
Stardust Exile is an RTS set in the Milky Way galaxy, containing currently known stars and exoplanets with their real characteristics. The remaining star systems are procedurally generated. It has both online mode and single-player skirmish mode. The online server is persistent and single-shard.
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Stardust Exile is a space RTS game set in the Milky Way galaxy, containing currently known stars and exoplanets with their real characteristics. The remaining star systems are procedurally generated based on the current estimated number of stars in our galaxy. You can rename stars and planets that you control outside of the Solar System.
Create your own spaceship designs with an in-game procedural spaceship generator. Spaceships visuals don't change their stats. This way players won't have to use spaceships they don't like due to superior stats.
In the MMORTS mode, all players are in the same universe, and the world is persistent. Compete with other players to take back the Solar System and end your exile. Players can fight to control systems, retreat to the periphery to regain strength and rebuild their fleets as needed, or they can play as a trading empire dedicated to trading spaceships and resources to accumulate credits.
Spaceships keep operating even when the player is offline: production spaceships keep harvesting resources, and combat spaceships automatically engage invading spaceships. To allow players to mount proper defenses against large attacks, they can build disruptors to slow down travel from enemies to their systems for up to 24 hours.
The Single-Player Skirmish mode allows to generate other galaxies with different sizes, densities, star systems and opponents. Research/Tech Tree, Planetary Outposts and Pirates can be enabled or disabled as desired.
Pre-defined modes include:
End Exile: Make your way to the Solar System and end your exile.
Quick Match: A small game of conquest with few factions and a small limit of spaceships.
Galactic War: A proper war. Wins the empire with the most stored resources after the time limit reached.
Simulation: Watch empires rise and fall. No playable faction.
Or create your own scenario with any of the victory conditions or none.
Features:
MMORTS persistent, single-shard
Single-Player skirmish
Procedural spaceship generator
Markets, sell and buy spaceships and resources
Research/Tech tree
Pirate NPCs
Alliances between players
Bounties placed on pirates or other players
Upgradeable planetary outposts
Rename stars and planets you control outside of the Solar System
Leaderboards
Logs of recent activity that happened when you were offline
The game is being developed by a solo dev. You can jump from one place in the galaxy to another almost instantaneously, without loadings, due to all images, 3D models, VFX and animations being generated procedurally at runtime.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian +16 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This game has currently enought content to hold ones interest for 0-5 days, depending if you quit immediately after fiddling around a bit and realising how limite the current game is or basically do everything you can do in this game and a bit more. The economy is very simple, there are 2 types of resource, two refinery ships and two types of collector ships. Resources teleport from harvesters to refineries (there is an animation about transporting it which is nice, but in reality the resources just teleport). The combat is very simple, there are 3 weapons, 3 armors, 3 engines and you can mix these. You will only be using 1-2 of these weapon types though after day 2, because once you hit the ship cap, there is no point in using the weakest and cheapest of the weapons. The ship cap is 256, which is very low considering you need 150+ ships to get an economy where you don't constantly have to wait to be able to do something. On the other hand, if you are willing to take some miminmal risks during expansion, it takes 2 days from start to hit that ship cap. OK. So what do you do once you hit that ship cap? Nothing really. I mean, you can attack other players and wait 24h to get trough their distruptors to gain a single system, but why would you bother? At that point you already have more systems under your control than you can ever use, you have hit the ship maximum and there is nothing you can achieve or gain. The combat itself ends up being very simplified due to the distruptor mechanic and it's highly likely you won't even be online to see the combat. There is not even any way to replay what happened. There is no diplomacy, no objectives, no long or even mid term goals. You just build up to max size in two days and then you are supossed to fight other max sized players in slow motion battles with nothing to gain from winning. There is something about this game I do like, and I really wish it grows into something great, but right now it's just too bare bones and I would not recommend anyone to spend any money on this until it gets signifcant updates or even a roadmap and a plan on how to get the game from bare bones to a proper long term mmo game. In the meantime, you might want to check out something more fleshed out and free, like starborne. Or even some of the browser based ages old games as even they give more long term incentive to play. My playtime is this high only because I kept the game in the bacround alot while waiting for stuff and actually doing somethign else. I also REALLY wanted to like it and made sure I have actually done everything in the game that there is to do currently.
The game's charm lays in its simplicity writ over a grand scale. There is a layer of depth to ship design, but gone are the exacting details in some other sims. Instead, your attention is driven towards the macro scale of the universe in a competitive environment full of other players also seeking to expand. While space is limitless, the area around the central POI and ultimate goal of the game is cramped and full of potentially hostile players. While reclaiming SOL seems like a simple goal, acquiring it while old empires lay guard to the environs around it is anything but simple encouraging an ever growing expansion on the frontiers to fuel the sinews of war. No bugs or crashes were experienced in my first few hours playing, although I prefer to queue up orders then return after a while rather than play continuously. There are jump defense units that can create a defensive field that delays attacks by 24 hours, allowing players who aren't online all the time to protect themselves as long as they invest in the infrastructure needed. You can also set out to deep space to build up and avoid the hectic churn near the central area and then plan to invade the core at your leisure. There is no fog of war, so watching other player's moves and planning your own movements with what you learn from them is part of the charm.
the potential is there... but its barebones. literally all you can do right now is designing ships (wich is just for your personal look) build economic ships wich you just send to a planet to get income build fighting ships to wreck other players thats literally it. no diplomacy, no trade, no private chat, no nothing else i would not recomment to buy it at the current state but i give it a positive review because it has potential and i want it to be good. (when you have still hope after so many games that let you down xD)
As others have said this is very bare bones at the moment and there are a couple of annoying bugs. But so far the dev is responsive and I love the idea of this. What we have here is a really solid foundation that could build into a brilliant MMORTS.
