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Stardock Game News

Beta 2 for Siege of Centauri is now available!

Published on Thursday, June 6, 2019 By Tatiora In Siege of Centauri News

Beta 2 is now available for the massive-scale tower defense game
Newest update adds weapon customization, new missions, and new towers

Set in the Ashes of the Singularity universe, Siege of Centauri places the player in the role of commander of the defense of Earth's first colony on Proxima Centauri. Beta 2’s new equip screen allows players to customize the towers they bring into every mission, allowing for more meaningful strategic choices.

“The enemy has a wide range of units seeking to destroy your colony,” said Derek Paxton, lead designer. “Players have access to a wide array of towers, each with unique capabilities, to choose from. Beta 2 allows players to pick the towers they want to use, rather than the game deciding for them.”

Beta 2 also adds new missions for players to explore, including one that introduces large and powerful war machines called Dreadnoughts for the first time. They will need to overcome this powerful new challenge as they deal with the swarms of enemies already attacking their base.

The Early Access program is designed to allow fans to have input into game mechanics, pacing, and balance. Stardock has been releasing frequent updates based on player feedback.

“Weekly digital updates based on player feedback well before release lets us get to a level of balance and polish that traditionally had to wait for post-release updates,” said Paxton. “We’ve been really happy with how the fans have helped shape this game so far.”

Siege of Centauri is currently in Early Access on Steam and through Stardock for $9.99. The final version is expected to sell for $14.99.

Siege of Centauri
Siege of Centauri
Siege of Centauri
Siege of Centauri
Siege of Centauri

Visit for more information.

The Video Game Machine : Alpha 1A Update!

Published on Wednesday, June 5, 2019 By ScottTykoski In The Video Game Machine News



We've updated The Video Game Machine: Alpha1 with several player requests and bug fixes.

Thanks again to everyone that has been playing and giving feedback - the more we hear from you, the more player suggestions we can implement!

Get the latest build of VGM today from your MY DOWNLOADS page.
Check out the changelog below to see everything we've added!



The Video Game Machine: Alpha 1A Change Log

- Improvements -
+ Added a [Delete] button to The Arcade, so players can delete games they've accidentally uploaded.
+ Control Text in the 'Pause' Menu is now specific to the genre. When you're in a Top Down game, for instance, the 'Jump' controls will be hidden.
+ Enemies spawned from blocks can now have a target to trigger whenever they die.
+ Tiles can now swap to "Bush" in Adventure games.
+ Tile Swapper gizmo will now spawn a tile on the position if there isn't one.
+ Locked doors will have a notification above them telling the player what item they need to unlock it.


- Bug Fixes -
+ Fixed hang on exit the first time the game was run and activation was successful.
+ Screenshots for a game will no longer get overwritten / lost when a game is being edited.
+ Outro text will now send the player to the title screen - not Level 1.
+ The time that Outro text stays up is now dependent on the length of the text.
+ Games that you've made will now properly state you as the creator (we were accidentally taking credit for your hard work - sorry about that!)
+ Fixed issue with lighting post process effect causing outline around screen at low health in lower light tilemaps
+ Fixed issue with projectiles giving incorrect knockback to enemies 
+ Enter key now activates levers instead of up key in adventure mode 
+ Swapping a tile type will now cause it to update the surrounding adjacency correctly  
+ Tile Swapper gizmo now destroys all tiles on the position instead of just the first found tile 
+ Item locks now persistent with game state 
+ Movement group now fills in extra info needed for game state loading 
+ Persona ID and display name stored in game data as well as in the manifest now 
+ Fixed issues with loading a save game saved in a dungeon
+ Leaving a dungeon will take you to the entrance you came in from again
+ Fixed weird lines on sprites (from - thanks Silver-Streak!)
+ Adventure games: Fixed Camera offset and zoom so a room fits properly within the cameras bounds.
+ Deleting any key lock gizmo on a prop will now correctly delete that prop.
+ Fixed some props that spawn gizmos not displaying said gizmos without first entering play mode.
+ Did a pass on Shadow position on Heroes & Enemies in top-down games. ( - thanks AcornCereal!)
+ Format tags in dialog boxes will now properly format text as it's being built (ie. you won't see the <color> tag built as an NPC is talking)
+ Fixed the likely cause of someone having infinite lives.
+ Added a 3 second delay in the Game Over screen (prevents the player from accidentally button-slamming they way past it)
+ Fixed being able to mash enter/space when prompted with a post-level "save your game" dialog to force it to advance more than one level
+ Fireman no longer goes bald when facing up in an Adventure game

