Myrmezir, Synelle, Cardan and The Tetrarchy are fighting for PITAP, strategic center of the Galaxy!
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January release
NEW - Marketplace
Sell resources (ideology and technology), agents (in your deck or deployed on the map) or fleets (deployed on the map with a navarch) for credits on the brand new marketplace. Choose your customers: sell to a particular player, to a faction, to the whole galaxy? It's up to you! Choose your price in credits! But a 10% tax based on the standard price of what you sell will automatically apply! This market allows multiple strategies and players specializations:
- train agents and sell them to teammates,
- build high quality ships and sell them to warriors,
- buy saboteurs to protect yourself from an enemy raid fleet
- let your imagination run wild!
STARTING SOON - Legacy #6
Legacy #6 will start on Wednesday 26th of Jan. 2022 at 8pm UTC+1 (Paris, Berlin). ARK, Synelle and The Tetrarchy will fight on an epic map! Due to the size of the map and its shape, we expect this Legacy game to last longer than the previous one! It could up to 2 months long! Newcomers will be protected against agressive players on this map especially designed to allow peaceful growth for those who want it! For a better organization with your teammates JOIN OUR DISCORD
REWORKED - Faction bonuses
AVAILABLE - Tactic mode
Players can now launch their own game in Tactic mode. This mode last around 8 to 10 hours and can be paused whenever the host (in agreement with other players) decides it. Players have to organize together to chose their schedule of play
UPGRADE - Bug fix and calibration
- colonization ships now costs much more technology but its patent is far cheaper,
- capital ships are now far stronger but their upkeep is also far more expensive,
- agent will now win more XP but they're limited to a certain level of protection and determination,
- seduction is now a bit more difficult especially against navarchs,
- shadow victory is now a bit harder,
- and many other small balancing and bug fixes,
The TACTIC game mode is now available in a beta version
What is TACTIC mode ?
- a 6 to 12h long game, perfect for rainy sundays or for regular 2h long session - quicker than LEGACY but slower than FLASH. Long enough to coordinate and think about the strategic aspect of the game, short enough to be played non-stop - can be interrupted at any moment by the host of the game. When preparing the game, you can decide with other players the schedule of play, what time the game will be stopped or restarted by the host. Can also be played in one go. - highly cooperation oriented - around 5 players per faction We would like to launch a first game with 2 factions of at least 5 players. If interested, write in the looking-for-player channel on Discord (https://discord.gg/WkTEQfDjh2) and try to find dates and time that would fit for you and your teammates!
Tactic mode
- Activation of Tactic games (for the moment, games can only be created by admins and played by paying accounts);
- First calibration for testing Tactic mode;
- Minor in-game adaptation for Tactic mode.
Portal
- Removal of victory point mentions in the lobby;
- Improved description display;
- Visual overhaul of the games in the lobby.
Bug fixes
- Fixed dates in the event log;
- The map is now displayed in the same direction in the portal and in the game.
Legacy #3 will be launched tonight 8pm UTC+1
Legacy #1 ended with Myrmezir crushing Cardan and conquering the majority of the galaxy. The other great power, Synelle, reacted too late, but it is time for revenge! Who will you join, Myrmezir, the progressives under the command of Jasselan of Myrmezir, or Synelle, the rebels following their leader Baikin Shendo?
Join the battle for FREE
If it's your first try you can join this game for free directly from a web browser (Chrome recommended) : [url=www.rising-constellation.com] www.rising-constellation.com Here is the map :
The first Legacy server is full and the situation is getting interesting but tense! (see map below) We have launched a 2nd server for pre-registration and it will start as soon as each faction has 10 pre-registered players! This new server uses the same map as the first one, but will the outcome of this parallel reality be the same? Nothing could be less certain, you can write a brand new story!
Try Rising Constellation for free directly on www.rising-constellation.com
Lets write the history of the galaxy
2 game modes :
Legacy : about 30 days role play and diplomacy in a lenghty game Flash : 1-2 hours in a small teams and merciless struggle. Perfect to blow off some steam!
2 platforms :
Steam or web : play directly on a web browser (Chrome recommended) on www.rising-constellation.com
Official weekly events :
Don't miss out EPIC Tuesday's, a flash game that takes place every Tuesday at 8.45pm (UTC+2 Paris Berlin).
