What is Stellar Throne?
Stellar Throne is a turn-based 4X strategy game — Explore, Expand, Exploit, Exterminate — where you command fleets, colonize worlds, negotiate peace (or war), and compete for control of the galaxy.
What inspired you to create it?
I've always loved science fiction, but the biggest influence on this project is Master of Orion (1993). It was my first real taste of interstellar conquest — and I’ve been chasing that feeling ever since.
What makes Stellar Throne different?
A few standout features set it apart:
Tactical Combat
Fuel Logistics Mechanics
Giant Star Maps (800+ stars)
Deep, Functional Diplomacy
It blends large-scale empire management with focused, tactical engagements — and logistical depth that rewards planning.
What’s your design philosophy?
Gameplay first. Instead of chasing ultra-realistic visuals, I'm designing a clean and readable aesthetic that helps players make smart decisions. Everything on screen should communicate something useful.
What tools are you using?
I’m building Stellar Throne in Zig using SDL2 for rendering. I’m also using LLMs (Claude Code, ChatGPT, Grok) to accelerate development — from code to art generation. This project started as a way to learn Agentic Coding, and it’s been transformative.
What does it look like?
The UI is futuristic but minimal — no clutter, no noise, just clean visuals that support intuitive play. I’m going for a lighter, slightly playful tone. Conquering the galaxy should be fun, not grim.
Who’s it for?
Hardcore strategy gamers of all ages. If you love deep systems, thinking a few moves ahead, and carving your legacy into the stars, you’re in the right place.
What’s been the hardest part so far?
Communicating with LLMs. It’s powerful, but requires precision — especially when describing bugs or edge cases. But once you get the hang of it, it’s like working with a hyper-productive assistant.
What are you most proud of?
The speed and scope of progress thanks to AI-assisted development. I’m tackling complex math, AI systems, and mechanics I’ve never built before — and doing it fast. It really feels like I’m not working alone.
What’s next?
An alpha release is coming soon to my itch.io page. You’ll be able to try the core loop and give feedback directly.
Where can people follow the project?
I'm actively blogging development updates at https://blog.mrphilgames.com — from tech deep-dives to design decisions.
Thanks for reading! If you’re a fan of 4X games or AI-assisted development, I’d love to connect. The stars await.