Gurren

Star Ruler

Decided to tell everyone about this game I came across.

Star Ruler is a mixture between the RTS and 4X genres. Our goal is to bring an expansive galaxy to life, and provide many ways to experience the world - whether your goal is to conquer, extinguish, or make peace with all life - so there will always be something new to experience.

Features:

    Enormous, detailed, galaxies
    Up to 1000 systems each with their own stars, planets, moons, and asteroid belts.
    Six distinct paths to victory
    Combat, Espionage, Diplomatic, Research, Economic, and Exploration paths give players a choice of gameplay styles.
    Design your own ships
    You get to choose every component that goes into a ship, and choose what appearance it uses, either from the built-in shipsets, or custom ones from the community.
    Mod the game in every way:
    • Create skins for the UI, or scripts to dictate its behavior.
    • Add new elements to the gameplay, either new items to place on ships, or entirely new mechanics not in the original game.
    • Share your creations with others through the in-game content manager.
    Take your battles online
    Massive fights in a massive universe; support for up to eight players. Save the whole game when dawn breaks and boot it back up at dusk; it isn't over until you say it is!
    That's no moon
    With an entire galaxy's worth of resources at your fingertips, why let it go to waste on simple starfighters? Build massive Dyson Spheres, Black Hole manipulators, and Star Cannons to crush your foe's dreams of conquest. Strap huge engines, shields, and guns on to your worlds and transform your homeworlds from a resource to be held or taken into a deadly adversary.
    Truly freeform camera
    Players have an option of a standard camera, as if attached to a pole, or a completely free camera - see the game from any direction you require with ease.
    And much more for you to discover!

    Edit: For some reason I can't put links in the post :/.
302,710 views 130 replies
Reply #101 Top

Thank you all for the support today. It's not even launch day and the sales we're seeing are.... awe-inspiring. I'm starting to gain hope that we just might be able to finish this game. The whole thing. All of it -- everything on the backburner included.

Today alone we've already made 133 sales so far. It's absolutely madness and I can't even count the sales we're making on Impulse yet ...

I am embarrassingly humbled by all of your gracious support, even knowing that our game isn't finished yet and we're just two guys essentially working with a shoe-string budget we've far and beyond surpassed our pre-order expectations and are starting to begin the climb toward what funds we'd need to complete the game entirely and properly and what we'd need to found the studio.

Perhaps it's a bit premature to think that we'll make enough sales to found the studio but you all are being awfully persuasive.

Reply #102 Top

Quoting BlindMindStudios, reply 101
Thank you all for the support today. It's not even launch day and the sales we're seeing are.... awe-inspiring. I'm starting to gain hope that we just might be able to finish this game. The whole thing. All of it -- everything on the backburner included.

Today alone we've already made 133 sales so far. It's absolutely madness and I can't even count the sales we're making on Impulse yet ...

I am embarrassingly humbled by all of your gracious support, even knowing that our game isn't finished yet and we're just two guys essentially working with a shoe-string budget we've far and beyond surpassed our pre-order expectations and are starting to begin the climb toward what funds we'd need to complete the game entirely and properly and what we'd need to found the studio.

Perhaps it's a bit premature to think that we'll make enough sales to found the studio but you all are being awfully persuasive.

Stop f'kin around and found the studio already :P

Oh, if you're seeking employees, I have a resume you'd be very interested in. Only thing is I can't relocate right now, but I'd be happy to work long distance or in a "freelance" capacity. My references can all be verified. Let me know if you're interested and I'll email it your way. Congrats on the success of your upcoming title, I'll be picking it up this weekend or next :).

~ Raven X

Reply #103 Top

Alright then, toss us the $102k we have left to found the thing and we'll go out and purchase the space we've got an eye on right now. Hahaha! :P

On applications:  Not yet, but keep checking back over the next few weeks.  (Secretly: send applications anyway)

Reply #104 Top

Quoting BlindMindStudios, reply 103
Alright then, toss us the $102k we have left to found the thing and we'll go out and purchase the space we've got an eye on right now. Hahaha!

On applications:  Not yet, but keep checking back over the next few weeks.  (Secretly: send applications anyway)

LoL Nice ;)

*whispers* If you could PM me on here with an email addy I know goes straight to you I'd be much obliged.

Reply #106 Top

joust  tried and i think this game need a serious rework.

I suggest to wait at least three or four patches

Reply #107 Top

Quoting asadex, reply 106
joust  tried and i think this game need a serious rework.

I suggest to wait at least three or four patches

 

Um, its not even done yet...

Reply #108 Top

Interesting ... I will have to follow this.

Have you tried looking for investors?

Reply #109 Top

i bought on GamersGate :|

Reply #110 Top

@asadex

http://forums.blind-mind.com/index.php?topic=377.0

Reply #111 Top

While you guys are waiting, Nate put up a video showing off some of the combat in Star Ruler.  Figured y'all might be interested to see it.

(Disclaimer: Angry Rock :p)

http://www.youtube.com/watch?v=kNzcX6l3S2w

Reply #112 Top

I have´nt pre-ordered because on impulse you need a cred card. But on release tomorrow i buy it.:D

Reply #113 Top

Quoting BlindMindStudios, reply 111
While you guys are waiting, Nate put up a video showing off some of the combat in Star Ruler.  Figured y'all might be interested to see it.

 

http://www.youtube.com/watch?v=kNzcX6l3S2w

That was awesome. Great choice in music btw :)

Reply #115 Top

I have decided to buy the game at full price Monday on Impulse.  I wanted to wait for it on impulse because of the "trust" factor of using impulse and I am waiting till Monday so as to give you a few more bucks by buying at full price.  I am also toying with the idea of donating to you and your game through paypal (which you can find on their website).  This game reminds me of the concept ideas I've had for game development, so I'd like to support that kind of thinking with some money ( though I'm a poor student ). 