Invite your friends :
Create your own flash game, invite your friends or find other players on our Discord channel : https://discord.gg/jyYwqKs [previewyoutube=fzOCVqV3P9o;full][/previewyoutube]
Miscellaneous
- Changed the way sabotage works;
- Added new player avatars;
- Modification of the ranking.
Bug fixes
- Fixed the display of ship levels with a visibility of 4;
- Fixed the repair cost of buildings;
- Fixed the bug that made it impossible to recall agents.
Calibration
- Calibration of some building values;
- Modification of the values of protection of the agents and sabotage of the Erased;
- Modification of some ship combat values.
Miscellaneous
- The radar layer is no longer displayed in legacy by default (for performance reasons);
- Added an option to show or hide agent labels on the map;
- Added option to upgrade account with purchase of steam key for free accounts.
A brand new 5 factions Legacy game will launch the History of Rising Constellation.
Starting on Wednesday 8pm UTC+2 (Paris Berlin)
Can be played directly on a web browser on www.rising-constellation.com
Join the battle!
Rising Constellation will be officially released on Wednesday 27 October!
The first official Legacy server will start at 8pm UTC+2 (Paris, Berlin) 5 factions, 30 players per faction, join the battle in this epic map :
Take a dive into the Rising Constellation universe by learning about one of the game's five main factions, the Tetrarchy. Will you give them your allegiance?
IT'S HERE!
Rising Constellation will be officially released on Wednesday, October 27th.
Benefit from a -20% special discount during the first week!
Don't miss the opportunity to join this new strategy game!
Stay tuned by adding to your wishlist!
Bug fix
- Correction of the map of the tutorial.
Miscellaneous
- Visual modification of bonus display on maps;
- Added sounds (policy application, policy location purchase, new item in the radar).
A new Legacy server is launched
The battle of the confines begins
In the Confines, too, tensions are rising. The Synelectic Federation does not look kindly on the claims of the former Tetrarch of Myrmezir on "all the free peoples" of the galaxy. And Cardan, lurking in the shadows, stands ready, sending its best Effacees to prepare the ground, find support and, above all, seek new followers. You too can play a role in this great game of galactic chess! Join the game now.
Take your marks on the tutorial
That's it! A brand new tutorial will accompany you in the Rising Constellation adventure. Play a short solo game, in command of the Synelectic Federation, and learn the basics of the game. Your name will quickly become feared by other players.
Balancing
- Slightly increased protection for Navarcs;
- Multi-turret corvette nerfing in flash and legacy.
Bug Fix
- Leaderboards are now displayed again in flash and legacy games;
- Combat reports are displayed again in flash and legacy games;
- Siderians can be recalled correctly;
- Erased cancel all their future actions after being discovered.
Game
- You can only colonize, conquer or take control of systems that are either in a sector belonging to your faction or in a sector adjacent to a sector belonging to your faction;
- The abandonment of system and dominion costs 5k of ideology (fixed cost);
- Addition of the groups of faction in the messaging. Faction groups automatically add new players to the faction;
- Erased can no longer move, or be recalled, when discovered;
- Siderians can't be called back when they are resting;
- Creation of an interactive tutorial/sandbox available in the portal;
- Players can now recall their agents from their own dominions.
Balancing
- Influence victory is slightly easier;
- Level III Shadow Victory is slightly easier;
- Systems have a base defense based on their population;
- Navarchs' command bonus becomes a direct bonus (previously multiplicative);
- The agent limit in the agent deck is lowered to 10;
- Agents are more likely to gain points in their 2 strong characteristics;
- Intelligence from a system fully counts as a bonus for allied agents taking an action;
- Slight decrease in the number of autonomous systems per sector;
- Agents' movement speed on the map is reduced by 10% (Legacy game);
- Redesign of protection and determination and their respective attack values.
Bug fixes
- Fixed missing images on the messaging tab;
- Fixed color issues on player names in the messaging system;
- Fixed instance registration issues;
- Fixed problems with reloading the page in a game;
- Fixed systems freezing after a siege;
- Recall button no longer appears when displaying an enemy governor;
- Fixed application of Cardan's faction bonus for deleted players;
- Fixed the display of the production countdown during a siege.
