Name | StarDrive 2 | ||
Developer | Zero Sum Games | ||
Publisher | Iceberg Interactive | ||
Tags | |||
Release | 2015-04-09 | ||
Steam | 27,99€ 22,99£ 29,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  12  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
| ||
Owners |  50,000 .. 100,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 466 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 466 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | StarDrive 2 Linux [3.07 G] | ||
DLC | StarDrive 2: Sector Zero StarDrive 2 - Shipyards Content Pack |
Hi folks -- here is a small update with some fun changes. My day job has been pretty busy these past few weeks but I should have some time to bring more updates online in the coming weeks.
|
Hello Space Friends, |
This patch contains some nice optimizations and under-the-hood work, plus some good bug fixes. As always, let me know if you run into any troubles.
|
Hi folks -- I caught a few AI bugs that will make the AI a whole lot meaner. I think that this mod will now successfully bring the AI Community ship pack into full action.
|
Hi folks. This is a small update that fixes some nasty bugs and rebalances the tech tree. It also has some critical optimizations. No promises that I didn't break anything. Please let me know if I did!
|
There has been a hotfix to 1.5d to address major issue where fresh installs were blocking on load. |
I put a lot of effort into this one. I really like the new look of the battle screen, and along with the new time time controls it should really enhance your experience. Let me know what you think! I will continue to upgrade and refine the battle screen so that every battle is beautiful and unique, and I will continue to focus on QoL upgrades and bug fixes.
|
It is my goal in 2021 to release a total remaster of StarDrive 2, and this is a juicy update on the Road to Remaster (tm).
|
Hi Guys-- |
This was a fun update. I really fiddled in the guts on this one and things should be running a lot faster in a number of different areas. Plus, I fixed some things that I think have been broken for a long while. For example, check out how ships fire their cannons now. They come out of the wings and such now--much more visually pleasing.
|
Well, well, well. You thought I had forgotten this game, didn't you? You thought I had left it to wither on the vine and die a shriveled and ignominious death! |
|
|
Hi folks. |
Hi folks. |
Hi folks. Today we've launched some crowd-funding for our newest game, Longsword: Tabletop Tactics. |
Hi folks. Today we've launched some crowd-funding for our newest game, Longsword: Tabletop Tactics. |
Today's update, which will soon go live, marks the launch of a huge array of changes for StarDrive 2, including a massive community patch, a new content pack, and the release of a Gold Pack for first-time players who want to get all of the StarDrive 2 content at a discounted bundle rate. |
Today's update, which will soon go live, marks the launch of a huge array of changes for StarDrive 2, including a massive community patch, a new content pack, and the release of a Gold Pack for first-time players who want to get all of the StarDrive 2 content at a discounted bundle rate. |
Hi guys, patching today. Still working at it. There's a big change in here so look out...
Valid values are: Race_ + the name of the race, which will be Pollops, Kulrathi, Draylok, Opteris, Cordrazine, Human, Vulfar, Ralyeh, Chukk 6. I tweaked some values so that Aggressive/Evil AIs will be more aggressive if you've got poor relations with them. 7. Fixed an issue with the Mega Fauna event, where you wouldn't get the special project if the Mega Fauna world spawned in a home system of a race 8. Fixed an issue with the constructor CP removal tech that was still lingering; won't be a retroactive fix, sorry 9. Made some adjustments to the AI to ensure that they won't exceed their command point limit following the new changes. 10. Fixed an issue where the various statistics for your empire were not being properly computed at the end of a turn, which could see odd things happening with your CP count, among other issues 11. Added some more feedback in the Command Point UI element so you'd know when you're over your limit with yellow or red warnings. Added the amount spent on fleet maintenance to the tooltip. 12. Fixed an issue where the Ai would think it is at war after aggressively annexing a minor race, which would prevent the Ai from starting new wars thereafter. 13. Beefed up my Interventionist logic. There has always been code for Good races to protect other Good races from the player's aggression. I have changed this to be Non-Evil races protecting other Non-evil races. |
Hi guys, patching today. Still working at it. There's a big change in here so look out...
