Star Trek: Voyager - Across the Unknown
by Gamexcite · 18 Feb, 2026
50 downloads
About the Game
“What if?” Scenarios
Did you ever wonder what would have happened had Captain Janeway decided differently? If an important crew member had followed a different path? Or what the outcome would have been had the crew of the U.S.S. Voyager embraced Borg technology to increase their chances of survival?
Wonder no more: Star Trek Voyager: Across the Unknown allows players to take control and shape the journey of the U.S.S. Voyager as they want. Take a risky approach or play it safe. Be diplomatic or let phasers do the talking. Research technologies that were shunned by the crew. But: Be prepared to deal with the consequences of your actions! The game features rogue-like elements, so in each run you will encounter different situations and even iconic characters might meet an early end if you don’t react accordingly.
Deep Ship Management and Research
After being moved forcefully into the Delta Quadrant, the U.S.S. Voyager ends up heavily damaged and in dire need of repairs as well as internal reconstruction. Restore destroyed rooms, secure life support and energy supplies, and start constructing. Ship systems, crew quarters, industrial and research facilities: You must decide what to build and when, to ensure the ship has what it needs for the perilous journey.
Expedite research into different fields. New technologies and improved layouts will not only strengthen the ship but also boost your crew’s morale. Exotic and dangerous research, like the technology of the Borg, is also within your reach. As captain, will you embrace it for the potential it offers, or will you omit it for the dangers it presents?
Exploration and Resource Acquisition
The dangers and opportunities of the Delta Quadrant beckon to be discovered by you and your crew. Scan celestial bodies to locate precious resources that fuel your journey. Find points of interest and oddities along your way, but beware: While the Delta Quadrant may reward the bold, it punishes the careless just as quickly. As captain, you have the final say in plotting a course and defining an approach.
Ship Combat and Away Missions
The journey of the U.S.S. Voyager would not be possible without both combat between ships and away missions to planets or space facilities.
For away missions, put together a team based on the individual talents of your crew. A team with skills that complement each other might be best suited for the task, but it is up to you to call the shots. Minimize the risk for the team’s members, rush headlong into danger, or take a scientific approach - you decide.
When diplomacy fails, the U.S.S. Voyager and its crew are ready to enter ship combat at your command. From the bridge, you give commands for offensive and defensive maneuvers, targeting enemy ship systems and using special weaponry. And even during ship combat, the individual skills of your crew members come into play: Assign battle stations to crew who bring precious skills to the table and trigger them in crucial moments to maximize your combat effectiveness.
Features
- ”What if?” scenario and storytelling: The ultimate platform to play out your course of action during the iconic journey of the U.S.S. Voyager.
- Complex ship management: Repair, construct, and maintain an efficient and habitable ship to ensure systems and crew operate effectively.
- Exploration and decision making: The Delta Quadrant is a fascinating yet perilous place that awaits exploration and demands decisive action.
- Combat and away missions: Use the talents of your crew smartly to minimize risk during away missions as well as strike boldly during ship combat encounters.
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Heyho Captains!
We have a plethora of new bits and pieces for you in this new Update (1.7)! Most prominently, the long awaited Delta Flyer!
[img src="{STEAM_CLAN_IMAGE}/45748013/e4fd5efd5d980ab786861ae1dbd15bded9440ec2.png"]
Built in the Shuttlebay, the Delta Flyer brings a brand-new questline with Tom Paris in Sector 7, construction mechanics, and a combat ally role that won't split your rewards. There are also new Delta Flyer-specific branches in several existing quests, including "Old Friends, New Enemies", "The Drone", and "Uprising".
Beyond the Delta Flyer, 1.7 is a hefty quality-of-life and stability pass - overhauled bridge UI, PlayStation gamepad support, a wave of quest fixes across some of the game's bigger storylines, and a bunch of crash and save game fixes.
[img src="{STEAM_CLAN_IMAGE}/45748013/52ed92d7344834fe28a14536f3fc25f2ef259c8b.png"]
Console players will have to wait a little longer, as (unfortunately) is usually the case - the patch is coming to consoles in early June.
