A real-time pausable 4X of fleet command, economic attrition, and fog-of-war. Procedural galaxies. Seven ship types. Matches end in 15–30 minutes — not thirty hours.
Stars Reborn is a real-time pausable 4X space strategy game built in Godot. Spiritual heir to the classic turn-based Stars! — stripped of the spreadsheet, dense with decisions.
Scout a procedural galaxy. Settle planets. Draft a fleet composition that counters what your opponent is building. Feint. Starve them of workforce. Collapse a front. Every match is a self-contained campaign that resolves in a single sitting.
No session lobbies, no monthly live-service grind. P2P netcode with an authoritative host — you host a match by IP and your opponent joins. That's it. Matches are designed to be replayed, not subscribed to.
Planets run on a single resource: minerals. Output is the product of three levers — population, infrastructure (mines and factories), and a mining/production slider that splits workforce between the two.
At hab=50, a fully grown planet can exactly staff every building. Above 50 you run a workforce surplus; below 50 your infrastructure is permanently understaffed.
| Home Star | Starting Value |
|---|---|
| Habitability | 85 |
| Population | 100 / 850 |
| Mines | 5 |
| Factories | 5 |
| Concentration | 100 |
| Surface Minerals | 100 |
| Starbase | at match start |
Vision is layered. Each of your ships and stars projects a movement-scan radius (wider, tracks position) and a narrower visibility radius (identifies hull, shows HP bar). What you see depends on which rings the enemy stands in.
Combat is detection-gated: a ship can only target enemies someone on its team has inside movement scan. A cruiser at 360 px range with 80 px self-scan cannot fire without a scout or frigate spotting for it.
| Source | Movement | Visibility |
|---|---|---|
| Scout | 600 | 450 |
| Scanner I | 700 | 350 |
| Scanner II | 1500 | 750 |
| Frigate | 350 | 262 |
| Starbase | 200 | 150 |
| Fighter | 80 | 70 |
| Cruiser | 80 | 60 |
| Bomber | 80 | 60 |
| Colonizer | 80 | 60 |
Combat resolves in real time. Proximity clustering engages enemies within 400 px. Ships attack on a 0.5-second cooldown with a 20% miss chance (seeded RNG); scout evasion checks before damage resolves.
Counters are stat-driven, not automatic wins. Bring the right composition for what you scouted — or pay for it.
| Class | HP | ATK | Range (px) | Role |
|---|---|---|---|---|
| Fighter | 90 | 20 | 70 | Dead-zone closer |
| Frigate | 200 | 35 | 100 | Brawler |
| Cruiser | 140 | 40 | 60–360 | Long range |
| Bomber | 60 | — | orbits | Orbital siege |
| Starbase | 500 | 80 | 130 | Home defender |
Every match generates its galaxy from a seed. Share the seed to replay the same map; reroll for a fresh draw. Star placement is deterministic from seed × map size, so both players see an identical galaxy at match start.
The galaxy picker in the main menu sets size. The seed field reseeds on every menu entry; edit it to reproduce a specific match, or hit the 🎲 button to re-roll.
| Tier | Stars | Playfield | Players | Duration |
|---|---|---|---|---|
| Small | 16 | 6000×6600 | 2 | ~15 min |
| Medium | 24 | 9000×9900 | 2 | ~20 min |
| Large | 36 | 12000×13200 | 2 | ~30 min |