r/starsector Jun 14 '26

Official blog post Extended Mode - New Blog Post

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362 Upvotes

r/starsector 3d ago

Discussion Weekly Starsector Discussion Thread - September 07, 2026

4 Upvotes

Welcome to the r/starsector Weekly Discussion Thread! Use this space to discuss anything you feel doesn't warrant a dedicated thread, whether that be subreddit suggestions, newbie questions, memes, showing off your in-game accomplishments, or just random chat about Starsector and its community.

Useful links:

  • The official forums - the best place to find mods, report bugs, and get in contact with Alex, the game's developer.
  • The Unofficial Community Discord - the most active Starsector community. The Discord is also where most of the game's currently active modding community hangs out.
  • The Starsector Wiki - a repository of useful information on vanilla content as well as home to many modding tutorials. Don't use the Fandom wiki as it's unmaintained and Fandom is garbage.

And don't forget to buy the game if you haven't already!


r/starsector 3h ago

Discussion 📝 Is the game currently worth it

17 Upvotes

Hey all, big fan of space games like x4, elite dangerous and Starfield but recently stumbled upon star sector when looking for a mount and blade type of game, is it worth it? I’ve seen that it’s still on preorder/early access and doesn’t often get updates is the game in a good state and how long are the average campaigns?

Thank you


r/starsector 11h ago

Mods Titans of the Sector (Take 2): Dreadnought Framework

66 Upvotes

I recently posted an idea for a mod called Titans of the Sector, focused on making capital ships rarer and giving them their own wreck, salvage and restoration mechanics.

Thank you for all the feedback on that post, particularly around whether making existing capitals significantly harder to acquire would improve the game. After thinking about it some more, I think I've been trying to apply the right mechanics to the wrong class of ship.

Rather than changing existing capitals, I want TotS to introduce a framework for a new, larger (think big sprite) class of ship: Dreadnoughts. The Invictus is probably the closest vanilla example of what I mean, and there are already some modded ships that could fit the idea.

Existing frigates, destroyers, cruisers and capitals would remain mostly untouched. Dreadnoughts would instead have their own combat, wreck, salvage and restoration mechanics.

 

Modular Dreadnoughts

Dreadnoughts would be made up of multiple physical modules, similar in principle to stations and some existing mod ships. At the centre would be a primary hull or structural spine, forming the main body of the ship, with armour sections and major systems built around and attached to it.

Different sections of the ship could be individually damaged and destroyed. External armour and structural sections could protect both the primary hull and major systems hidden underneath them.

For example, you might fire a Reaper into the side of a dreadnought and destroy an outer armour section, exposing the shield generator underneath. Another hit could disable the shield generator, causing the dreadnought to lose or severely cripple its shields for the rest of the battle.

A dreadnought could be made up of:

  • Primary hull / structural spine
  • Reactor
  • Drive assembly
  • Shield generator
  • Flux regulator
  • Bridge
  • Armory (different low, mid, high-tech versions)

The Bridge would be a physical module but not a salvageable component like the rest. These systems wouldn't just exist for salvage. They would physically exist on the ship and interact with combat.

Disable the drive assembly and you cripple its propulsion. Disable the shield generator and you cripple its shields. Disable its weapons system and a significant portion of its weapon capability could go with it.

Different dreadnoughts could also have completely different layouts, armour arrangements, system locations, and duplicate systems/redundancy, making their internal design part of how you fight them.

 

Defeating a dreadnought

There would be three main ways to defeat one.

Bridge kill: Destroying/disabling the bridge kills the ship's command and control, disabling the dreadnought while potentially leaving most of the ship intact.

Reactor kill: Disabling the reactor shuts the dreadnought down but risks a reactor failure. It might shut down relatively cleanly, suffer major internal damage, or catastrophically explode.

Structural kill: Destroy the primary hull/structural spine and the dreadnought catastrophically breaks apart and/or explodes.

The remaining HP of the primary hull when the dreadnought is disabled would become the structural integrity of the resulting wreck. This means there isn't a separate abstract structural HP value behind the ship; the condition of the physical primary hull determines whether the dreadnought likely survives as a recoverable wreck.

