Journals

News
The Pirates, Planets, and Plunder Update: Sins of a Solar Empire II
Sins of a Solar Empire II: Pirates, Planets, and Plunder Update Updated bounty system, added Pirate Raid events, modified planet components, updated UI, deploy more capital ships early in the game, increased number of collectible derelicts. View the full changelog Pirates at Large: Bounties are now visible to all players, and those with the highest bounties better brace themselves for relentless pirate raids! But don't fr... [read more]

News
The Titan Onslaught Update: Sins of a Solar Empire II
Greetings, Sins II players! We have been receiving valuable feedback from our players, which has enabled us to make numerous improvements to the game. We appreciate the input and will continue to use it to enhance the gaming experience for everyone. Before we talk about what's in the new update, here's an important note: this update is NOT save game compatible with prior versions! This means you'll need to start fresh games to play with the features in this update. For the highlights i... [read more]

News
NOW AVAILABLE: Sins of a Solar Empire II - Technical Preview 5
Technical Preview 5 Features Major AI and UI Improvements, Audio Balancing, Quality-of-Life Updates, and More Read the full changelog Greetings, Sins II players! Thanks to everyone who played during our opt-in period and sent us any bug reports or weird issues that you came across. Your diligence helps us deliver the best game possible, and we're happy to let you know that Technical Preview 5 is now officially released. Before we talk about what's in the... [read more]

Dev Journal
Sins II: Dev Journal 8 - An RTS with a Changing Map
The Art of War tells us that there are five fundamental factors to war: Politics, Weather, Terrain, the Commander, and Doctrine. But the terrain has been largely static in RTS’s. A new feature of Sins of a Solar Empire II is that all the planets are in active orbits. Their location and the links between them change over time. Because the orbit differs based on how far from the sun the planet is (Mercury orbits our sun much faster than Uranus), formerly cohesive empires can become scattere... [read more]

Dev Journal
Sins II: Dev Journal 7 - The Argonev Starbase
Although recognized as powerful battlestations, the Argonev-class starbases began their lives as civilian structures. Prior to the war, the Argonev served as orbital cities where families lived, major commerce hubs were established, and ships serviced on their treks across Trader space. By War Year 15 the TEC had determined that these massive bases would need to be repurposed for the war effort. Many of the civilian accommodations were removed to free up space for military hardware and const... [read more]

News
NOW AVAILABLE: Sins of a Solar Empire II - Technical Preview 4
Technical Preview 4 Features a Multiplayer Refresh, TEC Rebel Gameplay Updates, Research Improvements, and More Read the full changelog Greetings, Sins II players! Thanks to everyone who played during our opt-in period and sent us any bug reports or weird issues that you came across. Your diligence helps us deliver the best game possible, and we're happy to let you know that Technical Preview 4 is now officially released. Before we talk about what's in the new update, here's an imp... [read more]

Dev Journal
Multiplayer Tidbits for the Sins of a Solar Empire II Technical Preview
We knew that when we announced Sins of a Solar Empire II that people were going to be excited. When we launched the Technical Preview back in November, there was one question everyone was asking right from the onset: when would we add multiplayer? Our multiplayer update came out of opt-in on February 21st and since then has been widely enjoyed by everyone who has played. We know how fun it is to be able to play with your friends - and we also know how long a good game of Sins can go when o... [read more]