PS: (While we are at it - Are you at FedCon? We are! So come around and say "Hi!" and chat a bit about the game)
Here you can find the patch notes:
Patch 1.7 Changelog
Patch 1.7 introduces the Delta Flyer, including a new questline with Tom Paris, construction mechanics, and combat support functionality. The update also adds new Delta Flyer events and quest branches.
Delta Flyer & Shuttle System
Added the Delta Flyer as a new game mechanic!
Added a new Delta Flyer introduction questline in sector 7 with Tom Paris.
The Delta Flyer can be constructed in the Shuttlebay.
The Delta Flyer is limited to one and requires a Shuttlebay level 3.
The Delta Flyer can be used as a combat ally without splitting combat rewards!
Added new Delta Flyer-related event options across several points of interest and sometimes adjusted balancing of normal shuttle options.
Added Delta Flyer-specific branches to selected quests, including Old Friends, New Enemies, The Drone, and Uprising.
Updated shuttle naming: “Standard Shuttle” is now “Class 2 Shuttle”.
Quest & Event Fixes
Fixed several blockers in existing quests, including Duranium Infestation, Friendship One, Equinox, Dark Frontier, Scorpion, Good Shepherd, Innocence, State of Flux, Think Tank, and Live Fast and Prosper.
Fixed cases where questlines could become stuck after loading older savegames.
Fixed incorrect or missing POI visibility in several missions.
Fixed several incorrect dialogue branches, missing conditions, and wrong outcome priorities.
Fixed morale questline issues related to dissatisfaction, final warnings, and mutiny.
Fixed cases where heroes could become unavailable incorrectly after events.
Fixed several missing or incorrect quest tracker texts.
Improved handling of questline resets for patched savegames.
Fixed some multiple choice event options not being usable at high difficulty settings
UI & UX Improvements
Reworked Bridge combat ally room management UI.
Added HUD indicators for recruited combat allies.
Improved Shuttlebay room management visuals.
Added warning when switching production options to prevent accidental progress loss.
Added cargo icons to Cargo Bay room overlays.
Improved room descriptions for Sickbay, Bio Lab, Borg Alcove, Waste Deassembler, and other rooms.
Improved custom difficulty UI text handling.
Updated tutorial images to match the current UI.
Improved gamepad tutorial images and controller input detection.
Reduced visible gamepad cursor flashes between events.
Fixed several text overflow issues in UI.
Fixed missing or incorrect hero impact descriptions.
Added support and icons for Playstation gamepads
Balance & Gameplay
Fixed shuttle build cost and build time tech bonuses.
Adjusted morale penalties and morale quest timing.
Weakened the second tutorial fight to better match shield balance.
Adjusted threat level changes in selected quest outcomes.
Fixed several room limit and resource modifier issues.
Improved Borg encounter behavior so certain enemies can no longer flee or surrender repeatedly.
Stability & Bug Fixes
Fixed crashes related to loading screens and game close.
Fixed room widgets not reacting correctly after room removal or cancelled construction.
Fixed room deactivation/destruction issues that could cause unintended resource loss.
Fixed cases where inactive rooms still allowed UI interaction.
Fixed resource modifiers not stacking or resetting correctly in some cases.
Fixed build limit display issues.
Fixed duplicate crew names.
Fixed several localization, typo, and text formatting issues.
Fixed missing explanation for Contamination Cloud phenomenon
Visual & Audio Updates
Updated endgame visuals.
Improved hull bar UI visuals and feedback for low hull.
Fixed visual issues in several rooms and cutscenes.
Heyho Captains,
Today we have another great update tackling your feedback that came in during the first weeks after launch - no April's Fools - promised.
In this update specifically we present you - among another batch of technical improvements, bug fixes, balancing refinements and quality of life enhancements - most importantly, new tools to shape your own journey through the unknown.
With the brand new customizable run settings, you decide how Voyager survives the Delta Quadrant. Fine-tune resources, change difficulties, quest balancing, and story pressure to match your playstyle - whether you want a tense survival challenge or a more strategic, story-driven experience.
Adapt the rules. Rewrite the odds.