+ Attacking with a weapon or projectile a [!] block will now change it to it's 'Empty' state (thanks Seilore)
+ Wizard Staff & Water Hose fire now properly when facing in different directions(thanks Koldac)

It's Time to Make, Play and Share with THE VIDEO GAME MACHINE!

Published on Wednesday, May 29, 2019 By ScottTykoski In The Video Game Machine Dev Journals

Greetings, fellow designers!

Thank you for your interest in The Video Game Machine. If you're anything like me, you've spent your gaming years both engrossed in games and overflowing with game ideas of your own.

If that sounds like you, then you're in the right place!

A quick bit about myself: my name is Scott Tykoski, the local Mad Scientist at Stardock Entertainment. I've been working here for 19 years now, and for the last 4 of that, my colleagues and I have been messing around with a side-project. A real gamechanger, if you will.

The Video Game Machine: A Game that makes Games.

And it's finally ready for YOU to play!

All the Fun, None of the Frustration

OK friends, confession time: making video games is one of the best jobs in the world. I know, I know - what an unbelievable factoid. It's OK to be gobsmacked.

The fun of game creation, however, comes with a dark side: hours, weeks, and even months of frustration when things just don't work. Game Development is a fun job, but that fun can be fleeting when the non-fun parts keep getting in the way.

Our goal with The Video Game Machine is to remove as much of that frustration as possible, giving you a bucket-load of robust, easy-to-use mechanics that you can snap together to make your own awesome game.

In fact, ease-of-use takes center stage right from the start. With the initial 'Make Your Game' setup process, we've boiled game design down to 3 simple steps...

Step 1: Pick Your Genre

The core gameplay experience is driven by the GENRE. Is this a top-down adventure game?  A sidescrolling platformer? A Shoot-em-Up where you're fighting off waves of enemies? Some other genre that we haven't announced yet?

Gameplay Mechanics - things like player controls, camera movement, and enemy spawning - are all set by the chosen genre. Development can't get any easier than one click!

For players who want more direct control over gameplay, there's a screen in the Level Editor called "The Rulebook" where you can add specific mechanics/gimmicks to your game. This very powerful tool will get it's own journal entry very soon.

But, I digress! Onto...

Step 2: Choose Your Hero

When picking your hero, you're basically picking your overall theme. Is this a Wild West game? A Fantasy game? Superhero? Radical Dinosaurs on Skateboards?

The hero, and their theme, will define some of the defaults of your game: random enemies, hidden items, environments, and music.

You can override these defaults later, but from an 'ease-of-use' standpoint, this helps the player quickly make a game that looks, feels, and sounds cohesive.

Step 3: Name Your Game

We've saved the best for last! With a genre and hero selected, you should have some idea of the game you want to make.  Now that game needs a name - and the crazier, the better!

If you can't come up with something, I highly suggest using the Video Game Name Generator at  Some of my favorites…

  • Revenge of the Fighter Attack
  • John Romero's Chess in the Outback
  • Sleazy Axe '95
  • Drug-Induced Polka Throwdown
  • Satan's Soccer Island
  • In Search of Underwear Gold
  • Post-Apocalyptic Afro Apocalypse

You're Ready to Play!

