Beta-03 – November 22nd, 2017 – Nasty Bug Fix and Planet Surveys!

So, I planned to add more content for this build and push it next week, but I found (and fixed!) a nasty bug that was causing random crashes. So, out it goes!

There’s still a bunch of new stuff:

A new weapon technology, Gravitons! and trade balancing.

And biggest of all, new missions and planet surveys. Planet surveys can be completed on unclaimed habitable planets, which will discover new lifeforms and notable geographic landmarks and can result in boosting your empire.

I’ve also added a “Clear” button on the main screen that will clear the galaxy and saves (which would be a good idea for this build to get all the new additions).

One last thing, among other optimizations, I’ve added an option in the settings file to change the size of generated terrian to increase performance on older machines, “terrainQualityReductionFactor”.

November 9th, 2017 – New Build

So, I was hoping this build would contain more but, a pretty lousy week got in the way.

Anyway, this build brings weapon mods. When a shipyard creates a new weapon it’ll have a chance to apply one of the applicable mods:

Pulse Weapons have Flak, an explosive pulse that can also destroy warheads easier, and Shotgun, multiple pulses for the charge of one!

Missiles have Cluster, which split into multiple warheads to avoid point defense, and Drone, which will circle your target and fire pulses at it.

Mines have Field Emitter, which fires a field weapon when the target gets near them, and Jump which will try to “jump” close to the target instead of being stationary and waiting for the target to come to them.

The next build I’m going to be focusing on adding more missions, jobs, and events so there’e be more to do!

First Beta Build – October 30th, 2017

Beta build time!

After slightly more than a year Starship Command 2 is in beta! And so, after a year of free alpha builds, I’ve started to charge for it. BUT I’ve also created a full-featured demo with saving disabled so you can try it out first!

New features include a tutorial (finally!), realtime sound generation for primary weapons, so the sound now lasts as long as the beams, some bug fixes and most importantly is scripting. Starship Command 2 can now be fully modded! Want to turn all neutron pulses into explosions at the end of their life? Sure! Why not!

I’m also using’s update service now, so you should no longer need to grab a new full version with every build, just get patches.

I’m also changing from a comment section to a discussion board, so support threads, mods, scripts and more can be organized there.

Happy Captaining!

September 26th, 2017 – Closing in on a Full Year of Development

One year!

Almost. It’s been almost one full year since the first build of Starship Command 2 was released!

For a quick history: For years, I’ve been toying with the idea of making a starship game that focused on capital ships instead of the WW2 dogfighting space sims (not that they are bad in any way, some of my favorite games are Freelancer, Tachyon: The Fringe, Freespace, etc.) But the game that really caught my heart was the Starfleet Command series.

But even Starfleet Command 2 & 3 didn’t quite capture what I wanted. So I played around with prototypes while learning programming. About a year and a half ago, I released Starship Command built with Construct 2. And while I’m happy with it, there was so much more I wanted to do with it.

Back in February of last year and had an “A Ha” moment of how to procedurally generate starship hulls and spent two months proving it out (and learning C#). When it was working I set out to actually work SsC2.

Almost 1,100 hours later (everyday @ 3 hours avg, I work 7 days a week and take care of dogs, so I don’t have much free time to work on my projects) Starship Command 2 is closing in on being a minimal viable product!

There’ll be probably one more Alpha update which introduces permadeath. After that, SsC2 will enter Beta and no longer be free for the full game. The plan is to have a full-feature demo available with saving disabled.

So, onto the new build!


Turrets are built into the game now for primary weapons. If anyone target is in the turret’s “arc if attack” it will need to rotate to actually face the target. Thus means ships that are far away will have less angular difference to compensate for while closer ships can streak by without the turret being able to keep up.


Planet Rotation!

A small “feature” I was happy to get in is planets and moons now slowly rotate in the sector view. This offers no gameplay features, but does give some extra atmosphere to the view.


Another big addition is nebulas! Nebulas are not shown in the galaxy view but if you are currently passing through one and engage in combat, you’ll find the battle field is no longer the black, empty, void of deep space, but a colorful have filled with clouds.

ssc2-036-nebula-1 ssc2-037-nebula-2 ssc2-038-nebula-3

Nebulas can interfere with sensor target acquisition and cause shots to miss, or be hazardous and continually damage shields and hulls.


  • You can also now temporarily transfer over to another ship in your fleet during battle.
  • Engines, thrusters, and turrets are now the same color as your hull instead of the default gray.
  • And as usual, I’ve found and fixed bugs from my “programming”.

In Conclusion!