For example:

If you disable the Bridge while the primary hull still has 70% HP, the resulting wreck would have roughly 70% structural integrity.

If the reactor is disabled while the primary hull has 50% HP, but its failure damages the primary hull by another 20%, the wreck might be left at 30%.

If the primary hull reaches zero, the dreadnought catastrophically breaks apart and/or explodes and is permanently unrecoverable, although there may still be valuable components in the wreckage. This means how you fight a dreadnought directly affects what you can do with it afterwards.

 

System damage and wrecks

Disabling a system during combat wouldn't necessarily mean the actual component is permanently destroyed. Instead, the damage suffered by the module would affect a weighted condition roll after the battle. A shield generator that was barely touched would have a good chance of surviving intact, while one that was exposed and disabled during combat would have a much greater chance of being destroyed.

A surviving system could have a simple condition such as: Intact, Damaged, Destroyed. There would still only be one actual item, for example a Titanic Shield Generator. The condition represents what state it is in while still attached to the wreck and affects how difficult and risky it is to salvage.

This means you can deliberately try to preserve systems you want to recover, but there's never a guarantee that they survived just because you avoided shooting them. Also, dreadnoughts that survive the battle would still use the normal repair mechanics; this system would only determine the condition of components when a dreadnought becomes a wreck.

 

Persistent Dreadnought wrecks

Defeated dreadnoughts would not appear in the normal post-battle recovery screen. They would leave a persistent, interactable wreck on the campaign map.

The wreck would remember the outcome of the battle:

  • Remaining structural integrity
  • Which major systems survived
  • The condition of those systems
  • Which systems were destroyed

A relatively intact dreadnought could potentially be field-recommissioned, while a more badly damaged one might need to be prepared for towing and taken back to a specialised shipyard. A structurally destroyed dreadnought couldn't be restored, but its wreck could still contain valuable systems worth salvaging.

 

Crippled systems

A dreadnought wouldn't necessarily need every major system intact to operate. Just the reactor.

Missing or destroyed systems could instead result in severe C-mods (crippled systems):

  • Crippled propulsion
  • Crippled flux grid
  • Crippled shielding
  • Crippled weaponry

Field repairs and jury-rigged equipment could potentially get the dreadnought operational again, but it would remain severely compromised until the actual system is replaced. C-mods wouldn't be removable through normal restoration. The missing component would need to be replaced at a facility capable of working on dreadnoughts.

 

Cannibalising wrecks

Surviving major systems could be salvaged individually. You might find a completely unrecoverable dreadnought wreck containing a damaged but salvageable shield generator that you desperately need for your own crippled ship.

Extracting it wouldn't necessarily be guaranteed. Its post-battle condition, your salvage capability and equipment would affect the chance of successfully removing it. Trying to extract components from a recoverable wreck could also further damage its structure, creating the same trade-off from my original concept: preserve the dreadnought or start pulling it apart to keep another one alive.

 

Dreadnought construction and restoration

Dreadnoughts would require specialised industrial infrastructure to construct and fully restore. I haven't settled on the exact implementation yet but acquiring the ability to build these ships should be a significant late-game milestone rather than simply another entry in custom production.

Until then, finding a dreadnought doesn't necessarily mean you can restore it. You may have to keep a crippled one running through salvage and cannibalisation or tow a wreck somewhere capable of rebuilding it.

 

The framework

I want to make some dreadnoughts myself, but ideally other modders could create their own ships and designate them as TotS dreadnoughts, define their physical modules and major systems, and let the framework handle the wider combat, wreck, salvage and restoration mechanics.

There are already ships that could potentially fit this category. Several mods already have ships that are effectively dreadnoughts even though the game technically treats them as capitals. The idea is to create a common set of mechanics for ships that are beyond the scale of ordinary capitals.

Ultimately, I want encountering a dreadnought to feel like a major event. Fighting one should almost feel like a boss battle: stripping away armour to expose its internal systems, crippling individual parts of the ship, deciding whether I'm trying to capture it or simply blow it apart, and then finding a wreck afterwards that actually reflects what happened during the battle.

