
It’s no secret that sandbox space shooter/strategy/RPG Starfarer is one of my most eagerly anticipated indie releases of 2012. As with many major indie up-and-comers, this game has been letting people buy in early at a 50% discount for access to development builds as they’re released, and a huge new update just landed. The change-log from the last major public build is over 2800 words of tweaks, tuning and major new features.
If you’re still in the dark as to what Starfarer is, and why you should be following it like a particularly space-bound hawk, check out our full preview from a few months back. So, what does this hefty upgrade bring? Well, the most immediately obvious change is music. Space was silent, previously, outside of engine-hum, machinegun fire and cataclysmic explosions. You know – normal space noise – until now. Now there’s a brooding and ambient soundtrack. It’s rather nifty.
Gameplay-wise, the biggest new addition is the issue of logistics. Spaceships are big, and can carry lots of stuff. But what happens when you try and cram in too many people or cargo pods? In other games, you’d get an error message telling you that’s not possible, or just find your ships moving slower. Not so in this case. Beyond a certain limit, you can support excess fuel, people and cargo by just spending some of your emergency supplies.

You can push even further beyond what money can buy, though, and try hauling as much as you want. Your crew will jury-rig solutions to let you carry more than is safe, but the further you go, the higher the risk of an accident. It could be fairly benign, like a fuel leak costing you some of your excess space-juice, or it could be catastrophic, like a cargo container coming untethered, smashing into one of your ships, almost crippling it and killing half the crew. It’s an interesting risk/reward mechanic and fairly typical of the creativity being poured into the game.
The AI (which was already excellent) has been further refined, and ships now know their own capabilities better, and the UI has been tweaked to provide more information on key events in and out of combat. There’s even a little additional mod support. Despite being in Alpha, Starfarer already boasts dozens of mods, some small, some huge, including whole new playable races.
The game is still heavily in development, and the universe-spanning grand campaign mode is very unfinished. Right now, you’re limited to swanning around in a single self-contained solar system with a couple of NPC factions and regular pirate raids, with dozens planned for the final release. Of course, there’s also a good number of standalone combat missions, which are good for structured practice.