Design
- Added all lex illustrations;
- Added all patent illustrations;
- Added some agent illustrations;
- Visual correction on the agents cards;
- Visual correction on the victory panel.
The official launch of Rising Constellation is imminent. More information in the coming weeks so stay tuned!
In the meantime, we invite you to discover the Synelectic Federation, a unique faction rooted in wisdom and noble values.
Will you join them?
Balancing
Portal
Game
Bug fixes
Legacy Balance
- Building level design overhaul (credit and production costs): building level progression will be more linear;
- Looting lasts slightly less but looting fleets will be more likely to take damage from defense;
- Cyber security is more effective than before;
- A base defense of 5 is now applied to all systems.
Timer
- Added timer and/or end date on many parts of the interface (in Legacy and Flash):
- Date of agent change in the market;
- Production time of buildings and ships;
- Duration of sieges;
- Actions of the agents;
- Agent's rest time after retiring them back to the deck;
- Next lex change;
- Coverage of the Erased;
- Rest time of the Siderians;
- Display of the date and time of the end of the game.
Victory Evolution
- Added 2 population classes: Influential System (pop. > 120, 25pts) and Nerve Center (pop. > 180, 75pts);
- The overall progression of the Path of Shadows (3 major tiers) is now visible (the precise progression is still hidden);
- Levels II and III of the Path of Shadows are more difficult to reach;
- The levels of the Path of Influence are slightly easier to reach;
- Redesign of the sector capture: the number of systems and dominions is taken into account (previously the number of points of systems and dominions);
- Visual changes to the victory lane panel.
Bug fixes
- Fixed problems accessing the site after an update;
- Fixed opening of systems from the empire panel;
- Fixed desynchronization between client and server;
- Fixed centering of an agent on the map;
- Fixed Elo score display on profile cards;
- Fixed Steam connection after linking an account to an email address;
- Fixed cursor position (balance of forces) in notifications;
- Fixed display of formations on ship maps;
- Leaving a system correctly removes lex previously applied by the player;
- Fixed the problem of lex not being applied on a new agent;
- Increased the color contrast of the Cardan faction;
- Conquest, bombardment and looting are forbidden to an empty fleet.
Miscellaneous
- Added artworks for 7 buildings;
- Legacy games are now automatically saved every hour.
Large Panels Redesign
- Visual redesign of the large panels;
- Added some useful information to the large panels.
Bug Fixes
- Fixed negative scores in the victory paths.
Miscellaneous
- The map display modes are hidden in the system view;
- Optimization of the different map display modes.
Sounds
- Added a sound when a new text notification is made;
- Added a sound for a new important notification;
- Added a sound for a new message.
Victories Overhaul (part II)
- In order to win, a faction needs to reach 12 victory points;
- Each faction gets victory points by progressing on 3 victory tracks:
- The Path of Conquest, controlling the largest number of sectors,
- The Path of Influence, having the largest population,
- The Path of Shadows, having the most visibility on your opponents.
Account Linking
- From the settings page, you can enter an email address and link your Steam account. You can then play from your browser.
Legacy Calibration
- A new Legacy calibration pass has been made.
Victories Overhaul (part I)
- Added a population class to systems;
- Systems are worth more points depending on their population. 0-40 population is worth 1 point, 40-60 is worth 2 points, 60-70 is worth 4 points, 70-80 is worth 7 points, 80-90 is worth 11 points and over 90 is worth 16 points;
- Added a filter on the map that shows the points of each system;
- Changed the sector control conditions. You now need the majority of points to take control of a sector;
- Added a tooltip on sectors showing the distribution of points in the sector.
Bug fix
- Writing in chat, messaging or sending a resource no longer triggers keyboard shortcuts.
Miscellaneous
- Added a disk on the visibility filter.
Hello everyone, today we are clarifying Rising Constellation's development schedule (quite a program). We had made some announcements about Legacy mode a little over a month ago and then, with summer vacation and the Euro Cup, things slowed down a bit. To briefly summarize, we have been trying for a few months to move forward simultaneously on two game modes: Flash mode for quick and intense RTS-style games and Legacy mode for slower more role-play oriented 4x/browser-style games. It's become obvious that we currently don't have the necessary ressources to develop both modes at the same time. The project is already very ambitious for a team of our size and to advance on several fronts at the same time just isn't feasible. We had originally decided to focus on Flash mode, which is easier to test, less time consuming, and potentially easier to sell. And while these points are valid, some players in the community have pointed out some issues: reaching the critical mass needed to run an MMO/RTS game properly is very complicated and maintaining that critical mass over the long term, even more so. So what's the verdict?
