PULSAR: Lost Colony (Beta 16.2 released)


Platinum Member
Aug 6, 2005
I debated starting this as I've got a couple other similar ones I've been following and updating on, but this one is just a little bit different than Empyrion and Planet Explorers (not updated in a while - my fault).

This game, PULSAR: Lost Colony, is really geared to Team play more than the above two.
Here, you actually take on the Roll of one of 5(?) Officers on your Starship - Captain, Pilot, Scientist, Weapon Specialist, and Engineer.

Thinking of this as Star Trek Bridge crew officers would be may best explanation - that is quite the impression I had way back then.

It has been over a year since I fiddled with it, so a lot has changed, but the impression I got was that you really needed a separate person to cover each position as there is a lot to keep track of.

You can assign an Android/Bot to cover designated positions, but at the time checked it either it wasn't fully up to snuff or I didn't understand fully what to do (more than likely the case).

So you have your Crew of 5, versus AI's(?) / other Teams / Crews(?) . . . not 100% on the status of this, but that looks to be where things were headed.

A few snippets will probably give a better idea of what this is about (from Dev Site):

At the beginning of every voyage, the sectors of the galaxy are randomly generated. Each sector may be occupied by a faction and contain enemies, space stations or planets. As you continue your voyage, the galaxy dynamically changes as sectors get overtaken by other factions and the level of chaos rises. Embark on far-off missions, engage in combat within enemy sectors, and explore the fringes of the galaxy.

Each crew consists of up to five members. You can play offline with bots or cooperatively with friends online. Alternatively, you can take a ship out by yourself and perform all tasks of the crew, although it may prove to be quite a challenge.

There are five available classes—Captain, Pilot, Scientist, Weapons Specialist and Engineer. Each role has its own responsibilities to perform aboard the ship. Coordination between your crewmembers will be necessary for survival during your voyage. More info about the classes can be found here.

Leave the comforts of your starship behind to explore stations and planets. These locations may be necessary to complete the next objectives in your missions, or contain salvageable items that can be of great value to your crew. Use caution, however, as these places are not always hospitable.

In that first bit, ". . . As you continue your voyage, the galaxy dynamically changes . . . ", I can tell you that each time you use your Warp Drive you add to the Galaxy Chaos factor.
In other words, the Galaxy is not static, it is going to change over time as you use your Warp Drive.

From Steam Blurb:

Team up to operate an advanced starship and explore a randomized galaxy falling into chaos. Each player assumes a role aboard the ship: Captain, Pilot, Scientist, Weapons Specialist and Engineer. Coordination between your crewmembers will be essential in order to survive the perils that await you.

Control the various stations that run your ship. Reroute power between ship systems, scan alien planets for lifeforms, run powerful programs to change the tide of battle, or start up the warp drive to escape a conflict you cannot win. The strategies you use are up to you—or your Captain.

Embark on missions, investigate abandoned stations, and scavenge for components that could aid you in your voyage. Teleport down to the surfaces of alien planets, where you may face extreme environments and dangerous creatures. Trek across the galaxy, and discover what lies on its fringes.

PULSAR: Lost Colony is our attempt to create a fully cooperative space-faring experience, because it’s one of the games we've always wanted to play.

Current Features
  • Online drop-in / drop-out multiplayer
  • Command and control an advanced starship
  • Five unique classes; everyone plays a role on the ship
  • Fast-paced and tactical ship-to-ship space combat
  • Teleport to other ships, planets or stations to join the away team
  • Loot planets and stations for valuable items
  • Board enemy ships to capture them or destroy systems
  • AI crew bots
  • Research and Sample Collection
  • Gamepad support (work in progress)
  • Ship-To-Ship hailing (diplomacy, trade, intimidation)
  • Customizable AI priority system to enable custom crew bot behavior
  • Oculus Rift and HTC Vive support (w/ motion controllers)
Planned Features
  • The Academy (In game tutorial)
  • Meta-multiplayer (daily leaderboards, etc)
  • AI crew bot improvements (with advanced specialties for classes and enemies)
  • Offline LAN support
  • A healthy amount of polish and love to the systems we already have
  • Optimization improvements
  • Challenge modes
  • More languages
  • A large amount of content to explore and interact with

Beta 15 info:

Beta 15 Release Notes
July 12 - leafygamesdev
Hey everyone!

