Star Ruler 2: Wake of the Heralds releases April 22nd!
For as long as the records recount, the Heralds have been on the run. Chased by an unknown entity, the Heralds jump from galaxy to galaxy as entire star systems vanish in their wake, as if consumed by the blackness of space itself. Each new galaxy saves their species from extinction for a short time more. While impermanent, the people of the heralds learn to appreciate each new planet they settle, and live in hope of one day finding a place where they can end their journey. Guide the evacuation from the previous galaxy as rickety refugee ships dare the perilous intergalactic jumps to one of your jump stabilization beacons. Send resources back home to gain benefits from the last vestiges of your crumbling civilization as you prepare to deal with your new neighbours.
Unlike all the other races, the Heralds don't have a designated home system. Instead, your three starting Beacons are scattered across three different systems in the galaxy, each marking the start of a Heralds beachhead. Although the Beacons themselves connect your separate territories for resource trade, being spread out across the galaxy means you'll have to be mindful of your many neighbours!
Playing the Heralds, you do not grow population or colonize planets yourself. Instead, Refugee Ships will automatically jump into the galaxy and land on nearby planets, bringing them under your control. You will still need to make use of and distribute the resources that your refugees land on, so be sure to be on the lookout when a ship jumps in.
Certain types of resources can be sent back to your home galaxy by exporting them to one of your Beacons. The pressures from those resources will then slowly build up Support points on your beacon, and you can spend this Support on a number of useful benefits for your beacons and empire.
The Heralds make use of a new type of FTL called Jumpdrives. Like Hyperdrives, they require a subsystem on a ship to be used. Jumpdrives have a short charge time, after which the jump to their destination is instantaneous. There is, however, a maximum safe distance a ship can jump, determined by the size of the jumpdrive subsystem on its design.
Jumping beyond the red line pictured here is quite possible, but risks doing catastrophic damage to the ships in the process. Jump too far past it and your ship will make it to the destination only to explode in a giant ball of plasma. Since the Heralds' Beacons are jump stabilizers, jumping to a system where you have a Beacon is always completely safe, regardless of the distance of the jump.
[ 2016-04-15 17:47:29 CET ] [ Original post ]
We're happy to announce that the expansion, Star Ruler 2: Wake of the Heralds will be releasing this April 22nd! We'll be posting feature highlights posts every few days until the release, starting with this very one!
The Heralds
For as long as the records recount, the Heralds have been on the run. Chased by an unknown entity, the Heralds jump from galaxy to galaxy as entire star systems vanish in their wake, as if consumed by the blackness of space itself. Each new galaxy saves their species from extinction for a short time more. While impermanent, the people of the heralds learn to appreciate each new planet they settle, and live in hope of one day finding a place where they can end their journey. Guide the evacuation from the previous galaxy as rickety refugee ships dare the perilous intergalactic jumps to one of your jump stabilization beacons. Send resources back home to gain benefits from the last vestiges of your crumbling civilization as you prepare to deal with your new neighbours.
Entering the Galaxy
Unlike all the other races, the Heralds don't have a designated home system. Instead, your three starting Beacons are scattered across three different systems in the galaxy, each marking the start of a Heralds beachhead. Although the Beacons themselves connect your separate territories for resource trade, being spread out across the galaxy means you'll have to be mindful of your many neighbours!
Intergalactic Refugees
Playing the Heralds, you do not grow population or colonize planets yourself. Instead, Refugee Ships will automatically jump into the galaxy and land on nearby planets, bringing them under your control. You will still need to make use of and distribute the resources that your refugees land on, so be sure to be on the lookout when a ship jumps in.
Aid from Home
Certain types of resources can be sent back to your home galaxy by exporting them to one of your Beacons. The pressures from those resources will then slowly build up Support points on your beacon, and you can spend this Support on a number of useful benefits for your beacons and empire.
