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Starship Simulator

Starship Simulator Steam news

Fleetyard Studios | To be announced | game

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AdventureCasualRPGSimulationFree To PlaySteam Store

  • Steam app typegame
  • Steam App ID1332100
  • PriceFree to play
  • Release dateTo be announced
  • DeveloperFleetyard Studios

Starship Simulator news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID1332100
  • PriceFree to play
  • Release dateTo be announced
  • DeveloperFleetyard Studios
  • PublisherFleetyard Studios
  • Parent gameNot available

Genres: Adventure, Casual, RPG, Simulation, Free To Play

Company pages: Developer: Fleetyard StudiosPublisher: Fleetyard Studios

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Starship Simulator Steam news

Starship Simulator news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Monthly updates - August - 4 September 2026

    I said at the end of last month's update that by the end of the month, we should be back to normal. I was wrong! Although, Dan is very happily creating again! :D Dan found that while he was putting the galaxy back together, it would be easier to get the volumetric areas designed before locking in the finished build. If you've seen the videos already, you know how awesome the first iterations of stars and gas giants are looking! He has now also created volumetric rings but that will all be in next months update.Update 13/08/2026As most of you know I'm currently going through a bit of a rebasing with the project, migrating our two Galaxy/System Gen systems into a unified Genesis system for creating the whole galaxy. The improvements this has already brought are too many to mention, but here are the headlines ( I know a lot of you had issues with some of these things) ;Generation speed is…

  • Monthly Updates - July - 6 August 2026

    Hello! It may seem like the fixing of the corrupted file is taking forever but we've now actually managed to shoot ahead almost four patches! So time-wise, this has been beneficial. Everything is almost finalised, Dan just needs to put it all back together, get back to the normal dev build cadence, and then we can get the rest of the patch finished up to go out to the demo ( we're soooooo late with this, I know :) ).This has put us back for early access but we'll look closer at that once we've finished this, and got it out. 11/07/2026Bumping up our patch version number because soooo much is going into this patch. Essentially most of 228 and 229 will be in this update, so we might actually jump straight to 0.229.0.0 when this is done.Game State Fix• Removed a lot of old redundant code so that we're starting with a lean, required-objects-only version of Game State.• Started porting the Sh…

  • Monthly Updates - June - 5 July 2026

    Hey all!It's been a very difficult month. We had some major corrupted files within Unreal engine, which were found when creating the new re-fueling systems. If we'd have needed, we could have rolled back to last months update but luckily, that's not been needed at all. The corrupted files (Game State) have been found and deleted. The issue right now is that Dan needs to recreate them, and he's doing this in C++ rather than revert back to blueprints. This in itself should also help with a few bugs that we've had, so it's a win-win. Although, that's taking up lots of time over the past couple of weeks, and into July but we're getting there!Dan explain a bit of this in the last stream (starts at 4:12): At the beginning of June, Dan was creating the new NPC logic for the refuelling systems, this means that the NPC Captain will order to refuel, and the sensors NPC will now be able to choose…

  • Monthly Updates - May - 2 June 2026

    June already ːsteamfacepalmːTime flies when you're having fun!Internal Development Build 0.227.0.20 New / ChangesYou can now refuel the ship from the bridge! We don't have volumetric gas giants yet, so for now, you simply need to be within 1.25-1.75 of a gas giant's radius to be in effective fuel scooping range. Ice giants are the best fuel sources, with effectiveness falling off on classes I through V.Added a temporary /refuel command to the chat box to save anyone who forgets to watch the fuel tanks. It'll set the tanks to 10%.Added a temporary (ish) flashing light above the Engineering console if any tank drops below 10% fuel.The F1 bug reporting tool has been updated, and now also lists all open bug tickets in-game. More functionality on that will be coming.FixesThe Caravella is now loadable for Admiral+ backers with portal accounts. Right now, it's stuck in place, but you can poke…

