Happy #GoblinFriday! Decided to do a test run through first two scenarios to find if any recent work broke any old content, plus noted any UX things that annoyed me. Figured the first End Turn in the tutorial needed a bouncy arrow (this one is a bit too insistent, I did pull it back!):
Alexander Mosolov
@amosolov.bsky.social
Developer of upcoming indie sandbox rpg Starsector. fractalsoftworks.com
#Starsector rulesmaxxing writing update: quantitative data only (I forget if @amosolov.bsky.social mentioned adding the ability to have more than one rules file, but that's a feature. Also: new writing is split between the files; size of new file is not indicative of size of that category of data.)
Happy #GoblinFriday! Finished most Troll Bridge dialog. Finnicky bits remain; I had? to add a null memory type for reasons. Copying a memory that doesn't exist should make it "false" - but not just a bool. So this is a universal false for almost all conditionals (vs. int, float, string, bool). Hm.
Reinforced Bulkheads now give the ship some hull/CR if it's lost and then recovered! This should help with the too-high recovery cost of especially low tech ships, which are the ships that hullmod is most likely to already be useful on. (Pictured: a Venture from my current playthrough!)
Just going through a few random notes before diving back into playtesting. This feels like a fun bonus for the Tactical Laser, giving it more of a support niche by having it increase hull/armor damage taken by the target, like the Graviton Beam does for shields!
Ok ok I think I've finally for-real fixed the "ship might burn or phase-skim forward for a few seconds after being told to retreat" bug :)
Happy #goblinFriday! Sorting out the Troll Bridge. Been here a while, I know - but it's helping debug dialog/rules logic. You can cross by offering 1d6 snax to the troll. If the troll rolls higher than your snax, the troll just eats them and you can't cross. It wasn't hitting the fail state! 1/2
Changing how crew salaries work to be based on the ships being crewed, plus a fixed rate for "extra" crew. It's nice to have this as a balance lever, e.g. the Onslaught might - and now does - have a lower crew salary (lots of low-skilled positions!) to compensate for its fuel use.
A deep dive into the Arma Armatura Starsector mod, by IroncladLion: youtu.be/Yq16EzJ-jQo Arma Armatura looks absolutely amazing and the amount of detail is wild, animated mechs that even somehow have legs (!!!), and it goes so much deeper than that. Genuinely impressive stuff, wow!
The BEST Starsector mod I've played in YEARS! | Arma Armatura Mod Review
YouTube video by IroncladLion
youtu.be
Super fun game with excellent board-game-like systems that tell a story, with art from @dgbaumgart.bsky.social, and judging from the number of reviews, it criminally undersold
Heretic Operative is 50% off for the Steam Summer sale! $10 gets you our weird little narrative boardgame about magic & corruption. Heavily inspired by Pandemic & Arkham Horror. store.steampowered.com/app/958740/?...
In the vein of "real concept art looks like crap", here are some #Starsector concepts for remnant/explorarium ships It's basically just dumping a bunch of shapes and colours and swapping bits around and seeing what hits the right vibe. (Some small ideas even get used way later in other places!)
New Starsector blog post: Extended Mode fractalsoftworks.com/2026/06/14/e... A new game mode that's a lot more challenging without being a new difficulty level. Rather, it aims to change the pacing and focus of a playthrough!
Working on a new blog post - at a bit over 5k words, so definitely on the long side, but doesn't feel like it would make sense to split it. Hoping to put it out tomorrow or Monday! (Random screenshot from recent playtesting, just for fun.)
149 Luddic Path Hounds vs Church Invasion Fleet. @amosolov.bsky.social i'm still trying to understand why 21 of my hounds immediately rammed themselves into a venting invictus and then exploded (gloriously) (for no damage) but I stopped playing to just laugh at it. youtu.be/1snVqxMG02M?...
149 Luddic Path Hounds vs Luddic Church Invasion Fleet
YouTube video by Gibbering Eevee
youtu.be
I gotta say, I'm having SO much fun playtesting some of the recent additions! This is ~6 hours into a fresh playthrough, trying hard to grow the fleet and get ahead - make of that what you will :) Going to talk about this in a new blog post, just need to get more testing done first!
Happy #GoblinFriday! Added interactions to another area today: the Windy Path (I love the double meaning. Could actually draw it to be windier though, come to think of it.) This location is a transition zone meant to be a moderately dangerous/costly place to linger. Encounters reflect this.
A work in progress - removing individual d-mods from ships using "Domain-grade Parts". Makes more sense in the context of a much larger set of changes; not 100% set on it but it's feeling pretty good so far. Also: this may end up replacing the normal "Restore" functionality entirely!
Fixed: Orcus Rao would keep giving the player credits as a reward for serving the Hegemony in an infinite loop until the game crashed #starsector
Follow your dreams y'all; circa ~2001 (I somehow conned this school program into giving me credit for making Counterstrike maps.)
LAUNCH ANNOUNCEMENT Forbidden Solitaire is out now! We are immensely proud to release this awesome game made by two veteran indie studios and we hope you really like it. Steam: tinyurl.com/ywj43ptj GOG: tinyurl.com/2s3sv45j Itch: tinyurl.com/3k4bjt8m Please share, many thanks! #indiedev #FakeOS
Working on a dialog sequence related to the finale of the next #Starsector update. Don't screw this part up, captain!!!
I hate to ask, but Meso - you might know him as a Starsector modder/community member, and he's also a contributor to the game - is in debt after caring for his sick mother, and now in real trouble. Any help would be amazing. Thank you for reading this. www.gofundme.com/f/help-me-ca...
Donate to Help me care for my senior mother and pay bills, organized by Zeke W
Hello, my name is Zeke, you might know me by my online handle MesoTroniK. I did… Zeke W needs your support for Help me care for my senior mother and pay bills
gofundme.com
Had a longstanding item to redo the "fog of war" feature, so I did that today. Had to wrap my head around just a little weird math and some shader coding. (And still need to make the location circles & connection lines go under the fog.) Also redid font rendering. Everything looks weird!
[Back on my hex bullshit.] Basically: had some thoughts on terrain hex assets over the past ... (god, 12?) ... years I've been selling these things. So these have: smaller size, all seamless tiling (not all done in image) (thus fewer biome variants), flat top/bottom, less visually noisy style.
Starsector 0.98.5a in-development patch notes: fractalsoftworks.com/forum/index.... A conclusion to the Sindrian Diktat storyline, alongside a number of smaller features and QoL changes. (Not yet available for download; this is just a preview of what will be in the next release!)
Happy #goblinFriday! Working on Scenario 2: "The Small Escape", where the game becomes a lot more freeform after some linear tutorial scenarios. Need to write a TON of content for locations - much of the 'meat' of the game is random events hit while running around. (more in alt text for images.)
Changed the Carrier Group skill to substantially reduce damage to fighters. This feels pretty good so far, you really get a sense of how much it contributes and some fighter/bomber support that *really* sticks around!
Not quite there yet, but to give an idea of what's been cooking in @amosolov.bsky.social's #Starsector ...