<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Stellar Tactics — After Strategy</title><description>1 article on Stellar Tactics: guides, reviews, tier lists and news.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>Stellar Tactics review: after a decade in Early Access, does the space RPG finally deliver?</title><link>https://after-strategy.com/en/stellar-tactics-review-1-0-after-decade-early-access/</link><guid isPermaLink="true">https://after-strategy.com/en/stellar-tactics-review-1-0-after-decade-early-access/</guid><description>Full review of Stellar Tactics 1.0 released March 30, 2026 after almost 10 years in Early Access. 160,000 star systems, turn-based combat, exploration — the verdict.</description><pubDate>Sun, 17 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Ten years. That’s how long &lt;em&gt;Stellar Tactics&lt;/em&gt; spent in Early Access before its 1.0 release on March 30, 2026. This sci-fi sandbox RPG — developed almost solo by Maverick Games Studios — promises a 160,000-system galaxy, deep turn-based combat, and detailed ship customization. After a decade of waiting, does it deliver? We played 30 hours.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;1.0 release&lt;/strong&gt;: March 30, 2026, after almost 10 years in EA (started September 2016)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Massive content&lt;/strong&gt;: 160,000+ star systems, 40 ships, 240 perks&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Deep combat&lt;/strong&gt;: turn-based ground, real-time space simulation&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Solo dev&lt;/strong&gt;: Maverick Games Studios, &lt;strong&gt;primarily one developer&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Steam reviews&lt;/strong&gt;: overall “Very Positive”, but 57% over the last 30 days — post-launch bugs are hurting new players&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-1.webp&quot; alt=&quot;Stellar Tactics official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-1-480w.webp 480w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-1-800w.webp 800w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-10-years-in-early-access-how-do-we-get-here&quot;&gt;10 years in Early Access: how do we get here?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-content-160-000-systems-really&quot;&gt;The content: 160,000 systems, really?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-ground-combat-xcom-with-rpg-roles&quot;&gt;Ground combat: XCOM with RPG roles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-space-simulation-or-dashboard&quot;&gt;Space: simulation or dashboard?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-flaws-bugs-dated-interface-dizzying-scope&quot;&gt;Flaws: bugs, dated interface, dizzying scope&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-verdict-who-it-s-for-who-it-isn-t&quot;&gt;Verdict: who it’s for, who it isn’t&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;10-years-in-early-access-how-do-we-get-here&quot;&gt;10 years in Early Access: how do we get here?&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-2.webp&quot; alt=&quot;Stellar Tactics official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-2-480w.webp 480w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-2-800w.webp 800w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Stellar Tactics&lt;/em&gt; launched into Early Access in &lt;strong&gt;September 2016&lt;/strong&gt; on Steam and GOG. At the time, it pitched itself as &lt;strong&gt;the spiritual heir to Starflight&lt;/strong&gt; (1986) and &lt;em&gt;Sundog: Frozen Legacy&lt;/em&gt; (1984) — the sandbox space RPGs that today’s thirty- and forty-somethings wore out.&lt;/p&gt;
&lt;p&gt;What lengthened development:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;One main dev&lt;/strong&gt; (Don Wilkins of Maverick Games Studios), not a team&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;An incredibly ambitious scope&lt;/strong&gt; — 160,000 procedural systems is literally unthinkable for a solo dev&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Community funding via Steam EA&lt;/strong&gt; rather than a publisher who could have imposed deadlines&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The result after 10 years: a game &lt;strong&gt;vast but artisanal&lt;/strong&gt;, with the qualities and flaws you’d imagine. Some EA veterans have poured &lt;strong&gt;1000+ hours&lt;/strong&gt; in. Others bailed seeing each update took 3 months.&lt;/p&gt;
&lt;h3 id=&quot;the-content-160000-systems-really&quot;&gt;The content: 160,000 systems, really?&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-3.webp&quot; alt=&quot;Stellar Tactics official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-3-480w.webp 480w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-3-800w.webp 800w, /images/articles/stellar-tactics-test-version-1-0-apres-10-ans/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Yes. The number is real. &lt;em&gt;Stellar Tactics&lt;/em&gt; procedurally generates &lt;strong&gt;over 160,000 star systems&lt;/strong&gt;, each with:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Stations, planets, asteroids, wreckage debris&lt;/li&gt;
&lt;li&gt;Dynamic factions in conflict&lt;/li&gt;
