Well, what is it?
A 4X/RTS and the sequel/reinvention of our first game.
Media (Click to enlarge images)
Official Trailer
Interviews, etc.
SpaceGameJunkie Podcast (Aug. 8, 2013)
eXplorminate Strategic eXpanse Podcast (Mar. 22, 2015)
So what do you do in Star Ruler 2?
Survive. It’s not as easy as it sounds. The galaxy may be alive with possibilities – but it’s also alive with danger. Backstabbing politicians who can change the balance of power and the rule of law in the galaxy; reclusive and powerful scientists whose inventions grant them powerful advantages and mutations biological, economic, and militaristic; divine and godly rulers who can with the snap of their fingers use vast stores of power to annihilate worlds and fleets or turn off defense networks. These will be the sorts of opponents you will face in your quest to ultimately rule the stars for the glory of your species and the guarantee of survival. If you do survive, and if you do wrest control over the galaxy, then it shall be yours to command – stars will turn to ashes by your demand; planets may be destroyed and re-built to better fit your ways of life; you may even-handedly decide ultimately whether there can be peace or one final war. The galaxy is yours for the taking – if you can handle it.
Star Ruler 2?! Alright, so what’s the difference between SR1 and SR2?
A lot! It won’t just be a better looking/running/playing game, it’ll be a better game. Diplomacy will have teeth; planet micromanagement will be painless and interesting; the base gameplay itself has been greatly improved and expanded in almost every direction. Oh, and we finally have a functional, working, smooth-as-butter movement system for our newtonian motion amidst a host of new features such as physically-simulated projectiles (e.g. torpedos that track targets, chase to intercept, and detonate when they strike an object – whether the one you intended or not) and “Powers” which allow you to bend the galaxy to your will with terrific force at the cost of vast stores of energy. It’s everything Star Ruler was but more refined, better looking, expanded upon in all directions, deeper in strategy, and easier to control and read in every way.
But will I still be able to build ships the size of the galaxy/create worlds?
If you can afford to, you can do whatever you want in SR2.
What about the ship design? What’d you guys do to that?
An improvement on the former design. All the ease of SR1’s ship building system with a much richer depth and in a much easier to read and manage format; we’ll be posting dev diaries which go over specific mechanics/portions of the gameplay such as ship design on our website if you’d like to read all about what we changed, what we added, what we removed, and why we did each of those things.
You’re selling this for how much?
$20 during Early Access and $25 at release.
When are you releasing?
March 27th, 2015.
System Requirements
To be announced/determined.
Will SR2 give in to DRM where SR1 didn’t?
Our company belief still holds that DRM is: too intrusive, too easily defeated, too hardware/software-error prone, and too much of a time-and-effort investment to be worth it; especially when that time and effort could be spent on adding value to the game. SR1 did nothing to change our minds on the subject.
So are you going to stick around like last time or have you moved on from the ‘indie developer’/‘just another one of the guys’ phase?
As with before, feel free to ask me about the game or suggest/criticize. If I’m allowed to answer your question, I will do so as quickly as I can; if I can’t or don’t know the answer, I’ll ask my boss and co-worker to lend an ear/hand/claw. Please bear in mind it may take me a little longer to respond than it did last time around – we’ve all got our hands elbow-deep in SR2’s guts at the moment though we’re very excited to talk about it and hear your reactions/thoughts on it.
Can I get an actual feature list?
Certainly. There’s a full list of features available on our newly minted website: starruler2.com