Stellar Overload
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Stellar Overload:
a futuristic adventure game set on cubical planets
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Adventure, construction, Multiplayer More Information A music that serves the story Listen

The crafting stations

2015-11-30 Artistic
Warning: this post contains artistic parts that might offend your sensitivity


The cooking machine, the Tech factory and the processing unit are essential to crafting in the alpha: The Rokh Camp.
In the final game there will be many others that you will discover, repair or activate to power your quests with more and more elaborate and special items.
They can be machines, places or tools that indicate, with their designs, the nature of the items they offer (about this point, we think we still need some improvements)
It is also a great artistic opportunity to imagine cubic machinery or the future inspired by contemporary tools or production places (kitchen, laboratory, studio, production chain, 3D printer, loom, laser cutters, etc.)

Yum yum!



2015-11-25 Development
Hi everyone!

During the last two months, I spent about 2 – 3 weeks working on optimizations in order to reduce the world’s loading time. The aim is to reduce the time required for blocks to pop in the world, which shouldn’t be mistaken with the FPS (frame per seconds).
Since we continuously add new content in the game, this optimization work needs to be done regularly to keep the game playable.

Before diving into numbers here are the key steps of our engine, that we optimized, and their definition:
  • Generation: A logical block model of the world is generated
  • Sun: All the areas reachable by a vertical sun are computed
  • Light: The lighting of each block is computed, using the sun and light blocks information
  • Geometry: The final geometry, which will be sent to the graphic card, is computed

The last measurement (loading 80m) is easier to understand. It represents the time really needed by the game to fully load, at the maximal view distance. The sum of the engine’s key steps can be greater than this time, because it is parallelized.


As you can see, a first set of optimizations was already included in the multiplayer version, and more have been implemented since. Globally we already divided the loading time by two!

Note: These measurements have been done on an i7-4820K @ 3.7GHz with 32 GB RAM and a NVIDIA GeForce GTX 960 using the universe seed 1.


All stations red alert! This is not a drill

2015-11-18 General
Your mission Number 6, should you decide to accept it, is to decrypt the information hidden in the remaining data fragments from the viral attack that corrupted our crafting recipes. As always, should you or any of your force be caught or killed, the HQ will disavow any knowledge of your actions. This message will self-destruct in five seconds. Good luck, Number 6.


Alpha 2 - multiplayer patch

2015-11-09 General
This new Alpha 2 version (, will enable you to explore the game content with your friend again!


These past 4 weeks, we have mostly been stabilizing the multiplayer aspect of the game, but we also took the opportunity to improve some features. Here is a list of the main changes we made:
  • New icons for materials
  • Cognitrons around unknown structures are a bit more aggressive and now exist in different tiers (with a variation in color)
  • The plasma gun has been enhanced (area damage, charged fire which can destroy the ground, secondary fire which throws a sticky bomb)
  • You can now swim in water (an oxygen supply icon has been added)
  • The “final quest” object is now deactivated once the stolen plans retrieved
  • The ingredient slots of the crafting window are now filled automatically even if multiple choices are possible

We also improved our engine performances:
  • Divided by 2 the initial universe loading time (the progress bar during the loading when you create/load an universe)
  • Improved by 30% the world generation time, the "popping" time. This is noticeable in game when you pick up blocks or when you travel.

A detailed list of all the improvements can be found in the release note which you can find on the download page.

As a reminder, all the features of the Alpha 2 version can still be found here:

I’d like to remind you that the view distance has a drastic impact on the network performance: it’s probably better for now to keep the default view distance of 24m when playing in multiplayer, you will have a better playing experience. Of course will keep working on this issue during the whole development cycle of the game.

Enjoy! And feel free to give us any feedback, good or bad!

Important notice

2015-11-08 General
To the explorers:

Lots of mysterious disappearing have been reported at the bottom of the darkest caves, as well as some case of unexpected synthonisation processes. In order to avoid such bad experiences, please take into account the following pieces of advice before planning further exploration:

- In the caves, light up: your suit is equipped with the last torchlight upgrade that you can toggle using the 'L' key of your keyboard. It's always good to see the ground you're about to crash onto.

- Stop destroying the environment while gathering resources: You can select the action area of your gauntlet when it's equipped by using the combination 'alt' + mouse wheel. Different sizes can be 1x1x1 blocks, 2x2x2 blocks, 4x4x4 blocks (Mk2 and Mk3 only) or 6x6x6 blocks (Mk3 only). Save the nature and the nature will save you. Or whatever.

- Make sure you have enough ammunition: When you use a weapon, the amount of ammunition you have is specified on the bottom left hand corner of your screen. If this amount seems too small, we strongly advise you to run. Do not try to hide behind an arkuloid block. This is not a smart idea.

- Choose which blocks your block-thrower will throw. Yes, you can do that! In the inventory window, drag the material you wish to use and drop it over the block-thrower shortcut, in the action bar. An empty block-thrower is a useless block-thrower.

- In case of a massive arkuloids attack, scream. Loudly. It won't change anything, but it will be funny to watch.

Despite those security advices, if any dramatic event should happen, the developers shall not be held responsible for the awful suffering and the terrible death of your character.


Plasma gun improvements

2015-11-05 Development
The plasma gun is quite frustrating actually. It is fast, accurate and powerful. However, you have to be quite a masochist to destroy an arkuloids’ nest with this weapon.

Thus, improvements have been made which give much better results in fight:

And here are the new capabilities of the plasma gun:

    1) Primary fire
    a. Fire a single plasma bullet
    b. Primary action button (left click by default)
    c. Ammo x1
    d. Do not break blocks
    2) Secondary Fire
    a. The plasma bullet sticks to the ground and explodes after 3 seconds
    b. Secondary action button (right click by default)
    3) Overcharged fire
    a. Fire a plasma bullet with a heavy payload
    b. Hold primary or secondary action button
    c. 1.4 seconds loading
    d. Ammo x3
    e. Damage x3
    f. Break blocks depending on the quality of the weapon (eg. T2 blocks are broken if the weapon is at least T2

And last detail, the damages are dealt within an area of 1 meter.

Available in the next release.

Huh? Yay! Splash! Gargle! Argh!

2015-11-02 Development
"What? I'm playing a spy in the future, I have to save the world, and I can't even swim?"

No need to send booby-trapped gifts because, yes, swimming is finally here.

At the time being, it lacks some splashes but you can actually jump in water without taking falling damage, swim and drown.

Judge by yourself in the next version.
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