- Star Ruler 2 Enters Early Access! - 18 July 2014
Hello everyone! Thank you all for your support of Star Ruler 1! Without you, we couldn't be here today to release its sequel. We've just released as an Early Access title, with a plan to have it finished by the end of the year. Check it out! http://store.steampowered.com/app/282590/
- Star Ruler 2 Enters Early Access! - 18 July 2014
Hello everyone! Thank you all for your support of Star Ruler 1! Without you, we couldn't be here today to release its sequel. We've just released as an Early Access title, with a plan to have it finished by the end of the year. Check it out! http://store.steampowered.com/app/282590/
- Star Ruler 2 Dev Blog #3: Faster Than Slow - 13 March 2014
One of the major differences going from Star Ruler to Star Ruler 2 is the addition of Faster-Than-Light travel. However, that doesn't mean that FTL is easy or cheap. Our most recent dev blog explores the four approaches players may take to traverse the galaxy faster than ever before: Hyperdrives, Fling Beacons, Gates, and Slipstream Tears. Each method has its own distinct advantages, disadvantages, and serious gameplay considerations. http://i.starruler2.com/media/blog3/tear.png Read the full dev blog here!
- Star Ruler 2 Dev Blog #3: Faster Than Slow - 13 March 2014
One of the major differences going from Star Ruler to Star Ruler 2 is the addition of Faster-Than-Light travel. However, that doesn't mean that FTL is easy or cheap. Our most recent dev blog explores the four approaches players may take to traverse the galaxy faster than ever before: Hyperdrives, Fling Beacons, Gates, and Slipstream Tears. Each method has its own distinct advantages, disadvantages, and serious gameplay considerations. http://i.starruler2.com/media/blog3/tear.png Read the full dev blog here!
- Dev Diary 2: Diplomacy - 26 September 2013
We've just posted our second Dev Diary about Star Ruler 2's development, this time about our new (and we feel innovative) diplomacy system. Check it out at Star Ruler 2's site.
- Dev Diary 2: Diplomacy - 26 September 2013
We've just posted our second Dev Diary about Star Ruler 2's development, this time about our new (and we feel innovative) diplomacy system. Check it out at Star Ruler 2's site.
- Star Ruler Update Released - 19 April 2012
Fixed: * Fix being able to trade research back and forth infinitely. * Fix colonizers with weapons never firing at anything. * Fix crash related to buildings being destroyed in OnGlobalDamage events. * Fix crash when planets marked for autocolonization get destroyed. * Batched ship construction orders would not repeat correctly. * Rally points on dry docks would not save. * Fix some inaccuracies in the german translation. * Fix engines never activating when boarding a disabled ship. * Fix importing blueprints with no automation orders resetting to default automation. * Fix crash related to loading transfer orders. * Fix player-controlled ships in the galaxy not being visible when joining an MP game in progress. * Rennovating the same structure multiple times will now only occur once. (Duplicates will be removed when they are started) * Many simple data types in scripts were calling dest…
- Wot I Think: Star Ruler - 26 August 2011
Before I get into the nitty-gritty, yes, we do know when long-zoom 4X indie spectacle Star Ruler was originally available to buy. However, anyone who has followed the game can tell you that what you get for your money now is a different beast to what you got at that nascent time. What could be regarded as the actual launch is now here. We are all familiar with the terror of unfinished games and the horror of 0-day patches. It is easy to believe the entire global computing infrastructure has been put in place so that developers could ship as soon as they got tired and wanted a holiday. Star Ruler did turn up in that sort of unsatisfactory state, but the developers admitted that and they put out a representative demo as well. Since then, their support of the product has been exemplary. While I may not agree with everything they’ve done, the fact that they continue to listen and improve th…
- Star Ruler Update Released - 11 August 2011
Fixes: * Multiplayer clients could not create treaties. * Multiplayer clients could not retract treaties. * The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap. * Obsoleted blueprints would not be removed from various build lists until a blueprint was added/updated. * Second planet granted by "Developed Empire" trait now has regular amounts of HP. * Using modifiers on armor no longer causes the armor to take up space. * Explosion sound would play for multiplayer clients for silent destruction (colony ship, scuttle/retrofit). * Page Up/Down keybinds would not save. * Auto-colonize planet now works for multiplayer clients. * Auto-colonize lists are saved/loaded. * Undock all from the right click menu now properly removes auto-dock orders (unless forced) so ships won't immediately re-dock. * AIs are no longer prevented from expand…
- Star Ruler Update Released - 27 July 2011
Fixed: * Ships on hold or defend position stance will no longer move because of work with tool orders. * Homeworlds had less hitpoints than was normal for planets. * The game did not render while maximized. * Notification of new treaties only occurs when a new treaty is actually proposed, and a sound plays for each unique treaty proposed. * Boarding defense did not work. * Number suffixes on dates when saving were slightly wrong. * Culling of graphics nodes was horribly broken in virtually all cases. The game should perform much better with lots of ships in the galaxy, so long as they aren't on screen. * Under attack alerts would only appear once per system. * Choosing a govern via the right click menu didn't automatically enable that governor. Changed: * The balanced start map option is now on by default. * Reduced modification factors for shift/alt on camera movement. * Notification i…
- Star Ruler Update Released - 11 July 2011
Fixed: * Taking over planets from AIs would sometimes prevent the planet from importing a particular resource. * Deleting a savegame deleted the wrong entry in the list. * Opening the options menu twice at the same time from the escape menu would crash the game. * Attractors did not function. * Dry Docks building other orbiting objects now no longer teleport some of those to close orbit around the sun. * You couldn't access a mod's effects in the particle editor. * Loading a game for multiplayer would allow clients to join the empire the host was controlling. * Effector data mismatch error could occur when loading saves with accented characters in blueprint names. * Jump Drives would sometimes retain orders in their previous system after jumping, causing them to fly back. * AIs would propose treaties involving goods and luxuries to empires with the "Eusocial Society" trait. Changed: * A…
- Star Ruler demo is out now, is on sale on Steam - 5 July 2011
4X galaxy conquering game Star Ruler now has a demo available ahead of its upcoming September retail release. Star Ruler has a procedurally generated 3D galaxy that can spawn up to 10,000 star systems into your game. With numerous research and diplomatic routes at your disposal, there are nearly limitless possibilites to explore. Just be careful not to go space-mad. Upon the release of the retail version, Blind Mind are planning a massive update that will add new features for owners of the digital version of the game. You can grab the demo from the here. The game's currently available on Steam, too, and is currently on sale at 66% off.