Detailed Changelog
Game Difficulties
NEW: Custom Difficulty Setting
Added a custom difficulty setting that is selectable as a fourth option when starting a new game
The following variables can be customized for new runs:
Challenge Mode (manual saves disabled; auto-save after every event)
Mutiny
Homesick morale penalty per sector
Spent too much time in the sector penalty
Spent too much time in the sector penalty start
Resource deposit size
Base storage capacity
Enemy combat power
Dialogue checks difficulty
Points of interests positive outcomes
Away mission challenges
Away mission XP
Construction times
Research times
Crew treatment time
Balancing for standard Difficulties
Adventure
Reduced resource deposit size
Reduced construction times
Reduced research times
Reduced crew treatment time
Spent too much time in the sector penalty starts later
Years of Hell
Slightly reduced enemy combat power
Slightly increased resource deposit size
Increased construction times
Increased research times
Increased crew treatment time
Gameplay & Systems
Bio Laboratories will now stop producing when the storage of the produced resource (bio-neural gel packs or nanites) is at maximum capacity.
Available work teams are now automatically assigned if room operations would be interrupted because the current work team is no longer available.
Heroes are now properly prioritized in sickbay.
Disabled nebulas for sector 11 (“Uprising”).
In Caretaker when the hull feature is not yet active, players can no longer accidently assign work teams to hull repair.
Moved "Equinox Antimatter Injector" tech from tier 5 to tier 3 and adjusted costs.
Moved “Scientific Milestone” and “History of Humankind” techs from tier 4 to tier 3 and adjusted costs.
Moved “Friendship One Remnant” tech from tier 3 to tier 4 and adjusted costs
Increased effect for two techs:
“Scientific Milestone” research rate increased from 15% to 20%
“Friendship One Remnant” research rate increased from 15% to 25%
The damage reduction provided by a hero in the navigational deflector is now applied correctly.
Combat
Reduced Dilithium gained after the final fight of the side mission “Think Tank”.
Borg are now no longer able to surrender or flee.
Increased the strength of Malon vessels to be closer to their in series counterparts.
Updated the fights against the Equinox to make sure the ship won't be incorrectly destroyed in the first combat.
Phasers in combat are now fired from the phaser banks and the related charge up animation was added.
The Borg Cutting Beam and the Disruptor Beam no longer share their weapon locations with the phasers in combat.
The target reticles around enemies in combat now get disabled, if an enemy gets destroyed or flees.
The U.S.S. Voyager has the ablative armor now deployed in combat, if the related tech got unlocked in Endgame. Balancing-wise this was always the case, but the visual representation was missing.
Quests & Narrative
Scorpion
Fixed missing feedback during dialogue when unlocking Borg tech if Kes is not available.
Dark Frontier
Added 2 missing alternative dialogues for Lani so she doesn’t introduce herself as Lieutenant Torres
One small step
Fixed Workshop room widget displaying a blank name for the item “Shuttle Shield Adjustments.”
Infinite Regress
Fixed availability handling for Seven in the last part of the mission.
Infinite Regress
Side Mission dialog choices are no longer incorrectly marked as important choices.
Friendship One
Changed the Torpedo crafting step of the “Photon Torpedo Modifications” from requiring a unique item to the base torpedoes, as Voyager already crafts photon torpedoes anyway with the base recipe.
Friendship One
Added side mission icons to the scannable planets to make this step easier to complete.
Think Tank
Changed the “Communication Jammer” Tech reward from already researched to unlocked only in the Tech Tree.
Homesickness
Fixed the morale malus in “Old Friends New Enemies” to be applied correctly again.
UI / UX
Added a menu entry in graphics settings for invalidating shader precache: Activating this setting causes shaders to be recompiled the next time you start or load a save game. This can reduce hitches after GPU hardware or driver changes.
The combat hero selection now uses correct localized text to display combat abilities.
Fixed an issue where some hero combat ability descriptions didn’t mention their cooldown.
Fixed a size issue with portrait icons of heroes when assigned to bigger rooms.
Added a sound notification when the quest tracker is updated.
Fixed a display bug with the ally list on the bridge.
Fixed an issue with UI layering.
Added max capacity to dilithium tooltip.
Loading screen text no longer gets cut off in some languages.