  • Monthly Updates - April - 6 May 2026

    Hello All!As Captain, you can queue up commands through the holo-display and send them directly to the helm. Sit back and watch your crew explore the galaxy on your orders, step away to your ready room while they scan systems and collect data, or even head to the lounge for a break - all while enjoying the stunning view of the stars through the windows. Your ship, your command. Enjoy!You can also sit as the Sensors Specialist or the Pilot, and accept orders from the NPC Captain. ( or another person in MP!)Internal Development Build 0.227.0.9 New / ChangesAdded the ability to cancel Shipwide, Helm and Sensor orders on the Command Console.Hooked up the Command Console's Holo-Display buttons so that they operate the Holo-Display properly.Updated the Radial Menu so that it gets its colour from the thing you are looking at. Blue for Sensors, Brown for Helm, etc.Overhauled the menu options on…

  • March Update - 11 April 2026

    Sorry all, busy life has me behind on updates this month! We have one update for last month because we overhauled the NPC command menu systems. It is now much smoother to give orders to your crew on the bridge, and we now have the system to add much more detailed orders and emotes. We also have a new chat box system, which is much easier to use than the old one. For anyone who missed it, our demo has now been accepted on GeForce Now. So everyone can give it a try :)Development Build 0.227.0.8 I'd almost forgotten what it feels like to put a new build out! Hopefully, this was worth the wait, and I'm looking forward to hearing your feedback on the new Radial Menu and Task Management systems.New / ChangesAdded a new radial menu to replace the NPC and Holo-Display pop-up menus.Clicking the left mouse button while looking at objects in the world will now trigger the most relevant default act…

  • Development Updates - 5 March 2026

    Hello all! Apologies for the lack of internal development updates here; I've been told that some of you would like them back. So I'll do a summary of the previous 6 months, and then I will do monthly updates from now on :)First up is the awesome news from today: we are now available to play on GeForce Now! ( https://play.geforcenow.com/games?game-id=12d7f403-574e-412b-8c4a-9cae8bf94d6d&lang=en_GB&asset-id=01_fb2a3eeb-3b49-4a8f-85cb-4c40153553e1). We are so happy to be able to bring the demo to Mac users :)We've now added a lot of basic gameplay systems, such as planetary landings, probes, shuttles, dynamic star system content, and NPC logic, over the past couple of months. Most of these are not yet in-game and won't be for a while until they are polished and ready for everyone to enjoy, but we are making great progress for early access! FebruaryDevelopment Build 0.227.0.5 New / ChangesC…

  • Tech Demo 3! - 18 July 2025

    Tech Demo 3Pre-Alpha Build 0.225.0.117Video about this patch is available on YouTubeBack in November 2023, we released Tech Demo 2 (0.224.0.29) during one of Steam’s Next Fests, and it also served as a proof of concept for our then-upcoming Kickstarter campaign. We knew we wanted to completely change the ship design for the follow-up patch cycle (0.225.0.0), along with significantly improving the galaxy generation code, but the rabbit hole just kept getting deeper, and before we knew it, 18 months had flashed by in an instant. So here we are in July 2025, 117 development builds later, having just completed the biggest and longest patch cycle the game will ever see. Pretty much every single aspect of the game has been refined or overhauled in some way. This experience has definitely taught us some hard lessons around scope management and determining realistic timescales, so rest assured…

  • Bridge NPCs! - 27 June 2025

    We've added NPCs to the bridge! Currently, only the Helm and Science Sensors are functional, as other consoles remain inactive.Players can take the Captain's role, use the holo-display to select targets, direct the Science Officer to perform scans or adjust the holo-display, and instruct the Helmsperson to navigate the ship.This update also allows Science Officer players to stay at their station, eliminating the need to move to the helm—a highly requested feature! In its basic form, this will be included with the demo update but will be further developed for update 226.

