The ultimate starship designer,
powered by a deep game simulation...
Cosmoteer is a starship design, simulation, and battle game. Design a fleet of ships by laying out individual rooms and corridors, including cannons, lasers, shields, and thrusters. Battle other starships to earn bounties and use that money to expand your own ship. A dynamic crew and combat simulation makes every design decision important and interesting.
Design the greatest starship ever made using a starship designer that is easy-to-learn yet limitlessly flexible.
Build your ship by placing individual modules onto a grid—weapons, defenses, engines, reactors, crew's quarters, and more! Few restrictions and no pre-defined, creativity-limiting hull shapes mean you can create almost any ship you can imagine.
Learn the game systems by watching as your crew scramble to power and operate new modules in real-time as you add them. The Ship Designer is directly integrated into the gameplay—no need to interrupt your flow to tweak your ship or experiment with a new design.
Inspired by professional art programs, the Ship Designer has a variety of different brush sizes and shape tools, as well as full support for Undo & Redo, Copy & Paste, rotation, and mirroring, so you can quickly and easily design giant starships. It even has a "blueprint mode" which allows you to plan for the future and design without restriction.
Every starship is operated by a crew numbering from half-a-dozen to hundreds—sometimes more than a thousand—of individually-simulated people.
A ship's crew is its lifeblood. Crew not only operate its controls, but they also carry supplies such as ammunition and power batteries to weapons and systems. When a weapon wants to shoot, the crew go pick up ammo or batteries at an ammo factory or reactor and bring them to the weapon—all simulated in real-time down to the individual people and supplies.
Crew are pretty smart and act mostly on their own, which is a good thing since there can be so many. Your crew are smart enough to figure out what controls need operating, what systems need ammo or power, and how best to get around your ship. They're even smart enough to avoid routes that are already jammed with other people.
The crew simulation is what makes starship design so interesting, because how fast a cannon can shoot or how long a shield can stay charged depends directly on how quickly crew can deliver ammo or power to it. As a player, you'll have to think carefully about how you design your ship's layout so that it operates at peak efficiency without exposing its more vulnerable (and sometimes explosive!) systems.
Every ship is part of a realistic 2D physics simulation. Ships have weight and a center-of-mass depending on their size and shape. Small ships with lots of thrusters are realistically fast and nimble, while large ships with proportionally fewer thrusters are naturally slower and more difficult to maneuver.
The position and orientation of your ship's thrusters affects its movement. Thrusters near its center-of-mass are great at pushing the ship forward, whereas off-center thrusters are effective at rotating the ship. Thrusters pointing forward are needed to decelerate, while thrusters pointing to the sides will let it strafe.
The A.I. will control your ship's thrusters, automatically determining the optimal ignition level for each thruster in order to fly your ship wherever you tell it to go.
Ships can collide and block weapons fire. The shape of a ship determines its collision properties. Weapons must be placed in locations that have good line-of-sight to the enemy, otherwise the ship will block its own shots.
Weapons obey the laws of the physics simulation. Whether or not a cannon or laser hits an enemy depends not on a roll of the dice but upon the physics of the weapon and its target.
Damage is modeled module-by-module, and each module can be individually targeted & destroyed. There's no big "health bar" for the whole ship—a ship is only "dead" once all of the modules that it needs to function are gone.
Some modules can explode causing collateral damage to the surrounding modules. This means that you'll have to think carefully about where you place your reactors and munitions. Too close to the edge and they'll be exposed to enemy fire; too far and your weapons won't fire fast enough.
Ships can break apart into multiple pieces when their connecting modules are destroyed. Usually this will be a crippling blow, but any piece that has a control room, power, and thrusters can continue to operate independently, potentially remaining a threat to the enemy.
Classic RTS-style controls make the game easy to learn. Simply right-click where you want your ship to fly, or right-click on an enemy to attack it. Advanced controls let you adjust the orientation, distance, and angle of attack.
Target your weapons to focus their fire on the vulnerable parts of enemy ships. Do you take out the weapons first, go for the explosive power core, or eliminate the command-and-control center? Every ship is different, and the right strategy varies greatly.
Command a fleet of ships, outmaneuvering and flanking the enemy to expose its weak side. Specialize your fleet's ships into roles however you see fit.
The surface of a ship is like an artist's canvas. The Ship Painter is even easier to use than the Ship Designer, requiring no drawing ability to make your ship look great.
Pick a color and texture to customize your ship's basic appearance. If you're not artistically inclined then no need to do more, but otherwise you can...
Add decals to decorate your ship. Every ship has two independently-colored layers of decals. Decals are small shapes, icons, symbols, letters, and numbers that you can stamp on your ship to give it extra visual flourish.
Painting your ship is free and has no effect on gameplay.
You are a bounty hunter, traveling from sector to sector, hunting down renegade enemies and destroying them.
Earn money for every enemy vanquished. Use your income to repair and upgrade your own ship, growing bigger and more powerful with every victory.
Explore a galaxy in search of bigger and more powerful enemies. As your own ship grows in size and power, you will soon be able to defeat even the strongest foes.
Expand your fleet by purchasing additional ships. The galaxy will crumble before your almighty armada!
Play in a creative sandbox mode if being a bounty hunter isn't your cup of Earl Grey.
