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About This Game
Star Explorers - Version 2.0
Earth has been destroyed, and humanity must find a way to survive. Star Explorers is the interstellar dungeon crawler. It attempts to capture the vastness, loneliness and desolation of space exploration. Land on planets, explore the surface as well as cave systems, ancient ruins and more on your quest to find a new home for the human race.
Regarding Windows 10
Windows 10 is not officially supported by the game engine used to make Star Explorers. However, in most cases it does actually work fine. If you are concerned about this, read more here: https://steamcommunity.com/app/502720/discussions/0/218353763275753...
"...See, the galaxy Schmidt has created here isn't cruel. "Cruel" implies that it cares. And this galaxy is terribly, terribly uncaring..." - MagFlare – Steam User
"...This game, at its core, is about exploration, and it scratches my space exploration itch in a way that no game has since I played Starflight as a kid..." - battlescar2014 – Steam User
- Randomly generated galaxy which the player can fully explore
- Randomly generated planets, caves and other environments
- Randomly generated alien life, either hostile or friendly towards the player
- Combat system with aliens on planets and in caves
- Inventory and Trade System with mothership and some friendly aliens
- Quests from both mothership and friendly aliens, in addition to the main quest
- Upgrade system allowing player to explore wider range of planets over the course of the game
- Crafting system, including unique artifacts that must be constructed with ancient blueprints
- Day/Night cycles on each planet
- Resource management and survival in hostile conditions
- Database of Sectors, Stars and Planets in which player can take notes and customize the names of stars and planets
- 4K and custom resolutions are supported
Planets are formed randomly, but their conditions are based on somewhat scientific factors. The size and temperature of the star they orbit, their distance from that star, the type of surface, atmosphere, and liquids present (or not) determine how a planet will look once landed on. Players will be able to land, depart and return to planets, exploring their surfaces as well as underground cave systems repeatedly, while keeping the same features intact on each visit.
Fuel, ammunition and oxygen will all have to be carefully managed if the player wants to survive the long search for an earth-like planet. While many planets will be too hot or cold, or without an atmosphere, there are also worlds of liquid methane, ammonia, sulphuric acid and more, that have developed their own unique evolutionary cycles. Each kind of alien plant, tree or animal is pieced together randomly, making for a unique experience for each player.
The Star Explorers universe is not a friendly one though, it can be cruel and indifferent to the struggles of its inhabitants. If you're not careful, you might land on a planet that's just too hot, or too cold, or enveloped in a cloud of corrosive acid, and not live to tell about it. Upgrading your space suit will unlock these otherwise impossible worlds to further exploration.
Inventory, Upgrading and Crafting
Exploration will allow the player to discover many things, including tools and resources that will help in further exploration. Among these are raw materials, weapons, armor upgrades and blueprints that allow you to craft helpful items. Armor upgrades will increase your space suit's resistance to heat, cold and other environmental hazards. Some weapons allow you to access areas that may be closed off to less experienced adventurers.
Caves and Ancient Ruins
Star Explorers may be the first interstellar dungeon crawler. Traversing the dark, hidden places and caves is necessary to find the resources required to complete the game. Discover the crumbling remains of an ancient culture and learn the secrets of its mysterious people. In Star Explorers, exploration and investigation are rewarded with special items and locations that many players may never find. If you are someone who likes to look around every corner, then this is the game for you.
Almost everything in Star Explorers is produced generatively. From the locations of stars and nebulae, to the surfaces of planets and their features, every location is different, and every play-through offers unique challenges. Even the music heard in game is generated in real time, and is based purely on the parameters of the player's environment. Each planet, cave and other location has a unique sound-track.
Shaders and Options
Star Explorers has a number of visual options you may choose from. Among them is the “Old-School Pixel Shader” which offers a unique, low-resolution experience. The graphics are not really at pace with newer games, but real-time shadows, bloom and a smoothing shader are also available for those who enjoy a slightly more contemporary feel. You also have control of your field of view, mouse sensitivity and game/music volume, along with options that may help the game run more smoothly on older hardware. See the manual for full documentation.
The Future of Star Explorers
After a year of Early Access, Star Explorers has arrived at a point where I feel it matches my original design document. Fulfilling my promise to have it completed in a year was important to me, but that does not mean I am finished working on it. I have many other ideas I may choose to add to the game's content. Chief among these are the following:
- Space battles with alien ships
- Boarding and exploring alien spaceships
- More variety of celestial objects, like moons, asteroids and more
- Alien cities on certain planets
- I even have a mechanism for Time Travel (this is really outside of the original idea, but I am intrigued by the possibility of doing this anyway)
At some point in the future, I may begin work on these new features. The timing and consistency of these potential future updates will depend largely on how well the game is received by its audience. The more I hear from players, the more likely I will stay motivated to continue on this project.