Beta 15 is now out!

Devlog #71:

YouTube™ Video: PULSAR: Lost Colony - Devlog #71
Views: 1,858
Beta 15 Release Notes: http://forums.pulsarthegame.com/viewtopic.php?f=3&t=3912 Beta 14.9 Release Notes: http://forums.pulsarthegame.com/viewtopic.php?f=3&t=3898 PULSAR: Lost Colony is a cooperative...

As we mentioned in Beta 14.9, this is sort of the second half of what we originally planned for Beta 15. It features new grenade-based weapons and tools with networked physics, a new hub called the ‘Burrow’, and a gladiator-style pit called the ‘Sand Scar Arena’. During the rest of the Beta 15 release cycle we’re looking to add creatures and take another look at AI boarding behavior.

-New Hub: The Burrow - A planetside hub built into a rocky outcrop on an arid desert planet.
-30 new NPCs have been added
-New Mission: Find the Strange Creature (offers reward for finding V’uurog)
-Burrow NPC ‘Kavin Arent’ sells a limited stock of research materials
-The Sand Scar Arena - Found in the Burrow, this arena pits players against numerous waves of deadly foes in a dynamic arena landscape. Crews who survive all rounds will win 10,000 credits!
-Ammo reservoirs can now be found on all ships
-Reloading system: Some weapons now require ammo to function, you can reload these weapons at an ammo reservoir usually found in the armor of each ship. The reservoir replenishes after every jump.
-New Enemy: Jet Bandit
-New Enemy: Armored Mega Ant
-New Weapon: Pulse Grenade Launcher
-New Weapon: Mini Grenade Launcher
-New Tool: Fire Killer Grenade
-New Tool: System Repair Grenade
-New Tool: Healing Grenade

-Quick respawn talent reduced from 20% per rank to 12%
-Player characters now have some intrinsic damage reduction to help them survive longer during fights
-Base fire extinguisher is slightly less effective
-Removed green reticle on players. This system would prevent players from shooting one another and hampered combat.
-Beam pistols now use ammo
-Colonial Union outpost 448 (Sector 0) has had its exterior mesh tweaked and optimized
-Base stamina for players has been doubled

-Changed some mouse behavior to improve experience on some linux setups
-Fixed some rendering issues that prevented detail normals from working
-New save file system should help prevent saves from becoming corrupted if game is closed in unexpected ways

Thank you for your time!

The Leafy Games Team

Overall Steam positives have been 89% (80% recent), and updates have been roughly monthly (actually bi-weekly as of late).


Single Player
Online Co-op
Cross-Platform Multiplayer
Controller Support (in progress)
VR Support - HTC Vive, Oculus Rift, and OSVR

Has Replay value (random Galaxy / Scenario generation) and multiple play modes.

Steam page link - http://store.steampowered.com/app/252870/PULSAR_Lost_Colony/

Developer site link - http://www.pulsarthegame.com/

In the Beta 15 notes there is a Trailer about Beta 15 additions/changes, here is probably a more apt Trailer about the game (earlier version):

This looks to be a good game to add to your tracking for those that are looking for something along these lines.

Last edited:
Feb 4, 2009
I have it along with some friends, it's not very deep but definitely entertaining. Looks like they added more points of interest and hopefully missions those were lacking.
I recommend this game if you have 2-3 friends to play it with. Bots work but I can't imagine playing a single player game


Platinum Member
Aug 6, 2005
Should have bumped this a couple days ago but have been too busy.

First, for the next couple of days this is on sale at the Humble Bundle Store - https://www.humblebundle.com/store/pulsar-lost-colony
Yes, it's also on sale for the Steam Halloween sale, but the Humble Bundle version also give you a DRM Free version.

Beta 16 Release Notes
October 26 - leafygamesdev
Hey everyone!

Beta 16 is now out!

Devlog 72:

YouTube™ Video: PULSAR: Lost Colony - Devlog #72 / The Fluffy Biscuit Company
Views: 1,575
Release Notes: http://steamcommunity.com/games/252870/announcements/detail/1451709014819510971 PULSAR: Lost Colony is a cooperative starship simulator that takes you and your crew to the farthest...

