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Water Water Nowhere, and Yet You Need to Drink

Published on Wednesday, April 26, 2017 By Zultar327 In Offworld Dev Journals

Last week we covered what’s available (and not available) on the surface of Io. The schedule says this week we’re going to have a special journal entry for OTC’s anniversary. That’s still coming in a couple of days, but for now we’re going to talk about all the new buildings available on Io and how you can use them to survive on this truly barren rock.

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PREVIEW GUIDE: Galactic Civilizations III: Crusade

Published on Wednesday, April 26, 2017 By Draginol In GalCiv III Dev Journals


Galactic Civilizations III: Crusade is an expansion pack for Stardock's popular 4X space strategy game, Galactic Civilizations III.  Crusade is a top-to-bottom update of the entire game.  This article will walk you through what's new, what's changed and try to explain it for those who may not be familiar with the series.

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Everything You Need to Know About Io

Published on Wednesday, April 19, 2017 By Zultar327 In Offworld Dev Journals

Hello everyone, and welcome to our second dev journal about Jupiter’s Forge. Today we’re going to begin digging into the meat of the upcoming Offworld expansion, starting with the most obvious place, Io itself.

As we talked about last week, Io is not a pleasant place to be. A good look at the moon’s surface should reveal why. Immediately alarming is the fact that Io is covered in lava flows and volcanic pits. However, most of this lava is composed of basalt. This is in fact very good news for your budding company, as newly developed basalt platforms will be able to harvest these flows and pits. These facilities will convert basalt into substantial quantities of iron, silicon, and uranium, then will ship these raw materials back to your headquarters for whatever purpose you may require.


Another use your company may have for these lava flows is likely going to be less direct. The flows have carved out caves all across the surface of the moon. As on Ceres, these caves can be very valuable to own, allowing a new point from which you can access nearby resource deposits. This can let you expand your own infrastructure around the resource to improve output, or even set up shop right next to a competitor and use their resources yourself. Keeping an eye out for these valuable cave systems can help you prioritize claims more effectively, and potentially avoid races for resources that initially appear sparse.


Also as on Ceres, resource deposits are small and difficult to access. Even the largest veins of minerals will dry up quickly, diminishing in value the more they are mined. As production is lost, we will need to either reduce our consumption or find new sources to mine.

Once again, ice will be present in some form. However, the ice of Io is different from what is found on Mars or Ceres. Io’s “ice” is in fact not ice at all - it is a sulfur dioxide frost. Thankfully, we still have a use for this and can pull oxygen from it in much the same way that we collect other frozen resources (at least as far as your company is concerned).


Finally, and most importantly, Io has no water. Nothing on the surface, no ice to melt, and nothing underground that you could dig out. Instead, you’ll have to collect hydrogen from the radioactive atmosphere, and oxygen from the sulfur frost. Combining these is the only way you’ll acquire water - and through it, food - on the harsh surface of Jupiter’s Forge.

Join us next week as we talk about the buildings you’ll need to survive on Io.

Offworld Trading Company: Jupiter’s Forge is now available on Steam!


Published on Tuesday, April 18, 2017 By GGTheMachine In Ashes Dev Journals

Hey guys, Draginol posted a Dev Diary last night and there's a few things I'd like to add!

The massive 2.2 update, one of our biggest to date, launched a week ago and this sets the precedent for the momentum we want to maintain moving forward in 2017 and beyond. Unlike Draginol before me, I'm not a CEO and head of multiple projects, so with me at the helm of balance and the design direction for Ashes we'll be getting more done in a shorter amount of time and with more community interaction.



While replays are now fully functional, we aren't done working on them and down the line we want to give players more tools to extract important information out of the match. This would involve being able to open up different panels to compare different values such as the upgrade disparity or what is currently being produced by each player. We have made a new section on the forums for people to share their replays

As an example, here's a mock image I made up in Photoshop to demonstrate what I'm hoping we can get with the Production tab.


##2.21 Patch##

We have a small patch coming out next week to fix some issues which were causing crashes. The Gunships are also receiving a cost increase as they are over performing in 2.2 


##Gameplay Intentions For Next Major Update## 

With 2.2 launched, we'll begin gathering feedback and getting to work on continuing to improve the game in next patch. As 2.2 was the first major update I had been a part of, the primary concern for the gameplay changes was to address the urgent and unfair balance problems while making the game more intuitive and welcoming for new players. With those out of the way, we can focus on some more fundamental reworks to really shake things up for the better. On top of general balance changes, these are we have our eyes on for the next major update.

