
What is Stellaris?
The vision serves as a guiding tool to keep the entire development team aligned. As the game evolves, we work hard to update it regularly to remain accurate and consistent with our core vision. Here’s how I currently answer “What is Stellaris?”:The Galaxy is Vast and Full of Wonders
For over eight years, Stellaris has remained the ultimate exploration-focused space-fantasy strategy sandbox, allowing players to discover the wonders of the galaxy. From their first steps into the stars to uniting the galaxy under their rule, the players are free to discover and tell their own unique stories. Every story, trope, or player fantasy in science fiction is within our domain. Stellaris is a Living Game
Over time, Stellaris has evolved and grown to meet the desires of the player base.- At launch, Stellaris leaned deep into its 4X roots.
- It evolved from that base toward Grand Strategy.
- As it continues to mature, we have added deeper Roleplaying aspects.
Every Game is Different
We desire for players to experience a sense of novelty every time they start a game of Stellaris. They should be able to play the same empire ten times in a row and experience ten different stories. A player’s experience will differ wildly if their first contact is a friendly MegaCorp looking to prosper together or if they’re pinned between a Fallen Empire and a Devouring Swarm. Stellaris relies on a combination of prescripted stories (often tied to empire Origins) and randomized mechanical and narrative building blocks that come together to create unplanned, emergent narratives. A sense of uncertainty and wonder about what could happen next is core to the Stellaris experience. What is this About?
Fundamentally, as the players, Stellaris is your game. Your comments and feedback on The Machine Age heavily influenced our plans for 2025. We work on very long timelines, so we’ve already been working on next year’s releases for some time now. Most of what I’m asking will affect which tasks the team prioritizes and will help direct our direction in 2026 and beyond. We’re making some changes to how we go about things. Many people have commented that the quarterly release cadence we’ve had since the 3.1 ‘Lem’ update makes it feel like things are changing too quickly and too often, and of course, it disrupts your active games and mods. The short patch cycle between Vela and Circinus was necessary for logistical reasons but really didn’t feel great. We’re going to slow things down a little bit to let things stabilize. I’ve hinted a couple of times (and said outright last week) that we have the Custodian team working on some big things - the new Game Setup screen was part of this initiative but was completed early enough that we could sneak it into 3.14.1. My current plan is to have an Open Beta with some of the team's larger changes during Q1 of next year, replacing what would have been the slot for a 3.15 release. This will make 2025Q2, around our anniversary in May, a bigger than normal release, giving us the opportunity to catch up on technical debt, polish, and major features.What is Stellaris to you?
How does this match what you think Stellaris is, and where it should go? Would you change any of these vision statements? What systems and content are “sacred” to you, which would make Stellaris not Stellaris anymore if we changed them? Some examples to comment on could include:- How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?
- If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
- What aspects are most important in defining your civilization?
- How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
- How important is the current Trade system, with routes collecting back to your Capital?
- Is colonization too easy? Should habitability and planet climate matter more?
- Are there any Origins that should be Civics, or Civics that should be Origins?
- If you could remove one game system, what would it be? Which system would you make the central focus of an expansion? Is there a feature you want to enjoy, but feel the current implementation doesn’t quite work for you?