Jumpdrives
The Heralds make use of a new type of FTL called Jumpdrives. Like Hyperdrives, they require a subsystem on a ship to be used. Jumpdrives have a short charge time, after which the jump to their destination is instantaneous. There is, however, a maximum safe distance a ship can jump, determined by the size of the jumpdrive subsystem on its design.
Jumping beyond the red line pictured here is quite possible, but risks doing catastrophic damage to the ships in the process. Jump too far past it and your ship will make it to the destination only to explode in a giant ball of plasma. Since the Heralds' Beacons are jump stabilizers, jumping to a system where you have a Beacon is always completely safe, regardless of the distance of the jump.
Star Ruler 2: Wake of the Heralds releases April 22nd!
For as long as the records recount, the Heralds have been on the run. Chased by an unknown entity, the Heralds jump from galaxy to galaxy as entire star systems vanish in their wake, as if consumed by the blackness of space itself. Each new galaxy saves their species from extinction for a short time more. While impermanent, the people of the heralds learn to appreciate each new planet they settle, and live in hope of one day finding a place where they can end their journey. Guide the evacuation from the previous galaxy as rickety refugee ships dare the perilous intergalactic jumps to one of your jump stabilization beacons. Send resources back home to gain benefits from the last vestiges of your crumbling civilization as you prepare to deal with your new neighbours.
Unlike all the other races, the Heralds don't have a designated home system. Instead, your three starting Beacons are scattered across three different systems in the galaxy, each marking the start of a Heralds beachhead. Although the Beacons themselves connect your separate territories for resource trade, being spread out across the galaxy means you'll have to be mindful of your many neighbours!
Playing the Heralds, you do not grow population or colonize planets yourself. Instead, Refugee Ships will automatically jump into the galaxy and land on nearby planets, bringing them under your control. You will still need to make use of and distribute the resources that your refugees land on, so be sure to be on the lookout when a ship jumps in.
Certain types of resources can be sent back to your home galaxy by exporting them to one of your Beacons. The pressures from those resources will then slowly build up Support points on your beacon, and you can spend this Support on a number of useful benefits for your beacons and empire.
The Heralds make use of a new type of FTL called Jumpdrives. Like Hyperdrives, they require a subsystem on a ship to be used. Jumpdrives have a short charge time, after which the jump to their destination is instantaneous. There is, however, a maximum safe distance a ship can jump, determined by the size of the jumpdrive subsystem on its design.
Jumping beyond the red line pictured here is quite possible, but risks doing catastrophic damage to the ships in the process. Jump too far past it and your ship will make it to the destination only to explode in a giant ball of plasma. Since the Heralds' Beacons are jump stabilizers, jumping to a system where you have a Beacon is always completely safe, regardless of the distance of the jump.
[ 2016-04-15 17:47:29 CET ] [ Original post ]
We're happy to announce that the expansion, Star Ruler 2: Wake of the Heralds will be releasing this April 22nd! We'll be posting feature highlights posts every few days until the release, starting with this very one!
The Heralds
For as long as the records recount, the Heralds have been on the run. Chased by an unknown entity, the Heralds jump from galaxy to galaxy as entire star systems vanish in their wake, as if consumed by the blackness of space itself. Each new galaxy saves their species from extinction for a short time more. While impermanent, the people of the heralds learn to appreciate each new planet they settle, and live in hope of one day finding a place where they can end their journey. Guide the evacuation from the previous galaxy as rickety refugee ships dare the perilous intergalactic jumps to one of your jump stabilization beacons. Send resources back home to gain benefits from the last vestiges of your crumbling civilization as you prepare to deal with your new neighbours.
Entering the Galaxy
Unlike all the other races, the Heralds don't have a designated home system. Instead, your three starting Beacons are scattered across three different systems in the galaxy, each marking the start of a Heralds beachhead. Although the Beacons themselves connect your separate territories for resource trade, being spread out across the galaxy means you'll have to be mindful of your many neighbours!
Intergalactic Refugees
Playing the Heralds, you do not grow population or colonize planets yourself. Instead, Refugee Ships will automatically jump into the galaxy and land on nearby planets, bringing them under your control. You will still need to make use of and distribute the resources that your refugees land on, so be sure to be on the lookout when a ship jumps in.
