Welcome to another update for Stellar Insurgency!
Stellar Insurgency - DEMO v4.3 and more.
Star systems are linked by trade routes that form the backbone of interstellar commerce. Trading follows a supply and demand system, where commodities move along these routes to meet the needs of colonies. Trade routes can be disrupted if cargo ships traveling them are destroyed, creating shortages and destabilizing local economies. Beyond established routes, goods can also be exchanged through wandering traders—or acquired through pirates.
Each colony has a type and a size, which together determine its production, consumption, and strategic value.
Colony Types
Mining Colony
Agricultural World
Industrial Hub
Trade Hub
Core World
Military Base
Frontier Colony
Penal Colony
Smuggler's Outpost
Colony Sizes
Outpost
Settlement
Colony
City-State
Planetary Metropolis
Each colony type has unique production and consumption patterns that scale with its size. For example an Industrial Hub produces spare parts and components, but consumes raw materials and food. while a Core World produces supplies but consumes large amounts of food and spare parts.
Each colony type has distinct production and consumption patterns that scale with its size, displayed on the colony trading screen.
Galactic trade routes. Trade routes can be disrupted if cargo ships traveling them are destroyed, creating shortages and destabilizing local economies.
Every crew member has one or more traits, determined by their rank and role. For example a Commander might boost sensor range and reduce energy consumption of components. while a Security Officer might reduce shield restoration time. Traits from the fleet leader (player) and individual ship captains provide global bonuses to the rest of the crew. Crew members can level up from 1 to 10, with each level improving their traits by +1%. In addition crew members can be part of the away team during exploration with various benefits and penalties.
Every crew member has one or more traits, determined by their rank and role.
Currently there are two Scan Modes.
Normal Scan – Reveals cargo, crew, and passenger cabins.
Deep Scan – Reveals ship components.
Normal scanning reveals a ship’s cargo bays, crew, and cabins, while deep scanning exposes its internal components. Deep scans should be used sparingly, as they negatively affect diplomatic relations between the scanning and scanned factions. The level of the installed scanner also plays a significant role in determining which components are revealed after deep scanning the object.
Deep scanning this ship.
We need to scan this object to uncover the contents of its cargo bay.
The player can now hail colonies in addition to ships. Colonies respond dynamically based on their current state, providing useful information about conditions, resources, and potential opportunities.
The player can now hail colonies in addition to ships.
I’m currently focused on enhancing the game’s procedural systems, aiming to build a richly interconnected world where dynamic events foster emergent gameplay—ensuring that every playthrough is not only unique, but also truly distinct.
Thank you for reading.
Tensorial