Alexander Mosolov
@amosolov.bsky.social
Developer of upcoming indie sandbox rpg Starsector.
fractalsoftworks.com
fractalsoftworks.com
Pictured: a planet used to be here, until a bug let me "break it for salvage". Backing out of a menu made the game think the planet was a comm relay, and, well. At least I got some scrap out of it!
September 22, 2025 at 8:45 PM
Pictured: a planet used to be here, until a bug let me "break it for salvage". Backing out of a menu made the game think the planet was a comm relay, and, well. At least I got some scrap out of it!
The console commands mod just got one heck of an update, courtesy of @lukas04.bsky.social. Super impressive stuff!
fractalsoftworks.com/forum/index....
fractalsoftworks.com/forum/index....
September 22, 2025 at 6:29 PM
The console commands mod just got one heck of an update, courtesy of @lukas04.bsky.social. Super impressive stuff!
fractalsoftworks.com/forum/index....
fractalsoftworks.com/forum/index....
New Starsector blog post: Officer Flexibility
fractalsoftworks.com/2025/08/18/o...
Talking about some changes that make officers easier to work with, as well as some changes to s-mods, and a quick update about the plan for the next release!
fractalsoftworks.com/2025/08/18/o...
Talking about some changes that make officers easier to work with, as well as some changes to s-mods, and a quick update about the plan for the next release!
August 18, 2025 at 3:37 PM
New Starsector blog post: Officer Flexibility
fractalsoftworks.com/2025/08/18/o...
Talking about some changes that make officers easier to work with, as well as some changes to s-mods, and a quick update about the plan for the next release!
fractalsoftworks.com/2025/08/18/o...
Talking about some changes that make officers easier to work with, as well as some changes to s-mods, and a quick update about the plan for the next release!
Added the ability to change the s-mods on a ship for a LOT of credits, at a player-owned colony with heavy industry. The original s-mods still require story points to add, but this should make it easier to revamp an endgame fleet.
August 12, 2025 at 8:41 PM
Added the ability to change the s-mods on a ship for a LOT of credits, at a player-owned colony with heavy industry. The original s-mods still require story points to add, but this should make it easier to revamp an endgame fleet.
Oh, you can definitely do that by just spacing out a few Defend orders! Just place them a bit back from where you want the line to be, something like this:
July 31, 2025 at 3:41 PM
Oh, you can definitely do that by just spacing out a few Defend orders! Just place them a bit back from where you want the line to be, something like this:
For reference, that's what it looks like with one point, you just get a denser concentration of firepower
July 31, 2025 at 3:38 PM
For reference, that's what it looks like with one point, you just get a denser concentration of firepower
Reduced the leash range on the "Defend" (and similar) commands by a third. Seems to be working well so far - the actual performance of the fleet in battle is *much* better with the new leash range!
July 31, 2025 at 12:15 AM
Reduced the leash range on the "Defend" (and similar) commands by a third. Seems to be working well so far - the actual performance of the fleet in battle is *much* better with the new leash range!
Starsector 0.98a is out! Fight new enemies, acquire new ships and weapons, and much more, featuring new story missions, autosave, a revamped combat simulator and Codex, and other UI improvements!
fractalsoftworks.com/2025/03/27/s...
Please repost!
fractalsoftworks.com/2025/03/27/s...
Please repost!
March 27, 2025 at 7:07 PM
Starsector 0.98a is out! Fight new enemies, acquire new ships and weapons, and much more, featuring new story missions, autosave, a revamped combat simulator and Codex, and other UI improvements!
fractalsoftworks.com/2025/03/27/s...
Please repost!
fractalsoftworks.com/2025/03/27/s...
Please repost!
Did you know you can change the aggression of your un-officered ships? It's a bit of a hidden feature; hopefully this'll make it easier to figure out!
January 30, 2025 at 6:18 PM
Did you know you can change the aggression of your un-officered ships? It's a bit of a hidden feature; hopefully this'll make it easier to figure out!
In addition to the Avoid changes (being able to put it on a waypoint/objective, not just a ship), also added a new "Ignore" command.
I'd expect it to be pretty situational - ignoring even a frigate is often a bad idea - but it'll be a nice extra bit of control to have!
I'd expect it to be pretty situational - ignoring even a frigate is often a bad idea - but it'll be a nice extra bit of control to have!