Aid from Home
Certain types of resources can be sent back to your home galaxy by exporting them to one of your Beacons. The pressures from those resources will then slowly build up Support points on your beacon, and you can spend this Support on a number of useful benefits for your beacons and empire.
Jumpdrives
The Heralds make use of a new type of FTL called Jumpdrives. Like Hyperdrives, they require a subsystem on a ship to be used. Jumpdrives have a short charge time, after which the jump to their destination is instantaneous. There is, however, a maximum safe distance a ship can jump, determined by the size of the jumpdrive subsystem on its design.
Jumping beyond the red line pictured here is quite possible, but risks doing catastrophic damage to the ships in the process. Jump too far past it and your ship will make it to the destination only to explode in a giant ball of plasma. Since the Heralds' Beacons are jump stabilizers, jumping to a system where you have a Beacon is always completely safe, regardless of the distance of the jump.
Star Ruler 2
Blind Mind Studios
Blind Mind Studios
2015-03-27
Strategy Singleplayer Multiplayer Coop
Game News Posts 29
🎹🖱️Keyboard + Mouse
Very Positive
(652 reviews)
http://starruler2.com
https://store.steampowered.com/app/282590 
The Game includes VR Support
Star Ruler 2 - Wake of the Heralds
Star Ruler 2 is a massive scale 4X/RTS set in space. Explore dozens, hundreds, or even thousands of systems in a galaxy of your choosing, expand across its planets, exploit the resources you find, and ultimately exterminate any who stand in your way. The fate of your empire depends on your ability to master the economy, field a military, influence galactic politics, and learn what you can about the universe.
Games above 8 players or in galaxies of several hundred systems may exceed the capacity of a typical home connection. Consider playing very large games on LAN.
Galactic Economy
Colonize planets, each with one of dozens of resources, working in unison to create bustling centers of production. The resources you choose matter, and will guide your empire and its conflicts throughout the entire game.Custom Ships
Design ships that fit your needs, strategies, and tactics using our new 'blueprint painting' approach to ship design. Quickly and intuitively lay out the armor, weapons, engines, and internals of your vessels.Politics with Power
Diplomacy and influence gathering are reinvented as a core mechanic of the game, giving meaningful alternative options to players and serving as a platform of interaction both between players and AIs as well as humans in multiplayer. Harness your influence to annex territory, spy on enemies, aid allies, and more! You truly have the opportunity to affect the political landscape.Massive Scale
Running on our internally developed Starflare Engine, Star Ruler 2 is able to make full use of multi-core cpus, and runs on both 32 bit and 64 bit machines. The size of a galaxy is only limited by your hardware and ambitions!Intricate Research
Expand your knowledge through a grid of numerous technologies, big and small. Improve nearly every aspect of your empire.Complete Moddability
You can modify the gameplay, graphics, interface, and virtually every other facet of the game through scripts and data files, giving unprecedented freedom to the modding community to implement any feature they want. Use the in-game mod editor to add or change most content, and upload your mod to the Steam Workshop!Full Multiplayer
Star Ruler 2 features complete multiplayer support with up to 28 players and AIs in the same game.Games above 8 players or in galaxies of several hundred systems may exceed the capacity of a typical home connection. Consider playing very large games on LAN.
Cross-Platform Support
Star Ruler 2 supports both Windows and Linux, with all game features supported fully on and between both operating systems.MINIMAL SETUP
- OS: Linux
- Processor: SSE2 Capable processorMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: AMD or Nvidia Graphics card w/ 512MB RAM. OpenGL 2.1 SupportNetwork: Broadband Internet connection
- Storage: 600 MB available spaceAdditional Notes: Broadband required for internet play.
- OS: Linux
- Processor: Intel Core i7 or AMD Phenom IIMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GTX 460 w/ 1GB RAMNetwork: Broadband Internet connection
- Storage: 600 MB available space
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