Total current games: 28 - Current Top Player: monkey. All opponents grumble in his wake!
Stellar Forces

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Stellar Forces is a free turn-based multi-player squad strategy game.

Take control of your elite squad to defeat your opponent in one of 30+ missions. Choose what to equip them with, where to deploy them, and what strategy and tactics to use to ensure your victory!

This game is completely free to play - all you need to do is register to play as many games as you want. You will also need to download the client.

This game is played in a relaxed way, like a PBEM. Once you have taken your turn, your opponent is notified by e-mail that it is now their turn. However, they may not take it straight away. Typically, expect to take a turn and then wait about a day to take your next turn. Of course, you can play as many concurrent games as you can handle if you get bored in the meantime!


Recent Victories!

04 Sep 2010 - SteveSmith (The Fugitives) has defeated Yasl (The Assassins) in The Assassins

03 Sep 2010 - SteveSmith, Deadlime have drawn in the mission A Tale of Two Bases

03 Sep 2010 - victor (The Attackers) has defeated sabreman (The Defenders) in Moonbase Assault

03 Sep 2010 - Deadlime (The Aliens) has defeated kael (The Human Escapees) in Alien Escape*

01 Sep 2010 - PCasaca (Laser Squad) has defeated paintballer (Renegade Squad) in Battle for Sigma 7

Top 10 Players

NamePoints
1. monkey36
2. Deadlime31
3. PCasaca24
4. victor18
5. kael9
6. knowman6
7. Sebi6
8. Brathering6
9. paintballer3
10. sabreman3

Special Features!

  • Take your turn when you want. You don't have to be sat at your PC at a certain time.
  • Currently over 30 missions with more being added all the time.
  • A wide range of weapons and equipment, from guns to explosives and beyond.
  • Play against (mostly) human opponents!
  • Play directly against 1, 2 or 3 opponents.
  • A helpful and welcoming community that will answer any questions without condescension, unless it's 'why do I have to restart my client each time?'.
  • Completely free to play. No payment is required to unlock any feature.
  • A practise game option to avoid embarassingly low league positions.
  • A development team always open to new suggestions.
  • Complex but automatic game mechanics, like overhearing enemies and opportunity fire.

Most Concurrent Games

NameGames
1. PCasaca7
2. victor5
3. Deadlime5
4. kael3
5. Brathering2
6. JmJ382
7. Kocur2
8. paintballer2

Latest Server Updates

  • 3/9/10 - Players can now conceed games, and also propose mutually conceeding games.
  • 31/8/10 - New Mission: The Assassins - Outhouses.
  • 31/8/10 - This page now shows which players are playing the most concurrent games.
  • 27/8/10 - Escape hatches are shown on the strategic scanner to both sides.
  • 27/8/10 - Campaign missions can conceed within 7 days.
  • 25/8/10 - New campaign missions: Hit and Run 1 - Breakout Map and Hit and Run 2 - Escort 2 Map
  • 25/8/10 - There is now a league table of top-ranked units.
  • 25/8/10 - The address for the wiki is now http://www.stellarforceswiki.com.
  • 23/8/10 - New mission: 4-Player Last Man Standing 2 (Last Man Standing using the Catch the Flag map)
  • 16/8/10 - New missions: Flag Heist and 4-Player Flag Heist
  • 16/8/10 - In Prison Riot, only light and medium armour can be purchased, and prisoners now have 30 creds.
  • 11/8/10 - Wounded units are now given enough AP's to at least reload their weapon.
  • 10/8/10 - Creates new games in a fraction of the time.
  • 8/8/10 - Shows the location of explosions on the strategic scanner.
  • 4/8/10 - Emails informing users of postings to subscribed forums now include a link.
  • 4/8/10 - Sale! Medi-kits now only cost 6 creds.
  • 30/7/10 - In mission 3-Player Co-operative The Alien Hordes, reduced alien units to 12.
  • 30/7/10 - Made the map fairer for all sides in 4-Player Capture the Flag, and adrenalin shots are no longer allowed.
  • 29/7/10 - In mission 3-Player Moonbase Assault, the defenders now have 10 units and 380 creds.
  • 21/7/10 - New Mission: 3-Player Co-operative The Alien Hordes.
  • 20/7/10 - When replying to a message, it now quotes the original message.
  • 17/7/10 - In mission Prison Riot, prisoners are only allowed to buy close-combat weapons, and now have 15 creds.
  • 16/7/10 - New Mission: 4-Player Moonbase Assault.
  • 14/7/10 - New Mission: 3-Player Moonbase Assault.
  • 13/7/10 - The recent game log is now emailed along with the turn reminder.
  • 10/7/10 - Units are now not identified when they are heard.
  • 9/7/10 - In mission Prison Riot, prisoners are no longer allowed to buy explosives.
  • 8/7/10 - New Mission: 4-Player Capture the Flag.
  • 6/7/10 - When viewing a game history, it now correctly shows walls before they were destroyed.
  • 9/7/10 - In mission Prison Riot, reduced the creds of the prisoners to 10 and increased the guard's creds to 200.

[more]

Latest Client Updates

1.30 (released 1st September 2010)

  • Added extra help for new players.
  • Now works on 64-bit Windows (thanks to Deadlime).

1.29 (released 9th August 2010)

  • Can now handle connection timeout errors to avoid lost data.
  • Fixed 'throwing distance' bug.

1.28 (released 30th July 2010)

  • Units now start in a random direction.
  • It's possible to remove an item without dropping it.

[more]

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Latest Forum Posts

Apologies Victor, I originally added too many points. It should have only been 3 per unit, not 6, for winning.
Posted by SteveSmith 18 minutes ago to Campaign mode

Thanks Deadlime and Steve :)
Posted by PCasaca 35 minutes ago to Campaign mode

Good point. 1 pt isn't a lot anyway.
Posted by SteveSmith 3 hours ago to Campaign mode

Point added now. Congrats on being #1!
Posted by SteveSmith 3 hours ago to Campaign mode

I doubt any players would agree to mutually concede straight away for just 1 measley point when there is a massive 24 points up for grabs for winning and 3 bonus points per kill.

I think a 1 point per unit flat rate for surviving units on losing/drawing sides is a nice token gesture for their efforts. Also this way it automatically promotes all Recruits to Private after 1 mission whatever the outcome, which in turn will encourage players to try to hang onto their surviving units instead of using Recruit after Recruit as an endless supply of instantly replacable cannon fodder. If you get my meaning?
Posted by Deadlime 4 hours ago to Campaign mode

Q1 - You're right, I've not implemented this yet. Once the points "algorythms" are sorted I'll do this.

Q2 - Again yes, but I didn't expect anyone to finish a campaign mission before me and Deadlime! I'll add the missing rank points manually.

As for our draw Deadlime, I thought that it's better that players not getting any rank points for a mutual draw, to stop players just mutually conceeding straight away to get a point. What do you think? I agree with your last point though.
Posted by SteveSmith 5 hours ago to Campaign mode

It was technically because Steve had left a bug in the program. Fixed now. :) I'll have a look at the other issues now.
Posted by SteveSmith 6 hours ago to Campaign mode


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