Visually improved production and energy production in tooltip UI.
Hover tooltip UI improvements for: resource production, energy production and battery.
Added deuterium production from bussard collectors to deuterium tooltip.
Graphics / Rendering / Art
The hull damage visualization now also gets applied to the U.S.S. Voyager in cutscenes for a more coherent experience
The hull damage visualization is now correctly initiated when arriving in a new sector.
Bug Fixes
Fixed an issue where free crew beds were not calculated correctly.
Fixed wrong homesick modifiers for easy difficulty.
Fixed combat hero selection not being cleared when returning to the main menu.
Fixed an issue where the message "deflector offline" was triggered incorrectly.
Fixed combat autoresolve not accounting (visually or functionally) for game difficulty.
Fixed combat overview tab's average enemy power not accounting for game difficulty.
The borg cutting beam control room no longer clips through adjacent rooms to the side.
Fixed an issue where players couldn’t continue after having the call list open when arriving at a story Point of Interest that starts another dialogue.
Release Notes – 1.5.23732.006cd2ad
- Fixed incorrect Room Management widget headers in German (now correctly displays “Raumbeschreibung”)
- Fixed a Russian localization issue where occurrences of Work Teams (Бригады) were replaced with a very long descriptive text, e.g. in Crew Mouse Over Widget.
Hello Captains.
With this patch we are happy to deliver a package full of improvements in all aspects of the game.
Among those are some important technical fixes, a few balancing adjustments, several quality of life improvements and tons of polishing and fine tuning on our missions, user interface and localization.
Here is a the detailed changelog for a complete list of contents:
Detailed Change Log
Start up Issues & Shader Precaching
Fixed an issue that could result in extended boot times and occasional crashes
Improved startup performance and overall stability significantly
Savegames & System
Fixed a bug that could result in issues if a room had less than max crew when loading
Gameplay & Balance
Rebalanced firerate from Kunut’s ability.
Increased ally spawn distance in later sectors to prevent movement issues with huge allies
Reduced all shield charge effects by 5, thereby reducing shield generator combat power.
Adjusted trade offers of trading stations in sectors 2, 3 and 4.
User Interface
Fixed a bug that could result in an incorrect indication for insufficient power when activating a room that consumed exactly the remaining power
Fixed a bug that could result in an incorrect indication for insufficient crew when activating a room consumed exactly the remaining idle crew.
Fixed gamepad navigation from the main menu’s "restart sector" button.
Adjusted Aeroshuttle Bay room management UI - added "new trade offer in X cycle" text.
Adjusted size of the assigned hero portraits in different zoom levels in the side view so they don't get bigger if the room is higher than 1 deck.
Visual & Assets
Updated the story portraits of Danara Pel and Telek R’Mor to wear blue starfleet uniforms.
Updated the image of challenge 2 with a reworked version.
Fine tuned the display of various character portraits.
The neck skin of Chakotay no longer clips through the outfit during certain animations.
Borg cutting beam control room side elements no longer clip into adjacent rooms.
Ruined rooms no longer clip into other rooms.
Fixed background crew of rooms being active during the building and damaged state of rooms.
Localization & Text
Fixed combat UI localization issues - set some textblocks to scrollable so they don't grow into other elements if the text gets too long.
Fixed main mission complete info widget to display localized string for "Complete"
Fixed room management UI - Small & Large Cargo Bay (level 2) to display the correct room description
Fixed wrong "good" outcome text of the shuttle option in the POI "Marine Ecosystem".
Fixed room and upgrade descriptions of shield matrix displaying the wrong damage reduction amount.
Fixed room level enumeration, starting from 1 now instead of 0.
Fixed away mission challenge result text sometimes having a vertical offset.
Missions & Events
Blink of an Eye
Changed condition to require the mobile emitter when sending down the doctor.
Caretaker
Adjusted camera focus on the array.
Critical Care
Added a condition to only allow the POI to be accessible when the mobile emitter is researched.
Dark Frontier
Added 2 missing alternative nodes with text for Lani.
Fixed misleading text in dialog to now mention the correct upcoming wait time.
Set B'Elanna to video call when she should call from engineering in part 9a.
