"If you fire up Stellaris 2.0," says Anward, "you'll still recognize it as Stellaris, but how you basically play the game, how you build ships, how you expand, how you maneuver, that's all changed. Paradox* wanted to do a war update, but the studio couldn't do that without changing a lot of other fundamental systems - everything to starbases and fleet movement. The scale of the update and accompanying Apocalypse DLC is the result of the interconnectedness of Stellaris' myriad systems. The game is more popular than ever, so there's no reason why we shouldn't be able to do this." Here's the thing: if your house needs a new roof, you renovate a roof, but if we did Stellaris 2, that's not renovating a roof, that's building a new house. "Some people have asked why we didn't save this for Stellaris 2. "I question the idea that you can't make this kind of large update for the game," says game director Martin Anward. The Imminent 2.0* update is one of the most ambitious the studio has worked on, and one that the team has been developing on the side as far back as Utopia*, which launched in April last year. Get more game dev news and related topics from Intel on VentureBeat.Īs Stellaris* approaches its second anniversary, big changes are on the horizon for the space grand strategy/4X hybrid from Paradox Development Studio*.
The original article is published by Intel Game Dev on VentureBeat*: Stellaris 2.0: Rebuilding the galaxy.