The Verdict: Flash Mode
Concerning Flash mode we decided to take the past weeks to improve what was really necessary: a better map interface (v0.35) and adding keyboard shortcuts (v0.36, coming soon). We also massively recalibrated this mode removing many buildings, patents and lexes to make the game easier to play over a few hours. Through this, we hope to achieve more streamlined and dynamic gameplay. This recalibration will still require some corrections but, going forward, no major changes to this mode are foreseeable. Aside from these changes, we plan on leaving Flash mode as it is until the game is released. The format will benefit from the game's regular updates, but we're not going to do much more than that. Epic Tuesdays will continue, of course, and we'll use the format to prepare a more effective tutorial for the game.
The Verdict: Legacy Mode
Regarding Legacy mode, we decided to streamline the rest of development by simplifying what's not mandatory and cutting out what's not necessary. This will allow us to launch more quickly. Some features will be postponed until after the release. Our goal is to release the project in October. This does not mean that development will stop after October. It means that we are putting in place the final blocks necessary for a good Legacy mode game experience. On the week of July 12, we plan on launching a Legacy server with new calibrations and the the final versions of the win conditions. Later will come big improvements to the communications feature in the portal, the implementation of governments, elections and an inter-faction market. In streamlining the process, we decided to scarp part of the complexity of government systems as well as the networks feature. This, of course, is temporary.
What's next?
See you on July 14th for the next Legacy! Thanks for reading and have a great week!
Map Redesign (Part II)
Flash Calibration
Shortcuts
Miscellaneous
Map redesign (part I)
- Complete (visual) redesign of the map, various optimizations and preparation for the implementation of new features;
- Clicking on an empty space on the map deselects the selected agent;
- Modification of the inertia values for the movement of the map;
- Display of black hole names;
- Removal of the fog of war;
- Modification of radars;
- Modification of systems.
Calibration
- Systems under siege continue to produce credits, technology and ideology points. Only production (buildings and ships) and the assignment of agents is impossible.
Illustrations
- Added 8 agent (outstanding and exceptional) illustrations.
Bug Fixes
- The rest time of Siderians after an action is now correct;
- Elo scores rounding in the portal;
- Fixed the bug in the application of lexes;
- Fixed the display of faction bonuses in the portal.
Balance Changes
- Slight modification of the morale values during the fights;
- Important modification of the cost of the patents of ships as well as the values of the ships:
- Ships are now divided into 2 groups:
- The "trash units", available early, cheap to build but less resistant;
- The "elite units", available later, expensive to build but very resistant. These ships will flee at the end of a fight, rather than being destroyed completely.
Illustrations
- Added patent illustrations;
- Added illustration of ships;
- Modification of the display of the units in a ship.
Map
- Redesigned the map editor (makes it possible to fine-tune a map);
- Added black holes on the map; black holes are uncrossable disks on the map.
Calibrations
- Recalibrated combat values of some ships in flash and legacy;
- Modification of Myrmezir's starting agent;
- Big legacy balance update.
Calibration
- The attack and maneuverability of the interpector have been reduced;
- Initial calibration of the Legacy servers;
- Ship bombardment values have been doubled, pillaging and bombarding is done against the full defense stats.
Miscellaneous
- Flash game list becomes the default page in the portal.
Faction Bonus
- Each faction receives two, automatically applied bonuses;
- The first bonus is useful at the beginning of the game;
- The second bonus is useful during middle and end game;
- The bonuses in question are:
- A.R.K.: +20 Credits, +10% Mobility;
- Cardan: +1 Erased Limit, +5% Erased Infiltration;
- Myrmezir: +1 Dominion Limit, +5% Dominion Tax Rate;
- Synel: +10 Production, +10% Armed Forces Repair;
- Tetrarchy: +2 Technology, -5% Armed Forces Maintenance.
