Interstellar Conquest Reviews
Take planets and assemble your fleet. The conquest of space is now, navigate through asteroid fields and hide in nebulas to outsmart your opponents. Experience the challenge of ion storms disrupting your ship's sensors and become the ultimate space fleet commander.
App ID | 2310980 |
App Type | GAME |
Developers | GoldenGod Games |
Publishers | GoldenGod Games |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Shared/Split Screen, Remote Play Together, Shared/Split Screen PvP, Includes level editor |
Genres | Indie, Strategy |
Release Date | 27 Feb, 2023 |
Platforms | Windows, Mac, Linux |
Supported Languages | Portuguese - Brazil, Spanish - Spain, Japanese, English |

9 Total Reviews
5 Positive Reviews
4 Negative Reviews
Mixed Score
Interstellar Conquest has garnered a total of 9 reviews, with 5 positive reviews and 4 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Interstellar Conquest over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
332 minutes
Ehh...
👍 : 0 |
😃 : 0
Negative
Playtime:
151 minutes
cool for a few fast games. better than I expected.
👍 : 0 |
😃 : 0
Positive
Playtime:
94 minutes
5.5/10 TBS with unit production in space setting.
TLDR: A TBS with a nice core idea of producing new ships on planets, expanding to capture planets and several spaceship types and "terrain types". However, the game was designed to work on mobile as the main priority, so its controls are so uncomfortable that it's almost impossible to play. Clearly the game wasn't playtested on PC at all. Lack of campaigns also leaves you without motivation to complete anything. It's just a list of skirmish maps where you can compete vs AI on easy, medium and hard modes. You could think of it as super-bare bones Civilization mixed with Panzel General. I'd say this game needs a UI/controls overhaul and a few campaigns added, and the ships roster expanded by at least a factor of 3. Right now it's almost like a prototype. Still, a "slightly above average" vote since you could have some fun with it and I hope devs will improve it later on.
Good:
- in-built map editor
- nice music
- the 2D art is generally good
- although it's space, some additional tactical variety is added by "nebula", "asteroid field" and other "terrain types"
So-so:
- there is no campaign. You can only play "skirmishes" against AI, either on pre-designed or randomly generated maps. The game could easily have pre-designed battles where you don't have planets and don't produce new units but simply control pre-given armies of ships. This would also remove the relatively boring "early expansion" phase at least in those campaign battles. Maybe there could be a "skirmish" mode where you get a random army but can't produce new ships
- the core combat system is rather simple. There are only 3 improvements you can build in a planet (+money flow, faster ship building, and +defense) and just 7 ship types. No factions with special units, and the enemy has the 7 types of ships which just look a bit differently only to create confusion
- planets could have names, to give them some character. Also, they're all the same size
- the "cosmic nebula" background is too colorful and makes the combat map hard to read
Bad:
- no tutorial. Not even any in-game manual or wiki. All you have is the dialog for the currently selected unit. You have to figure out the game's mechanics from those stats
- controls are mobile-optimized. Mouse-over is almost never used. For example, to see unit stats, you have to select the unit. Mouse-over does nothing, it just shows an info tooltip about the tile's "terrain" (planet, asteroid field, nebula) which is actually just visual clutter and detracts from the game. This terrain tooltip is even shown when you have a planet management screen open. So, as you move the mouse between ship types, the tooltip shows info on the terrain that's behind dialog and is invisible.
- moving units is a pain. That's because after you give an order to a unit, it stays selected. If you then click on something else, a unit or a planet, the game won't select a new unit or a planet and instead shows several buttons, one of which is "select". When attacking an enemy, there is a similar "dialog" with buttons over the enemy one of which is "attack". The other button is "cancel action" that actually just closes that useless dialog and does nothing. Right click deselects unit - and you end up having to deselect every unit once you've given an order. All of this is just ridiculous! Because you have to do 2 clicks where 1 would be enough. I guess all of this nonsense comes from the devs' desire to have controls work both on mobile and PC. Instead they should have just designed separate systems for mobile and PC. On PC there is also the right mouse button which one could take advantage of. Opening a planet management screen should deselect the unit! Left click should select the unit, and if you click on a planet behind the unit - open the planet management dialog. Spaceships don't obstruct the whole planet's sprite anyway, so it's easy to check if the click was on the ship or on the planet. Then you don't need the popup dialog to choose what you want to select: a ship or a planet. And RIGHT CLICK should give the move or an attack order depending on what you click: an enemy or an empty tile... Anyways, right now the controls are atrocious and need to be re-designed with PC in mind
- bug: if had a unit selected and then select another unit with "select" button in the popup, there is no highlight for the possible movement! The map is shown for 1 frame and then disappears. Yet you can still give a movement order. This adds even more confusion to the already broken system...
