Take command of a vast interstellar empire and safeguard your species from total extinction in a procedurally generated 3D galaxy (with the option to flatten it) from 1 System to 10,000+! Prove your species' ingenuity through a deep and intricate combat system where anything (from individual components on ships to the stars themselves)...
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2026-09-11 21:07 UTC
$7.99
$7.99
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public
409704
beta
409704
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70901
windows
216.67 MB
81.07 GB
7371299357940970613
branches: beta
228983
windows
from app 228980 · shared install
229020
windows
from app 228980 · shared install
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
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409704
beta
2026-09-11 21:07 UTC
6 hours ago
409704
public
2026-09-11 21:07 UTC
6 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:07 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2014-07-18 18:16 UTC · Community Announcements · Thy Reaper
Hello everyone! Thank you all for your support of Star Ruler 1! Without you, we couldn't be here today to release its sequel. We've just released as an Early Access title, with a plan to have it finished by the end of the year. Check it out! http://store.steampowered.com/app/282590/
2014-07-18 18:16 UTC · Community Announcements · Thy Reaper
Hello everyone! Thank you all for your support of Star Ruler 1! Without you, we couldn't be here today to release its sequel. We've just released as an Early Access title, with a plan to have it finished by the end of the year. Check it out! http://store.steampowered.com/app/282590/
2014-03-13 03:11 UTC · Community Announcements · Thy Reaper
One of the major differences going from Star Ruler to Star Ruler 2 is the addition of Faster-Than-Light travel. However, that doesn't mean that FTL is easy or cheap. Our most recent dev blog explores the four approaches players may take to traverse the galaxy faster than ever before: Hyperdrives, Fling Beacons, Gates, and Slipstream Tears. Each method has its own distinct advantages, disadvantages, and serious gameplay considerations. http://i.starruler2.com/media/blog3/tear.png Read the full dev blog here!
2014-03-13 03:11 UTC · Community Announcements · Thy Reaper
One of the major differences going from Star Ruler to Star Ruler 2 is the addition of Faster-Than-Light travel. However, that doesn't mean that FTL is easy or cheap. Our most recent dev blog explores the four approaches players may take to traverse the galaxy faster than ever before: Hyperdrives, Fling Beacons, Gates, and Slipstream Tears. Each method has its own distinct advantages, disadvantages, and serious gameplay considerations. http://i.starruler2.com/media/blog3/tear.png Read the full dev blog here!
2013-09-26 22:19 UTC · Community Announcements · Thy Reaper
We've just posted our second Dev Diary about Star Ruler 2's development, this time about our new (and we feel innovative) diplomacy system. Check it out at Star Ruler 2's site.
2013-09-26 22:19 UTC · Community Announcements · Thy Reaper
We've just posted our second Dev Diary about Star Ruler 2's development, this time about our new (and we feel innovative) diplomacy system. Check it out at Star Ruler 2's site.
Fixed: * Fix being able to trade research back and forth infinitely. * Fix colonizers with weapons never firing at anything. * Fix crash related to buildings being destroyed in OnGlobalDamage events. * Fix crash when planets marked for autocolonization get destroyed. * Batched ship construction orders would not repeat correctly. * Rally points on dry docks would not save. * Fix some inaccuracies in the german translation. * Fix engines never activating when boarding a disabled ship. * Fix importing blueprints with no automation orders resetting to default automation. * Fix crash related to loa
2011-08-26 15:46 UTC · Rock, Paper, Shotgun · contact@rockpapershotgun.com (Adam Smith)
Before I get into the nitty-gritty, yes, we do know when long-zoom 4X indie spectacle Star Ruler was originally available to buy. However, anyone who has followed the game can tell you that what you get for your money now is a different beast to what you got at that nascent time. What could be regarded as the actual launch is now here. We are all familiar with the terror of unfinished games and the horror of 0-day patches. It is easy to believe the entire global computing infrastructure has been put in place so that developers could ship as soon as they got tired and wanted a holiday. Star Rul
Fixes: * Multiplayer clients could not create treaties. * Multiplayer clients could not retract treaties. * The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap. * Obsoleted blueprints would not be removed from various build lists until a blueprint was added/updated. * Second planet granted by "Developed Empire" trait now has regular amounts of HP. * Using modifiers on armor no longer causes the armor to take up space. * Explosion sound would play for multiplayer clients for silent destruction (colony ship, scuttle/retrofit). * Page Up
Fixed: * Ships on hold or defend position stance will no longer move because of work with tool orders. * Homeworlds had less hitpoints than was normal for planets. * The game did not render while maximized. * Notification of new treaties only occurs when a new treaty is actually proposed, and a sound plays for each unique treaty proposed. * Boarding defense did not work. * Number suffixes on dates when saving were slightly wrong. * Culling of graphics nodes was horribly broken in virtually all cases. The game should perform much better with lots of ships in the galaxy, so long as they aren't o
Fixed: * Taking over planets from AIs would sometimes prevent the planet from importing a particular resource. * Deleting a savegame deleted the wrong entry in the list. * Opening the options menu twice at the same time from the escape menu would crash the game. * Attractors did not function. * Dry Docks building other orbiting objects now no longer teleport some of those to close orbit around the sun. * You couldn't access a mod's effects in the particle editor. * Loading a game for multiplayer would allow clients to join the empire the host was controlling. * Effector data mismatch error cou
4X galaxy conquering game Star Ruler now has a demo available ahead of its upcoming September retail release. Star Ruler has a procedurally generated 3D galaxy that can spawn up to 10,000 star systems into your game. With numerous research and diplomatic routes at your disposal, there are nearly limitless possibilites to explore. Just be careful not to go space-mad. Upon the release of the retail version, Blind Mind are planning a massive update that will add new features for owners of the digital version of the game. You can grab the demo from the here. The game's currently available on Steam
Today's Deal: Save 75% off Star Ruler! Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Fixed: * Fixed a deadlock caused by selecting a ship as it was about to dock. * Advanced Parts Assembler used up resources even if there was no space to put advanced parts. * Fetch orders automatically assigned by construction bays no longer attempt to fill more cargo than available. * Mega Construction had a link to itself. * Linked sub system modifiers did not work for designs made by multiplayer clients. * Ships parked in orbit would not de-park
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/70900/raw.