Calibration
- Lowering of the maximum cost of a policy slot to 50K Ideology (previously 100K);
- Lowering of the price increase factor for Exceptional Agents;
- Slight modification of the agent skill bonuses;
- Increase in the speed of Infiltration and Destabilization actions;
- Erased loss of cover is rendered slightly luck-based;
- Modifications to Cardans starting character.
Bug Fixes
- Fixed the fleet NaN bug (https://discord.com/channels/664757869404618753/699258028523782194/836706263609507851);
- Fixed the governor assassination bug;
- Fixed the notification text for the Control action;
- The interface size is correct at game launch.
Notifications Redesign
- Notifications are separated into 3 modules.
- Audio notifications (not yet implemented);
- Text notifications that temporarily pop up on screen and disappear after a few seconds;
- Box notifications that give more information, especially on the results of actions;
- Superfluous notifications were removed;
- New notifications were added.
Improvements
- Depending on the faction chosen, players begin the game with an agent in their deck:
- Tetrarchy players receive a Butcher type Navarch;
- Myrmzir players receive a Politician type Siderian;
- Cardan players receive a Bounty Hunter type Erased;
- Synel players receive a Sentinel type Navarch;
- A.R.K. players receive a Broker type Erased.
- There are now 3 outstanding and 3 exceptional agents in the Agent Market (previously 4 and 2 respectively);
- Exceptional agents are slightly cheaper and their cost increases more slowly;
- The Combat Simulator is open to everyone and is found in game portal's the settings page.
Visual Improvements
- Visual redesign of chat;
- The population state panel on empty systems no longer pops up.
Bug Fixes
- Fixed the bug that allowed for the removal of dominion lexes even it wasn't supposed to be possible.
Name Modifications
- Reworking of the agent name pool;
- Reworking of the system name pool.
Terminology Changes
- Action names, related nouns, agent characteristics and agent types have been renamed for clarity:
- Erased action Assassinate becomes Delete,
- Erased action Recruit an informant becomes Infiltrate the network,
- Siderian action Brainwash becomes Seduce,
- Siderian action Subjugate becomes Control;
- Contacts (dropped when recruiting informants) become Malwares;
- The Counterintelligence characteristic of a system becomes Cybersecurity (malware removal).
Bug fixes
- Sliders in settings only apply changes after on releasing the slider or on click.
Evolution of the Fight System
- The level advancement of the ships has been redesigned to be more natural;
- The maneuverability, attack, shield and FLAK values are now slightly increased for each level gained;
- The way morale works in battle has been largely reworked and calibrated. Each ship has a morale base, increased by the level of the navarch of the fleet and the level of the ship;
- The initiative of the ships (the actions ordering) has been redesigned: at the beginning of each turn the ships are ordered according to their morale (the highest morale starts);
- New ship balancing:
- The ships cost approx. 50% less credits to build;
- The ships cost approx. 20% less technology to build;
- The ships cost approx. 20% less production to build;
- The hull
- The hull and attacks of the ships have been largely redesigned to reduce the gap between smaller and larger ships;
- A simple combat simulator (accessible only with certain access rights) appears in the portal.
Various improvements
- Added a profile ranking page (Elo points);
- Interface scale setting is saved between game sessions and is easier to understand;
Bug fixes
- Fixed: Dominion conquest issues;
- Fixed: Ships were not gaining xp at the end of a fight.
Public mood
- Added public mood. Public mood evolves according to the stability. When the stability drops below zero, the public mood incurs a productivity malus:
- Discontent: stability below zero, 10% productivity malus,
- Protests: stability below -10, 25% productivity malus,
- Localized rebellions: stability below -20, 50% productivity malus,
- General uprising: stability below -30, 80% productivity malus.
Siderians Actions
- Added action destabilize:
- Siderians use their propaganda skill against the targetted system's stability;
- In case of success, a temporary stability malus is applied to ther targetted system.
- Added action indoctrinate:
- Siderians use their eloquence skill against the determination of the targetted agent;
- In case of success, the agent joins the ranks of the player.
Misc enhancements
- Screen resolution can now be set in the settings;
- 5 new buildings pictures;
- A new Siderian portrait picture.