Now that you've set the basics, it's time to jump into your creation. At first it'll be a little empty - it needs your creative spark! - but by combining Playing and Making into one fun package, TVGM ensures you'll have your own game to show off in no time!

Alpha 1 and Beyond

The version you'll be playing is the "Alpha 1" build. There are 4 major areas we're looking for feedback on during this early stage of testing.

  1. Ease of Use: Is it easy and fun to create content in TVGM?
  2. Sidescroller Games: Can you make a fun Sidescroller with the tools provided?
  3. Adventure Games: Can you make a fun Adventure game with the tools provided?
  4. Sharing: Can you upload games and share them reliably?

As you play and have feedback to share, please jump onto the forums and let us know how things are going! Remember - one of the major goals is to smooth out frustrations, so if something annoys you, it's probably annoying other players too. We want to hear about it!

Thanks for your feedback, support, and excitement.

Let's build something awesome together!


The Video Game Machine Founder's Program Begins Today!

Published on Wednesday, May 29, 2019 By Tatiora In The Video Game Machine News

The Founder's Program for The Video Game Machine Begins Today!
Join the Founder's Program today and play the alpha right now

Make, play, and share unique video games that you’ve made yourself! The Video Game Machine is a sandbox game that removes the tricky parts of development and leaves only the fun, putting the power of creativity in YOUR hands.

(A key will be issued to you via the email you purchase The Video Game Machine with.)

Give valuable input on mechanics and gameplay during the development process by joining our Founder's program! You'll get access to the alpha of the game today, plus all future betas and the full game upon final release. Joining the program also includes a special Founder's badge for the forums.

"If you play games, odds are you’ve wanted to try making one too," said lead designer Scott Tykoski. "The Video Game Machine is a game that lets you pick a genre, choose some rules, and unleash your inner game designer."

An alpha for the game released today and includes the first two genres: Platformer and Adventure. Players are encouraged to leave feedback on Stardock’s forums in order to participate in the development process.

“Player feedback is so important at this stage,” said Tykoski. “The game has been designed to be easy enough that anyone can create their own games while still having enough power that savvy gamers can create truly unique games with it. We want to make sure that everyone is having a good time and that the process for creating is as intuitive as we want it to be.”

Some of the game genres players can expect to find in The Video Game Machine as it develops are side-scrollers, shoot ‘em up, and adventure. The genre choice takes care of the game's basic game mechanics. From there, the player sets up the game's rules and selects the characters they want in their game such as knights, superheroes, ninjas, cats, and more.

The Video Game Machine includes a host of pre-made games that players can edit, or they can start with a blank slate and start creating. Players can share their games online, as well as download games made by others to try them out.

The Video Game Machine
The Video Game Machine
The Video Game Machine
The Video Game Machine
The Video Game Machine
The Video Game Machine

For more information, visit

A key will be issued to you via the email you purchase The Video Game Machine with.
If you can't locate your email, click here to retrieve your key.

All About Gizmos

Published on Wednesday, May 29, 2019 By ScottTykoski In The Video Game Machine Dev Journals

One of the most powerful tools in the Video Game Machine is the GIZMO tool. With Gizmos, you can bring your levels to life in unique and interactive ways.

The Basics
While the main building block of your level is the 'block' (no surprise there), gizmos will take those blocks and do interesting things to them.

Simply select the Gizmo tool on the left hand side of the Level Editor (the Gear Button) to show the list of available options.

Most gizmos can also have a 'Target'. When a gizmo is activated, its target will also be activated. This is useful for making switches that cause things to happen in your level.

Set a target by rolling over the gizmo, pressing the [T] key, then clicking on the target location.

Starting Location
Use this to place the starting location of the player in this level. If there are multiple locations, the game will simply use the first one it finds.

Finish Line
Place these at the end of a level. The current stage will end and the next one will be loaded.

