Cosmoteer: Starship Architect & Commander
by Walternate Realities · 24 Oct, 2022
41 downloads
About the Game
Design awesome starships using intuitive ship creation tools that are easy to learn but hard to master. Fully customize your ship's shape and floor plan, choosing where to place individual modules including weapons, engines, hallways, and crew's quarters. Your ship's design is key to its survival, and every decision you make will impact its performance in battle. Easily share your designs with others through the Steam Workshop, Forums, and Discord.
A ship's crew is its lifeblood. Numbering from half-a-dozen to a thousand or more individually-simulated people, your crew will pilot your ships, operate their weapons, and carry munitions. How efficiently they operate determines how well your ships will perform in combat. Your crew are autonomous but you can optionally customize their behavior with specific roles and job priorities.
Command your ship or fleet in real-time tactical battles. Combat is physics-driven, explosive, and immensely satisfying. Each module can be individually targeted and destroyed, and whole ships can even break apart into multiple pieces. Target an enemy's weapons to eliminate its offensive capability, destroy its shields to lower its defenses, or go for the kill by taking out its reactor.
Become the most famous "Cosmoteer'' in the universe by battling A.I. ships, taking on contracts for factions, earning loot, and upgrading your own ship while exploring a procedurally-generated galaxy, alone or in online co-op with friends. Then test your ships design and command skills online against other players in multiple PvP battle modes. Or let your imagination fly free in the Creative Mode where you can build whatever you want with unlimited resources.
Still want more? A powerful modding framework and Steam Workshop will keep Cosmoteer constantly feeling fresh with new player-created weapons, modules, and other enhancements.
Cosmoteer has a friendly and growing community on Discord. Join 20k+ fellow Cosmoteers today!
Screenshots
11 images
Version Information
Steam Patch Notes
Official update history
- Bugfix: When running in developer mode, mods that add new ship classes would crash the game during loading with a "cannot be used in the demo" error. (This bug was introduced in yesterday's 0.30.4b hotfix.)
- Possible fix for rare, random crashes during gameplay.
Attention Linux Players: We're aware that many of you are experiencing random and often frequent freezes/crashes since the 0.30.4 update. We're currently in communications with the Proton team about these, and they need your Proton log files in order to investigate the issue. Please see this FAQ about how to turn on and find the Proton log file. Please post the log file here or on Discord. (Warning: These files can be extremely large, so you may need to compress it or extract the final 10k lines or so.) In the meantime, some players have reported success by changing the version of Proton used, and if that doesn't work then rolling Cosmoteer back to 0.30.3 (available via the beta branches) should definitely resolve it.
- Bugfix: The game would sometimes load forever while jumping to a new star system.
- When updating an existing Steam Workshop item, the name, description, and preview image will no longer be updated unless you specially check a box to do so.
Cosmoteer release candidate 0.30.4 is now available for testing! (To play this release candidate, you must opt in to test it. Please see this post for info on how to test release candidates.)
This release candidate adds "Ironman Mode" to Career, adds new ships, improves balance, and fixes bugs.
Thanks for testing!
RC1 Patch Notes:
- Balance:
- Small Shield (Overclocked):
- 'Extended' health reduced (15000->12000)
- 'Reinforced' health increased (30000->39000)
- 'Extended' health reduced (15000->12000)
- Flak (Overclocked):
- Reduced shrapnel cloud health (800->400)
- Reduced shrapnel cloud lifetime (7s->4s)
- Reasoning: Overclocked Flak were too cost-effective at blocking damage.
- Reduced shrapnel cloud health (800->400)
- Ion Beam Emitter:
- Increased battery capacity (10->16)
- Reasoning: Overclocked Ion Beams were too difficult to sustain.
- Increased battery capacity (10->16)
- Thermal Resonance Lance:
- Reduced turret speed (60->30)
- Reasoning: Resonance Lance was too effective at staying on target.
- Reduced turret speed (60->30)
- Disruptor (Overclocked):
- Reduced drain vs command rooms by 75%.
