions.Added information in container contracts about how much cargo space the shipment will take in the hold.After completing the tutorial for the first time, the tutorial enable/disable option at game start will be turned off by default.Mechanics:Added the ability to buy fuel from trading ships…
- Devlog #2 | Combat System - 17 May 2026
Greetings, Captains!I would like to start with some good news. We now have more than 3000 wishlists. This is a nice result for us, and we are happy that people are joining our project and waiting for it! Also, we are very thankful to everyone who joined the playtest and left feedback, especially useful feedback that helps us see what we can improve.Next, I would like to talk about the combat system. Right now, it is quite simple. We are not planning to completely change it in the future, but still, we want to improve it. At the moment, while the playtest is active, we continue working on our current mechanics, and combat is one of them.On one of the stations, which should become available in the second sector, the player will be able to buy extra consumable items for combat, such as missiles, torpedoes, and mines.Missiles: the player can use them during combat, on their turn. They work…
- The Playtest Has Officially Started! - 15 May 2026
Greetings, captains!Today we officially launch the public playtest. Everyone can join, try the game, and leave feedback. We will be very thankful for constructive reviews that help us make the game more comfortable and enjoyable for players.We also want to warn you that some parts of the game are still not final quality because development is still in progress.Some players got access a little earlier, and we are already working with their feedback and paying attention to our weak points. We will also fix problems that you may face during the playtest, especially if they block normal gameplay.Soon we will continue our series of devlog posts where we will share more details about the game mechanics and lore. (Spoiler: we will talk a bit about our plans for the combat system and the domination system, which affects some parts of the game such as trading and random encounters.)We wish you a…
- Devlog #1 | World building - 8 May 2026
Greetings, Captains!While we are making the final preparations before the playtest begins, we wanted to talk a little about how we approach building the world of the game.We don’t want our universe to feel too generic, so we try to put real thought into its history and details. For example, we even have a full theory about how fuel works in our world, who discovered it, and how it became widely used. Maybe not all of this information will appear directly in the game, but we try to leave small pieces of the world’s history in quests, random events, descriptions, and other details.We don’t know if we’ll fully succeed in creating a world people can truly “believe in”, but we are doing our best to make it feel alive. The history of factions, important figures, old conflicts, and events. We want players to slowly piece together the bigger picture by exploring the world carefully.From time to…
- International Day of Human Space Flight - 12 April 2026
Greetings, Captains!Today we celebrate the International Day of Human Space Flight - the day humanity first reached beyond Earth and stepped into space. Moments like this remind us why we explore, build, and dream about the unknown. While working on Stellar Freight: Endless Horizon, we often think about that same feeling when there’s nothing but stars ahead, and every journey is a step into the unknown. To help you feel it, we’ve shared some of our game’s soundtracks on YouTube so you can dive into the feeling of exploring something endless. Playtest details are coming soon, stay tuned.See you out there, among the stars ✨
- Stellar Freight: Echoes of the Void vs Endless Horizon — What’s the Difference? - 30 March 2026
Greetings, Captains!Some people asked what the main difference is between Stellar Freight: Echoes of the Void and Endless Horizon. The difference is actually bigger than it seems at first.In this video, we show some of the differences. It may look like the changes are only in the interface and small details, but in fact they are much deeper. After we started working with Two Cakes Studio, we changed our approach to many things and mechanics. Ideas that we had postponed or removed before are now being developed further in Endless Horizon. Because of this, the project is becoming larger, closer to how it was originally planned.Stay tuned. We’ll share news about the playtest soon, plus more development updates.