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The Darkest Star
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About this game
What this game is, in the developer's words
Fight for survival by gathering a fleet of powerful space warships in a turn based rogue-like, Decisions are key as the battle evolves over multiple turns. Use a multitude of weapon systems and ship types to press home the attack with a unique turn based system.
The Darkest Star is a turn based strategy with a twist, in that some weapons take multiple turns to reach their targets. Giving you time to manoeuvre and defend.
It features stealth mechanics so you can use light units to scout and reveal enemy units before moving in large capital units to finish the job.
Carriers can launch and recover fighters allowing your fleet carrier to stage fighters through forward bases.
Resources like ammo means choosing your targets wisely and knowing the strengths and weaknesses of the weapon systems in the game so as not to waste precious missiles and ship hulls.
The battles focus on leading your fleet. This is game about taking the role of an admiral, looking at the big picture and making the hard decisions.
Rogue-like Campaign
Mixed with a rogue-like campaign. Each campaign contains procedurally generated missions & you will have to choose whether to risk capturing and reactivating ships in battles to grow your fleet or to just fight your way through to the next mission.
Make tough decisions; will you leave your crippled battle ship behind to cover your retreat while low on ammo or use fighters to harry and slow the enemy just long enough to get everyone to to the jump point?
You will have to think not just about the current battle but the next one.
Turn Based with a twist
Missiles and fighters in The Darkest Star operate over multiple turns much like other ships. This creates an ever evolving tactical situation for you to deal with. Manoeuvring larger ships will be slower so thinking ahead will be key to victory.
Weapons can create debris fields or areas of jamming that persist from turn to turn, these can be exploited by drawing enemy units or missiles into them.
Detonating ships cause damage to nearby units.
We wanted to create a game that gave you time to think but where decisions had a longer reach than a single turn or even a single mission.
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