- Reasoning: Command rooms could be indefinitely disabled with very few shots.
- Reduced drain vs command rooms by 75%.
- Railgun (Overclocked):
- Reduced length buff exponent (1.0->0.9)
- Reasoning: Long overclocked Railguns were too difficult to defend against.
- Reduced length buff exponent (1.0->0.9)
- Radiator:
- Heat from radiators will now heat other ships' shields instead of bypassing them.
- No longer applies heat to nearby friendly ships.
- Heat from radiators will now heat other ships' shields instead of bypassing them.
- Small/Medium Reactors (Overclocked):
- Removed bonus battery capacity when overclocked.
- Reasoning: Reduced the amount of time that overclocked reactors can supply power in excess of their generation rate.
- Removed bonus battery capacity when overclocked.
- M.R.T. Nozzle (Overclocked):
- Now generates a maximum of 1100 heat instead of scaling with thrust.
- Now generates a maximum of 1100 heat instead of scaling with thrust.
- Heat Mechanics:
- Reduced base damage resistance debuff (-0.9%->-0.6%)
- Reduced damage resistance debuff exponent (0.75->0.7)
- Reasoning: Damage increases from heat were too significant at all heat levels.
- Reduced base damage resistance debuff (-0.9%->-0.6%)
- Small Shield (Overclocked):
- Built-In Ships:
- Added 20 new Monolith combat ships: Adjudicatrix, Atlatl, Auxilia, Caestus, Derringer, Equites, Firewall, Flintlock, Gatecrasher, Halligan, Hand Cannon, Katar, Knuckleduster, Landsknecht, Partisan, Peltarion, Rainmaker, Sai, Trident, Vice
- Added 11 new Cabal combat ships: Altair, Asellus Primus, Asellus Secundus, Asellus Tertius, Camelopardalis, Ignis Ardens, Ignis Benedictus, Ignis Immeritus, Ignis Indominus, Saclateni, Taurus
- Added 1 new Cabal civilian ship: Shepherd
- Added 16 new Imperium combat ships: Agrippa, Anhinga, Aplomado, Buteo, Charlemagne, Ferruginous, Firewhistle, Galapagos, Groovebill, Hannibal, Jan Zizka, Nightjar, Roseate, Scipio, Woodpecker, Wryneck
- Added 1 new Imperium station: Large Imperium Trade Station III
- Added 3 new Fringe combat ships: Blackguard, Long Goodbye, Matchstick
- Added 4 new House Io combat ships: Amphisbaena, Mars, Raura, Samghata
- Miscellaneous updates to existing built-in ships.
- Added 20 new Monolith combat ships: Adjudicatrix, Atlatl, Auxilia, Caestus, Derringer, Equites, Firewall, Flintlock, Gatecrasher, Halligan, Hand Cannon, Katar, Knuckleduster, Landsknecht, Partisan, Peltarion, Rainmaker, Sai, Trident, Vice
- Career:
- Added an "Ironman Mode" advanced game option. Enabling this will restrict the player to a single save file, auto-save when exiting the game, and delete the save when all hands are lost.
- Stations that are under attack (rescue station missions) can no longer repair the player until rescued.
- Added an "Ironman Mode" advanced game option. Enabling this will restrict the player to a single save file, auto-save when exiting the game, and delete the save when all hands are lost.
- Multiplayer:
- In Arena games, junk parts will no longer linger after their original ship is destroyed. (This should improve performance.)
- The game mode filter in Online multiplayer lobbies will no longer display modes not allowed in that lobby.
- In Arena games, junk parts will no longer linger after their original ship is destroyed. (This should improve performance.)
- Ship Painting:
- Added decals: 'triangle_slanted_double' and 'resource_munition_thermal'
- The 'shape_poly_8' decal is now properly centered.
- The 'faction_io' decal now has faint horizontal stripes like the normal Great House Io faction logo.