Valid values are: Race_ + the name of the race, which will be Pollops, Kulrathi, Draylok, Opteris, Cordrazine, Human, Vulfar, Ralyeh, Chukk 6. I tweaked some values so that Aggressive/Evil AIs will be more aggressive if you've got poor relations with them. 7. Fixed an issue with the Mega Fauna event, where you wouldn't get the special project if the Mega Fauna world spawned in a home system of a race 8. Fixed an issue with the constructor CP removal tech that was still lingering; won't be a retroactive fix, sorry 9. Made some adjustments to the AI to ensure that they won't exceed their command point limit following the new changes. 10. Fixed an issue where the various statistics for your empire were not being properly computed at the end of a turn, which could see odd things happening with your CP count, among other issues 11. Added some more feedback in the Command Point UI element so you'd know when you're over your limit with yellow or red warnings. Added the amount spent on fleet maintenance to the tooltip. 12. Fixed an issue where the Ai would think it is at war after aggressively annexing a minor race, which would prevent the Ai from starting new wars thereafter. 13. Beefed up my Interventionist logic. There has always been code for Good races to protect other Good races from the player's aggression. I have changed this to be Non-Evil races protecting other Non-evil races. |
Folks, I am going to patch again on this day of rest. |
Folks, I am going to patch again on this day of rest. |
Hi folks - it's been a hectic week here at Zero Sum Games. We're thrilled with the reception of the DLC, and I'm pleased to keep on getting your feedback. We have a great community and I'm listening for any bug reports and feature requests and working hard to get them to you ASAP. |
Hi folks - it's been a hectic week here at Zero Sum Games. We're thrilled with the reception of the DLC, and I'm pleased to keep on getting your feedback. We have a great community and I'm listening for any bug reports and feature requests and working hard to get them to you ASAP. |
Hi Folks. |
Hi Folks. |
Hi folks. |
Hi folks. |
Today's Deal: Save 75% on StarDrive 2!* |
Check it out here!
Here are the other patch notes. I was pretty bad about keeping patch notes so some stuff that's been fixed is not listed here. Lots of small fixes in addition to these bigger things:
|
Check it out here!
Here are the other patch notes. I was pretty bad about keeping patch notes so some stuff that's been fixed is not listed here. Lots of small fixes in addition to these bigger things:
|
Hi folks, |
Hi Folks,
|
Hello Commanders. |
Today's Deal: Save 66% on StarDrive 2!* |
Hi folks. We're getting ready to launch our DLC out here soon, so in anticipation of that I've got a big patch here to bring things into line. Hopefully the upgrade from Unity 4 to Unity 5 won't cause any headaches - I've tested the hell out of it and things look solid, but there could be some unknown thing lurking out there. Please report in if you have any problems with this new build. Have fun!
b. Bug Fixes [list=2] c. Misc: [list=3] |
Hi everyone, today we’re announcing StarDrive 2’s first DLC, named “Sector Zero”, which will be launching later this year. |
Patch is up. Let me know if you have any troubles with it!
|
Hello everyone. This new patch improves battle performance and also rebalances fleets and fleet caps. Some of these changes are a bit dramatic, so play a round or two and let me know what you think!
|
Hi Folks. This patch fixes a couple of issues that had me scratching my head for a while. Most important - the AI will be building better fleets now. The patch is live - take it for a spin!
|
I've got a big old whopper of a patch for you guys today to coincide with our Iceberg Publisher Weekend! Notes below. Enjoy!
Tweaks & Balance
Bug Fixes:
|
This patch introduces some new Diplomacy mechanics in response to player feedback about the AI and how it should respect your borders. I've added a new Treaty Type - the Open Borders Treaty - and I've added a new rule that prevents players from colonizing in Core AI space and vice-versa unless you either have an open borders treaty or are at war. (Core Space is the more heavily shaded area of imperial borders).
|
This patch will provide a fix for people who have had problems loading the game after uninstalling a mod. I'm also continuing my efforts to bring long-range cannon weapons into line. I'm getting consistent reports that Mass Drivers continue to dominate the battlefield, and they are only a tier 2 tech. I want them to have the potential to be incredible with an experienced crew and good targeting computers, but otherwise I want you to have to get into a closer range to shine.
We've got one or two more balance patches coming this week. Late game weapons need a final pass following the changes we've made. I think we're getting to a point where players are feeling like the combat is more balanced throughout the tech progression. After this we'll turn our attention to diplomacy, and the aforementioned reinforcement system. |