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Stardust Exile

Stardust Exile

by Apseren

★ 70%
Price $19.99
Avg Players 0
Reviews 46
Released Nov 8, 2024
4XIdlerIndieMassively Multiplayer
View on Steam ↗

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About this game

What players are saying

▼ Not recommended 3 hrs
This game is the most excruciatingly barebones space game I can think of, with a very smooth interface. The game has no techs, no trees or development branches of any kind. You build collectors to harvest material from planets, you build dyson swarms to harvest energy, you have storage ships to receive these resources in the same system, end of economy. All resources are globally pooled. Ships have a boolean interstellar bit, so for instance, you build your collector local or extra solar (about double the cost), and that's it. You need a resource storage ship in system to receive resources from any collector/swarms in that system. You have a ship yard to build the 3 types of weapons platforms (and economic ships). It too can be build solar or extra solar. Star systems are on a flat grid, evenly spaced close together with no ort clouds. You take possession of one by being there. Fight it out, that's the game. By far the most involved (only?) system in the game is the ship appearance customization. Note the word *appearance*. The actual options to modify ships are limited to engine speed, armor and the FTL bit. 4 options for each of the first two, btw. All available from the start.

There are no logs. The game is real-time persistent, so ships destroyed with you not around to witness simply disappear. I can't speak to the combat mechanics per se, as I have not witnessed any combat first hand, yet. The chat system is rudimentary (no channels, no filters, no time stamps, etc.). Similar the ship list "ui". Extremely bare bones.

It is EA, so perhaps these things will emerge. No roadmap I've been able to find either. At this juncture, it does not feel worth playing. Caveat Emptor.
62 found helpful Steam ↗
▼ Not recommended 25 hrs
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.
18 found helpful Steam ↗
▲ Recommended 1 hrs
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.
8 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Version 1.3.1 Changelog

23 days ago
v1.3.1 Show time to enter the next system in the movement trajectory Show start and end system coordinates in long movement trajectories Improve performance on displays with aspect ratios different from 16:9 Improve detection of repeated player names On touch screens show the movement destination on the side of the finger instead of under it Increase edges indicators clickable area Change new market order dialog to indicate that ships are always sold via their closest market terminal Fix incorrect ship stats when multiple ships are selected at the same time Fix incorrect display of player name in control of a system if emoji modifiers are used Fix explosions remaining visible after starting or stopping a skirmish game Fix ships sometimes disappearing in the 2 middle zoom steps when the camera is moved Fix skirmish CPU players ships moving to positions already occupied when they change direction during movement Fix ship rotation resetting after instructing it to move to the same position it already is Fix widescreen displays not showing systems on the sides of the screen Fix confirmation dialogs sometimes not correctly centered Fix Precursors weapon icon below its correct position

Version 1.3.0 Changelog

111 days ago
v1.3.0Add Capture Pods weapon type and Corsair ship presetExperimental web client with Steam login support at: stardustexile.comRebalanced weapons damage to make ships with missiles or projectiles more effective against gaussMake default screen resolution independent of the scaling configured in the OSAllow to revert to the detected screen resolutionShow ships currently in combat or moving on the home screenImprove tutorial with info about how to select multiple ships at once and check travel times before starting the ship movementImprove server performanceFix control borders player names flickering when the camera is movedRemove Precursors related techs from the skirmish tech treeFix market orders to buy precursor drones not workingFix the start button being enabled in the precursors dialog, without having the required techs, when there was an item already partially builtAllow to exit the game from the initial screen if it failed to connect to the Steam client

Version 1.2.2 Changelog

217 days ago
v1.2.2Display control borders in systems without stars tooAllow to define keyboard keys to focus, move and stop shipsReduce network messages sizeImprove performance of combat involving a large number of shipsAdd translation corrections submitted by the community. Special thanks to 某路过的苦力怕Do not remove all Precursor Drones after aggro drops to 0Fix camera moving too fast when using the keyboard keys in the closest zoomFix incorrect movement speed of ships when targeted by multiple Precursor DronesFix ships dialog closing when rotating the ship view and releasing the mouse button outside of itFix previous research in progress not removed after a new game is startedFix missiles trails sometimes not visibleFix Windows 11 requesting permissions not needed the first time it is launchedFix the mouse button getting stuck when the cursor leaves the 3D view while rotating it. Happened in the Ships, Planet and Create Ship Class dialogsFix in-game menu sometimes not visible at the start of a skirmish gameFix game getting stuck in the initial screen if the Steam client isn't runningFix game not closing all processes running in background if it is closed before successfully connecting to the Steam client, causing it to fail to launch until the processes are manually closed

Posts come from Steam's official announcements feed.

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