There is still so much more I want to add to Starship Command 2: Space Monsters, actual empire-started battles that you can join in, planetary landings & away missions, enemy ship hacking, detailed fleet management, and so on. But since it’s reaching a what’s needed for a base game, when I enter Beta, I’ll be focusing on polishing, bug-fixing, balancing, adding more jobs. And not focusing on adding new features.

So as usual, bug reporting helps me out immensely, so keep them coming in and happy commanding!

August 8th, 2017 – Ship Boarding! Capturing!! Furnishings!!!

Ship Capture is Up and Running!

Interior generation, room furnishing, ship crew AI, and ship capture gameplay are all working! It took a while but I’m happy with it, so happy, that even in the alpha state (with no real optimizations) since pathfinding, FOV, drawing performance, etc. all work so well that I think planetary landings and missions are going to wind up in Starship Command 2!

Here’s a video of me capturing a ship:

Enough Bragging, onto Gameplay!

The last build has a simple explanation. This build introduces grenades, med-packs, and life sign detectors.


When selecting where to throw a grenade, the game will auto-pause by default and un-pause upon throwing it. When you’re selecting where to throw the grenade, an explosion preview will show you where you’ll be guaranteed to have the explosion hit. The explosion is shaped by walls and furnishing and can destroy said furnishing.

Throwing the grenadethrow-grenade

Exploding the Grenadegrenade-explosion

Detecting Life Signs


Detecting life signs will “ping” all enemy crew members and show you their current location. Unfortunately, “pinging” them will also alert the crew to your location. So it’d be wise to only use it when you’re fairly sure you’ve killed most of the enemy otherwise you’ll get swamped.

There still are some errors with the generation of hull interior, so I’ve kept the “Page-Up” key to jump you to the cursor’s location.

The Future

This is probably going to be the last major feature for a while. Ship capturing has been the goal I’ve been aiming towards for the last year. So, I’m going to be focusing on bug-hunting, polishing, GUI rework, and a tutorial.

Eventually, I’ll get back to adding more features I want (because there’s a lot more). But it’s time to do some maintenance.

So go out and forcibly take some ships from the enemy!

July 23rd, 2017 – Interiors!!! Ship Boarding!!!

Interiors and Ship Boarding are In!

It’s very, very rough right now, but ship boarding/capture is working! Wear down your target’s shields, then beam aboard and slaughter the enemy!

Notice the “Board Ship” button is disabled because the target’s shields are too high.


Wore them down! Now we can beam over!shipboarding-002

Take no prisoners! Then take the ship!

A few notes about ship boarding:

First, some interiors will have unreachable areas, for now you can press the “Page Up” key and your crew will “pop” over to the point under you cursor.

Second, there are no requirements for taking the ship. You can do so immediately after boarding. Ultimately you will have to go room-by-room and eliminate any hostiles.

Since interiors are still in a super-alpha state, I’d suggest NOT playing with them unless you are feeling adventurous. That said, any feedback or bug reports are very appreciated!

There is still much more work to be done, such as furnishing the interiors with computer terminals, cargo containers, bed, chairs, etc. and better optimization, bug fixing. Eventually, races will be implemented, so enemies will have different move speed, health amount, healing rate, sight distance and more.

But, the basics are in and working. So, go forth and capture some ships for your empire!

New Build for June 28th, 2017

No Interiors Yet

It’s been a lot more work than I thought and with my job getting in the way, I haven’t had as much time. So this build mainly focuses on improving the ship AI.

AI now uses power more aggressively, so battles will be harder. The AI will fire more often, supply more power to their engines and FTL, etc.

Speaking of FTL…

Collision are re-enabled but with damage! So, you may or may not experience the enemy try to FTL their way through you.

A New Empire

I came across a new empire that SsC2 generated in my testing and I liked them so much, I made them a default!

Arulzi Collective


Aggressive, neutron weapon wielding, bastards.

Wrap Up

So, interiors are still a build away. But getting there. As usual this build also fixes some crashes. So happy captaining!


I’ve been playing around with recording full AI battles and put a couple up on my YouTube channel. Here’s the latest one set to the William Tell Overture:

New Build – Getting ready for ship boarding

New Build!

This build introduces camera options such as angle-locking.

This keeps the camera’s angle matched with the camera’s target, so when it turns the target will stay oriented to the right. This will be important for ship boarding so you wont have to chase the rotation of the interior around.

The generating of the interior is working well enough to start getting it running in the game. Soon you will be able to beam aboard enemy ships and capture them.

Also as usual, I have found and smashed some more bugs.