  • Almost at demo update! - 20 June 2025

    It's been a really, really long year with so many bug fixes and huge changes to core systems. We're extremely close to finalising the demo update, which will go out soon. We just have the video update to complete now. Due to bug fixing being no fun on stream, we've changed to 'Sunday Funday' and 'Next Patch Wednesday' streaming to keep people engaged, and also to get some extra things created on the ship, while also working on the end of the demo update. This past couple of weeks, Dan has created a new basic form for bridge chairs, a new bridge ceiling with holo emitters, and an interactive chess board, and we've added 248 new flags to the customisation system!Live StreamsI won't bother telling you how many bugs we have fixed over the past few weeks...it's been hundreds! Claire ːsteamhappyː

  • 2024 Project review - 17 January 2025

    We're a couple of weeks late, but I'd like to say a belated Happy New Year to everyone! It's that time again where we take stock of what we've achieved over the past year, and then look ahead to what we have planned for 2025. In terms of progress, in 2024 we released a total of 57 development builds for our backer community to check out, with a release cadence of 1-2 new builds per week during the latter half of the year. We also launched a new series of regular live development streams, with a total of 96 live streams in 2024. That's over 128 hours worth of live development action, with most streams averaging 3-4 hours long. If you haven't been watching, then why not join the fun every Wednesday and Sunday on YouTube: Of course, the biggest news of the year by far was our unbelievably successful Kickstarter campaign in April, where 5,761 backers pledged a mind-blowing £402,085. After t…

  • Internal Development Build 0.225.0.66 - All about the data. - 3 January 2025

    • Toned down the strength of the M Class stars out of the window, and removed the LTY class stars from view as they are far too low a magnitude to be visible. • Migrated all of the text data from the Sensors UI to the Galaxy-Gen system, so descriptive text for celestial objects is immediately available to any game system. • Migrated the data handling code for all of the stellar text fields on the Sensors UI to a self-contained macro for easy re-use. • Overhauled how knowledge levels work for celestial objects, so that it's now stored on a per-object basis instead of having generic booleans for the entire star system. • Fixed knowledge level 3 (short range) scans not registering properly on the Sensors UI. • Added a lot more data points to the stellar sensor output. • Added a Dust Sublimation line to star system generation, so that no planets form where the equilibrium temperature exceed…

  • Internal Development Build 0.225.0.58 - Mmm, that new flooring smell. - 21 November 2024

    • D/E/F/G Decks, Ring 0 - Re-modelled all 3 versions of the stairs in the reactor room so that they fit the new deck heights. • D/E/F/G Decks, Ring 0 - Added new spline-driven railings to the new stairs. • F/G Decks, Ring 1 - Designed and modelled 4 new rubber floor panels. (They are similar to the old ones, just more detailed) • F Deck, Ring 2 - Designed and modelled 1 new rubber floor panels. • F Deck, Rings 1/2 - Added numerous new socket-based connection points around for the new floor panels. • F Deck, Rings 1/2 - Fleshed out more of the structural framework pieces.

  • Internal Development Build 0.225.0.57 - Mash the F1 key and report everthing! - 13 November 2024

    • F Deck, Ring 1, Aft - Updated framework walls. • F Deck, Ring 2, Aft - Updated framework walls. • F Deck, Ring 2, Port, Forward, Starboard - Updated framework walls. • Enabled Cloud Saves on Steam for all game branches, including the current public Demo. • Fixed and re-enabled the F1 bug reporting form. • Designed and templated the maintenance access corridors where F Deck connects to the FTL ring. • Started building the "Keel Fin" that connects G Deck to the FTL ring. • Designed and modelled the underside framework sections for F and G decks, including the cavity for the cargo holds to the rear. • Started laying out the greybox geometry for the sublight engines and their associated pylons. • Mapped out where the crew access points need to be cut through for the new H, I, and J decks inside the Keel Fin. • Cut some access holes and fixed some collisions around G Deck. This build bring…

  • Internal Development Build 0.225.0.56 - Back to the construction yard. - 9 November 2024

    • Fixed several player collision issues around the main crew lift area. • Prepped F Deck for its new framework pieces by removing the existing (incorrectly sized) floor and wall panels. • F Deck, Ring 1, Aft - New framework walls. • F Deck, Ring 1, Port, Forward, Starboard - New framework walls. • F Deck, Ring 0 - New framework floor & custom collision mesh. • F Deck, Ring 1, Aft - New framework floor & custom collision mesh. • F Deck, Ring 1, Port, Forward, Starboard - New framework floor & custom collision mesh. • F Deck, Ring 2, Aft - New framework floor (WIP) & custom collision mesh. • F Deck, Ring 2, Port, Forward, Starboard - New framework floor (WIP) & custom collision mesh. As covered in previous updates, shifting the F Deck interior geometry to this new "segmented" layout is a prerequisite for adding air pressure and fire spread in future builds.