- Added decals: 'triangle_slanted_double' and 'resource_munition_thermal'
- Graphics:
- Thermal Resonance Lances now have a different open/close animation depending on the safety toggle.
- Thermal Resonance Lances now have a different open/close animation depending on the safety toggle.
- Performance:
- Upgrade runtime to Microsoft .NET 10. This should improve overall performance by a small amount.
- Upgrade runtime to Microsoft .NET 10. This should improve overall performance by a small amount.
- Bug Fixes:
- Possible fix for audio issues on Linux/Proton. (PLEASE LET US KNOW IF THIS FIXES AUDIO ISSUES FOR YOU! If not, there's another fix I can try.)
- Possible fix for multiplayer disconnects that some players have been experiencing. (PLEASE LET US KNOW IF THIS FIXES DISCONNECTS FOR YOU!)
- Crash when starting an Elimination game with Fog of War enabled.
- Crash in single-player when detonating an Explosive Charge while also hovering the mouse cursor over another part.
- Crash in Build & Battle with 3+ players if at least one player has forfeited and a new build phase begins.
- Crash in some circumstances if an A.I. ship is destroyed while a comms window is open for that ship.
- Bullets/projectiles that died on the same tick as the game was saved would become alive again when reloading that save file, which could then lead to crashes and other bugs.
- Placing parts that changed the heat build stats would occasionally cause the game to hang.
- Rare hang when jumping to certain star systems in Career mode.
- Explosions that split ships into multiple pieces could cause multiplayer desyncs and inconsistent damage.
- Pirates attacking stations would sometimes fly to a different station, making the mission difficult/unintuitive to complete.
- Infinite money exploit by buying resources and then switching the view to another star system before the transfer is complete.
- Resources stored in trade ships was being forgotten once the trade ship went far enough from the player (went into "stasis").
- Stations far from the player (in "stasis") could become more full with trade goods than intended, leaving little room for the player to sell resources.
- On "Imagineer" difficulty, removing all crew quarters would cause the "ALL HANDS LOST" message to appear.
- Floating resources could sometimes be left behind after construction is finished.
- Visual mismatch between weapon beams (Ion Prism and Thermal Lance) and their actual hit location.
- Build mode wasn't including floating resources inside gas clouds when calculating the number of resources available.
- The quick-load hotkey was unintentionally loading the previous saved game after starting a new saved game. (It now does nothing until the game is saved.)
- Some of the build and blueprint sounds were using the wrong volume slider to control their volume.
- Possible fix for audio issues on Linux/Proton. (PLEASE LET US KNOW IF THIS FIXES AUDIO ISSUES FOR YOU! If not, there's another fix I can try.)
- Modding:
- When uploading a mod or ship pack to the Steam Workshop, you can now set the version(s) of Cosmoteer that it is compatible with. Steam will attempt to download the correct version of the item depending on which version of Cosmoteer the player has selected.
- When uploading new versions of mods or ship collections to the Steam Workshop, it is now possible to change the name, description, and preview image.
- All part components that reference triggers can now reference named triggers.
- Added an optional 'BlueprintBuffMultiplier' parameter to buff providers which modifies the blueprint and buff text values.
- Fixed NetworkTriggerReceivers not connecting to pre-existing triggers.
- Fixed crash (without an error message) when any rules file contains an invalid inheritance path.
- Fixed StatusApplication effects ignoring the 'Shields' filter.
- TileLineScoreValue components now support an optional 'OccludedByShields' parameter.
- When uploading a mod or ship pack to the Steam Workshop, you can now set the version(s) of Cosmoteer that it is compatible with. Steam will attempt to download the correct version of the item depending on which version of Cosmoteer the player has selected.
RC2 Patch Notes:
- Added 3 new Monolith combat ships: Gladiator, Ombudsman, Stormcaller
- Fixes to some of the other new built-in ships.
- Updating a Steam Workshop item will now default the name, description, visibility, and supported versions to whatever is listed on the Steam Workshop.