The Fluffy Biscuit Company was first established as a wholesome biscuit delivery service with one goal: to spread warm, buttery biscuits across the reaches of space. Being a Fluffy Biscuit crew means creating, selling, and delivering biscuits in an intense competition to be the best sales crew in the galaxy. There are a lot of new systems which we try to briefly explain in the release notes below.

Also, we are participating in the Halloween sale on Steam and Humble. For a limited time Pulsar will be available at a 40% discount!

The Fluffy Biscuit Company
-New Ship: The Fluffy One is the most common ship type that the company utilizes, formerly a waste hauler it’s been refurbished and upgraded in a few special ways, read below to find out more!

-Rival System: 12 other ships are working this galaxy, and you are racing amongst them to sell a certain amount of biscuits!

-Ranking Board: Check where your crew places on the ranking board and occasionally see what the other crews have to say, you’ll also be able to compare individual sales per player per sector!

-Customer Radar: This station helps you locate nearby sectors that contain crewed ships, you’ll want to keep these sectors in mind because those ships may very well buy your biscuits.

-Repair / Selling Multi-Tool: Everyone can play a part in selling biscuits on planets and stations! This tool allows you and your fellow crewmates to sell biscuits to virtually any NPC in the game, Using the tool is easy, first you are given the choice between a hard sell and a soft sell.
A Hard sell has a higher chance of selling many biscuits but is a little less likely to succeed overall.
A soft sell will not sell as many biscuits but will have a higher chance to succeed. If you succeed on a soft sell you’ll then be given the choice to push them to buy a crate or another soft sell, you’ll also be able to gauge their interest too!
Two strategies to think about. Also due to Union solicitation regulations your tool will only allow 5 rejections per jump!

-Biscuit Creation Station: That’s right! You’ll not only sell biscuits but you can create them! There are many different biscuit flavors which create a variety of effects! Once you have a recipe installed you can cook a biscuit. Cooking a biscuit is a skill that requires attention and practice, as all as perfect timing. Cooking a Perfect biscuit will give you additional time bonuses while under or overcooking will result in a less effective biscuit. The amount of resources available for cooking biscuits resets every jump.

-New Ship Component type: Biscuit Recipe, when installed will allow you to create biscuits of that type when using the Biscuit Creation Station.

-New Ship Component: Emergency Biscuit Recipe
-New Ship Component: Healthy Biscuit Recipe
-New Ship Component: Carrot Cake Biscuit Recipe
-New Ship Component: Funky Biscuit Recipe
-New Ship Component: Frozen Biscuit Recipe
-New Ship Component: Spicy Biscuit Recipe
-New Ship Component: Lucky Biscuit Recipe
-New Ship Component: Healberry Crumbly Biscuit Recipe
-New Ship Component: Long Life Biscuit Recipe
-New Ship Component: Spicy Crumbly Biscuit Recipe
-New Ship Component: Hearty Biscuit Recipe
-New Ship Component: Garlic Biscuit Recipe

-New Biscuit: Emergency Biscuit - Increases fire resistance and decreases damage in no oxygen environments
-New Biscuit: Healthy Biscuit - Increases max health and adds a small amount of health regen
-New Biscuit: Carrot Cake Biscuit - Increases pistol accuracy
-New Biscuit: Funky Biscuit - Random effect
-New Biscuit: Frozen Biscuit - Your guns will cool down faster
-New Biscuit: Spicy Biscuit - Increased weapon damage
-New Biscuit: Lucky Biscuit - Increased chance of selling biscuits to in-person customers
-New Biscuit: Healberry Crumbly Biscuit - Heals nearby crewmates over time
-New Biscuit: Long Life Biscuit - Will prevent lethal damage once
-New Biscuit: Spicy Crumbly Biscuit - Increased weapon damage for nearby crewmates
-New Biscuit: Hearty Biscuit - Increases armor
-New Biscuit: Garlic Biscuit - Damage dealt to enemies will slightly heal you

-Note About Biscuits: Only one main effect may be active at a time, eating two of the same biscuit will stack the amount of time they last. A player may have an effect from a biscuit they’ve eaten as well as effects from other biscuits (i.e. Eating a Spicy Crumbly Biscuit will still increase weapon damage for others nearby even if they have eaten a biscuit themselves).

