Stellar Tactics

A Sci-Fi role-playing game featuring turn-based ground combat, space exploration, deep character customization and a massive living universe with over 160,000 star systems. Equip your ships with the best equipment you can find, gather a powerful crew of mercenaries and set out into the void!

Stellar Tactics is a crpg, rpg and party-based rpg game developed and published by Maverick Games.
Released on September 22nd 2016 is available only on Windows in 5 languages: English, French, German, Spanish - Spain and Russian.

It has received 1,367 reviews of which 1,120 were positive and 247 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 9.75€ on Steam and has a 50% discount.


The Steam community has classified Stellar Tactics into these genres:

Media & Screenshots

Get an in-depth look at Stellar Tactics through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7
  • Processor: Intel® Coreâ„¢ 2 Duo 2.5Ghz
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce® GTX 470 | AMD Radeon® HD 6870
  • Storage: 9 GB available space
  • Additional Notes: 64-bit OS recommended

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
(Edit: changing review to positive for the sole reason of wanting this game to be a success, but the review focuses entirely on the not so good parts atm). I've had this wishlisted since the day it went up for EA on Steam and finally decided to purchase it over 8 years later. I'm going to be frank about it...there are some vital parts that feel extremely lacking compared to the game's store description as it stands right now. To summarize the main issue with ST, it's the epitome of "wide as an ocean, deep as a puddle" as opposed to the advertised "deep character customization and living world". The 'carrot' to chase and grind for is also not enticing enough; the balance of time invested vs what you get in return for that feels off, with a lot of unnecessary tedium involved in the gameplay loop atm. ST boasts a unique and ambitious combination of genres / ideas which sound awesome as a concept together, but if everything is as generic as it is now then people are simply going to play lets say 4 different games which each excels in the 1 type of gameplay they offer, e.g. Troubleshooter for the ground combat turn based gameplay, Elite Dangerous for space sim, PoE for loot dopamine etc. instead of bothering with ST, as there would be no reason to. Biggest gripes I felt that led to me struggling to find the will to continue after 30 hours of playing: The loot to equip your characters with is incredibly generic; there are 7 character stats and the only affixes that any gear can have = a + to one of those stats. Green gear = always a +1 to 1 stat, Blue = +1 or 2x +1 to 2 different stats, Orange = +1 to 2 or 3 different stats or +2 to 1 stat and +1 to another, and Pink can give +3 to a stat and at least +1 to 2 other stats. And that's it; that's the entire itemization of gear. !!WE URGENTLY NEED MORE UNIQUE GEAR 'CHASE ITEMS'!! That have -innate- effects similar to weapon module effects Example of innate armor affix: "restore all action points on kill once per turn". Unique gear with these affixes should have a rare % chance to loot them. Also another very important thing about gear which needs an update asap = a bigger difference in weapon damage stat for weapons that require a higher weapon level to use. The gear for your space ship is almost equally unimpactful between rarity types and is again incredibly basic to the point of losing interest in chasing upgrades very quickly. Example: white FTL drive is 1400 something speed while orange FTL drive is 1600 speed. And that is supposed to be a carrot that you'll have to grind very time consuming faction missions for to get enough points to buy that single piece with (for a single ship, you'll have to do the same for each other ship as these pieces are only compatible with the ship you've got set as main) Now, as for the fun of doing those missions and variety...I was quickly disappointed. There are different faction mission types but all of them will end up with you doing the same thing: Warp to x gibberish name planet, few minutes of totally uneventful travel to mission location, enter mission location (load screen), have unavoidable encounters with enemies that you really don't want to fight, but are forced to in order to proceed to final dungeon room. Rinse n repeat. Not only does the disappointment stem from the lack of 'dungeon' biome and enemy type biome variety, but it's especially the amount of tedium involved in the mechanical part of the experience. First, you must always remember to press reload button after every single battle or you'll have to waste PRECIOUS action points during the actual fights (having to repair gear and weapon jamming during battle is already annoying enough as is). Then there's the crazy high enemy Perception stat; especially in the cave biome area where there are no closed door rooms you'll be spotted by enemies so far away that you don't even see them as red dots and this combined with its wacky pathing and big rooms will make it a huge slog to get to the last room (which you'll have to do for all types of mission objectives every time). As for the combat itself: You'd think these fights would at least be fast due to how often they occur, but no...Even if you're lvl 9 with turn order affecting stat investments (Dex is the main one that raises it) in the lvl 1 enemy planets, almost all enemies will still move before any of your characters except maybe the dedicated hacker in your group. You can't rush the enemy either, because due to them noticing you from very far away, the grid based combat starts with a big gap between you and the enemy. And moving costs AP; so much that most you can do is move up to an enemy and then have no AP left to actually attack. You also can't escape from ANY battle, so no matter which strategy you employ, it's incredibly time consuming to complete a mission objective. All this with no loot carrot whatsoever, because the gear is as basic / boring as it could possibly be. Oh right it gets worse; gear rarity tier that can drop is actually tied to enemy strength tier (e.g. regular mobs will never drop blue or higher gear, 1 skull never drops orange or above). It would be way more fun if this was completely random. Quickly going through space related issues: -Facilities are carbon interior copies despite having different names (e.g. outpost, research facility having no interior distinguishment from one another, nor different functionality) -Vendors are nearly entirely irrelevant and we don't need 8 in each outpost if 1 merchant sells all of the same stuff which 5 others are partially selling -Every time we leave a planet or building, we need to click top left for the FTL icon to appear. Top left data should always be open by default -438983 'different' planets but the only distinguishment = diff gibberish name and diff planet color, needs lots of work to feel less generic -Fast travel beacon points are ALWAYS far removed from an outpost; dev I get that you don't want people to make money too quickly by doing cargo missions but it defies all logic to force a ~3 minute flight period from !Quick! travel point to x outpost or any planet for a mission EVERY SINGLE TIME. Either move some of the beacon points of some planets with an outpost in it closer to it OR let us quick travel between beacon points without having to FTL out of a planet first. Having to go through these motions (and load screens!!!) adds so much tedium given how often it has to be done. OR: give higher tier drives and ships a bigger speed increase. Yes it will make the game more 'arcade' paced, but that's the only way your game is going to feel like it 'clicks' (as it stands, arcadey space games like Starpoint Gemini 2 have more engaging space activites and better pacing than this). -Space combat does not feel exciting enough, hostile ships need to be more hostile (vs other NPC ships as well) -Components and ships need to become more distinguished through more stat effect additions beyond just raw stat number increases, e.g. special effects for specific ships like an Epic tier warp drive for a very low cargo capacity ship that allows it to warp directly between beacons -Crew recruitment is totally pointless; the first 3 level 2 perm crew you can recruit will gain skill/weapon stats A LOT faster per 1 lvl up than new recruits (who are always same level as main char). Give players a valid reason to recruit and train new recruits, e.g. unique character traits Dev I love your spirit but please hire some help or employ AI for stuff like icon design so you have more time to spend on fleshing out these more pressing critiques cause you gotta think of it from a consumer PoV as well like me who's been waiting for 8+ years (1/10th of the average male life span!) and concluding this still rather barebones state. I hope to see improvements in accordance to what I mentioned here and that I may one day actually enjoy this game, before I die of old age.
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Oct. 2024
I didn't know I'd like this game as much as I do! Sure there are some clunky things about it, and it's been in early access for ever, but I am losing sleep lately wanting to take down just one more ship, mine just one more planet! Good job
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June 2024
I really like what this game is throwing down. It *is* in early access; it *is* rough around the edges, however it's a big game in terms of scope, systems/mechanics, progression, etc, it's doing something I don't think I've really seen elsewhere and I can see this one keeping me coming back for more. Initially I had a specific technical issue with the game - the developer promptly responded, gave decent advice and it seems to be resolved. For someone interested in knowing more I'd highly recommend SplatterCat's review. It only looks at the very early game but it's a fair review, his assessment has been spot on with my experience and TBF it was the video that sparked my initial interest. I'm looking forward to seeing where this game goes, how it gets improved/developed over time and for the very reasonable asking price I would definitely recommend this one.
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May 2024
Brilliant game with a great developper clearly loving his own game. Where I am from? Dwarf Fortress; Caves of Qud; Stellaris; Starsector are in my top 10 list together with this one.
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April 2024
This game - oh my! For me, this game has one big and overwhelming problem: The ground missions are way too long while being utterly uninteresting in terms of tactics and variety. In theory, you can do many different things in terms of specializing, but to try any and each of these, you would have to level up your character in that regard for literally dozens of hours in samey turn-based ground combat on samey maps. The pace of the ground missions destroys the flow of the game. You can choose to have long missions, which can last over two hours in a game where everything else only takes minutes. Even the short mission option will take at least half an hour each time. The only other thing in the game as long-winded as the GC is mining. It is only needed for crafting. No point in doing it for cash, because it is a MASSIVE time sink and utterly boring. Think EVE mining without the PVP threat. I won't vote this down - I mean, I have like 150 hours in it and have gotten my worth. However - this just too long-winded, too slow-paced, pace of different sections of the game is too different. Pushing around your four characters for literal hours in mediocre turn-based combat on ever repeating maps just to gain a couple of levels or a couple of credits is simply not fun. At least not to me. Please, developers, start to value the time of your players! I have never seen the second chapter of the game because it must be gated by player level or similar and I am not investing the massive amount of time that that requires. Dev is working on Chapter 3 right now. Chapter one was more of a tutorial (and an annoyance at the same time - but that is a problem I have with all modern games, where they think they have to hand-hold you for the first 3-5 hours, because they think you don't know WASD). If you are looking for a massive time sink and like the setting and love turn based, party-based combat, this game may be for you. Everybody else - sigh - I don't know, man!
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Last Updates

Steam data 19 November 2024 05:03
SteamSpy data 18 December 2024 19:31
Steam price 23 December 2024 20:45
Steam reviews 23 December 2024 00:06
Stellar Tactics
7.8
1,120
247
Online players
34
Developer
Maverick Games
Publisher
Maverick Games
Release 22 Sep 2016
Platforms