Dominions & Siderians
- Siderians can subordinate autonomous systems or other dominions:
- Siderians use their Proselytism stat against the Stability stat of the targeted system;
- If the action succeeds, the Siderian creates a dominion belonging to the player:
- Dominions evolve on their own, as autonomous systems;
- A player's lexes also apply to their dominions;
- Dominions earn their owner a share of their credit, ideology and technology production;
- Some lexes allow increasing the tax rate of the dominions;
- Siderian actions have a cooldown;
- A new panel in the system view shows the state of the system and allows administrative actions:
- The player can transform a dominion into a system and vice versa (for a cost in ideology);
- The player can abandon a dominion or a system, which then becomes an autonomous system.
Balancing
- Slight modification to the behavior of autonomous systems (their construction choice);
- Merged "Improved Thrusters" and "Assembly Chains" patents;
- Merged "Modular Fuselage" and "Orbital Holds" patents.
Bug Fixes
- Fixed a bug where an agent on the move would fly away to infinity and beyond;
- Mobility lexes are now applied in correct order, fixing a bug where they would not effect some buildings output;
- Percentage credit bonuses are now applied before agent wages and fleet maintenance;
- Autonomous systems were not building anything, this is not the case anymore.
Misc
- A few new buildings pictures;
- Some new patents pictures.
Balance Changes
- Changes to the experience gained by the navarchs after a fight;
- Small changes in the lex trees;
- Important changes in the patent trees;
- In particular, recalibration of the ship tree;
- Recalibration of the following buildings: Hive Cities, Industrial Hub, Accelerator, Commercial Artery, Reflect District, Industrial Spaceport, Orb-INTEL, Congress Center, and Integrated Proxy Systems;
- Recalibration of the Fighter-bomber.
New Features
- Agents as governors, or in orbit around an allied system, receive a protection bonus (against assassination and sabotage) equal to half the system's Intelligence characteristic;
- Contacts in the visibility tooltip are grouped;
- Agents returned to the deck from the map are blocked (resting) for a while before they can be used again;
- Agents in the market are replaced automatically after a certain period of time;
- Additional info on the list of active agents:
- Show upcoming actions;
- Fleet size (Navarchs);
- Coverage indication (Erased).
Bug fixes
- Fixed a bug when sabotaging a Navarch waiting for ships;
- Fixed a bug when killing a Navarch waiting for ships;
- Fixed the visibility of spies for other players;
- Fixed blocked siege bug (Navarchs attacked while looting cancel the siege).
Visual improvements
- Updated patent and lex icons.
Balance Update
- New Patent tree;
- New Lex tree;
- Costs of patents and lexes have been reworked;
- New calibration of governors' bonuses;
- Redesign of how Agent XP works;
- Recalibration of the cost of ships and some of their features;
- New calibration of agents' action features.
New features
- Changed how damages are applied to ships after conquests/bombardments/raids, ennemy navarchs actions;
- Changed of damages are applied to ennemy ships after a sabotage;
- Modification of the display of bonuses;
- Local agents (on their system) give a visibility of 2 (previously: 3); Adaptated the visibility levels.
Bug fixes
- Fixed notification on failed assassination.
Note
A few English translations for the new patents and lexes are still missing, don't worry they are on their way!
New Features
- Substitution navarchs (after an assassination) have a protection and determination of 30.
- Change in the growth calculation of a system:
- the more populated the system, the lower the growth;
- the population of a system can go slightly higher than its available housing.
- The Erased can no longer assassinate and sabotage while uncovered.
- Implemented Siderian characteristics (preparing for Siderian actions).
Bugfixing
- Fixed errors in how agents are displayed on the map.
- Agent actions with a 0 characteristic were crashing (bug report).
- Fixed the order of adding actions (bug report).
- Substitution navarchs no longer crash when gaining XP.
Misc
- Changed the name of agent specializations (and related naming).
- Various optimizations.
Balance Update: Erased
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Bugfixing
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Misc
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Erased
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New Features
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Bugfixes
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Miscellaneous
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A smaller release this week while we're wrapping up something great for the next one!
Bugfixes
- Fixed some bonuses formatting/display issues on building cards, lexes, patents.
- Fixed how siege state is displayed.
- Fixed the bad "building repair bug" that got a few players stuck at the end of last week.
Misc
- Added pictures for the following buildings:
- Constellation of Lures,
- Industrial Hub,
- Array of Excavators.
Localization
- A few fixes here and there for both English and French.