-New Uniform: Fluffy Biscuit brand uniforms are worn by crewmembers.
-New Hair Prop - FB Hat

-Biscuit Crates: Every Fluffy Biscuit Ship is equipped with a freezer full of biscuit crates, each contains 100 Biscuits and they are sold as a single unit. They may be sold in person using the selling multi-tool or through ship hailing as the captain. Visiting a Fluffy Biscuit factory will allow your crew to restock these crates.

-Biscuit Bomb - Every Fluffy Biscuit ships is also equipped with a unique defensive device which may be activated during time of extreme duress. While these bombs can do a sizeable amount of physical damage they are known for their special secondary effect which is a sector-wide short-circuit of every single ship instance (excluding your own ship). This gives you and your crew a valuable moment to either attempt an escape or gain the upper-hand while the enemy ships are momentarily crippled. Visiting a Fluffy Biscuit Factor will allow your crew to restock this weapons but only once per chaos level.

-Sector Interest Level: Other crews are roaming the galaxy selling biscuits this means that certain sectors will be more or less interested in buying biscuits based on the history of that sector. This also means if you keep trying to sell biscuits to a large station, they will be less and less interested over time, which encourages you and your crew to move around.

-New Mission: Delivery to planetside explorer
-New Mission: Delivery to food reviewer
-New Mission: Delivery to Restricted CU site
-New Mission: Delivery to Fluffy’s Biggest Fan
-New Mission: Salvage Parts
-New Station: Fluffy Biscuit Factory 1
-New Station: Fluffy Biscuit Factory 2
-New Station: Fluffy Biscuit Factory 3
-New Station: Fluffy Biscuit General Store - Usually found next to other general stores, a place to buy biscuits if you aren’t playing this faction.
-New Station: Fluffy Biscuit Factory 4 - Abandoned factory used for a mission
-New Station: Manor - used for a FB mission
-New Planet: Ice Ball Crater - Used for a FB mission
-New Planet: Desert Storm Planet - Used for a FB mission

-New AI behavior: Bots will automatically go to stations and planets to sell biscuits provided they have the item equipped (which it is by default). You will need to reset your AI priorities in order to gain this functionality.

-The Great Biscuit Race: What better way to promote innovation and boost sales than with a competition! You and your crew are tasked with a race to sell 5000 biscuits, the first one to reach that goal wins! If you fall too far behind you might be selected for Special Training! As chaos increases and the galaxy gets more and more dangerous some of your fellow competitors may succumb to the pressure, let that only serve to remind you of victory!

-Biscuit Madness - [redacted by Fluffy Biscuit Co.]
-Special Training - [redacted by Fluffy Biscuit Co.]
-Biscuit Race Victory - [redacted by Fluffy Biscuit Co.]
-Fluffy Biscuit Music has been added

-Dropping Items - Players can now drop items in their inventory onto the floor of ships, stations and planets, dropped items will be saved if they are planets / stations or your ship. We hope this will be useful for players who want to trade items quickly.
-New AI Behavior: Engage Warp Drive - Engineer bot can now engage warp
-New Save Data: Talents and Equipment are now saved to a specific class. Due to popular demand this is the direction we are heading in. If you want to reset your talent points you’ll need to do it at a neural re-writer. This should not hinder your existing save data (barring the galaxy data).
-Alert Level Lights: Alert levels now have a visual component, red alert will have all lights flashing red accompanied by a noise. Yellow Alert will have an initial sound and slowly flash yellow. Green Alert has no sounds or colors.
-New Creature - Unknown
-Non Captain crew-members can now claim a ship if their captain is incapacitated
-Bots now have smarter weapon selection.
-New UI illustrating timed status effects

-neural rewriter glow effect has been reduced
-Screen explosion damage has been reduced
-Credits are displayed better, they also have better feedback when the number changes. Biscuits Sold will also be displayed if you are playing the Fluffy Biscuit Faction.
-Line of sight to players will now override room area culling
-Tweaked the entrance to The Burrow
-Cost for fuel has been raised from 75 to 125 credits.
-Enemy crews have armor scaling with chaos
-Air-filter replaces climate control on the Aux Reactor Screen. This will filter toxic air.