Title: Star Explorers
Genre: Action, Adventure, Indie, RPG, Simulation
Release Date: 8 May, 2018
- OS: Windows XP / Vista / Win 7 / Win 8 / Server 2008 / Server 2012, 32 Bit or 64 Bit; DirectX 9.0c or above.
- Processor: AMD Athlon or Intel Pentium
- Memory: 3 GB RAM
- Graphics: 64 MB video card - 1280 x 720 screen resoluion recommended
- DirectX: Version 9.0c
- Storage: 1 GB available space
- Sound Card: Yes, if you want to hear anything.
- Additional Notes: Other older hardware may work, but has not been tested.
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I recommend watching the tutorial video first. Then read the manual. If that seems like a lot of work, it's worth it, trust me.
This is a very different game than other's like it I own. The galaxy map is far different, splitting sections of space into areas inside little cube sectors. The combat is simple. But, that said, let's talk about the overall playing of the game.
I began and read the tutorial. Flew to the Mother ship to begin. Checked out the inventory. Quests work not by "picking" them up. Instead, you bring the item required back to the station and "turn it in" for a quest. I picked up a new laser pistol with better stats then mine. Then, set off to find a planet system to check out. Settling on a standard star, as the Mother ship recommended, I found 5 planets. 2 had temperatures I could handle using the default space suit. So down I landed on one.
And there in, is the beauty of the game. Instead of having a myriad of stats to worry about, this game rewards exploration. Planets are small on the surface, letting you fully explore each you land on. This was a refreshing change of pace. With the default laser pistol and a small mapping tool in hand, I wandered the oddly lush surface. Weird plants twisted and olive green, set against a pretty blue sky. Purple lakes of dangerous chemicals threatened to eat my suit. And there, I found a cave to enter. And in that cave, were giant bugs that made noises like angry pigs.
After exploring the whole planet, I went back up to the ship feeling something I haven't in many years of sci fi gaming. A sense of wonder. The eagerness to explore the next planet. What would it look like? What would the caves hold?
Is it worth your money? I think so. If you learn how to play it first, and heed the Mother ships advice on the sorts of places to start, it's a bit less punishing. But for the price of a couple burgers, you can explore a neat space game. And surely, that's worth it.
. the screen only shows the top left corner of the screen now making it unplayable. I have tried to enjoy the game and found a few work arounds for UI implementation that bugged visually. However the game consistently froze while loading, crashed with a handle / pointer error ? and was unfortunately unplayable.
I really love the idea behind the game and hope the developer can iron out the issues.
I believe it should be in Alpha / Early access, as this released version is in my opinion unplayable ( or it is for me )
. Great Game for a Pre Alpha. It has a few bugs but the Idea and gameplay were Great. Despite that I think RN It's a full game. Too Think Theres more to Come suprises me.
--Wigster of the Nine Health Bars. Can you please update the graphics. I think this game can be the best if it was updated. i really love space exploration games where you can explore planets infinitly but my dad wasted 3 dollors on it and i can't do a dang thing on because of bugs thanks alot Schmidt Workshops please fix this thank you );. Not bad for 5$ but it has a long way to go. I would definitely like to see more in the future, more weapons, planets, and maybe even a 2 player Co-op mode.
Beta Updated to 1.9 (It's a big one):
The Beta has been updated to 1.9.
Access the beta, if you're interested, with "Star Explorers > Properties > Betas" and select "beta" from the drop down.
This latest update includes the following new features:
- When you have a weapon in your inventory, you can unload the ammo before selling or getting rid of it.
- Open your inventory
- Select the weapon you want to unload
- Click "Unload" in the detail panel
- Now both your backpack and your ship's storage hold can get upgraded to fit more items.
- Find or purchase an upgrade kit (they are not always readily available ... I haven't actually found one yet either)
- Click "Use" to increase your backpack or storage units (depending on which type you have
- When your storage has been upgraded, two, or three little boxes will appear on the inventory panel.
- Click these boxes to show the newly available slots
- Up to two boxes can be added to both your backpack and the ship's storage, thereby potentially tripling your storage capacity
Updated Mapping Tool
- In the Options Panel, you now have the ability to choose your difficulty level
- If you like the game's original difficulty, choose level 5 "Arduous" to retain the same settings
- By default the game is set to level 3 "Normal"
- If you prefer "Casual" mode, slide the difficulty down to level 1
- Level 2, "Easy" and Level 1 "Casual" will not allow you to get Steam Achievements
- "Easy" has all the gameplay elements of the higher levels, but you will not have to worry about oxygen usage, planet temperatures or atmospheric hazards.