- capturing planets could be automatic: if a ship ends its turn over a planet, it could just decrease the base's defenses in the beginning of the next turn. There is no easy way to see capture progress, you have to mouse-over the base. There should be a progress bar with the remaining stength of the planet, with a number and num remaining turns if the same unit will stay over this planet
- when deciding which ships to build, you can't see their stats, only price and a generic description. For whatever reason, there is a separate "Build" button, so you first need to click a ship, then click "Build". Again, 2 clicks where 1 would be enough
- you can't get any info about enemy ships, neither if you mouse over them or click them. You only see their HP. This makes tactics impossible when you're new to the game: you don't know what ship this is, what damage it can do to you
- all ships look alike, they just differ by size. That's especially an issue when you're new to the game. Also, their graphics give no hint to what each of them is good against or what their purpose is. I mean, in fantasy games it's usually easy to see which unit is a archer just because he'd have a bow in his hands. In a modern combat themed game you'd instantly tell a tank from a rocket launcher. So, for this game, I guess if you have a "bomber" it could have some "stealth-bomber"-like look. A "carrier" unit could look like a platform. We don't know how those sci-fi ship will look anyway, so there could be at least some resemblance to what we're already familiar with
- no way to quickly see what a planet is producing. Civ 5/6 and Master of Orion show a progress bar and write the name of the produced unit, with # remaining turns. Here it's just a barren planet image. This is just lazy...
I'll be happy to give the game another look and re-rate, if the devs update it. I think I saw this game on itch.io a few years ago, and it looked as a promising project. I had it on my wishlist for a long time and hoped they would polish it much more before official release.
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👍 : 0 |
😃 : 0
Positive
Playtime:
13 minutes
This game is buggy and lousy. It reminded me of a crappy C64 game called galaxy. It was almost like this. You just move icons and shoot and it decides if you hit based on a coin toss or rock paper scissors.
Just like it
AND IT CRASHES ALOT
I don;t mean to be rude but the author needs to redo everything and first before that go look up what makes an interstellar 4x game awesome.
👍 : 1 |
😃 : 0
Negative
Playtime:
20 minutes
No instructions of any kind. Almost nothing to do. Description makes it sound much more exciting than it is. It's a very basic game, for a very low cost, but it's so basic that it's not fun. Just make one of a few ship types and send them to find other ships to shoot. Conquest consists of clicking on a planet with a ship and waiting.
👍 : 5 |
😃 : 0
Negative
Playtime:
229 minutes
Interstellar Conquest is a fun strategy game, with several map variations and options for the player to test their strategies and knowledge acquired in the game. The various possible combat units and the dynamic rhythm of the game, which punishes the player for his choices, make the game even more enjoyable. I had already played other similar games and so I knew the style well. I really enjoyed Interstellar Conquest. I think the only change that could be made at this point would be the possibility of not having to deselect units, making the game more fluid, since it is currently necessary to deselect a unit to interact with another when using only the mouse for gameplay.
👍 : 4 |
😃 : 0
Positive
Playtime:
23 minutes
Saving not possible! I wouldn't complain, if this were mentioned on the store pabe - but it isn't.
If you don't mind that you can't save (nor does the game save automatically when you exit), it's a cheap simple game.
👍 : 3 |
😃 : 0
Negative
Playtime:
52 minutes
Fun game with a ton of potential. Reminds me of a not quite finished version of Sid Meier's STARSHIPS.
Would be nice to see more types of buildings on planets such as cities which are kept fed by farms which in turn are kept going by weather control systems etc all represented by building in the same way the current factory, defenses and market are represented. Being able to upgrade buildings and ships from their starting base would be another nice addition. Having ships and planets take damage from outer space events like magnetic storms, meteor showers, traveling near a blackhole which could also slow the travel speed which could effect a nearby planet under attack which needs reinforcements,
Graphics are enjoyable giving a strong tabletop mood to everything that is going on. Sound effects have a certain retro charm to them but could use a slightly more modern sound to them perhaps with another layer over the current sounds to give them a bit more impact and depth.
INTERSTELLAR CONQUEST, Buy it! Play it! Travel the vast infinity of space conquering other planets and vanquishing horrific inhuman alien monstrosities!!!
👍 : 11 |
😃 : 0
Positive
Playtime:
264 minutes
I like the concept of the game.
However the game still requires some work and content to gain more attention and playability.
What could be improved:
1.) When you mouse over on the enemy unit you should know what kind of unit is that. ( missing info )
2.) The sound effects of the spaceships when they fire could be better.
3.) More maps or random maps generator (this would be a perfect solution)
Hope you will find this feedback constructive.
👍 : 12 |
😃 : 0
Positive