TLDR: Wait and hope this game becomes better. This is one of those times I wish steam had something between "Yes" and "No". I really, really, really want to like this game, but I just can't. In it's current state, the game simply shouldn't have been released. It's not that the game doesn't work or is non-functional, there are no issues in that department. Right now the game is simply... nothing. There is absolutely nothing to do. There is no progression of any kind. There is no player interaction of any kind excluding taking territory (which is pointless, might I add). The combat is incredibly boring, and, in my opinion, poorly balanced. The game itself is just incredibly boring. Within 3 days of the game being released I have run out of things to do. You hit the already non-existent end-game within 2-3 IRL days. How pathetic is that? This is further exacerbated by the SHIP CAP of 256, completely limiting you in every single aspect. It sucks and isn't fun. Fighting your neighbors for their territory and resources it utterly pointless because you can't even exploit those resources for your own benefit. You just sit there unable to use any of it. There is no fun to be had. Maybe in the future, but not right now.
Stardust Exile rentre dans le trés petit club fermé des MMORTS. il tente de reprendre le principe du mythique MANKIND mais en beaucoup beaucoup plus simple, pas de technologies a débloquer, pas de micro management de ressources ici que 2 ressources: du minerai et de l’énergie et vous gérez tout depuis l'espace. en terme d'unités pas beaucoup de variété, non la seule originalité c'est que vous pouvez personnaliser vos unités en terme de look mais aussi de composition, mais là encore pas beaucoup de choix, 3 types d'armes,de blindage et de vitesse. la limite de construction est de 255 unités. bref ce jeu est simple pour le moment, a suivre pour voir si il va un peu plus s’étoffer mais pour le moment je valide ce petit cahier des charges et nous verrons pour la suite.
great game
The game is incredibly slow. The galaxy is persistant and dead feeling. The controls aren't very good (ex: the right click is used for both moving and selecting units, causing all sorts of managing of wrong commands). There a lack of key customization and hotkeys. There is key customization, it's just that it utilizes very few keys for an RTS. Managing control groups is clunky, chosen through drop down menus instead of keyboard shortcuts. Giving the games slow speed, maybe micro controls don't matter. But I feel good controls have been figured out, and playing any RTS from mid 90s on would better control. The tutorial is good and bad. The instructions mention things that don't exist. Leading me to believe something has been updated in the game but not tutorial. And other players bodyblock the end objective of the tutorial, without even occupying it. They just block surrounding it. While talking like there is a cooperative community to it. Instead driving players away. You can see all the players who started and quickly abandoned the game. But the good part of the tutorial is it's an out of the way checklist, that you can do at your own pace. That doesn't interupt you with constant prompts like most tutorials. There is some good to the game. And I value devs making attempts at their games. But I have to be honest, and this feels like it had the complexity/sophistication of a mobile game, stacked with what I find to be negatively impactful gameplay elements, like the irl pressure to check in as it is persistance, and almost an idle game feel for all the time between stuff. It's a game to play ~10 minutes a day, or just have on while doing dishes or at work (if it doesn't distract you, it does me). It's a good attempt at an RTS, without the thrill or challenge of RTS, but more a persistant world feel where you slowly build over time. But where you get to after this... well there's just not much there to make that slow grind worth it. If this were alpha stage, i'd say it has promise. And they do promise to release more on their roadmap. Some will be a big fix to existing absenses. The worst probably being that it's incredibly easy to loose your base and not find it without quiting and reloading the game. Another feature solved by 90s RTS games. If nothing else, you could select a hotkey group, double press that number, and be taking to them. But the hotkey is disabled unless you are relatively close to your unit. Just a bit of a mess that needs a lot. But then i doubt it would ever be for RTS fans. More for turn based 4x fans. But there's much better turn based 4x games. Unless this gets a lot more, especially things to do. I wish them success, this is just far off.
hat nix zubieten für den preis
不推荐。Very disappointed. 船只的自定义仅限于外观!没有任何教程!没有地图!中文机翻! 开局布置好造了几个船坞准备远走做钢印族,因为邻居发展比我太久 第二天人就没了,豺狼虎豹直接把我生吞了。我在外飞的船也没了。好吧再来一次呗。。。 重生点直接刷在原星系。。。退款吧!几十块钱买什么吃的不比这坨答辩好.
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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