Week 11 update

Week 11 update

This week the two of us have worked quite hard again on improving the game. We have added some usability improvements and did a pretty big overhaul of unit health values to see how that influences the game meta.

We need your help

We are working as hard as we can right now and put a lot of time, effort and money into this project. Personally I put about 70 hours per week into this project so that we can release the game in less than 5 months. We could really use your assistence though by spreading awareness of the game wherever you can. The more people share this project and help us with the marketing side the more time we have for the actual development of the game. Oh yeah and supporting us on Patreon helps a bunch too and can get you some pretty cool rewards ^^

This is what we have done in week 11:

  • Fixed asteroid sizes and harvester harvestdust location
  • Added bigger shipyard death explosion
  • Fixed Missile pods using turret models
  • Checked if no additional modules were added to ships by the game systems since we reduced the amount of module slots
  • Module slot 2 and 3 position in the ship editor were at eachothers positions. Corrected.
  • Added 2 more default modules, bringing the starting modules to choose from 3 to 5
  • Removed the new shipyard boost effect
  • Extra cursor for recording purposes can now be set so that streamers always have a visible cursor if they want
  • Decreased minimum build distance
  • Played testgame with programmer
  • Made health and shieldbars square again
  • Added 13 new points to the todo list based on feedback & testing

  • Created tables for each of the ship stats
  • Calculated & wrote down justifications for why we think certain units should have certain stats
  • Made it so that the ship stats can easily be modified as a whole (for example have all light ships have 20% more health)
  • Updated all ship stats
  • Fixed megalodon rotation
  • Fixed megalodon engine
  • Checked shield sizes for all ships
  • Ship loadout info now visible in the build menu (weapons and modules)
  • Fixed faulty weapon and module information was shown when not all weapons/modules were used
  • Weapons and modules now show up in tooltips in SP and MP and the build menu. If you have two bulkheads it will show up as 2x bulkheads rather than seperated
  • Added icons to the “Unlock Medium” en “Unlock heavy” ships
  • Split up the “Abilities & unlocks” menu into “Abilities & Upgrades” and a “Unlock tech” menu.
  • Changed inactive zabu colors
  • Force non-transparant background for build menu backdrop items
  • Renamed ‘Select design slot’ to ‘Saved Designs’ in the ship editor
  • Numerical shield values for units are now only displayed if a shield generator is installed
  • Asteroid height is now displayed when placing structures near them
  • Neutral building height is now displayed when placing structures near them
  • Surveyor height is now displayed when placing structures near them
  • Updated icons in the ship frame selection dropdown of the ship editor
  • Photoshopped new sky
  • Added blue, greenblue, yellowgreen and green skybox
  • Asteroids are now stored more efficiently in a global list that is refreshed every .5 seconds
  • Zabu generators now change color correctly for the local player as well
  • Made backgrounds of all menus more consistent
  • Loading indicator now disapears after x seconds

  • Added sounds to the shipyard upgrades
  • Added sounds to tech unlocks
  • Added sounds to the build boost
  • Tweaked sound volumes
Backers & patreon
  • uploaded new MP build for backers
  • Fixed the multiplayer disconnect bug
  • Fixed ships sometimes getting stuck
  • Improved on the AI
Wave defense game mode
  • Added a boss for the wavedefense mode
  • Wavedef boss now always moves towards the shipyard
  • Removed time-based win for wavedef
  • When boss dies you now win
  • The boss no longer spawns right away in the wavedefense mode (oops)
  • Changed the ‘time until next wave’ into ‘Defeat their flagship!’ for the last wave
  • Reset enemy wave spawn times

Thats about all we did for this games production thats relevant to you guys. We’ve done some talking to publishers, advisors, contractual stuff and a bunch of overhead as well. But that’s not something that should be put in this list.

Hopefully this will give you guys some insight into the time and effort we put into this. I’m going to play a 3FFA match tomorrow with some backers and will hopefully give you guys another really big update next week!


Support & join

Support me & get rewards: http://patreon.com/tensegames​
Wishlist here https://store.steampowered.com/app/1113030/Stellar_Warfare
Wanna talk? https://discord.com/invite/KrWbsdX

First Steam community devlog page is live!

First weekly update

First update
I haven’t been posting updates here often. But I plan to do this more and more often. The main goal for this is to inform you guys of what is going on with the game and involve you guys a bit in the development process.