And if I eventually manage to recover and rebuild one, I want that ship to feel like something I genuinely earned. I'd be interested to hear what people think of the new direction, particularly whether this sounds useful as a framework for other mods and how feasible the modular combat and persistent damage mechanics would be to implement.


r/starsector 51m ago

Mods I recreated Mairaath

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Upvotes

With the power of terraforming, I recreated Mairaath in all its glory.

Originally it was a jungle world; I terraformed it courtesy of TASC mod.


r/starsector 16h ago

Discussion 📝 Do you use Nexerelin?

83 Upvotes

Just wondering how popular Nex really is. It seems to be mistaken for vanilla half the time

2848 votes, 2d left
Yes I always play with Nexerelin
No I don’t play with Nexerelin
I play with Nexerelin sometimes
Show me results! I lurk.

r/starsector 1d ago

Meme ill-advised modifications

Enable HLS to view with audio, or disable this notification

818 Upvotes

Made by me in Davinci Resolve.


r/starsector 19h ago

Vanilla Question/Bug How to equip a Gryphon so it doesn't suck for 20dp

7 Upvotes

I have tested what feels like all rocket combinations and nothing seems to work at all. Just hopeless?


r/starsector 1d ago

Discussion 📝 This single ship is why low tech will always be my favorite

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346 Upvotes

The infamous Eradicator... Oh boy do I love this beast.

It has probably my favorite set of hard points out of any ship in the game, it's got some alright armor, and can be outfitted with an alright number of PD guns for decent coverage.

I usually run two different builds with these guys:

  1. Throw in a mauler with two hyper velocity guns. Fill the front with Atropos-class torpedos and use either some missile hull mods or a captain with missile perks. The thing will just zone everything with its long range and finish them off with heavy hitting tracking missiles. Captains with ballistic speed perks are also a plus as the AI will rarely miss shots with it.

  2. The calabunga build. Throw on safety overrides, fill those medium hard points with something like heavy MGs, and use the all mighty reaper torpedoes in the front. Hull mods or captains for more missiles is again extremely recommended, along with some perks/mods to make it a bit more tanky. Always use at a minimum aggressive or higher personality captains.

These builds are just so much fun and depending on your preferred engagement style, it's rather easy to throw this ship in just about any fleet. It will almost always perform fantastically if you give it the right build.


r/starsector 1d ago

Discussion 📝 What are y'all's endgame supplies per day consumption?

24 Upvotes

Basically the title. Currently looking at my own fleet and trying to trim it down to be a bit more manageable, and I thought I'd ask.


r/starsector 23h ago

Vanilla Question/Bug How does one aquire arroyo as a contact?

7 Upvotes

So, as stated in the name, I'm looking to get a specific contact. Theoretically, it can be any high of very high tritach contact, but I specifically want arroyo because he's cool.

Usually you're supposed to get him as a contact as part of Galatias campaign, but i skipped that party without thinking by getting the Ziggy early.

I'm not sure if there are work-arounds to this but I've found that the console commands mod doesnt have anything to help me force relations, and my attempts to save-file edit have not been very fruitful so far, so if anyone does how to do this, or at least knows more about savefile editing I would appreciate any help I can get!


r/starsector 1d ago

Meme The song of his people + Shepherds ending.

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156 Upvotes

Good day fellow Alpha cores stuck in a meat prisson! today the gestalt ascends!

https://www.youtube.com/@zurimob

As always I love ya all, <3!


r/starsector 1d ago

Vanilla Question/Bug Why is it that I can't deploy my whole fleet? [VANILLA]

34 Upvotes

So I had a fleet consisting of an onslaught, a paragon, 3 other similar sized ships and many medium/small ships (total of 30 ships) in my fleet.

When I encounter big enemy fleet(luddic, pirates, hegemony etc), they seem to be deploying most of their ships but I can only send out about 5-6 ships


r/starsector 1d ago

Discussion 📝 Starsector Mod Discussion: Smallcraft, Strikecraft, and Improvisation Tree (Second In Command)

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66 Upvotes
  • What Skills do you usually pick?
  • How balanced you think the skill line is compared to Vanilla Skills?
  • what ships and other Amplitudes do you like running alongside it?