Hidden Area
Placing these onto a section of blocks will turn them into a "Hidden Area", meaning the player will be able to walk into those tiles to find hidden loot (and possibly enemies).

Hidden Area tiles may look like they're blocked, but you can run right through them!
Old-school games were known for their awesome secrets - we highly recommend placing these in every level.


Pushable Tile
Place this on a block to make it 'pushable'. When the player presses against it for 1 second, it will move in the direction pushed.

If targeting: The targeted gizmo will be activated when the block is pushed.


Doors will teleport the player to a target location. If the Doorway gizmo doesn't have a target, then nothing will happen when the player steps on it.

Weapon Trigger
Trigger gizmos are just switches, where activating them will simply trigger another gizmo.

The Weapon Trigger gizmo will activate when hit by a weapon. By default it will activate with any attack, but you can also specify what type of attack is required (Sword, Dagger, Fire Attack, Explosion, etc).

If targeting: The targeted gizmo will be activated when this gizmo is attacked.


Trigger Area
When the player steps into a Trigger Area, they will activate whatever gizmo the area is targeting.

If targeting: The targeted gizmo will be activated when this gizmo stepped into by the player.

Trigger Link
If a 'Trigger Link' gizmo is targeted and activated, all linked gizmos (touching the chain of linked gizmos) will be activated as well.


Movement Group
The Movement Group gizmo is a powerful tool that lets you move large chunks of your level around. Simple place Movement Group gizmos on tiles you want to group together, then set a Target Destination for the group with the [T] key.

If targeting: The target tile is the destination for this movement group. When a movement group is activated, it'll move to it's target location.


Swappable Tile
Swappable Tiles can swap from one type of tile to another. This is useful for spawning ladders in Sidescrollers or opening Pathways in Adventures. Place it on a tile, then press [E] to edit the gizmo and specify what type type it should swap to.

By default, the tile will be destroyed.

Alpha 1 Note: Currently, Swappable Tiles only activate it they're actually ON a tile. A future update will allow these to be placed in empty spaces and activate as expected.


Flying Enemy Pt. (Sidescroller Only)
Spawns a flying enemy at this location. If the enemy is killed, will respawn the enemy in 4 seconds. Useful for Pit-Jumping challenges.


Gateway Gizmo (Adventure Only)
Links two levels together via the side of a room. When you exit a room by the set direction, you will teleport to the linked Gateway exit.

Press the [E] key over the Gateway gizmos to link them together.

By linking levels together with the Gateway Gizmo, you can create one, large, interconnected world.


The power of the gizmo system is that these simple systems can be connected in interesting ways, giving you an infinite number of options to make your creation truly you own.

What clever gizmo combos have you come up with?  

Let us know in the comments...and happy building!

Community Newsletter #3 - 05/27/2019

Published on Monday, May 27, 2019 By SchismNavigator In Stardock Community Newsletter

A new game and so much more in this third edition of the Stardock Community Newsletter.


In this, the third edition of the community newsletter, we have highlights on a new release, game updates and a hot new mod.


As a reminder, if you have any comments or would like to see something included in a future edition you can leave it in the comments below or as a direct message on discord.


The Horizon


The Video Game Machine!


We have announced a new game: The Video Game Machine


What is The Video Game Machine (imagine an echo each time)? Well, simply put it is a game for making other games. Fun idea huh? Of course, there have been a few games like it before, but this one is a PC-first title and supports multiple different 8-bit inspired genres.


With The Video Game Machine you will be able to create your own levels, scenarios, add dialogue, create triggers, change the rules and even go a step further (for the really technical) and edit the XML files directly. You can then share your game with others who own The Video Game Machine and see who has the most diabolical mind amongst your friends.


In VGM you will be able to make a game, play that game and then share it with others! All without needing to know anything about programming, bitmaps, tilesets or driver incompatibilities.