Audience and promotion
Another goal is to reach a bigger audience. The biggest thing we struggle with right now is exposure. Basically we need as many people as possible to know about the game. You can help with that by sharing game content with your friends and on social media. You could also contact streamers that you know would enjoy the game and if they are interested I’d be happy to send them a key of the game for them to try it out.

The discord channel can be found underneath each of our youtube videos and is a great place to get additional information.

Devlog and changes that we have made this week
This devlog will actually include some stuff from january as well since this is the first time I’m posting here. Here’s what we did:


  • Added The Jaap battlecruiser frame in honour of my father who passed away from covid
  • Added The Towerer heavy frigate
  • Added The Bountiful ship frame
  • Decreased transport spawn rate (Backers on Patreon get their name on it & help me keep developing this game)
  • Fixed a texture bug causing ships to have weird textures
  • You can now cancel ship constructions
  • The Cruiser is now unlocked by default
  • Added Repressors to each default ship design because they look good
  • Tweaked default ship design loadouts


  • Added artillery buildings
  • Added defense buildings
  • Updated plasma fortress looks
  • Zabu generators now have different visuals for active and inactive states
  • Updated zabu gen locations
  • Added snap-to-grid functionality for building placement
  • Added height indicators for buildings that are being placed for easier placement
  • Added white lines to nearby buildings during building placement for easier placement
  • Added green lines towards the structures the booster buildings such as Synergisers generate
  • Added missile intercepting defensive structures
  • Added range indicators for repair buildings

    Weapons, modules and miscellaneous

  • Added a cinematic camera
  • Toggling the cinematic camera now hides the GUI, healthbars and icons
  • Asteroids now have limited resources
  • Added 22 new weapon sounds and effects
  • Increased base income for players
  • There are now shield upgrades for buildings and ships
  • Added a ship module that increases shield strength
  • Added a ship module that increases shield regeneration
  • Added a ship module that increases shield strength and regeneration
  • Added a ship module that combines various shield effects
  • Reverted beam colors, optimized them, fixed damage
  • Rechecked weapon damage values
  • Added missile intercepting ship modules
  • Fixed skybox rotation
  • Fixed bug caused by Vsync
  • Increased base ship limit from 40 to 50. This can be set by the players themselves int he future
  • Fixed GUI text sizes
  • Limited screen resolution until all GUI elements are fully responsive
  • Fixed sound volumes not being stored correctly
  • Improved dodging behavior
  • Increased FPS
  • Removed empty healthbar shield texture
  • Decreased volume of impact explosions
  • Changed missile fire sounds
  • Added a collapsable GUI menu and made the Singleplayer and Multiplayer options in the main menu collapsible
  • Fixed the green cube bug
  • Added shield up & down sounds

[*]Solved all json settings for audio, display, control and playername so that new players will have the correct default settings without errors.Also limited screen height to 1440 until we complete GUI scaling

Thats it for this week. We done a bunch of other stuff as well but I don’t think the other things are too interesting for you guys. See you next week!

stellar warfare space base

New years shield faillure effect update!

Added a new shield fail effect to Stellar Warfare today. Might tweak it more later. Will keep you guys posted!

Wishlist here: store.steampowered.com/app/1113030/St

Support me here: patreon.com/TenseGames

Donate here: paypal.me/TenseGamesDev

Unit design weapons & modules are now visible in the tooltip

Unit design weapons & modules are now visible in the tooltip. This means you can inspect enemy ships to see what kind of loadouts they have. That way you can improve your ship based on those designs.

I’ve also:

  • Added 3 new modules
  • Fixed tooltip for buildings
  • Fixed tooltip for Surveyor & Harvester
  • Made tooltip information available in SP and in MP
  • Fixed the Production Beacon ships not adding weapons/modules to new reinforcements
  • Added a shield/bulkhead combo
  • Escallation, Support & Artillery buildings now need to be unlocked
  • Medium & heavy ships now need to be unlocked
space RTS 2021

space RTS 2021


You can now find all these things ingame. Kill enemy ships to find loot.
Find games via discord: https://discord.gg/KrWbsdX
The new version for backers in the backers channel on discord. Make sure to connect your patreon to your discord before checking. I will also post the latest version on patreon in a second!