- Bugfix: Another possible fix for audio issues on Linux/Proton.
- Bugfix: In single-player, detonating an Explosive Charge while hovering another part would crash the game.
- Crash when overclocked shields receive negative damage.
- Possible freeze when placing parts that change heat build stats.
- Explosions that split ships could cause common multiplayer desyncs and inconsistent damage.
- Bugfix: Mods whose <mod.rules>/Actions list used inheritance would usually crash on load.
- Bugfix: Crash when booting the game on a computer that doesn't have a settings file saved yet.
Cosmoteer release candidate 0.30.3 is now available for testing! (To play this release candidate, you must opt in to test it. Please see this post for info on how to test release candidates.)
This release candidate makes quality-of-life improvements, adds new ships, improves balance, and fixes bugs.
Thanks for testing!
RC1 Patch Notes:
Built-In Ships:
Added 4 new Fringe combat ships: Hotshot, Scorcher, Smoulderer, and Stoker.
Added 11 new Cabal combat ships: Adustio, Antares, Heliogabalus, Helios, Ignis Castus, Ignis Excaecator, Ignis Immanis, Ignis Iustus, Ignis Nitidus, Ignis Primus, and Ignis Recensus.
Added 4 new Imperium combat ships: Alicanto, Ashoka, Aspatha, and Mithridates.
Added 5 new Great House Io combat ships: Lerna, Sabnock, Sargus, Vapula, and Zent.
Misc updates to existing ships.
Balance:
Point Defense (Non-Overclocked):
Increased range from 150 to 200.
Point Defense (Overclocked):
Reduced rate of fire from 15 to 11.25.
Reduced heat generation from 450 to 200.
Increased power use from 0.035 to 0.04/shot.
Decreased energy generation from 0.131 to 0.125/second.
Reasoning: Improve the number of PD that can be supported per Heat Exchanger.
Heavy Laser (Overclocked):
Reduced shield area damage from 1600 to 700.
Reasoning: Was overperforming in damage potential vs shields, especially stacked shields. (Full single-shield hits is still above non-overclocked damage.)
Railgun (Overclocked):
Reduced base damage pool from 20000 to 16000.
Reasoning: Was generally overperforming.
Large Cannon (Overclocked):
Reduced projectile speed from 195 to 170.
Reasoning: Was overperforming because bullets were too hard to dodge or intercept.
Thermal Resonance Lance:
Increased shield overload duration from 1 to 1.5 seconds.
Increased shield overload per amplification from 0.6% to 0.75%.
Increased shield overload per dilation from 12.5% to 16%.
Increased shield overload base amount from 4.4% to 5%.
Reasoning: Thermal Resonance Lance's were underperforming vs shields after prior fixes/nerfs.
Heat:
Damage resistance modifier reduced by 28%.
Reasoning: Part damage bonus from Thermal Resonance Lances was too strong.
Ship A.I.:
When A.I. ships retreat back to their origin, they will no longer turn their backs to their enemies.
User Interface:
Amplification and Dilation Pump stats now show their power usage scaling.
In multiplayer, observers are now grouped under their own "team" header in the scoreboard.
Audio:
Lots of tweaks to sound effects, including balance levels.
Reduced the volume of multiple shields enabling or disabling at the same time.
The default music and interface volumes have been adjusted to provide a better balance.
Audio levels are now limited by Cosmoteer instead of relying on the OS. (This shouldn't have any noticeable effect when playing, but should fix audio issues when recording/streaming.)
Graphics:
Fixed the 'fade_straight_triangle_half_empty` decal so that it properly matches surrounding decals.
The Great House Io faction icon now has a glow like the other icons. (Was literally unplayable.)
Bug Fixes:
On some computers with AMD GPUs, Cosmoteer would fail to start (often showing as a black box) with the error message "No suitable default monitor was found" in the log files.
Ships attacking a station would sometimes fly to the wrong station.
Missions to defeat Great House Io ships were never spawning.
