Thursday, July 20, 2017

2017.3 release notes

Red Stars & Combat

  • New Cerberus ship: Destroyer (starts appearing at Red Star level 6)
  • Ships that are docked on the return stargate in a Red Star at the moment the supernova happens will automatically jump back (instead of being destroyed)
  • New artifacts for Red Star Levels 7 and 8. New art for L6 artifacts and Red Star 6 planets.
  • Red star planets will display correct level (in red stars, planet level affects the levels of the artifacts the planet contains)
  • Tweaked number of planets in Red Star level 4+, to make more higher level planets available
  • Fixed another case that could cause Cerberus ship movement to be affected by ships docked on asteroids from a nearby sector


  • 7 new modules (3 Trade, 1 Mining, 3 Support)
  • EMP: Reduced duration for level2+. Reduced blueprint requirement to upgrade for level6+.
  • Barrage: Total damage now depends on number of enemies in the same sector (instead of number of enemies within firing range). Reduced damage per additional enemy, to compensate. Increased upgrade blueprint requirement for level2+. Hydrogen usage increased on all levels.
  • Battery: Increased damage on level2+ (does not affect Sentinel)
  • Laser: Increased maximum damage and time to reach maximum damage for level4+ (also affects Colossus)
  • Mass Battery: Decreased damage per second for level4+
  • Mirror shield: Increased mirror damage on all levels. Decreased shield strength on level2+.
  • Destiny: Increased damage on all levels. Decreased cooldown to 5 minutes. Decreased range for level2+.
  • Hydrogen Upload: Reduced install cost
  • Trade Boost: Increased bonus percent and decreased install price on all levels. 
  • Red Star Life extender: Duration and activation cost decreased on all levels
  • Impulse upgrade now increases duration, whereas impulse force stays fixed for all upgrade levels. This does not affect the behavior of the module, but fixes a serious issue where it was not possible to judge the upgrade benefit (since impulse force is not displayed in the UI).
  • Most modules installed on a friendly ship will now show up in the list over the selection bar (even passive ones)


  • Planets will store shipments unloaded on them, up to 2x their capacity. No further shipments can be unloaded over this overflow capacity. Previously, shipments stored on a planet over capacity would be deleted on the next shipment refresh.
  • Added ability to move Trade Stations
  • Shipment computer no longer limits number of shipments automatically picked from intermediate waypoints. Upgrades to the module just increase the bonus payout. Tweaked bonus payout for all levels.
  • Movement routes now show up dim, except for the selected ship, to help distinguish selected Transport route when many transports are on the move
  • Maximum number of waypoints increased (from 8 to 15)
  • Fixed an issue that allowed a warp lane to be linked to itself


  • New ship upgrade process (see here for details)
  • New Crystal Shipments in app purchase (best value for Crystals, Crystals are delivered over 7 days as additional planet shipments)
  • Planned maintenance will now show countdown timer, to help players avoid risky combat situations just before the servers go down
  • Fixed an issue where miners with mass mining could get stuck if their asteroid field was depleted by another miner
  • If in a Corporation, the chat window will open by default on the Corporation tab (unless there's unread messages in the Star System tab)
  • When a ship is selected, the next/previous selection arrows will now cycle between ships of the same type anywhere on the map
  • Added support for French, German, Italian and Spanish languages

Friday, July 14, 2017

Upcoming changes to ship upgrades

On the next update, the Ship Upgrade process will change. This is in response to the devastating fleet losses issues we've acknowledged before, as well as to provide better balancing and progression.

Wednesday, June 14, 2017

June 2017 - Status update

As we are headed into global launch later this summer, I wanted to take the opportunity to write about the current status of the game and what we see as priorities for future updates going forward.

Monday, April 24, 2017

2017.1 Update - Release Notes

Today we are releasing the first update to the live version of the game, available in Canada. Soon we'll have more details to share on our plans to launch in more countries - stay tuned!

Here's what's new in this update:

Tuesday, March 28, 2017

Red Stars: are you with us or against us?

I got greedy again and neglected to look at the timer and lost a transport ship. That’s always the way it goes for me, but at least this time, I didn’t lose a battleship! Hi, I’m GALaxy and I’m playing Hades’ Star like the rest of you! This is my millionth system and I love it the most because it’s permanent. I’ve been testing every version this game has ever seen (remember when we were saving colonists?! No? That was just me, then) and boy am I glad to say au revoir to the tutorial.

I’m not what you would call a “gamer” so don’t get your hopes up for cool moves and sweet tricks. I mean, maybe I might come up with something, I just can’t promise anything. My game play is more strategized for my daily life. I like levelling up, maxing out, collecting all the cats and then I’m like, “Now what’s the point?” so that’s when there had better be some weekly events or updates to keep me going. Good thing Hades’ Star is headed in that direction because it would be really hard to let my husband know that I’m bored of his game, and I’ll be quitting in exactly 6 weeks once I’ve achieved my last achievable achievement.

Case in point: Hay Day. Hay Day is a farming game where you feed animals and make products and expand your farm as you cater to customer’s orders. I’ve been playing this game off and on FOREVER. Or at least it feels like forever. It’s been at least three years. Probably four. I’ve got a really terrible memory for dates. I’m at level 103. I have all the stuff. I can very easily complete all tasks in the weekly derby event. If I'm being honest, though, I’m really tired of fighting for tasks every week and setting timers. Before the derby, Hay Day was a really nice, calming game. I could just pop in and out whenever I had time. I liked the derby because it gave me a purpose, but now I don’t like the constant conflict. No one ever discusses what tasks they want or who should get what, it's bare teeth, scrambling, and diamond usage if you want to get any sort of decent task in the first four days of the derby. It's exhausting.

That brings me to red star missions in Hades' Star. I’m hearing here and there how there is no player vs player. Well, I beg to differ! Technically (read: as the developer would like), red stars are supposed to be played together wherein we talk to each other and work it through and decide who gets what. But so far, I have encountered no chat (also to my fault) and other people just taking all the artifacts. Are they stealing from me? Am I stealing from them? It’s become a grey area. On my end, it feels like theft FROM me. All of those are mine, aren’t they?

So I’ll pose the question to you! Red Stars: yours for the taking or friendly sharing?

Monday, March 13, 2017

The end of Alpha, and the road ahead

Today we are shutting down our game server, ending an alpha testing period that lasted a bit over 3 months. During that time we had hundrends of participating players that helped a lot both with fixing bugs, and with suggestions and in game activity that affected our developer priorities. We feel this alpha period has been very helpful in making a solid game, so if you participated: Thank you!

The game server will be down for one week. After that period, we will be gradually launching the game in select countries over time. There is no final plan for all countries yet, and details are still being figured out, but here's the current plan so far.

Around March 20: The game will be available for players in Canada on Android, via the Google Play store.

Around March 27: The game will be available to download on the App Store, for iOS players in Canada.

After the Canada launch, we'll be looking to launch into more countries, but there are no concrete plans at the moment. As we are a very small team, this process could take a while, and will also depend on any issues and feedback we receive from our initial rollout. Our approach will be to launch in smaller countries first, ensure the game and servers are well balanced, and then launch in larger markets. That means players in the US or bigger European countries may have to wait for months before the game launches in their country.

We realize if you have participated in the alpha this wait can be frustrating. If you really can't wait to start your proper Empire in the game, send us an email to with your platform of choice (iOS or Android) and we'll see if we can help.