Dear dynasts from the Rising Constellation galaxies, Project development and rollout continue at full speed thanks in particular to bars being closed! Haha! The game is now in English! The game, as well as its access portal and tutorial have been translated into English! For those who have selected languages other than French as their Steam language, know that the game will automatically default to English. So, with the translation finished, we will now officially start to build our English-speaking community. This means well be redesigning our Discord to better welcome non-French speakers and translating all our communications into this second official language. Whats new? Since our last post, we implemented many new features, the most significant of which are: Autonomous systems: some neutral star systems will henceforth run autonomously, constructing by themselves buildings oriented towards the production of technology, ideology, or credits depending on the systems characteristics. Players can pillage or conquer these neutral systems. This new mechanism is a first step towards the Dominions feature, systems that the player will be able to capture and that will develop autonomously. Combat module modification: a few changes were made to the military actions. Most notably, the raid action was separated into the bombardment (destroying a systems buildings and its population) and pillaging (stealing a ton of ressources) actions. Bugs and interface: As usual, bugs were fixed, and interface improvements made. Consistency is key! We are keeping the same release schedule and weekly events calendar: Monday (end of day): game updates and announcement of new features in our Discords #changelog channel Tuesday (8:45pm UTC+1): EPIC Tuesday: the henceforth traditional weekly flash game (~1.5 hours long) on Tuesday which allows players of the winning faction to gain points in the ranking and win rewards. Wednesday (8pm UTC+1): TACTIC weekly: the renowned TACTIC mode game (4 days long). Even if this game mode is likely to be adapted later on, it allows us to prepare for the longer LEGACY games in which the roleplay will be even mor strongly emphasized. Its probable that TACTIC mode will eventually be shortened to 10-12-hour long games held over several time slots (e.g., 6x2h or 4x3h) depending on the scenario makers wishes. Whats next? The program for the next 30 days is ambitious. Were aiming to achieve a redesign of the galaxy map, improvements to the portal, the addition of player rankings, and the rollout of the much-awaited Erased feature and the mechanisms tied to it such as: assassination, spying, and other trickery that will significantly spice up gameplay. Finally, during the month of February, we will set up the Challenge the Creators event, a match between the games creators and the player community! Will you be able to defeat Sebrutus, Abdelaz3r, Gencive Kahn, Novae and the other members of the project? We would like to take this opportunity to thank all those who help us test the game, especially those that regularly and actively participate on our Discord. Your support is extremely precious to us! Dont hesitate to join our friendly Rising Constellation community on Discord or directly in the game! See you soon on Rising Constellation! The RC Team
Features
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Bugfixes
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Misc
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Localization
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Now that our game is finally fully available in English, we will be publishing here the changelogs of our weekly releases (every Monday around 7pm CET).
Features
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- Pillage: steals resources (credits, technology, ideology) from a target system without doing much damage.
- Bombardment: weakens the target system by killing parts of its population and damaging buildings (does not steal resources).
- The outcome of both of these actions is determined by the *Bombardment* characteristics of the attacking Navarch and its ships.
Bugfix
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Misc
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Localization
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The Early Access period carries on with a growing community of players and lots of cool new additions. Weekly Schedule We revised our weekly release schedule for practical reasons, so here is the updated version: Monday (end of day): posting of game updates on our Discord citing the addition of new features, various patches and other interface improvements. Tuesday (8:45pm UTC+1): EPIC Tuesday: an official FLASH game (~1.5hrs long) launched every Tuesday with the guarantee that enough players show up so that we can embark on exciting, tension-filled games. Members of the winning faction will be rewarded with quadrils (in-game currency) to be spent on boosting your characters via the game portal. An official ranking system is also being prepared and will allow you to see how you compare against other dynasts. Join us tomorrow for the 5th edition of EPIC Tuesday! Wednesday (8pm UTC+1): weekly TACTIC: an official TACTIC game (4 days long) is launched. It ends on Sunday evening at 8pm UTC+1. The slower pace of these games allows you to bring forth more roleplay elements and to take time to develop deeper strategies with your allies. What have we accomplished since launching in Early Access? Since the launch on November 25, 2020, we mainly worked on stabilizing the game and on fixing a number of bugs. In addition, the following improvements have been made: - Streamlining of the building interface making the game more fluid and the experience more enjoyable, - Redesign of many parts of the interface for increased aesthetics and practicality, - Modification of the lex system for more clarity and dynamism, - Simplification of how agents are assigned, - Balancing and calibrations, - Translation of the game into English (about 60% of the game is now available in English). Our Discord is the heart of the Rising Constellation community. Go check it out to get find more information on the game, tune into announcements, and follow the results of previous EPIC Tuesday games : https://discord.gg/jyYwqKs Feel free to come test out the game, experience its mechanics and help us develop it. Your suggestions and comments are always welcome! We wish you all the best for this new year and hope to see you soon on Rising Constellation! The RC Team
Early access release from 25.11.20202 4pm CET CAUTION : Game in french only, english is not supported yet. English version to be released Q1 2021.
