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Starwards


The Starwards developers blog

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Four years of Starwards development, condensed

Posted on April 12, 2026

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The last blog post was in June 2022. It’s been almost four years. A lot happened - both in the project and in our lives - and we owe you an update. [Read More]
Tags: product story technology

Radar Damage

Getting hit now damages your radar

Posted on June 19, 2022

Implementing damage effects on the radar. When the radar is damaged, it’s range starts to fluctuate between its regular range and a limited range (3,000-1,500 in the video): The more damage is done to the radar, the more time is spent in limited radar range. [Read More]
Tags: product design dogfight

Working on simple AI commands

adding some RTS flavor to the GM screen

Posted on June 12, 2022

I open the GM screen, choose a ship, right click somewhere on the radar near that ship, and then the ship begins turning and moving towards the point I clocked. The ship gracefully slows down as it reaches its destination and I am in developer heaven: success on first try!... [Read More]
Tags: gm AI technology

Starwards is now open-source

Come and have a look

Posted on June 9, 2022

(we apologize for not updating this blog) [Read More]

Concept art for corvette class ship

It's time to think about bigger spaceships

Posted on May 29, 2021

While we are still working on our second milestone, we decided to keep our parallel work on the art design for the game and start working on our first model of a corvette class ship. This is an important step - as much as we love our space fighter design,... [Read More]
Tags: product art corvette
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Amir Arad and Daniel Ginat  •  2026

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