&lt;li&gt;Random events (piracy, encounters)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The galaxy is &lt;strong&gt;persistent&lt;/strong&gt; — what you do in one place impacts the rest. Caveat: narrative density varies. Some systems are full of stories (named factions, scripted quests); others are empty, just asteroid-mining filler.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Verdict&lt;/strong&gt;: the content is real but &lt;strong&gt;not uniformly dense&lt;/strong&gt;. As with &lt;em&gt;Starsector&lt;/em&gt; or &lt;em&gt;Elite Dangerous&lt;/em&gt;, you have to accept that most systems are “filler” to create the illusion of a truly living galaxy.&lt;/p&gt;
&lt;h3 id=&quot;ground-combat-xcom-with-rpg-roles&quot;&gt;Ground combat: XCOM with RPG roles&lt;/h3&gt;
&lt;p&gt;This is &lt;strong&gt;the game’s best aspect&lt;/strong&gt;. Stellar Tactics’ turn-based combat borrows from XCOM (cover, firing angles, height) but adds a &lt;strong&gt;deep RPG layer&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;240 unlockable perks&lt;/strong&gt; — specialization as sniper, medic, hacker, heavy, etc.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Classless progression&lt;/strong&gt; — your character evolves freely based on your choices&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Teams of 4&lt;/strong&gt; — each member is distinct, not an XCOM clone&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Environmental effects&lt;/strong&gt;: gravity, radiation, toxic atmosphere&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Battles on the ground in abandoned stations and ancient ruins &lt;strong&gt;recall Fallout Tactics&lt;/strong&gt; with a Star Wars KOTOR touch. Satisfying, demanding, with a real learning curve.&lt;/p&gt;
&lt;h3 id=&quot;space-simulation-or-dashboard&quot;&gt;Space: simulation or dashboard?&lt;/h3&gt;
&lt;p&gt;The space side is &lt;strong&gt;more dashboard than pure simulation&lt;/strong&gt;. You pick a destination, you travel (with warp jump), and you encounter what comes up along the way. No arcade piloting like Elite Dangerous.&lt;/p&gt;
&lt;p&gt;On the other hand, the &lt;strong&gt;40-ship customization&lt;/strong&gt; runs deep:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Combat&lt;/strong&gt; — offense/defense optimization, ammunition, armor&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mining&lt;/strong&gt; — ships dedicated to asteroid extraction&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cargo&lt;/strong&gt; — trade between stations&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Exploration&lt;/strong&gt; — long-range sensors, upgraded jumpdrives&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;You can &lt;strong&gt;disable and board&lt;/strong&gt; enemy ships — opening a ground combat aboard their vessel. It’s one of the game’s unique mechanics, a direct heir to the Starflight tradition.&lt;/p&gt;
&lt;h3 id=&quot;flaws-bugs-dated-interface-dizzying-scope&quot;&gt;Flaws: bugs, dated interface, dizzying scope&lt;/h3&gt;
&lt;p&gt;Three recurring critiques of the 1.0 release:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Post-launch bugs&lt;/strong&gt; — recent reviews (57% positive over 30 days) flag loading crashes, quests getting stuck, save issues. The solo dev pushes near-daily hotfixes, but it remains frustrating.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dated interface&lt;/strong&gt; — the UI feels 2016. Little visual polish, austere fonts, sometimes missing tooltips. For a $40 game, it’s rough.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dizzying scope that can paralyze&lt;/strong&gt; — 160,000 systems is &lt;strong&gt;literally infinite&lt;/strong&gt;. Many new players bail at 10-15h, overwhelmed, not knowing what to do. The game doesn’t hold your hand enough.&lt;/p&gt;
&lt;h3 id=&quot;verdict-who-its-for-who-it-isnt&quot;&gt;Verdict: who it’s for, who it isn’t&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Buy Stellar Tactics if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You loved Starflight, Sundog, or early ’80s/’90s space RPGs&lt;/li&gt;
&lt;li&gt;You love open sandboxes where &lt;strong&gt;you make your own story&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;XCOM-style turn-based combat appeals to you&lt;/li&gt;
&lt;li&gt;The “one-man project” angle inspires rather than scares you&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Skip it if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You want guided narrative à la Mass Effect&lt;/li&gt;
&lt;li&gt;You don’t have 100h+ to invest to really “taste” the game&lt;/li&gt;
&lt;li&gt;Dated UIs put you off&lt;/li&gt;
&lt;li&gt;You’re looking for a solo RPG finishable in 40h&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;At &lt;strong&gt;$39.99&lt;/strong&gt;, it’s an honest bet for anyone looking for a modernized old-school space RPG. To compare with the other 2026 RPG/tacticals, see our &lt;a href=&quot;/en/xenonauts-2-review-version-1-0-full-release/&quot;&gt;Xenonauts 2 review&lt;/a&gt; and our &lt;a href=&quot;/en/vaunted-preview-sci-fi-tactical-rpg-hooded-horse-2026/&quot;&gt;Vaunted preview&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Final score: 7/10&lt;/strong&gt; — a singular game, thrilling for those it grabs, frustrating for those without context.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/465490/Stellar_Tactics/&quot;&gt;Official Steam page for Stellar Tactics&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://www.stellartactics.com/&quot;&gt;Official Stellar Tactics website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item></channel></rss>