It was possible to get free resources or unlimited money by buying resources and then switching to another star system before the trade was complete. (Doing so would refund the money, but then the trade would still complete upon returning to the original star system.)
Overclocked Capacitors no longer produce heat when filled by "Restock All".
Resources pre-purchased but not-yet-received from a ship or station that becomes junk weren't being refunded.
Diamond Smelters would produce diamonds even when powered off.
Following a ship in Career that goes far enough away from the player to be despawned will now properly turn the player's follow command into a move command to the target's last-known location.
Mirrored part selection now works properly for Thermal Batteries.
Viewing .rec files could sometimes freeze when jumping to another system, and would definitely freeze on the 2nd jump.
Modding:
Rules files path syntax now supports a ':' syntax which means "go to the most-derived inheritor". (This syntax is not currently being used by the vanilla rules files but will be in the future.)
Some part components (currently only resource storage components, but possibly more in the future) now support multiple triggers under different names.
All resource storage components now support a "CrewResourcesReceived" named trigger that will be triggered when they receive resources specifically from crew.
ResourceChange components now support using a specific named trigger. (Currently this is the only component, but in the near future all components that use triggers will support named triggers.)
Fixed crash in some circumstances if a translation .rules file is edited while the game is running.
Fixed NetworkPorts routing to/from NetworkNodeProxies not removing their routes when the proxy was disabled.
Fixed mods reducing part crew requirements in existing saves which could corrupt the save, causing crashes.
RC2 Patch Notes:
Updated Railgun overclock description and stats to describe its new-ish projectile fragmentation.
Bugfix: Audio was playing more loudly than intended. (Note: This reverts to the "fix" for recording/streaming issues. If you experience audio issues when recording or streaming, try lowering the in-game audio volume.)
Bugfix: Recentering blueprints would cause heat pipes to appear disconnected.
Bugfix: Heat Pipe blueprints were unintentionally rendering over part selection/hover overlays.
RC3 Patch Notes:
Translation updates for all supported languages.
Fixed a couple issues with the 'Erato' Great House Io trade ship.
Bugfix: Overclocked Point Defense was generating 1000 times more power than intended.
Bugfix: Overclocked Point Defense was not generating heat when needing less power than one recharge tick's worth.
Bugfix: Overclocked Standard, Large, Huge, and Boost thrusters had much longer thrust recovery times than intended.
Bugfix: Boost Thrusters had 25% higher power usage and heat generation while boosting than was intended.
Bugfix: Boost Thruster max power usage had been unintentionally reverted in 0.30.2; it has been un-reverted (1.38 to 1.1).
Bugfix: Certain audio effects (such as the nuke's thruster rumble) could cause annoying audio pops when stopped.
- Fixed overclocked railgun splitting projectiles causing lag/stutter.
- Fixed frequent desyncs during gameplay, especially during ship construction.
Cosmoteer release candidate 0.30.2 is now available for testing! (To play this release candidate, you must opt in to test it. Please see this post for info on how to test release candidates.)
This is a release candidate tweaks the new sound effects in response to player feedback (thanks!!), makes quality-of-life improvements, adds new ships, improves balance, and fixes bugs.
Thanks for testing!
RC1 Patch Notes:
Built-In Ships:
Added 20 new Great House Io combat ships: Aamon, Amy, Ananke, Andrealphus, Caligaris, Cetus, Charybdis, Clio, Decarabia, Furfur, Ianthe, Janus, Lernean, Lysithea, Murmur, Paimon, Surtr, Vesta, Vestarka, and Vine.
Added 1 new Fringe ship: Gehenna.
Miscellaneous updates to existing built-in ships.
Balance:
Overclocked Flak:
Shrapnel fields will now repel each other and thus not overlap as much.
Shrapnel fields will now be repelled by ships.
Reduced shrapnel field damage pool from 1600 to 800.
Reduced shrapnel field max bullet damage from 1000 to 800.