The Founder Program is live now, you can sign up and expect to get your hands on the game as soon as the 29th of May. By doing so you will also be able to help us direct the development of the game, including what future genres we add and other features that we may or may not have thought of yet.



Sign up today!


Continue Reading...

Creativity and Play: A Gaming Retrospective

Published on Monday, May 20, 2019 By ScottTykoski In The Video Game Machine Dev Journals

If you've played Stardock games before, you know how much we try to encourage the modding of our titles. Making games is fun, and we do our best to open it up for players to enjoy.

There's something amazing about that first time you edit a text file, then start up a game to see the change as you play. Sure, 8-year old you would probably just change the phrase "Player 1 Start" to "Player 1 Fart"  - * guilty cough * - but it really is an eye opening moment: YOU have the power to change & create within the games you love.

The goal of The Video Game Machine is to put this power at the player's fingertips. And while we bring some fresh ideas to the table, we're certainly not the first ones to tap into the creativity of gamers.

Here are some of our favorite Games, Tools, and Accessories that allowed us to get creative!








Lode Runner
Systems: C64, NES, PC

One of the first titles I ever encountered with a Level Editor, Lode Runner let you make single-room levels where collecting gold and avoiding enemies was the name of the game.

Simple and straightforward, but even with just a handful of options it was a extremely engaging.








System: NES

Nothing was better then passing the controller back and forth, making devilishly difficult Excitebike tracks for your friends to try out.

Just don't be the guy that makes a track of only Mud Puddles. Nobody likes that guy.






D&D Unlimited Adventures
System: PC

Unlimited Adventures was a pretty amazing toolkit - letting you make maps, quests, battle encounters, and everything that makes an RPG fun.

Wolfenstein3D - Map Editor
System: PC

Looking back, the true power of the Wolfenstein Editor was in how dirt-simple it was to use. You placed blocks down on a grid and out popped a 3D level for you to run around in. As we'll talk about later, 3D can quickly lead to control issues & frustrations.

That this tool pulled it off is impressive (even if it wasn't REAL 3D, but back then it felt real enough).

Mario Paint
System: SNES

OK, so you couldn't design games in it, but you can't talk about creativity in games without bringing up this little masterpiece. I mean, if you had a VCR with the proper setup, you could even use this game to make your own cartoons!

Also, many of the UI Themes and ideas started here would find their way into Mario Maker, so that was cool to see (for all us Mario Paint veterans).


Galactic Civilizations II
System: PC

Forgive me for listing a Stardock game here, but the appeal & longevity of GalCiv2's 'Ship Designer' still blows me away. To this day - nearly 13 years after it's release - players still create and show off their ships. That's the power of creativity when used as a game mechanic.

Systems: Anything with a Screen.

You know it. You've loved it. It's 3D Legos. It's made all the money.

Moving on…

Little Big Planet
Systems: Playstation

One of the leading forces of creativity in the newer console generations, Little Big Planet was tons of fun to build content for. The talented team at Media Molecule even has a new game - Dreams - that can make some amazing 3D creations.

Disney Infinity
Systems: Wii, XBox, Playstation

One of the first casualties of the "Toys to Life" game explosion, Disney Infinity actually seemed to do everything right - ESPECIALLY their amazing 'Toybox' mode. Here, you could use objects unlocked in the main game to build your own worlds to play in. The problem - for me, at least - was that the 3D controls made the creation process too slow & cumbersome. It would take a long time to make something, and often the finished product was too far from what you envisioned.

This is a big reason we went 2D w/ Pixel Art: quick design iteration with an interpretive visual style should alleviate some of those problems.

As a whole, however, Disney Infinity was an amazing package that my kids and I still play.

Super Mario Maker
Systems: WiiU

The current creativity juggernaut is the Super Mario Maker series. With a sequel coming out next month for the switch, it seems gamers are certainly excited to do more with their games than simply play them.

Where Does The Video Game Machine Fit In?