Design ships with unlimited funds. The only limit in Creative Mode is your imagination! (And the power of your computer.)
Pit your designs against each other and import designs from other players, competing to be the master designer.
Or just turn on the A.I., sit back, and watch massive fleets annihilate each other! (Great for hosting A.I.-controlled tournaments!)
Battle your friends and enemies in real-time, pitting your designs against theirs. Compete to be the master "Starship Architect & Commander" against up to 7 other players in Team vs Team and Free For All battles.
Configure a variety of game options by specifying number of ships, total funds, game speed, and other options. Play tiny skirmishes, massive fleet battles, or anywhere in between.
Play online in public or private lobbies. Local Area Network and direct I.P. address connections are also supported.
Important Note: Multiplayer is NOT SUPPORTED between 32-bit and 64-bit operating systems!
Everything you should expect from a great PC game, including customizable controls, windowed and borderless display modes, support for high-resolution displays, no mandatory locked framerates, and dozens of other options to tailor the game to your own preferences.
Attention to accessibility issues wherever possible in order to support gamers of all abilities. Every single control and mouse button can be remapped, the user interface can be made twice as big, and colors that convey meaningful information can be freely changed.
Unobtrusive tutorials that don't interrupt gameplay and are easy to dismiss or turn off altogether. There's no special "tutorial level" you need to play through—the context-sensitive tips are built-in to the main Bounty Hunter mode.
A mods manager makes it easy to install and uninstall mods created by the Cosmoteer community. A powerful modding framework lets mods change literally any part of the game data, opening up a universe of possibilities beyond the base game.
Cosmoteer update 0.13.7 is now available! This update is pretty meaty, boasting a couple new multiplayer modes, a bunch of new ship design tools to make building ships easier than ever, and some experimental balance changes to missiles and point defenses.
The full changelog lists all of the details, including lots of bug fixes and other little improvements, but here are the big-ticket additions:
New Multiplayer Modes
This update adds two new multiplayer features that should hopefully make multiplayer games more fun!
First, there is now a "Free For All" mode in which up to 8 players fight to be the last player remaining. This is a more "casual", less competition-focused mode than the Team vs Team mode, which requires more setup and coordination between the teams.
Second, both the Free For All and Team vs Team modes now have a "Shrinking Ring of Death" option. Inspired by "Battle Royale" type games, this option causes the Ring of Death (outside of which ships rapidly take damage) to slowly shrink over the course of the match. This option is especially important for Free For All games, because it forces players to engage with other players instead of just holding back and waiting for the other players to weaken each other.
New Ship Design Tools
The ship designer has also received a bunch of new features in this update, including improvements to Mirror Mode and a variety of new "part brushes".
For a long time now, Cosmoteer has had a "Mirror Mode", which when turned on mirrors any changes you make across your ship's vertical "centerline" from its left side to its right side or vice-versa. However, this mode had a couple major limitations, which were that you could not move the location of the centerline (it was always exactly at the center of your ship) and that there was no way to mirror from the top of your ship to the bottom of your ship. Both of these limitations have been rectified in this latest update: You can now turn on a "horizontal centerline" instead of or in addition to the vertical centerline, and you can also click-and-drag "handles" on the ends of the centerlines to customize their locations.
Additionally, the ship designer now has a variety of new "part brushes" that can be used when any 1x1-square part is selected. These brushes are inspired by drawing programs like Photoshop and can be used to rapidly "draw" large numbers of parts in various shapes. The available brushes include block brushes up to 10x10 in size, basic shapes (line, box, oval, and triangle), and the frequently-requested "flood fill" (paint bucket) that fills in contiguous areas.
All of these new tools are available in both Build (floorplan) and Paint modes.
Missile & Point Defense Balance Changes
The balance between missiles and point defenses in this update has received a big balance overhaul. In short, both missiles and point defenses have been nerfed: Missile damage has been cut in half, and point defenses are now much less effective at shooting down missiles.
This change comes not without controversy, and I even consider it to be somewhat experimental. However, this change was done to solve a problem that was making Cosmoteer less fun. Specifically, the problem was that missiles were an extremely "binary" weapon, meaning that missiles were either over-powered if the enemy didn't have enough point defenses, or near-useless if the enemy had a decent amount of point defenses. This made ship design less interesting and many battles won-or-lost before the battle even began. While some rock-paper-scissors balance is definitely a good thing, this was too extreme for a game like Cosmoteer that is all about designing varied and interesting ships. And so the nerf to missiles means that they are less over-powered if the enemy doesn't have point defenses, and the nerf to point defenses mean that missiles aren't useless unless the enemy has an extreme number of point defenses.
The major downside I can see with this change is that it likely makes "kiters" (very fast ships armed primarily with missiles that try to stay out of the enemy's shooting range) significantly stronger. Whether they are now too strong remains to be seen.
Again, these balance changes are experimental, and this balance is likely to change more in the future.
Cosmoteer 0.13.6 was released today! This update has a ton of small-to-medium sized features and improvements including Explosive Charges, A.I. players...
Cosmoteer 0.13.4 has been released! The new-and-notable improvements are online multiplayer, increased weapon range, and better ship flight A.I.
Cosmoteer 0.13.2 has been released! This is a relatively minor update that fixes bugs, reduces RAM usage, and adds some quality-of-life improvements and...
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