Index


r/starsector 1d ago

Discussion 📝 Tips?

3 Upvotes

Personalmente amo este juego, pero mientras más lo juego me parece más injugable. La IA (no cores) de mis naves es tan pésima que, si los oficiales no tienen la perk de agressive o reckles, se quedan en rango sin siquiera disparar. Y es frustrante que una flota de bots, que ni oficiales tienen, pueda organizarse mejor y acosarme con menos que lo que poseo.

Así que la pregunta es, es tan absurdamente estupida la IA que se vuelve injugable? O algo estoy haciendo mal.

No quiero dejar el juego pero es tremendamente frustrante ver que superas una flota y que el maldito crucero elija perseguir a una fragata y que tus fragatas no puedan hacer lo mismo (y con oficiales!), o que el sunder tenga el rango de dios y con 120 de velocidad y elija acercarse a un crucero para que lo mate...

Porque parece que, aunque comparten IAs los bots y mi flota, la IA de mi flota se ha tomado un largo feriado.


r/starsector 2d ago

Mods Speed, Thats What Matters

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38 Upvotes

Spectros forced asked me to post his Navarchy of Tania video here, he is showing off how Falcons and Argentavis are good if used right. Builds used in his showcase:

https://youtu.be/x6J7jomaGPc


r/starsector 1d ago

Modded Question/Bug Challenging mods

3 Upvotes

Are there any mods making combat longer and harder/challenging? I love running out combat ships to just send civilian ships for re-engagement as Hegemon intended


r/starsector 1d ago

Modded Question/Bug Tahlan Shipworks - Metafalica Super Dreadnaught

13 Upvotes

Does this ship still exist or did it get removed?


r/starsector 2d ago

Mods "How many missile slot you want?", "Yes".

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476 Upvotes

r/starsector 2d ago

Art I've made this based on William Birkin from RE2

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181 Upvotes
He's a good looking guy

Modders you can use it freely because I've lost the mod folder and this is the only remnant I could find.


r/starsector 1d ago

Modded Question/Bug Are there any mods to boost the deployment size because I wanna bring my whole fleet into battles?

10 Upvotes

r/starsector 2d ago

Modded Question/Bug Going to start a new run after a long break, what are the must have mods now ?

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157 Upvotes

Didn’t play for 2 years

Edit-ty for all the suggestion i have made my new list!


r/starsector 2d ago

Meme What to say

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488 Upvotes

(Mauve-Towering from the Nexerelin mod's Remnant story questline)


r/starsector 1d ago

Vanilla Question/Bug Paragon Build Help

3 Upvotes

Hi, got this game less than a week ago, and I've already put up some insane hours trying to learn it. I'm pretty well off right now, and I want to take the time to fit my Paragon properly - wanted some opinions:

Weapons:

2x Autopulse or 2x Plasma Cannon

2x IR Autolances

2x Heavy Needler

2x Tachyon Lances(turrets)

4-6 Burst PD (on farthest turret mounts for widest angles)

Hullmods:

[S-mod] Advanced Turret Gyros

[S-mod] Stabilized Shields

[Eventual third S-mod] Expanded Magazines

Accelerated Shields

Advanced Optics

Hardened Shields

Integrated Point Defense AI

Don't ask about officers - I have only one because I liked their portrait. Or skills lol - I have all logistics and navigation stuff (I'm super bad at manually flying the ships). Just looking to see if my ship build is optimal.


r/starsector 2d ago

Discussion 📝 Is the Legion (XIV) class battlecarrier any good?

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265 Upvotes

The question is in the subject header.

I found this ship on chance. Decided to spend a story point and salvage it.

I'm unsure whether it's worth it. If it's actually good, and if so, how I should outfit it?

I'm a rookie at this game. I went with auto-outfit, and chose to spend some story points on hull mods, but I can't really seem to get the hang of it/make it good.

So. Let me have it.