- Enemies, explosions and submersion in acid, lava or other hazardous liquids will still cause damage in "Easy" mode
- "Casual" mode does not inflict any damage on the player, and does not require you to fuel your ship.
- However, in addition to disabling Steam Acheivements, "Casual" players will also not get weapon or armor upgrades
- My personal recommendation is to play on level 5 "Arduous" but since a lot of players have complained about the difficulty, I wanted to offer some options
- These still may be tweaked or modified, so don't get too used to it
Dying in Space
- The mapping tool now has a new function
- While holding the tool, left-click the mouse to drop a temporary way-point
- Right-click the mouse while near that way-point to remove it
- You can have up to 25 way-points active at any time
- Way-points are temporary, and will disappear when you enter or leave a cave or leave a planet
- The main purpose of way-points is to help players to not get lost in caves, but other uses are possible...
- Maybe you found a cache of weapons, but you are running out of oxygen...
- Drop a way-point, run back to your ship to refill your oxygen tank, then follow the way-point back to the cache
- I may attempt to keep way-points active between visits
Star Chart Corruption
- If a player died in space, then tried to reload the saved game, it would reload the game with the player still dead
- This should no longer happen, reloading the game should bring back the last saved position
- This was only a problem in the earlier beta version, not in the default version (I think)
- I found a potential database corruption in the star chart
- If a player visited a star, then left the game or died without saving ... then they reloaded the game and visited a different star, the star chart would record incorrect data for the second star, and the first star would be missing
- Now the game is saved silently any time you visit a star or scan a planet, so even if you die, those stars and planets will still show correctly in the star chart
. Star Explorers Testing Version Updated to 2.5
Version 2.5 is up. Here is what I was able to address so far:
- Now, when you install the new version, you should be able to adjust controls and settings before starting a new game.
- Lava and Ice should remain at a consistent level when revisiting planets.
- Launching rockets in caves works correctly now, and they should not blow up in your face.
- Unloading a weapon will no longer cause it to appear as a different weapon type if you place it in a cache or sell to a trader.
- Ammo will no longer be removed from inventory is the amount on the ammo belt was at full capacity.
I have a handful of different small bugs I still want to address before naming the game 3.0. I hope to have this complete some time this week actually. 3.0 looks like it may be the most stable version of Star Explorers. It should install and run without the hang ups some players had, especially with Windows 10.
. Update 1.9A
I made a quick update to fix a specific issue that was pointed out in the discussion forum.
Now you should be able to change your game's screen resolution using the in game Video Options Menu again. After updating the main menu, this functionality was somehow inactivated. It should work again.Fixed Storage Issue
Transferring items from stoarage to your backpack, and vica versa, would sometimes deplete the value of the items, and also the quantity could get messed up.
I found the cause, it was due to the storage upgrades I added, which required me to rewrite a lot of the code dealing with this process (even when the storage upgrade was not active).
So far it looks like it is working, as I cannot replicate the problem.
There still is a problem when selling to the mothership or a trader, that the value of an item will deplete. I might actually keep this, since this kind of reflects the real world. But since it was not intentional, I should probably at least figure out why it's happening :)Take All
A "Take All" button was suggested, and I have a solution that solves it (without the need for a new button). Whenever you take or deposite items in a cache, it will set the slider at the maximum amount. I don't think I implemented this in the trade menu yet, but will do so in the next update.Suit Upgrades
Another small feature is that the space suit will now show protections in terms of a percentage. For instance, your default suit will now begin with 0 acid protection, which makes more sense than having 1 there as it used to show. As you increase protection by applying armor upgrades, the number will go up to a maximum of 100 - implying full resistence to acid, as opposed to going down to 0 as it used to show.Liquid Resistence
When submerged in a liquid, the gravity now behaves differently then when on the surface. Jumping slows down as a result, allowing you to jump higher and fall slower. I may tweak this a bit to reflect actual submersion a bit more closely, but it's a start...Grass on Vapor Worlds
Some vapor covered planets actually support life. Before this update, those planets would have mushroom like plants, but no grass. Now they will also have grass. That is all.Blueprints with Storage Upgrade
Blueprints should now work correctly even when you have some of the materials in different backpack sections (if you have upgraded your backpack). I have not been able to test this thoroughly yet, but I will definitely be working on it again before the next update
I hope to be able to provide a lot more updates in the coming days. My goal to get to version 2.0 before 2019 will probably not happen, but I'm still going to try to get there as soon as possible.