Small and Large laser bolts now have 50% damage resistance to shrapnel fields.
Tripled damage to shrapnel fields by Resonance Lance beams.
Overclocked Point Defense:
Increased recharge heat generation from 300 to 500 per second.
Overclocked Small Cannon:
Increased heat generated per shot from 350 to 370.
Overclocked Large Cannon:
Increased shrapnel fire chance from 3% to 3.5%.
Overclocked Deck Cannon:
Reduced bullet HP from 3000 to 2400.
Reduced projectile speed from 360 to 330.
Overclocked Chaingun:
Increased explosive damage from 2100 to 2400.
Overclocked Railgun:
Projectiles now "splinter" as they penetrate and cause damage.
Overclocked Mining Laser:
Reduced non-shield damage vs enemies from 500 to 475.
Overclocked Tractor Beam:
Increased tractor beam force from 100kN to 120kN.
Overclocked/Extended Small Shield:
Increased heat generation per damage taken from 0.25 to 0.5.
Overclocked Fire Extinguisher:
Increased heat generated per restock from 400 to 600.
Overclocked Large Thruster:
Reduced thrust recover time from 2 to 1 seconds.
Increased heat generation per second from 675 to 750.
Overclocked Boost Thruster:
Reduced thrust recover time from 2 to 1 seconds.
Increased heat generation per second from 675 to 750.
Reduced max power usage from 1.38 to 1.1.
Overclocked Huge Thruster:
Reduced thrust recover time from 2 to 1 seconds.
Increased heat generation per second from 1100 to 1210.
Overclocked Small Reactor:
Increased heat generation per second from 800 to 900.
Overclocked Medium Reactor:
Increased heat generation per second from 1400 to 1600.
Overclocked Large Reactor:
Increased heat generation per second from 2400 to 2750.
Thermal Resonance Lance:
Increased shield damage per dilation from 10% to 12.5%.
Thermal Cannister Missile:
Increased heat capacity from 7500 to 8500.
Munition factory death explosions are now scaled by how full their output storages are.
Ship A.I.:
Ships making in-system hyper-jumps will now rotate to face their destination, but only if there are no enemies nearby.
Career Mode:
When wanted, only one faction will now hunt the player at a time.
Multiplayer:
Observers in PvP multiplayer games can now see inside gas clouds.
In Domination, defeated teams will now become observers.
The default game speed in all built-in Domination rulesets is now 1x.
User Interface:
You can now see inside of ships that you don't own by selecting them and enabling interior view.
You can now temporarily enable interior view by holding Alt.
You can now use weapon control group keys to select weapons on all owned ships if an enemy ship is selected and no owned ships are selected.
Selected weapons can now be targeted on enemies even if their own ship is not selected.
The fame tutorial no longer says that fame will never decrease, because that isn't true.
Audio:
Added an alert warning sound when crew gets too far from the ship.
The alert sounds that play when crew first leave or are all back on board the ship will now only play when not in combat.
New sounds when assigning crew roles.
New sounds for assigning crew to and unassigning crew from squads.
New sound for enabling blueprint mode.
New sounds for deleting parts and blueprints.
New sound when picking up using the grab tool.
New sound when canceling floating resource collection.
New sounds when assigning and unassigning resource storage tiles.
New exterior idle sound for the Sensor Array.
The crew management and resource management U.I.s will now play the appropriate sounds when undoing and redoing.
New sound when accepting a mission.
New sound when the player's fame levels up.
More audio variations for Large Cannon, Deck Cannon, and Mine shrapnel impacts.
Revisions to various sounds based on player feedback.
Restored the old reactor sounds based on player feedback.
Miscellaneous other sound tweaks.
Graphics:
Minor fix to the T.C.M. Launcher blueprints.
Heat Exchangers will no longer animate on junk ships.
The 'shape_poly_9' decal is now properly symmetric.
Performance:
Improved spawn times for ships with Radiators.
Improved performance of heat pipe network changes.