-Fixed a visual issue with one of the male tech face props
-Fixed an issue with the Long Range Warp Station at sector 0.
-Fixed a visual issue with the Ship Log
-Fixed a visual issue with exo-suits
-Fixed an issue with the captain’s chair on the Stargazer
-Fixed the hull tooltip regarding armor
-Nukes now correctly use their blast range figure
-Fixed a menu issue in full-screen ship components menu

Thank you for your time!

The Leafy Games Team



Platinum Member
Aug 6, 2005
Wow, they've released two new updates since the above update a few days ago.

Not why I'm bumping this, I just had a few tidbits to add.

I ran across this thread:



I'm here to offer my personal (albeit messy) AI settings for anyone who is interested. I will also be happy to take programming requests and answer questions you may have.

So, first you download the .aidata file and place it in your SAVE>>>AI folder (can be found by rclick the game in your library and properties, then in the 3rd tab ‘Local Files’ and browse local files).

Next, you need to start a game and load in a bot; any bot will do. Then you click the Crew AI button and down at the bottom you’ll see a Save/Load. Load the AI file (or renamed if needed) and you're all set! It will be the settings used every time you spawn a bot.

On to what the bots do (or are trying to) perform.


Mostly aligns the ship to jump, and will do nothing else unless ordered. Repairs/fire-fights ONLY when not piloting, and will be on a turret. The Offensive Attack order puts PiBot into combat stance and will fly aggressively until the hull reaches <60%, and will then fly defensively.

Will not toggle the start up switches.


I leave at their station, as it runs programs (mostly Shield Boosters). In yellow/red alert it automatically runs the Block Long Range Comms program; this lets you communicate with ships and possibly gain reputation (if that’s what you’re trying to do) with successful diplomacy. If things go bad, SciBot blocks comms so you don’t lose more rep. I am also attempting to make it a decent cyberwarfare-user; in red alert it should start using programs, fingers crossed.

As a side note, if you’re worried about maintaining positive reputation, make sure you always set your ships default target to “No Target”. That will give SciBot time to run Block Comms. You can also block comms in warp so that when you arrive it is already active; good for when you're expecting trouble.


Charges the warp drive and manages power. It doesn’t use coolant unless in red alert and it will throttle the power settings to keep the reactor from over heating. EngBot doesn't leave his station unless ordered. Will not fight fires, repair or restart the ship.


It does repairs and fights fires except in red alert, but will restart the ship, otherwise WeapBot stays on the main turret.

The custom orders are as follows:

C1 - Crew to Atrium: I needed to make this a forced command since it was too difficult to maintain a working, functioning crew that also minded their health. It's also handy for making stands against enemy boarders.

C2 - Engage Warp: PiBot is forced to align to the waypoint and EngBot will begin charging the warp drive. To prevent any mis-alignment issues during combat, WeapBot is kicked off the main turret.

C3 - All Bots Abandon Turret: There is currently a bug/glitch in the game where if you take a turret in use by a bot, you won’t be able to leave the turret. If you or one of your crew encounter this problem, simply issue this command.

C4 - EngBot off Engineering: EngBot now jumps the ship when it's aligned to ANY system - super annoying. This order kicks the EngBot off the engineering station just in case.

C5 - SciBot Flip Switches On: this makes WeapBot camp the switches; useful for after hull repairs and you’re too lazy to turn the shields on yourself or, if you’ve got a troll who likes to turn off the ship or, some other nonsense.

C6 - Enter Repair Station: Just like it says - PiBot will attempt to manoeuver the ship into the repair station and all bots will refuse to toggle the power switches.

C7 - Collect Scrap: This order overrides PiBot’s urge to follow waypoints and instead collect any scrap in-sector. Mostly useless, but obviously needed enough times to warrant it’s own command. Usually PiBot ends ups flying circles around scrap, so this order is mostly used to find any treasures one has lost track of; use PiBot to get close and then do the pick up yourself.

C8 - Sell Biscuits: All of the bots will immediately drop whatever job they're doing and go sell Fluffy biscuits.