Thanks to all the players who have been actively playing the beta, and for providing all the valuable feedback! I can't promise that every suggestion will make it in, but I will do my best to get as many as I can.
. Beta Update 1.9C
For those of you playing the beta, I have just updated it to 1.9C. If you want to try it, go to "Star Explorers > Properties > Betas" and choose "beta" from the drop down menu.Crystal Planets
- A rare occurrance in planet formation will now cause some worlds to be adorned with giant crystals instead of rocks
- This is a new feature, but it uses existing assets from the game
- I want to do things like this to add variety without having to spend tons of time creating new artwork
Empty Database Message
- Previously, if you entered then left a cave, any remaining crystals would be missing on your next visit
- Now crystal locations are saved between visits
- This is nice because sometimes a barrier would block a section of cave, but crystals would be visible beyond it
- Now you can return to the same cave and get those crystals once you have the ability to remove barriers
- Previosly, to compesate for this flaw, I had crystals regrow in smaller numbers on re-entry to a cave - this no longer happens
Map Location Icons - Now Saved
- Upon first opening the star chart, a message now appears stating that the chart is empty, and that stars must be visited and scanned to populate the chart
- This is a first step to making the map more user friendly, as some folks seemed to think the chart was broken
- This message will only appear on new games
- Map location icons are now saved between level loads
- If you discover a cave, but don't enter it, the red icon and it's pointer, will still appear on your map the next time you visit the same planet
- Previously, only blue (entered) cave markers would remain visible
- This works with the custom yellow icons too, drop a custom map icon with left-click and remove with right click
- This will also work in caves, so finding your cache of items will be easier
- You could also drop icons to help find where you may have had to leave off exploring
. Cosmetic Update Version 4.2 in Beta
4.2 is largely a cosmetic update. This version should work with previous (4.1) saves.
Updated "Floaters". Beta Update 1.2
A couple new features have been added.
New View Screen. Reviews
So there are some negative reviews coming in, and I will admit some are well deserved. The biggest issue people are having seems to be with the User Interface and overall logic of the game.
I am taking notes and coming up with a list of things to improve for the next update. Here's what I have so far:
Proposed Fixes and Improvements:. Finding Bugs:
My recent playthrough has been quite the experience. I am finding a lot of little bugs here and there, and this is good, because it means I will be fixing them.
So far I have not had the Acknexium problem at all, and no "Star Missing from Database" issues either.
However, I did encounter a "Database Corrupted" issue, which I have not seen in a long time. This was something I added to help prevent the aformentioned "Star Missing from Database" issue.
So there is still something going wrong. If anyone has encountered this problem, let me know. I need to find out the conditions that cause it to happen. I will, of course, be looking for it myself, but any input will be greatly appreciated.
For me, I was in sector 00, and I went back to sector 21 to explore an ancient ruin. I stopped at a new star system along the way, and after leaving the first planet, I encountered the corrupted database.
The big question is what conditions are required for this to happen? I know that it is caused by a mismatch in a given sector file when loading the galaxy. This is the "cause" of the message. But what I need to know is, and this is where any information surrounding the conditions is helpful, is what kind of situation in-game might lead to this.
Perhaps it was because I went back to a previous sector. Perhaps it was to do with the type of star or planet I visited. For me it was a White Dwarf star which was the third one I had scanned in sector 21. Maybe that has nothing to do with the problem, perhaps it has to do with the Upgraded Star Chart again ... which I was also using.
Any information like this might help me to know where to look for the error.. Speeding Up Terrain Generation:
After one day of effort, I am pleased with the progress I'm getting. Already, I have been able to significantly reduce the amount of time it takes to reload an existing level.
Also, in order to prevent all the problems associated with generation of terrain the first time you land on a planet, I am testing out the idea of having pre-generated terrain files. With this method, which seems to be working well so far, I will be generating a bunch of terrain files and including them in the game folders. These are generic terrains, and when you first land on a planet, the game will pick one of these terrains and use it to build the planet. All other features, like rocks, plants, trees, caves and other features are still processed at the time you land on the planet.
The benefit is that there is no trial and error going on while you're trying to play the game. You may have noticed that the loading bar jumps back quite often while the game generates a random terrain. Well this is all going to be taken care of now, so it will just load a prefabbed terrain, and start adding the terrain features. They are still being procedurally generated, but that's all going to be happening in advance now.
For me this is not as "cool" as generating new terrain configurations in real time, but the added stability and time saving effect of this approach make it far superior for the game.