Having said all of that....I would really like more information on the Diplomacy side of things.  How will diplomacy work?  Will it actually allow you to negotiate with your opponents by having more treaty options?  Can you found alliances like in Space Empires V? (which btw never worked right).  At any rate I'll find out some of my questions tomorrow....though I understand we can expect more development and functionality to come....so, really all of my questions stand.

 

Thanks, BlindMindStudios......for gaming hope. 5*

Reply #116 Top

>Our third distributor is:
>IIIIIIIIIIIIIIIIIIMPUUUUUUUUUUUUUUUUUUUUUULLLLLLLLLLLLLLLLLLLLSEEEEE

*KA-CHINK*!

 

Reply #117 Top

Quoting BlindMindStudios, reply 111
While you guys are waiting, Nate put up a video showing off some of the combat in Star Ruler.  Figured y'all might be interested to see it.

(Disclaimer: Angry Rock )

http://www.youtube.com/watch?v=kNzcX6l3S2w

That battleship at about 5 minutes in is a beast! :cylon:

As a rule (with few exceptions) I don't tend to buy games without trying a demo, so I haven't ordered yet. But you guys aren't making it easy for me to keep that rule, your enthusiasm for your game is infectious. :D

 

edit - Is there a manual or a wiki or such that explains what the stats do? Looking in the first picture on the Impulse site for the game there were things like "Charge" and "Extra life support". Just curious how much investigation is required. :)

Reply #118 Top

Oh this is hilarious... normally I wouldn't talk about it, but in this case it's just too funny. Apparently, someone's pirated the game. But with a big problem - the fonts are broken. Now they've got pirates outing themselves on their forum.

I can't believe the audacity of freeloaders ripping off a tiny company by asking for support.

Reply #119 Top

Quoting Heavenfall, reply 118
Oh this is hilarious... normally I wouldn't talk about it, but in this case it's just too funny. Apparently, someone's pirated the game. But with a big problem - the fonts are broken. Now they've got pirates outing themselves on their forum.

I can't believe the audacity of freeloaders ripping off a tiny company by asking for support.

 

You'd be surprised how much time technical support for software companies waste on bugs that only exist in pirated copies.

Reply #120 Top

Yea, f*ck pirated copies ... if pirated copies were horrid 8-bit renditions while the actual buyers get an Imax + Orchestral masterpiece, all the better

xD

 

Reply #121 Top

Quoting Heavenfall, reply 118
Oh this is hilarious... normally I wouldn't talk about it, but in this case it's just too funny. Apparently, someone's pirated the game. But with a big problem - the fonts are broken. Now they've got pirates outing themselves on their forum.

I can't believe the audacity of freeloaders ripping off a tiny company by asking for support.

Some people have no shame (or clue). 

 

Reply #122 Top

I'm getting scattered reports that the game has released on Impulse.  If that's true, then here's what's coming up shortly in Version 1.0.0.2.  This list is not yet final but should be final soon. :)

[Fixed] Unowned objects can now be fired upon by any empire.
[Fixed] Zooming out from an object disobeyed max zoom distances.
[Fixed] The names of the Propulsion and Gravitics were too long for some zoom distances in the research window.
[Fixed] Ships would not take fuel from planets if there would be too little fuel remaining on the planet.
[Fixed] Settings in the new game menu would get "stuck" with their previous values if untouched.
[Fixed] Solar panels now are able to hold Charge.  This fixes a problem where solar panels alone would result in a disabled ship despite there being no warnings.
[Fixed] Multi-Racks will now level with Ship Systems, rather than staying at level 1.
[Fixed] Some error handling code for saves had been erroneously left disabled.
[Fixed] Fixed some minor errors in the tutorial.
[Fixed] Mining Laser power consumption scaled with level.
[Fixed] Changing camera sensitivity would have no impact until restarting the game.
[Fixed] Some packets were using too strict a reliability, which could slow down connections.
[Fixed] Some unused data was left in objects. It has been removed, reducing memory usage slightly.
[Fixed] Players can no longer join into the "Pirates" empire.
[Fixed] The Time text overlapped the top bar buttons if the window was resized during loading.
[Fixed] AI Settings were shown wrong after loading a layout.
[Changed] Rebalanced all weapons' firing rates. Overall, damage should be reduced late game, and all weapons should produce similar damage rates.
[Changed] Ship rotation should be far, far faster for larger ships, and mildly faster for smaller ships. Further, ships beyond scale 3600 will turn no slower.
[Changed] All sub systems gain 5% of their base health per level, if they weren't already increasing health per level.
[Changed] All weapons now get longer-ranged with scale.
[Changed] Armor can now be scaled for finer control, and to avoid spamming copies of armor.
[Changed] Coolant System effectiveness scales to 2x with level, rather than becoming progressively more insane.
[Changed] Star explosion effects no longer have a long delay before playing.
[Changed] There is now a minimum zoom in distance for tiny objects, preventing issues of the camera getting locked in place.
[Added] In AI Settings, the min/max level is shown as a numerical % beside the bar.
[Added] Added a button to the blueprints list to toggle the obsolete state on a blueprint.
[Added] Planet queues can now be controlled in multiplayer.
[Added] Planet governors can now be toggled in multiplayer.
[Added] Added lots of new pages to the tutorial covering many requested areas.
[Added] Added additional hint information to various weapons.
[Added] Added a drop-down box to the options menu to change resolution.
[Added] Added "Flight Time" stat to the layout editor. Shows how long the ship can run with its fuel use/capacity.

Reply #125 Top

Yup, popped up in impulse!