Friendship One
Added missing text to selectable option.
Added missing dialog to resolve the questline in one of the endings correctly.
Good Shepherd
Added feedback to the last two dialogs to display which rooms were damaged.
Innocence
Applied minor text change and removed duplicate text.
Loyalties
Fixed skill check of nucleogenic biobed in a dialog.
Old Friends New Enemies
Fixed text in the “Mission Complete” pop-up to no longer suggest you to go outside.
Changed condition from item to tech instead.
Phage
Away mission: Prevent the hero from getting killed prematurely while they get their lungs stolen.
Fixed hero remaining unavailable when deciding to not pursue the aliens: The mission ends now and the hero that got their lungs stolen dies.
Rations (Ship Quest)
Changed event titles to match the current quest step.
Scorpion
Fixed item name in the quest tracker text.
Spent Too Much Time in Sector
Changed speaker from Tuvok to Chakotay in reward events.
Tomorrow is Yesterday
Fixed an issue that previously set heroes available during the main mission when they were set unavailable/preoccupied by another mission or event.
Uprising
A quest step no longer asks you to "request COMMS request" but to "accept COMMS request".
Achievements
Fixed "Happy ship happy crew" ship quest being unlocked in the first sector before the morale system is enabled.
Technical
Added and assigned Game Splash Screen asset to game startup.
Fixed shader precaching getting stuck if the game window is not focussed
Extended the shader precache system to potentially eliminate glitches in some specific situations. Forces existing players to regenerate the shader cache once again when playing the game.
Fixed finished side missions potentially preventing other missions from starting until end of sector, and fixed savegames that are loaded in that state always prioritizing the same follow-up missions.
Heyho,
we just uploaded a quick hotfix for the Friendship One mission:
Friendship One can now be completed (torpedo branch)
Heyho Captains,
....and sometimes things just fall in place and you are done faster than you anticipated - Welcome to today's "Manual Quick Save" Update (Ingame Version 1.4)!
Since this is what you have been waiting for - at least a good portion of you - I'll spare you my rambling and cut right to the case:
Highlights / Summary
Manual Savegames
Players can now save manually in the pause menu.
Manual saves have one savegame slot that will be overridden.
This slot is independent from the recently implemented autosave slot.
When loading the game, players can choose which save game they want to load.
Balancing
Several systems were adjusted to feel more accurate and/or intuitive
Additionally, the Adventure difficulty level was adjusted to feel a little less stressful.
User Experience
The visual representation of several characters was corrected
Detailed Change Log:
Added manual Savegame System
Added distinction between manual saves and autosaves
Ensure manual saves are only available in safe areas and the game communicates why saving is not possible
Clear distinction between Continue, Load Manual, and Load Autosave
Added “time since last save” display in pause menu
Added manual save override warning
Added confirmation messages for saving and returning to main menu in pause menu
Graphics & Visual Improvements
Improved Planet Class N shaders to have more details
Added additional Borg Neuro Electric Field Generator room FX
Improved the eye metal part skinning of the Generic Borg to no longer generate unnatural deformations during animations
Ruined rooms now correctly show life support FX
Danara Pel now wears blue Starfleet uniform
Telek now wears blue Starfleet uniform
Talax ship model reverted to Talaxian freighter
Tuvok and Nunez adjusted Rank from Lieutenant Commander to Lieutenant
Improved the hair skinning of Seska (Cardassian) and Marla Gilmore to no longer clip into the outfit during animations
Balancing
Increased building and upgrade cost for combat rooms
Increased energy consumption of combat rooms
Increased energy reduction for the tech “Holodeck Energy Efficiency"
Advanced Living Standard tech now properly affects Crew Quarters
Added hero impact on warp core repair rate
Reduced chance of terrible POI outcomes for Shuttles
Adjusted phenomena spawn chances in later sectors
Reduced maximum size of storm phenomena
Difficulty Adventure
Increased the base storage capacity for Deuterium, Duranium, Food and Tritanium
Reduced Homesickness penalty
Increased chance of positive POI outcomes
Difficulty Survival
Slightly increased chance of positive POI outcomes
Quests & Events & Missions
Main Missions
Caretaker
Fixed minor branching issue in dialog
State of Flux
Tuvok now won't get resurrect when he died during a certain stage of the questline
Loyalties
The threat level is reduced to 0 after completing the mission allowing players to prepare for the challenges in the following sectors
Old Friends New Enemies
Janeway will no longer receive too much XP in one branch during the dialog
Dark Frontier
Set the correct outcome text for one of the endings.
