Stellaris’s game director isn’t thinking about a sequel: ‘There’s so much stuff for us to continue working with’

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Three Toxoid aliens standing abreast facing camera, left to right: a salmon-colored, tumorous blob man, a sort of goblin/hobbit in a bug-eyed rebreather helmet, and an apelike guy with a rebreather mask over half its face.

(Picture credit score: Paradox)
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It is unusual to suppose that, after greater than 6 years of putting up with reputation, Stellaris was as soon as a little bit of a chance for Paradox. Even now the developer stays finest recognized for historic grand technique, however this bizarre sci-fi 4X ended up slotting neatly into its dense library of video games. Since then, it has been reconfigured, overhauled, gone by way of a number of recreation administrators and spawned 16 expansions, species packs and story packs (opens in new tab). It doesn’t matter what model of sci-fi is closest to your coronary heart, you may seemingly discover it represented on this humungous cosmic battle. 

Given its spectacular breadth, certainly it is operating out of house to discover, no less than on this iteration? Earlier than catching up with recreation director Stephen Muray in Paradox’s hometown of Stockholm final month, I used to be satisfied a sequel was, if not in growth already, no less than on the idea stage. However in accordance with Muray, the way forward for Stellaris stays centered on the unique recreation.

(Picture credit score: Paradox)

“There’s a lot stuff for us to proceed working with,” he tells me as I attempt to ferret out particulars on what the workforce’s post-Toxoids plans are. Even with that being the case, although, I ponder if there is a want to maneuver to a more moderen engine and escape the technical debt that gathered during the last six years. “I’ve issues deliberate for ages,” he explains. “So yeah, it is not one thing that I am personally very frightened about or serious about proper now.”

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