  • Internal Development Build 0.225.0.55 - AVA appears to be from Bristol. - 5 November 2024

    • Fixed some items on the holo display not layering properly with the glass panels around the bridge. • Renamed the "Display Order" category box to "Sensors UI" on the Medium Range sensors, and added a new toggle button for Display Order. • Renamed the "Display Alignment" category box to "Holo Display" on the Medium Range sensors, and added a new toggle button for Display Alignment. • Added a button to toggle the Temperature Regions on/off on the Medium Range sensors. • Created a new material for rendering the temperature regions on a 2D plane. This will be for a future "flat" mode on the Orrery Map. • Renamed the range category boxes (again) to "Sensor Range" in the hope that it causes the least amount of confusion. • Fixed a math error on the Medium sensor range, and increased the display range to 30,000AU to match the hardware limit. It also now shows as LY over 0.1 LY. • Added a vis…

  • Internal Development Build 0.225.0.54 - Scan everything! - 31 October 2024

    • Renamed the "Display Zoom" titles back to "Display Range" on all 4 sensor modes. • Capped the sorted sector data to 50ly, which has all but completely fixed the per-lightyear hitching. • Improved the Short Range data overlay buttons so that they have clear ON/OFF states. • Added a temporary ship teleport button to the Sensors UI. (For rapid debugging) • Added a temporary AutoNav button to the sensors UI. (Simulates an NPC pilot) • Added the Orrery Map to the Short Range sensors. This will change to the planetary map when the map is enabled. • Fixed the Display Range controls on the Short Range sensors. • Added the ability to scan individual planets and stars, which means star systems can now be scanned up to the full 100%. • Fixed the sensor target distance text showing up on the Orrery Map when no target is selected. • Fixed stars showing negative distance values on various sensor mo…

  • Internal patch 0.225.0.52/53 - 29 October 2024

    It's been a crazily busy week with us all being away for birthdays, so apologies for the double update. Development Build 0.225.0.52 - New surface scan overlays • Added the ability to list the Medium Range sensors by distance "To Parent" or "To Ship". • Updated the distance display on the Long and Medium range sensors to show KM if the distance is

  • Back to Regular Updates - 21 October 2024

    Hello all! It's been a while since updating via our store page :D We moved to update the dev diaries via the Steam forums after being asked to do it there instead, but it seems that people are missing them that way. So I'll now be posting them the old way and the new way :D For your reference, the forums are here, they contain the updates, discussions, roadmap, role-play groups, support, and content creators/Dan's streams. Be sure to subscribe to them! What can I say about this year so far...well, I'm tired for starters! :D We had an amazing Kickstarter campaign, and we love you all for it! We far surpassed our goal of £65k by a staggering £402,085 ( taking home £362,657.61 after fees), with an amazing 5761 backers! Everyone who backed Captain and above will have received their development build keys by email, and they are designing and creating the game alongside Fleetyard as I type. W…

  • Progress Report - 28 February 2024

    With February almost over and March just around the corner, we thought it would be a good time to write a bit of a progress report to let you know where we're at with everything. We've got three main things going on right now - Preparing for our Kickstarter launch, remodelling the Magellan Class exterior, and significantly overhauling/expanding the Sensors UI to prepare for our Planetary Scanning update. Preparing the Kickstarter campaign page has actually been quite time consuming, but now that it's done and the pre-launch page is live, we really need your help! For the greatest chance at success we need to hit 1000 followers on the pre-launch page, so if you could please share the link far and wide, we'll definitely owe you a beer in the ship's VIP lounge. The ship remodelling is coming along nicely, with the main framework elements now clearly defined and being put into place. The C…

Patch notes and updates

S.noRelease datePatch nameGID number
122 November 2023Alpha Update 0.224.0.295382426458971998861
221 November 2023Alpha Update 0.224.0.285382426458968262091
316 April 2023A quick update on Starship Simulator!6539831519496375901
417 October 2021Daily Build4698935641766576424

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