Stellaris

Stellaris Dev Tracker




28 Oct

Post
    Harlot on Steam - Thread - Direct


Hello everyone, it's your friendly neighborhood Associate Producer, Obidobi. We've seen your feedback and have put together a small patch to fix some of the major annoyances. To bring it to you faster, we're putting it up on a beta branch in Steam as we continue our verification process in-house.

While this patch will be put as a Beta branch on Steam, we are setting it as default on both GoG and Plaza. This means that if you want to play Multiplayer with your friends on other platforms, you'll have to switch to the Steam beta branch.

Here's the full changelog for 2.5.1:

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######################### VERSION 2.5.1 ##########################
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# UI... Read more
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    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/281990/announcements/detail/1671325376358650595]here[/url].

24 Oct

Post
    Harlot on Steam - Thread - Direct
Hi everyone!

I’m Eladrin, Game Designer on Stellaris, and I’m one of the newer members of the Stellaris team. I joined the team during the development of Ancient Relics, and it’s been a blast. It was awesome meeting so many of you at PDXCON, and getting to hear so many ideas and excellent stories directly from you.

Back in Diary 152 and Dev Diary 153, Grekulf mentioned some of the Summer Experimentation that we did - but in today’s dev diary I wanted to talk about one of the things I worked on during the summer - game mechanics for the Lithoids.



The Lithoids Species Pack is very sedimental to me. When I wanted to dig deeper into the systems and ... Read more

19 Oct

Post
    Harlot on Steam - Thread - Direct
Hello Players!

The PDX Con 2019 is here and we have great announcements for you!

We're streaming the announcement show on Twitch! Join your fellow xenos here[www.twitch.tv]!

We start at 10a.m. CEST. In 30 minutes!

See you on the other side!

10 Oct

Post
    Harlot on Steam - Thread - Direct
Hi all, Jamor again.

We're deploying a small, quick hotfix to address two issues we were able to solve today: inability of the launcher to display incompatible mods, and an economy bug related to artisan jobs and consumer goods.

Given that it's early yet and some may not have seen the original changes in 2.4.0, I'll repost those. Please note that due to a human error, namely this producer managing to transcribe fixes from the wrong dev branch in to the patch notes (!), a few of the listed changes in 2.4.0 are not actually present in the build. In the interest of getting the hotfix to you all with maximum speed, those will come in a future update when they can be properly merged and tested. I'll put them in the notes for reference, but crossed out.

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######################### VERSION 2.4.1 ##########################
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... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/281990/announcements/detail/3704699440064325162]here[/url].
Post
    Harlot on Steam - Thread - Direct
Hello everyone!

As we mentioned in our last dev diary, this week we will be talking about some of the cool things you can be expecting to see at PDXCON 2019!

Announcement show
What: PDX will be announcing new titles and expansions. Stellaris will be featured.
When: Saturday (Oct 19) 10:00 CEST
Where: PDXCON main stage or Twitch[www.twitch.tv]

Stellaris talk
What: I will be holding a talk where I will be talking about future updates to Stellaris.
When: Saturday (Oct 19) 18:00 CEST
Where: PDXCON main stage or Twitch[... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/281990/announcements/detail/3704699440063680984]here[/url].

09 Oct

Post
    Harlot on Steam - Thread - Direct
Hi all, Jamor here, with some news for you just before our biggest event of the year, PDXCON.

Today we are releasing version 2.4.0 “Lee”. The primary objective of this version is to get our new Paradox launcher in to Stellaris:



Why are we doing this? There are two main reasons: Firstly, as you know, Stellaris is available on Steam, Paradoxplaza, GOG, and as of today, the Microsoft Store. Currently, there are hoops that someone has to jump through if they want to do a multiplayer game with users on another platform, involving opting in to beta branches. Our long term goal is to unite all Paradox gamers under one universal MP umbrella, so everyone can play with anyone they want at any time, on any release platform, with a minimum of fuss. To do that, a single unified launcher for all our of various platforms is a key prerequisite ... Read more

26 Sep

Post
    Harlot on Steam - Thread - Direct
Hi team! It's time for another Dev Diary and our Game Director Daniel has a cool new feature to share with you today! :)

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Hello everyone!

I have just returned from a belated vacation in Japan, and although I had a great time there it is also fun to be back to work. Today I want to talk about some of the cool things happening with Stellaris this year. As many of you have probably guessed, Stellaris will announce a new expansion at PDXCon this year. This expansion will feature a lot of cool new things, most of which will be revealed at PDXCon. But I do also have something really neat that I want to share with you now!


Good ol’ civics. Gotta love ‘em.​

Back in Utopia we introduced a lot of cool new features to improve how you could customize and specialize your empire. Civics were a great addition to the game (in fact I consider them to be one of the best), but they ... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/281990/announcements/detail/1606020646054416629]here[/url].

12 Sep

Post
    Harlot on Steam - Thread - Direct
Hello all, this is Hildor Anduv, the UX Designer on Stellaris. I’ve been with the team since December, and have really enjoyed working on such a great game. With my first Dev Diary I’m going to be sharing how I have been approaching UX Design on Stellaris.

Disclaimer: We're not quite ready to announce our plans just yet (we're saving that for the big stage, PDXCon), so this is going to be more process oriented without delving into specifics about any new feature. If that's not your thing, you can safely give it a miss, but if you're interested in the nuts and bolts of how games are designed and made, let us lift the curtain a bit.

Whiteboarding: The UX Corner
Whiteboards are a great place for getting your ideas out quickly. When whiteboarding I try to get team members from multiple disciplines and rough out ideas, together. It’s a great way to discover gameplay and player needs, as well as find any potential development pitfalls early on.

We... Read more

29 Aug

Post
    Harlot on Steam - Thread - Direct
Hello everyone!

We’re back with yet another dev diary to showcase some more fruits of summer experimentation. As with the previous dev diary, this involved a lot of work carried out during the summer and involves something I’ve wanted to explore for a good while now.

Today we’ll be talking about empire sprawl and administrative capacity. Do note that these changes are still fairly young in their development, so numbers and implementation details may not be representative of what it will look like in the end.

As a background, I can mention that I have a grander idea of where I want to take these mechanics, but it will not all happen at once. These changes aim to mimic state bureaucracy or overhead created by managing a large empire. As a minor aspect I also wanted you to be able to experience the funny absurdity of having a planet entirely dedicated to bureaucracy. The movie Brazil is a great source of inspiration here :)

Empire Sprawl
We w... Read more

15 Aug

Post
    Harlot on Steam - Thread - Direct


Hello everyone!

Summer vacations are reaching their end and most of the team is back as of last week. Work has started again and we're really excited for what we have in store for the rest of the year.

While most of us have been away during most of the summer, we’ve also had some people who worked during July. July is a very good time to try out different designs and concepts that we might not otherwise have time to do, and today we thought it might be fun for you to see some of the experiments we ran during that period of hiatus.

Although we learned some useful insights, these experiments didn’t end up being good enough to make a reality.

Industrial Districts
As I have mentioned earlier, I have wanted to find a better solution for how we handle the production of alloys and consumer goods. I often fe... Read more