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Steam News24 August 202510mo ago

Progress And Current Status

Hired Stars is currently in development. A lot has been achieved, tested extensively, and further improved. I would like to share my motivation, some special moments, and the milestone I am currently working on.

In this update4

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What changed

0 fixes0 additions4 changes1 removal
  • Gameplay
  • Balance
changedHired Stars is currently in development. A lot has been achieved, tested extensively, and further improved. I would like to share my motivation, some special moments, and the milestone I am currently working on.
removedCurrent StatusI showed the game to some very good friends and got a lot of feedback. As a result, some features will be expanded, some changed, and the game will require a LOT of explanations! In addition, some features will have to be removed without replacement (ship maintenance, sensor malfunctions, lost ships, etc.). It has become very complex. Too complex. All these adjustments will keep me busy for several months. But it's fun to tinker with and improve!
changedActual WorkMy advantage is that I can do whatever I feel like doing. And I feel like doing something complex. Fleets are sent out by factions. They spawn in a procedurally generated universe. They travel, complete tasks, and can be attacked by the player. Ships, weapons, cargo, and data cores can be captured. But one small thing was missing: elite ships!
changedActual WorkA configurable chance that a ship will be replaced by an elite ship. With better weapons! You can capture everything, the ship, the weapons, and hunt for bigger prey.
changedActual WorkDid I mention that all ships are scripts (.json) and can be changed at any time? Even by players with no prior knowledge? Balance is important. Data sets that are hard-coded are a nuisance for this type of game!

Hired Stars changes

changedHired Stars is currently in development. A lot has been achieved, tested extensively, and further improved. I would like to share my motivation, some special moments, and the milestone I am currently working on.
removedI showed the game to some very good friends and got a lot of feedback. As a result, some features will be expanded, some changed, and the game will require a LOT of explanations! In addition, some features will have to be removed without replacement (ship maintenance, sensor malfunctions, lost ships, etc.). It has become very complex. Too complex. All these adjustments will keep me busy for several months. But it's fun to tinker with and improve!
changedMy advantage is that I can do whatever I feel like doing. And I feel like doing something complex. Fleets are sent out by factions. They spawn in a procedurally generated universe. They travel, complete tasks, and can be attacked by the player. Ships, weapons, cargo, and data cores can be captured. But one small thing was missing: elite ships!
changedA configurable chance that a ship will be replaced by an elite ship. With better weapons! You can capture everything, the ship, the weapons, and hunt for bigger prey.
changedDid I mention that all ships are scripts (.json) and can be changed at any time? Even by players with no prior knowledge? Balance is important. Data sets that are hard-coded are a nuisance for this type of game!

Hired Stars is currently in development. A lot has been achieved, tested extensively, and further improved. I would like to share my motivation, some special moments, and the milestone I am currently working on.

Motivation

I am a single developer. One who has seen many games and simply misses some things terribly. There's the depth! I want to be able to lose myself in a game. I want to experience it. That's what gives me joy. For a developer, that can be fatal. You can quickly get lost in details that no one cares about and that don't bring any joy! In recent years (the first version dates from November 24, 2018), I have gone through many changes, which brings us to the next point.

Current Status

I showed the game to some very good friends and got a lot of feedback. As a result, some features will be expanded, some changed, and the game will require a LOT of explanations! In addition, some features will have to be removed without replacement (ship maintenance, sensor malfunctions, lost ships, etc.). It has become very complex. Too complex. All these adjustments will keep me busy for several months. But it's fun to tinker with and improve!

Actual Work

My advantage is that I can do whatever I feel like doing. And I feel like doing something complex. Fleets are sent out by factions. They spawn in a procedurally generated universe. They travel, complete tasks, and can be attacked by the player. Ships, weapons, cargo, and data cores can be captured. But one small thing was missing: elite ships!

A configurable chance that a ship will be replaced by an elite ship. With better weapons! You can capture everything, the ship, the weapons, and hunt for bigger prey.

Did I mention that all ships are scripts (.json) and can be changed at any time? Even by players with no prior knowledge? Balance is important. Data sets that are hard-coded are a nuisance for this type of game!

More Information

I am happy to share more information as needed! I have posted several videos and gameplays on YouTube and also explained some of the features! Suggestions and ideas are welcome!

Source

Steam News / 24 August 2025

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