There have been a TON of great gaming options for unleashing your creativity over the past 25 years. This leads the the obvious question about The Video Game Machine "Where does it fit in?"

  • It's For Everyone: Ease-of-use has taken the top design spot as we've created The Video Game Machine. A long Early Access period will ensure the rough edges are all filed down so Everyone can be a Game Designer.
  • It's for Short or Long Adventures: In the above examples, almost each one limits the player to one area/scene/level. One of VGMs benifits is that you're making an ENTIRE game, meaning multiple levels. This gives the player lots of room to build a properly epic adventure.
  • It's for Players that want to Tell A Story: Dialog systems and Narration rules make it very easy for players to interject their creation with custom, world building text.
  • It's for Sharing: Right out the gates, TVGM will allow you to upload your creations to share with others, or download games made by the community to play.

So will VGM stack up against these creative classics? We certainly think so, but more importantly - what tools or games did we miss from this list?  When we talk about getting creative in a video game, what experiences comes to mind?

Let us know in the comments!


Now Announcing: The Video Game Machine - The Game that Makes Games!

Published on Thursday, May 16, 2019 By Tatiora In The Video Game Machine News

Create your own unique video game and share it with the world in
The Video Game Machine
Join the Founder's Program today and get access to the alpha on May 29th!

Make, play, and share unique video games that you’ve made yourself! The Video Game Machine is a sandbox game that removes the tricky parts of development and leaves only the fun, putting the power of creativity in YOUR hands.

Give valuable input on mechanics and gameplay during the development process by joining our Founder's program! You'll get access to the alpha of the game on May 29th, plus all future betas and the full game upon final release. Joining the program also includes a special Founder's badge for the forums.

(A key will be issued to you via the email you purchase The Video Game Machine with on May 29th.)


In The Video Game Machine, you'll:

Make a Game

The possibilities are endless! Choose from a massive selection of heroes, enemies, special items, and more! In the game editor, customize your levels with unique terrain and interesting landmarks. Build worlds, place enemies, hide items, write dialogue, and set rules to personalize the gameplay details.

  Make a Game


Play Your Game Play Your Game   Play Your Game

Once you’ve chosen the elements of your game, it's time to play it! Have fun exploring your creation, then hop back into edit mode when inspiration strikes. By blurring the lines between making and playing, creating a game has never been easier!


Share with Others

Upload the games you've created and share them with the community! You’ll be able to see what other players have come up with and download the games they’ve made as well.

  Share with Others


Here's how you'll MAKE a game:

Choose your Characters   Choose Your Characters

Select the hero of your game from several provided options, including knights, superheroes, ninjas, cats, unicorns, vegetables, and much more! Heroes need foes to fight, so select some enemies from the editing menu, place an advancing army, and let the battle for the fate of the world begin.


Pick a Genre

Start with a blank slate or build from a sample game based on the genre of your choosing! You can create an exciting side-scrolling adventure, blast enemies off the screen in classic shoot 'em up, or set off on an epic adventure filled with of secrets, lore, and loot.

  Pick a Genre


Establish Your Rules   Establish Your Rules

Decide how your game will play by determining specific sets of rules! Choose how many levels your game will have, how enemies will behave, how the camera will follow the player, and more.

For more information, visit

(A key will be issued to you via the email you purchase The Video Game Machine with on May 29th.)

Welcome to The Video Game Machine!

Published on Thursday, May 16, 2019 By ScottTykoski In The Video Game Machine Dev Journals

Greetings, and welcome to the official forums for The Video Game Machine - the Game that Makes Games!

If you've ever wanted to make a video game of your own, then you're in the right place. The goal of TVGM is to make the ultimate sandbox game where the making and the playing are combined into one fun, creative experience....but for that we need YOUR help, beta tester!

First and foremost, the current build of VGM is pretty early and kind of rough. If you join the alpha that starts on May 29th, you'll have access to the first two genres: platformer and adventure. As you play, we'll be looking for feedback as issues arise and things don't work as expected.