Uprising
Away Mission: fixed a trait constraint in a challenge
Endgame
Solved a branching issue
Side Missions
Medical Ethics
Solved a branching issue
Live Fast and Prosper
Now requires Tuvok and Chakotay to at least be available in the sector for story consistency.
Good Shepherd
The rewarded tech is now correctly tied to the DLC
Events
Duranium Infestation
minor fix in selectable options
Homesickness
is now reported by Chakotay/McGuiness
Mission: Entrance Exams
Cycle count won't reset anymore when loading a save
Mission: The Romulan Risk
Cloaking Shield Matrix will now be given out when choosing to upgrade the tech.
Mission: Event: Reap What You Sow
Will no longer be triggered by a Vidiian ambush
Mission: Holodeck Malfunction
Both heroes now return after loading a save
Quest: Mind Over Missiles
Ship Events now trigger again as intended when the quest is abandoned.
Fixes
Combat & Systems
Torpedoes no longer collide with each other
Radial menu HUD restore fix
Combat variety updates (multiple passes)
Target reticules no longer block clicks
Fixed torpedoes not being deducted after firing
Fixed regeneration alcoves deconstruct resources
Audio
Fixed duplicated sentence in Log Sector 8 (Tom Paris)
UI & UX
Improved Mouse & Keyboard camera movement in sector overview
Savegame popup animation reduced from 8s to 4s
Sorted Main Menu button to bottom of pause menu
Fixed energy hover tooltip
Fixed hull hover tooltip description
Fixed missing main deflector upgrade description
Fixed selected & currently researched tech being not readable
Fixed hero overview issues
Fixed hero unavailable popup behavior
Fixed Main Deflector being highlighted when hovering over Life Support
Fixed Issues in construction menu
Fixed Main Engineering being deactivated
Tech
Fixed timer crashes
And heyho again,
2 blogposts in a day? Yes - not just that, 2 small patches in a day!
We’ve increased the autosave frequency so the game now saves at least after every fifth Point of Interest, and we’re preparing a manual quick save system for the upcoming patch.
Best Regards,
gameXcite & Daedalic Entertainment
Heyho Captains,
Without further ado, here is our first, albeit small, Patch, focussing on some individual issues. As mentioned yesterday in our recent blogpost, this is only the first step before a bigger Update which will then be focusing on the save system.
Here are today's patchnotes:
Added the timestamp of the last savegame to the pause menu to improve visibility as a first step to address savegame-related feedback.
Fixed a progression blocker in Maneuvers that could occur if Tom Paris was unavailable in a specific branch.
Resolved an issue causing empty pop-ups when crew members were injured in Main Engineering.
Adjusted balancing.
Updated Chakotay Maquis Profile Picture
Fixed potential crashes when exiting to the main menu from combat result screen.
Fixed a potential crash that could occur when the ship was auto-focused at the end of traveling between systems.
See you in the Delta Quadrant,
gameXcite & Daedalic Entertainment
Heyho everyone,
The waiting has come to an end - it is time to take the helm of U.S.S. Voyager, the most beautiful of starships of the federation they say (well, at least we say that).
Star Trek: Voyager - Across the Unknown is out now!
The team is absurdly excited to show you what they have been working on - and await your feedback. We will be closely monitoring the next days/week and see what can, needs or wants to be done - So come say “Hi!” on our \[Discord Server] or leave your thoughts in the steam forum, either way - we will see it.
Well, for now there’s nothing more to do than to wish you good luck and say…
…Make it so! - Wait - No - wrong Series.. (Where is my Coffee?)
See you in the Delta Quadrant, Captains!
Daedalic & gameXcite
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22129519
Uploaded Mar 16, 2026
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System Requirements
How to Install
STVoyager.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
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22129519
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