January 23, 2025 at 5:34 PM
In addition to the Avoid changes (being able to put it on a waypoint/objective, not just a ship), also added a new "Ignore" command.
I'd expect it to be pretty situational - ignoring even a frigate is often a bad idea - but it'll be a nice extra bit of control to have!
I'd expect it to be pretty situational - ignoring even a frigate is often a bad idea - but it'll be a nice extra bit of control to have!
Added the option to put an "Avoid" order on waypoints and objectives. Excited about the strategic possibilities this should open up!
(First thing I'm going to do is put one on the enemy spawn so my ships don't go there and get ganked by the reinforcements coming in.)
(First thing I'm going to do is put one on the enemy spawn so my ships don't go there and get ganked by the reinforcements coming in.)
January 9, 2025 at 7:14 PM
Added the option to put an "Avoid" order on waypoints and objectives. Excited about the strategic possibilities this should open up!
(First thing I'm going to do is put one on the enemy spawn so my ships don't go there and get ganked by the reinforcements coming in.)
(First thing I'm going to do is put one on the enemy spawn so my ships don't go there and get ganked by the reinforcements coming in.)
Changed the loadout for more speed and firepower, fine-tuned the officer skills. Super smooth win, no losses and felt very easy and safe.
Strategy was to put "Avoid" orders on the Radiants; this naturally makes the Furies isolate and pounce on stragglers.
Pictured: the final Radiant going down.
Strategy was to put "Avoid" orders on the Radiants; this naturally makes the Furies isolate and pounce on stragglers.
Pictured: the final Radiant going down.
January 2, 2025 at 11:44 PM
Changed the loadout for more speed and firepower, fine-tuned the officer skills. Super smooth win, no losses and felt very easy and safe.
Strategy was to put "Avoid" orders on the Radiants; this naturally makes the Furies isolate and pounce on stragglers.
Pictured: the final Radiant going down.
Strategy was to put "Avoid" orders on the Radiants; this naturally makes the Furies isolate and pounce on stragglers.
Pictured: the final Radiant going down.
A few tweaks, and, hmm. Not an amazing result or anything, but it's a win vs a tough fleet (note: all alpha cores), and my officers are absolutely not tuned for the Fury.
The losses are all "separated and eventually surrounded by frigates"; makes me want to try it with Unstable Injector.
The losses are all "separated and eventually surrounded by frigates"; makes me want to try it with Unstable Injector.
January 2, 2025 at 10:40 PM
A few tweaks, and, hmm. Not an amazing result or anything, but it's a win vs a tough fleet (note: all alpha cores), and my officers are absolutely not tuned for the Fury.
The losses are all "separated and eventually surrounded by frigates"; makes me want to try it with Unstable Injector.
The losses are all "separated and eventually surrounded by frigates"; makes me want to try it with Unstable Injector.
Having a look at the Fury; I'm sure this build is far from optimal - and be honest I didn't think about it that much - but it already doesn't seem too bad?
One thing I'm *not* seeing in my testing is it over-extending due to its "move forward" mobility system; possibly due to in-dev AI changes.
One thing I'm *not* seeing in my testing is it over-extending due to its "move forward" mobility system; possibly due to in-dev AI changes.
January 2, 2025 at 10:18 PM
Having a look at the Fury; I'm sure this build is far from optimal - and be honest I didn't think about it that much - but it already doesn't seem too bad?
One thing I'm *not* seeing in my testing is it over-extending due to its "move forward" mobility system; possibly due to in-dev AI changes.
One thing I'm *not* seeing in my testing is it over-extending due to its "move forward" mobility system; possibly due to in-dev AI changes.
New Starsector blog post! Anubis-class Cruiser
fractalsoftworks.com/2024/12/20/a...
Talking about the design and art process for a new high-tech ship!
fractalsoftworks.com/2024/12/20/a...
Talking about the design and art process for a new high-tech ship!
December 20, 2024 at 7:11 PM
New Starsector blog post! Anubis-class Cruiser
fractalsoftworks.com/2024/12/20/a...
Talking about the design and art process for a new high-tech ship!
fractalsoftworks.com/2024/12/20/a...
Talking about the design and art process for a new high-tech ship!
Added high tech skins for the Mining Laser and the Mining Blaster; you can see what the regular MB looks like in the dialog. It'll be nice to have those match the hulls better!
November 20, 2024 at 10:13 PM
Added high tech skins for the Mining Laser and the Mining Blaster; you can see what the regular MB looks like in the dialog. It'll be nice to have those match the hulls better!