Second, The Video Game Machine is begging for all your best ideas about things to add: mechanics, heroes, enemies, rules, etc. In this regard it's the perfect game for beta testing - nowhere else will you see an design so open to new & creative suggestions.

So, with that in mind, I encourage you to dust off those old video game ideas that you dreamed up as a kid, get excited, and get creative!

We can't wait to see the awesome adventures you all make when the alpha becomes available on May 29th!

Galactic Civilizations III v3.7 Anniversary Update Available Today!

Published on Tuesday, May 14, 2019 By Tatiora In GalCiv III News

Galactic Civilizations III v3.7 Anniversary Update Focuses
Exclusively on Fan Requests
For a limited time, save 85% on the Core Edition and 70% on the Gold Edition 

For the game's 4th anniversary, we've focused exclusively on a top-to-bottom series of improvements based on fan requests! These improvements are major quality of life changes that improve the overall experience of Galactic Civilizations III.

v3.7 improves ship AI, multiplayer performance, memory use, pathfinding performance, pacing, and the empire management UI, as well as addresses a host of minor bugs. It's available now as a free download for owners of the base game. 

See the full changelog below!

GalCiv III v3.2 GalCiv III v3.2 GalCiv III v3.2
GalCiv III v3.2 GalCiv III v3.2

Don't have Galactic Civilizations III?
Save 85% off the Core Edition and 70% off the Gold Edition when you buy direct from Stardock!

Galactic Civilizations III
Core Edition 
Reg. 29.99 Sale Price: $4.49*

(Includes Crusade expansion
and Mega Events DLC FREE)


Galactic Civilizations III
Gold Edition
Reg. $118.86 Sale Price: $35.70*

(Includes the base game, all
expansions, and all DLC)

Buy from Steam  |  Buy from GOG

Owners, the v3.7 update is ready and waiting for you in your Steam client. 

3.7 Changelog


  • Ships are more likely to use hyperlanes (Retribution only)
  • AI handles ships more intelligently on larger galaxies in terms of evaluating their target value.
  • AI handles building up new colonies better later in the game
  • The AI no longer uses the Government as "explorers." (aka fodder)
  • Colony Capital now gives +1 raw production for every level it goes up.
  • Reduced thruster hull mass modifiers to 0.05% from 25% in both Crusade and the Base game
  • Fix some balance issues with weapons and growth improvements reported on the steam forums:
  • Re-Enabled the Fusion Power Plant, but nerfed it to work better as a prereq to the Quantum Power plant.
  • Fix mismatched description and value on Precursor Factory world for Morale value. Changed both to 4 from 10, make sure it is not OP.
  • Synthetic races can build the Advanced Planet Capital and Terraforming improvements.
  • Yor Manufacturing: Increased manufacturing bonus
  • Yor Manufacturing: Level one adjacency value is now a multiplier ( for consistency with subsequent upgrades).
  • Synthetics can properly colonize extreme worlds.
  • Tweaked the leader-game-intro screen and economy summary
  • Ship designs that use components removed in Retribution can now be loaded again in Retribution. The old deprecated components are simply ignored.
  • Extreme world colony mercenary ships can now actually colonize extreme worlds if Crusade is installed.  


  • Fixed a typo on the Quantum Power Plant
  • Updated the game startup window to work with larger fonts
  • Show Morale on the Planet List Entry Window
  • Changed Copy, Edit, and Delete buttons on the Civilization Setup Window to be icons instead of buttons.
  • Fixed typo in warning message if you stacked multiple Commanders in a fleet.
  • Changed "Class" to "Role" label on the Fleet tool tip.
  • Changed "Type" to "Role" label in the Fleet Details window.
  • Flavor text (English only) tweaks to planet descriptions.
  • Grammar cleanup on the Korath.


*Sale ends on 5/21/2019 at 1pm ET.

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