Bug Fixes:
Toggling overclock off and on could occasionally cause a crash or incorrect behavior.
Overclocked large cannon shells would disappear when targeting structure.
The drain effect from overclocked Disruptors was not affecting neutral ships.
Ship drag ("air resistance") was acting strangely at high velocities.
A.I. ships were more willing to switch targets than was intended.
A.I. ships would sometimes not target enemies within their patrol area.
The "insufficient command points" icon's text was wrapping weirdly with large numbers of command points.
"Durability" was missing from the Large Laser Blaster's overclock stats.
A non-host muting another non-host in a multiplayer game would actually just mute the host.
It was possible to switch an in-system's hyper-jump destination as the ship was jumping.
Trade ships were sometimes unintentionally changing their destination mid-route.
The overclock toggle button tooltip showed "MISSING PART BLUEPRINTS" when the blueprints were unlocked but the ship simply didn't have enough command points.
The Great House Io crew transport "Charon" wasn't spawning in Career as intended.
Undo/redo sounds in the crew management screen weren't being affected by the interface volume setting.
Modding:
Mod rules files can now add 'UseThisFileIfNoVersionMatch = true' to tell Cosmoteer to load that rules file if no rules file with a matching version number can be found.
BeamEmitter now detects colliders overlapping the emission point if the new 'ColliderOverlapTest' parameter is set to true.
In developer mode, all game modes now support teleporting ships to their destination (ctrl+enter) and deleting ships (del).
ToggledComponents containing network components could cause a crash when being toggled on/off by another network component.
Bullets that used ProximityAcceleration with ships could cause desyncs. (Only affected certain mods.)
For backwards-compatibility, the logo ship fly in/out sounds are now optional.
Part and bullet components that are "void" (only have a name ID without =, {}, or \[]) will now be treated as if they don't exist. You can use this effectively "remove" components from lists of inherited components.
The SpawnBullets effect now has an "EffectScale" parameter which is passed to the spawned bullets.
Bullet PenetratingHit components now support splitting bullets based on damage applied from a DamagePool via the new "DamagePoolBulletSplitting" rules. (See overclocked railgun bullets.)
RC2:
Standard Thruster:
Increased normal thrust from 1200 to 1300.
Decreased overclocked thrust from 3600 to 3400.
Large Thruster:
Increased normal thrust from 3200 to 3600.
Reverted RC1 recovery time change.
Reverted RC1 heat-per-second change.
Decreased overclocked thrust from 8000 to 7200.
Boost Thruster:
Increased normal thrust from 3200 to 3600.
Reverted RC1 recovery time change.
Reverted RC1 heat-per-second change.
Decreased overclocked thrust from 8000 to 7200.
Reduced boost mode heat factor from 175% to 150%.
Increased boost mode battery heat factor from 20% to 24%.
Huge Thruster:
Reverted RC1 recovery time change.
Reverted RC1 heat-per-second change.
Decreased overclocked thrust from 16000 to 14000.
Point Defense:
Reduced heat-per-second from 500 to 450.
RC Bugfix: Crash caused by an optimization in RC1.
RC Bugfix: Possible crash when destroying an accelerator in an overclocked railgun.
Small performance improvement.
RC3:
Bugfix: Electron Clouds weren't increasing ship speed as intended.
Bugfix: The Overclocked Disruptor's increased range wasn't affecting its display arc or targeting behavior.
Bugfix: Crash when opening the galaxy map on some galaxy seeds.
Bugfix: Loading a ship design into an empty ship grid wouldn't load the attack defaults even if that option was selected.
RC Bugfix: Crash when crew begin construction of any munitions factory.
RC Bugfix: Occasional desync when multiple parts are destroyed at once.
The icon for Great House Io now has a proper glow like the other faction icons. (Literally unplayable.)
Translation updates for all supported languages.
Current Release
v0.30.1
Uploaded Dec 04, 2025
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System Requirements
How to Install
Cosmoteer.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.8 GB
v0.30.1
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