Rising Constellation
Blackflag Games
Blackflag Games
2020-11-25
Strategy RPG MMO Multiplayer Coop EA
Game News Posts 47
🎹🖱️Keyboard + Mouse
Mostly Positive
(57 reviews)
https://rising-constellation.com
https://store.steampowered.com/app/1393660 
Rising Constellation Linux 32-bit [341.84 M]
Immerse yourself in a fundamentally cooperative gaming experience by choosing your faction based on its political regime, playstyle and history.
Gain power within your faction and become its charismatic leader or elect the member of your faction who will rule your empire, defining the broad lines of a military, diplomatic and economic strategy and leading your faction to victory.
Strategy and role play at the heart of the experience
The game places traditional 4X game mechanics (exploration, expansion, exploitation and extermination) within a setting that is ideal for all role-playing (RP) enthusiasts to write the Rising Constellation Story together.
Several different experiences are available to you:
- " Flash " sessions of around 3h that take you on frenzied conquests of the galaxy with your faction mates. This format is ideal for competitive bouts between twenty players spread over 3-4 factions.
- " Tactical " sessions that take place over multiple days and allow for slower pace of play, a greater immersion in the world, more role-playing, diplomacy and advanced strategies. A hundred players compete for 5 to 10 days for the domination of the galaxy.
- " Legacy " sessions that last between 1 and 3 months give you even more time to get to know your allies and enemies, develop intricate plans, specialize in strength, diplomacy or cunning, and become your faction’s rising star. Around 1000 players can join this huge arena where factions compete for domination of the galaxy.
- Finally, the " History " sessions that will be similar in format to "legacy" sessions, except that they will run on a single server. Such sessions will offer 1000 players (partly chosen for their ranking in the game and partly selected at random through a lottery system) the opportunity to collectively write the history of Rising Constellation through their actions. At the end each server session and in consultation with the session’s most influential players, the history of the Rising Constellation universe will be modified and we will see factions regroup, implode or even disappear following the effects of wars, diplomatic negotiations, and betrayals.
A game of factions
Victory can only be achieved as a faction (your team) with each member playing an essential role in achieving their faction’s victory goals.
The collaborative aspect of the game offers you and your faction mates the opportunity to collectively define the strategies (economic, diplomatic, cultural, and warlike) that will lead your faction to victory.
Negotiations, political campaigns and acts of betrayal will be carried out within your faction when navigating key milestones such as choosing your faction’s leadership and setting the guiding principles of its diplomatic strategy.
A game of agents
You will have 3 types of agents at your disposal with which to help your faction:
- The Navarchs: military agents that lead your spaceship fleets and conquer, weaken or colonize star systems. They can also be of great use within your empire to promote production and the construction of fleets.
- The Effaced: powerful assassins and spies that are masters at gaining you insight into your enemy’s ploys and destabilizing them enemy by killing off their agents.
- The Siderians: diplomats and outstanding speakers that rally the people and convert enemy agents to your cause.
Multiple paths to victory
There are several ways to win a game of Rising Constellation:- Way of the Conquest: militarily and diplomatically oriented
- Way of the Culture: culturally and militarily oriented
- Way of the Commerce: economically and diplomatically oriented
- Way of the Shadows: agent oriented
- Way of the Heroes: agent oriented
- Way of the Conquest: militarily and diplomatically oriented
- OS: any 64-bit distribution
- Processor: any graphic card or chipsetMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 1.6GHzNetwork: Broadband Internet connection
- Storage: 350 MB available space
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