- Daily Deal - Star Ruler 75% off! - 24 June 2011
Today's Deal: Save 75% off Star Ruler ! Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
- Star Ruler Update Released - 18 May 2011
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Fixed: * Fixed a deadlock caused by selecting a ship as it was about to dock. * Advanced Parts Assembler used up resources even if there was no space to put advanced parts. * Fetch orders automatically assigned by construction bays no longer attempt to fill more cargo than available. * Mega Construction had a link to itself. * Linked sub system modifiers did not work for designs made by multiplayer clients. * Ships parked in orbit would not de-park after moving for multiplayer clients. * Crash related to supply orders for construction resources. * Internal Defenses would not function on ships without crew. * Keybinds specified as key numbers with # would not load from controls.cfg. * GUI Script keybinds no longer override options menu keybin…
- Star Ruler Update Released - 13 April 2011
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Fixed: * New treaty notification icon was not disappearing when opening the empire window. * Ship build cost would not appear in the hover information on planets with no empty slots. * Holding shift while clicking a top bar button would not correctly open a new window of that type. * Automation orders did not import from exported designs. * Could not select the shipyard world governor in the planet window. * Large odd numbers of flags in the race customization window would make the last flag disappear. * Divide by zero crash when adding 4 or more shipsets. * Automatic blueprint updates would reset automation orders. * Heavy Hull level was too high, causing it to have much more hitpoints than the other hull types. * Negative mood did not disp…
- Indies vs Gamestop/Impulse - 6 April 2011
Last week’s news that US high street gaming market-choker Gamestop had acquired the Impulse download service from Stardock caused a whole lot of shock in these parts. Looks like PC gamers weren’t the only ones a little troubled by the news; Star Ruler dev Blind Mind Studios has pulled its sci-fi grand strategy game from the digital store in protest. (more…)
- Indie Dev Pulls Game In Protest Over GameStop Takeover - 5 April 2011
Blind Mind Studios, the developers of indie space strategy game Star Ruler , is withdrawing the title from sale on the Impulse digital shopfront following its sale to multinational retailer GameStop . "Due to a rather large list of things we detest about GameStop", a Blind Mind rep writes on the company's website, "Star Ruler will no longer be available for purchase on Impulse after the takeover." "We are ending sales through Impulse due to GameStop's long, negative behavior toward the PC platform and independent games. We would never have signed onto distribution through GameStop, and being forced into this situation has only made it worse for us. We feel GameStop cannot serve as the leader of a true competitor in the digital distribution market." Those who have already bought the game on Impulse should be OK, as Blind Mind is working to have automatic updates continue to be sent throu…
- Star Ruler Update Released - 22 February 2011
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted.
- Star Ruler Update Released - 25 January 2011
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Fixed: * Fix civil acts that have a group not correctly loading. * Fix racial bonuses affecting ship components not correctly applying. * Crash on game start when having shaders disabled. * Dry Docks could be ordered to scuttle or retrofit at themselves, making them disappear. * When starting at a higher tech level from traits, structures on the homeworld did not start at that level. * Fetch orders did not behave properly with resources that have a "required" (eg Crew). * Ships reacting to automated attack orders could overshoot the system and sit idle at the edge of deep space. * The set_owner and destroy console commands now work with all selected objects. * Fixed a very rare crash bug caused by moving between systems/galaxies. * The minim…
- Star Ruler Update Released - 17 January 2011
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Fixed: * A long lag before joining a multiplayer game in progress that appears as a freeze (but eventually does connect). * Modded EmpireNames.txt and EmpireColors.txt are now used in the lobby. * Tips files were showing up as languages. * Freeze when holding alt for range rings while hovering on an enemy unit. * Antimatter generators would not explode when disabled due to lack of control. * Queue management commands did not work for dry docks in multiplayer. * Light/Heavy/Stealth hulls were incorrectly scaling with level, making them much too powerful at later tech levels. * Ships can now be retrofitted / scuttled at dry docks. * The victory message was not showing up when eliminating all enemy teams in a team game. * Docking stations into…