  • 5 new maps to be included for free in 2.3 thanks to community member Luxlupus. Maybe we'll have even more ready by then!
  • More map improvementsSo far we've got improvements to Frosthaven, Kralon, Thuban, Espana and Regulus, with more maps likely to be touched up.
  • Counter system revamp: We are reworking and standardising the health to armor ratios of most Cruisers and Dreadnoughts so that the counter system is more robust and allows for emphasis on managing your unit composition instead of just massing Maulers and Athenas with little consideration,
  • Cost ratios adjustments: The current cost ratios of Metals to Radioactives limits strategic diversity. For example, Air units are not as much a deliberate strategic decision as they are an eventuality due to needing a way to spend all of the excess Radioactives. We are looking into the cost ratios of Cruisers, Dreadnoughts, Air Units and buildings and seeing how they can be adjusted to create more strategic depth.
  • Dreadnought rebalance: Ontop of the health/armor rework for Dreadnoughts, we have lots of other changes to Dreadnoughts and some of the their abilities to better balance them and refine each Dreadnought into their intended role.
  • Base defense survivability: Base defenses were far too strong against armies, but then were very easy to clear with artillery units. We want to mitigate this discrepancy by removing armor so big enough armies can force their way through base defenses much easier while increasing health on low tier defenses so it takes a bit longer for artillery units to clear.
  • Substrate energy rework: We want to make energy consumption less crucial for Reapers while more of a consideration for other units types while so Capacitors have a more consistent role to play amongst different unit compositions.
##New Features and QoL##
A few weeks back I made a thread about which features and QoL would the community like to see implemented. With the launch of 2.2, we can get started on some of them. Most of them will take a while to get implemented as the team already has their hands full working on other things such as Juggernauts and Modding, but we should be able to get a couple of QoL changes implemented in 2.3 and work on ticking off more of them as we move forward. We've already got one heavily requested QoL change completed and on the way!



Co-Op Map Pack:

This DLC adds 8 new maps specifically designed for playing cooperatively, whether it's against AI or against players. Players spawn right next to their team mates and many of the maps have shared pathways to allow for combined attacks and strategies. 

The sweeping changes in 2.2 have helped put Ashes in a great spot. Because of this new balance patch and replays support, I plan on running some tournaments with small prizes on the line to showcase high level matches. I'll start off with very small events such pro player showmatches and scale them upwards over time depending on success. Tournaments can also be a very valuable tool for assessing balance. 

##New, Better Tutorial##
The current tutorial is long, boring and doesn't even teach the player much useful information. I would like to change this by creating a new, better tutorial as a good tutorial is crucial when introducing new players to the game. This will most likely take a while in between everything else that we'll be working on.

So that's it for now, there's lots on the horizon to look forward to!



Introducing Offworld Trading Company: Jupiter’s Forge

Published on Wednesday, April 12, 2017 By Zultar327 In Offworld Dev Journals

We’ve built a new home on Mars. It hasn’t been easy, it hasn’t been simple, and it hasn’t been safe. But for those with the will and cunning, it has been profitable.

From Mars we went to Ceres, and created a refuge for belters across the system. Completely devoid of atmosphere and with a scarcity of resources that made Mars seem plentiful, Ceres was a challenge for even veteran Offworld entrepreneurs. And yet with all the resources of the belt flowing through, we once again had a lucrative operation.

Now it’s time to raise the stakes again as we venture to Io, Jupiter’s Forge.

Jupiter's Forge.png

Io will not be a home. Io will not be a refuge. Io is toxic and irradiated from its orbit around Jupiter. Covered in sulfur and the most volcanically active body in the system, this is not a place to tread lightly. However, leaders with the stomach for it see new opportunities on Io, and so this is where we will travel to next.

Over the next several weeks we’ll be instructing you on how to prosper on Io, beginning with more details about the moon itself. You might already be aware that Io has no water. This means that in order to survive you’ll need to be able to make your own. Next week we’ll tell you about how to accomplish that, along with everything else you could want to know about Jupiter’s fifth moon.

Even once we’re done with that there will be plenty more to discuss, so feel free to check out the upcoming schedule below.

April 19th - Jupiter’s Forge, everything you need to know about Io


April 26th - OTC Anniversary, a recap of OTC’s first year


May 3rd  - The Penrose Collective, Nomads of Io


May 10th - The Diadem Trust, Elite Entrepreneurs


May 17th - Trial by Toxin, Io’s Campaign

Io Campaign.png

Offworld Trading Company: Jupiter’s Forge is now available on Steam!

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