Added an "escalate crisis" option so that you can accelerate the pace of crises if desired!
Should be especially handy for when there are fewer factors later on in the run, after most factors have been dealt with, and event progress is slower as a result.
Should be especially handy for when there are fewer factors later on in the run, after most factors have been dealt with, and event progress is slower as a result.
November 8, 2024 at 8:09 PM
Added an "escalate crisis" option so that you can accelerate the pace of crises if desired!
Should be especially handy for when there are fewer factors later on in the run, after most factors have been dealt with, and event progress is slower as a result.
Should be especially handy for when there are fewer factors later on in the run, after most factors have been dealt with, and event progress is slower as a result.
Got some sounds from Stian for this new built-in weapon that really make it come together!
What type of ship is it built into, you ask? The answer is shrouded by time and layers of Domain bureaucracy.
What type of ship is it built into, you ask? The answer is shrouded by time and layers of Domain bureaucracy.
October 29, 2024 at 5:30 PM
Got some sounds from Stian for this new built-in weapon that really make it come together!
What type of ship is it built into, you ask? The answer is shrouded by time and layers of Domain bureaucracy.
What type of ship is it built into, you ask? The answer is shrouded by time and layers of Domain bureaucracy.
Was messing around with a visual effect; not exactly what it ended up like after all was said and done, but liked this shot quite a bit.
Also: hi and welcome to the recent twitter refugees :)
Also: hi and welcome to the recent twitter refugees :)
October 17, 2024 at 5:42 PM
Was messing around with a visual effect; not exactly what it ended up like after all was said and done, but liked this shot quite a bit.
Also: hi and welcome to the recent twitter refugees :)
Also: hi and welcome to the recent twitter refugees :)
Nothing to see here, just a perfectly safe Paragon-class battleship. We're all fine here now, thank you. How are you?
September 21, 2024 at 5:00 PM
Nothing to see here, just a perfectly safe Paragon-class battleship. We're all fine here now, thank you. How are you?
Using this Invictus build against a new enemy (alongside a bunch of other stuff); probably the most effective one I've come up with so far!
July 26, 2024 at 7:47 PM
Using this Invictus build against a new enemy (alongside a bunch of other stuff); probably the most effective one I've come up with so far!
New Starsector blog post: Planet Search Overhaul
fractalsoftworks.com/2024/07/13/p...
Talking about revamping the planet screen and making it helpful for finding good colony sites, while not talking about what I'm currently working on, because: spoilers!
fractalsoftworks.com/2024/07/13/p...
Talking about revamping the planet screen and making it helpful for finding good colony sites, while not talking about what I'm currently working on, because: spoilers!
July 13, 2024 at 4:45 PM
New Starsector blog post: Planet Search Overhaul
fractalsoftworks.com/2024/07/13/p...
Talking about revamping the planet screen and making it helpful for finding good colony sites, while not talking about what I'm currently working on, because: spoilers!
fractalsoftworks.com/2024/07/13/p...
Talking about revamping the planet screen and making it helpful for finding good colony sites, while not talking about what I'm currently working on, because: spoilers!
New blog post by Stian, talking about composing a new piece of music for Starsector!
New music for Galatia Academy
fractalsoftworks.com/2024/06/12/n...
New music for Galatia Academy
fractalsoftworks.com/2024/06/12/n...
June 12, 2024 at 5:32 PM
New blog post by Stian, talking about composing a new piece of music for Starsector!
New music for Galatia Academy
fractalsoftworks.com/2024/06/12/n...
New music for Galatia Academy
fractalsoftworks.com/2024/06/12/n...
Debugging part of a new feature, with some test data.
June 7, 2024 at 3:02 AM
Debugging part of a new feature, with some test data.
New Starsector blog post! Codex Overhaul
fractalsoftworks.com/2024/05/11/c...
Talks about updating the Codex and making it a proper part of the game that has a real role to play.
fractalsoftworks.com/2024/05/11/c...
Talks about updating the Codex and making it a proper part of the game that has a real role to play.
May 11, 2024 at 5:14 PM
New Starsector blog post! Codex Overhaul
fractalsoftworks.com/2024/05/11/c...
Talks about updating the Codex and making it a proper part of the game that has a real role to play.
fractalsoftworks.com/2024/05/11/c...
Talks about updating the Codex and making it a proper part of the game that has a real role to play.