Sadly, the command names don’t transfer over so your custom commands will be blank but they’ll still work as intended. You’ll have to take a minute to fill them in, and feel free to name them however you want.

Default key to access the captain's orders is the 'z' key; just hold.

I've also tried fiddling with the bots when it comes to boarding. When your ship's hull gets critical, if there is an eligible ship to board, your bots SHOULD do just that and attempt to capture the enemy vessel. I haven't had a chance to test that yet but here's hoping it works as intended.

And that is basically that. If you give it a try, let me know how it turns out. If you'd like something changed, I'll see what I can manage.

**Updated Oct 28 with new file and link**

There are some presets for Bot AI and also a bit of info about playing the game in Single Player mode using Bots.

So having this info handy I decided to boot this back up and give it a bit of a go again in Single Player mode.

Needless to say, Bots have come a long ways since I first tried this some time back.

There is still a pretty steep learning curve and I have a lot to learn, but I spent a fairly interesting Evening with this yesterday.

My impression is that there is a Grand Arc type of Story line in here, though of course I'm not sure how much of it is in/complete, and obviously I didn't get too terribly far into it in just one Evening.

You do Missions, and it seems that there are a few different types.

* * * * * * * Minor Possible Spoilers * * * * * * *

A few Mission types I encountered, though I'll try to keep them fairly vague.

Grand Arc Story line seems to involve the mysterious destruction of the Outpost / Starbase you start the game at.

Not much direction here of what to do or where to go, so it seems this mainly starts you off so you can start fooling around and getting familiar with your Ship and so forth.

It seems you don't receive your first mission until you Warp to your first new System - don't know if it matters which System.

First time through my first Mission was to go investigate something (don't remember what exactly as you'll see). I received this Mission while I was still in Warp to the initial destination I had selected.
Seems you may generally get new Mission options while in Warp (just my impression).
Anyway, I hadn't yet run across the link above about Bots and still didn't have a clue what I was doing with them . . . and I entered into . . . shall we say, a rather unfriendly situation . . .

Next game, armed with the referenced link, and still trying to figure things out (as I still am) . . . I selected a new System to Warp too, made the jump, and shortly thereafter received a Mission request.

This one was to render aid to a vessel under attack . . . which I managed to successfully do :)

Next Warp . . . got a Mission to take out a Pirate(?) that had been harassing some shipping lanes . . . yah, another victory . . . I believe I got a Mission to do some Bounty Hunting somewhere around this time, which I had to decline because it was time sensitive and I didn't think I could do it in time.

Another Mission tagged me to report for a Cargo scan . . . this one was in the middle of another Mission to rendezvous with some under cover operatives . . .

* * * * * * * Spoilers End * * * * * * *

I restarted once after dying the first round since I really didn't (and kinda still totally don't) know what I was doing, but it seems your first available Mission can vary.
I don't know if this is based on which System you are Warping too or if it is somewhat random . . . each new generated game is supposed be random by the why, so it will be somewhat different in layout and who knows what else.

So, there are various Missions available, and it seems (though I can't confirm) that you may even receive them from different Factions / Entities . . . nice touch since last I visited.

Now back to Bots briefly . . . they indeed have come a long way.
Doubtless I still have a lot to learn about using them and their capabilities, but I can attest that they are quite effective in assisting in repelling a hostile Boarding Party.

The Pilot Bot is quite competent, and in fact, rather impressive. The other Bots are more difficult to judge, but seeing as I'm not complaining about them, I'll have to tip that in their favor as being effective or at the very least they don't get in the way.

I've been in four battles so far. The first with just default Bot AI and no tweaks, plus me not knowing what was going on - I got creamed.

The next battles I had the tweaked Bot AI (still not sure what I'm doing), and had very competitive battles, but eeked out a couple of victories.

I lost my last battle but not my ship . . . I managed to get killed in a shoot out with a boarding party . . . think my Bot crew survived (maybe even won) though.

Overall, I'd say I'm pretty pleased with things have progressed with this game. I still have a lot to learn, but I can see myself spending some more time with this one now that things seem to be coming together a bit more.

Seeing the two recent updates an the final hours of the sale I thought it worth posting some more info and current impressions for those that might be looking into this game.

Last edited: