The Ur-Quan Masters

Free Stars: The Ur-Quan Masters Available to Play

Free Stars: The Ur-Quan Masters splash logo by Robert Mauritson

LAUNCH FIGHTERS! Free Stars: The Ur-Quan Masters is now available to download, play, and celebrate on Steam! If you’ve never experienced the award-winning space saga before, it’s now easier to play than ever. If you know someone who hasn’t, now it’s even easier for them too. BikeMan will be hosting us on a special stream tonight to celebrate and play the game.

But our mission has only begun. The Alliance of Free Stars still needs you!

Get The Word Out

We don’t know how to tell you this, but there are real, live people out there – some of which who may naively claim to know true happiness – who have not experienced The Ur-Quan Masters. We know… we know. We’re shocked, appalled, and turgid too.

Captain, those people need your help! They need to know we are out here, they are not alone, and they are not only welcome in our mighty fleet, but a key to our success in the journey to come. We must task you with an important mission: spread the word and inform those who are unaware of Free Stars: The Ur-Quan Masters!

Priority Override: Contact Alien Species

The universe is vast, and fans of amazing games inhabit their own spheres of influence. Venture forth, spreading word of Free Stars: The Ur-Quan Masters. Share the Steam page, our website, and articles others may write about it!

  • Share online on social media outlets like Twitter, Facebook, and Reddit.
  • Post in gaming communities like forums you’re a part of.
  • Distribute video content you record on Twitch and YouTube as live streams, lets-plays, or deeply thoughtful video essays on Juffo-Wup.

If you know content creators you love in any of those spaces, like other streamers, writers, or people who like sharing information about games, tell them about the game too. They, too, can be powerful allies!

New Behavior Dictated: Full Steam Ahead

Being on Steam is the most special part of our new release, and you can participate there too. In the vastness of gaming space, anything that helps us stand out will help new players be excited to pick it up.

  • If you’ve played it, leave a review so your friends and enemies can know how you feel. The more reviews we get, the more everyone will know just how many people have gotten to play this game. Even Darwin would agree: one thumb goes a long way.
  • Help other players find the game by tagging the release with your favorite tags. Steam doesn’t have a “best game of all time” tag, but perhaps something like Cult Classic will do.
  • Participate in the community hub by sharing guides, fan art, and screenshots you love.

More to Come

As a reminder, we are also out there helping to spread the word of Free Stars: The Ur-Quan Masters with you and giving you things you can share with your communities beyond just the game too! Last week, we shared our discussion with Tim Cain, who also is a big fan. We have plenty more to come, and we’ll be sharing another chat with Ken Levine on the 20th. Subscribe to our YouTube channel to catch all the goods as they emerge, or join us on Patreon to get early access to even more.

We’re excited to have you as part of our mission, and this is just the start. We have more to come soon for our current project.

Join us on Reddit, Patreon, and Discord to support the Alliance of Free Stars and be part of the awesome community!

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Steam Launch Party with BikeMan

Free Stars: The Ur-Quan Masters splash logo by Robert Mauritson

To celebrate the Steam launch of Free Stars: The Ur-Quan Masters, Fred and Dan will be joining BikeMan live on Twitch on February 19th! We’ll talk about the history of the game, the future of Free Stars, and get to watch BikeMan playing along. We anticipate starting around 5pm PT, so be sure to follow us and BikeMan on Twitter where we’ll announce when we’re live!

Be sure to join us on Reddit, Patreon, and Discord to support the Alliance of Free Stars and be part of the community!

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Free Stars: The Ur-Quan Masters on Steam February 19th, and Channel 44 Launch

Free Stars: The Ur-Quan Masters splash logo by Robert Mauritson

If you’re reading this and haven’t played The Ur-Quan Masters, first… please tell us how you found us. Second, don’t worry. Everyone on Earth will be able to play Free Stars: The Ur-Quan Masters on Steam next week starting Monday, February 19th.

We’re releasing on Steam so more people get to play and experience the fun of Free Stars: The Ur-Quan Masters, and we just need you to help us get the word out. A few suggestions:

  • Share the Steam page anywhere and everywhere you can. Social media, antisocial media, awkward family dinners, your local newspaper, a propeller plane towing a banner, or one of those Super Bowl blimp things with an advertisement on it. We’re not picky!
  • Stream the game on Twitch under The Ur-Quan Masters category, or convince your favorite streamer to play, and help us show the game to more people! If you are streaming on launch week, tag us on Twitter and we’ll share it with our communities as well and maybe even drop in to watch.

For this mission to succeed, we will need awesome strength, both in our flagship as well as the assistance of powerful, new allies. Help us find them! The bigger the fleet we bring in to join the Alliance of Free Stars, the more our ongoing work on the forthcoming sequel will be a success. We cannot win the fight alone, Captain. We will need allies.

Channel 44 on YouTube

Speaking of growing our fleet, we’re also excited to announce a video podcast series entitled Channel 44, where we talk with other game developers who graciously spare some of their time to talk with us about their love of The Ur-Quan Masters, game development, and anything else we were excited about. We will be posting it regularly on YouTube and distributing in audio form through the Pistol Shrimp Podcast.

Here’s the schedule of our first few discussions, with more to come too:

  • February 13: Tim Cain (Fallout, Arcanum, The Outer Worlds)
  • February 20: Ken Levine from Ghost Story Games (BioShock, System Shock 2)
  • February 27: Chris Remo from Campo Santo (Firewatch, Half-Life: Alyx)
  • March 5: Mark Darrah (Mass Effect, Dragon Age, Baldur’s Gate)
  • March 11: Henrik Fåhraeus from Paradox Interactive (Stellaris, Crusader Kings)

Our Patreon supporters will receive early access links to enjoy the entire bundle — ad-free — tomorrow!

We hope you enjoy learning more about us and about other game developers who were part of making some of the games we enjoyed too. At Pistol Shrimp, we believe making games with our community is one of our greatest strengths. With no shortage of news on how many game developers are struggling, the world needs more of what we’re doing together. Help us make a success story together for the Free Stars universe, and we can ensure there will be more successes to come.

Join us on Reddit, Patreon, and Discord to be a part of the community and let us know what you think.

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UQM2 Update – Mid-Year 2023

Engaging HyperWave Broadcaster.
Determining send and receive frequencies.
Calculating optimal relay delivery route.
CONNECTION ESTABLISHED

>>> Submit to the will of Dogar and Kazon, vile Earthlings, or else you will never lay eyes upon your most beloved of sacred artifacts – the World’s Largest Rocking Chair of Casey, Illinois – ever again!

Carol, knock that off!

Ahem, excuse me. Our resident Umgah got ahold of the transmitter again. We’re still working on our security measures. Who’s Carol? Oh, never mind that. It’s a long story.

Greetings friends, supporters, and other many-appendaged creatures! Dan here, and I wanted to share an update on our progress, advancements, and learnings in the past 6 months, our trajectory for the near future, and really just say hi because I miss ‘seeing’ you on stream. Carol wants me to say hi and thanks for all the fish, too. Also, please stop sending us fish.

Tl;dr

If you just want the short version, here it is:

  • Pre-production – which you can think of as scoping and exploring the size of the box – has ended.
  • Production – which is filling the box – has started!
  • Our twice-weekly dev stream will be pausing for now.
  • We have some more people working with us and are doing some new kinds of work.
  • We have a plan for the fall which involves sharing a lot more content we think you’ll be excited to finally see. Because we’re producing it!

Pre-Production to Production

Production deck slide showing disciplines' work

This week, we were able to put together our first production kickoff (see above slide from that meeting)! If you’re not familiar with this kind of creative & technical development, a framing mechanism we use to separate the kinds of work we do is grouping it into pre-production and production. In broad terms:

  • Pre-production is when we are still making decisions about what we want to be making and how we should be making it. We prioritize that exploration and optimize for being able to grow, learn, and make good decisions in the future.
  • Production is when we have a firm enough idea of what to make and how to make it. We prioritize streamlining the process of getting all our creative contributions being made and woven into the actual game alongside a schedule.

That is a somewhat simplistic representation of the difference between the two, but UQM2 is more than one single piece. There are parts of our game which can be in pre-production longer or production longer, based on dependencies and schedules. The end result looks less like a clean break and more like a dovetail, sawtooth, or kraken wrestling a wooden tall ship as the dread pirate captain seeks to maintain control.

Silly diagram showing how we move from pre-production to production. Includes kraken wrestling boat.

Does that make sense? I hope so. I spent, like… 5 minutes on that drawing! That takes us to the next change.

Development Streams on Pause

If you’ve been following our live development streams, you may have noticed we’ve been unable to do them for several weeks. I love being able to share live development on stream and interact with everyone who attends, but, for the (hopefully short) time being, I have to pause them. 

First and foremost, I have lately been knee-deep in highly sensitive material that we don’t want to show you yet. Not because we don’t like it or want you to see it, but because we care about how you get to receive it. An important part of UQM2 is going to be exploration and discovery, and there are elements that we will want you to actually have fun exploring, discovering, and experiencing interactively as a player, not just as an observer. From things like the overall story to the starmap, I’m now inundated with parts of UQM2 coming to life that reach far beyond the narrow bits of work you’ve seen me do. It’s great to have them shape up and become part of the game, but it also means it’s not as easy to conceal them as I have in the past.

Secondly, since we’ve entered production, I’ve been taking on more responsibilities as what we call in games a producer. That means I’ve become responsible for getting everyone on the team what they need to make forward progress and helping prepare for the deluge of content which will be filling up our game. It’s a little bit like a project manager, but with cool mutant powers and a confusing name. I also have someone else taking on some of those design & scripting responsibilities, but more on that in a moment.

To cap it off, the plan is to pause – not stop – development streams for the near future. It’s possible I’ll be able to come out of the woodwork to do a one-off here and there if the no-spoiler stars align, but the plan is to find a way to resume once a few more cats are out of their proverbial bags. Don’t ask me where the cats came from or who even put them in the bag. I’m still trying to determine the ideal cat-bagging material.

This trade-off on streaming is coming with some more goodies for you, though. More on that at the end of this post.

Team Additions

The Orz

To help us get some of this very important production work done and support development, we have a couple new members of the UQM2 who have come on board. Our friend Danny is joining us with experience in the music industry, helping us with both audio and business development. Another former Toys for Bob-ite, Jesse Browne, is also joining to take on design and scripting responsibilities after working across many technical fields.

We’re really excited to have them on board, and they’ve already been doing some awesome work to make UQM2 even better. I’m looking forward to showcasing their work too!

Funding Updates

In our end of year update from 2022, I detailed the work ahead of us for 2023 and included funding as part of it. This is still an essential part of taking UQM2 to completion, but it deserves its own blog post describing the process, what we learned, and where we’re going. Needless to say, the same sentiment as last year is still true. We are incredibly grateful to our amazing Patreon supporters who have helped us get this far. This wouldn’t be possible – much less enjoyable – without all of you. One of the reasons we’ve been able to move into production has simply been because we can utilize all of your support to work with some amazing artists helping us! Your support goes almost entirely to funding this process.

What’s Coming Next?

We are really excited to move into production, and the other half of what we’re gearing up is our community building endeavor. We have already established an incredible community of people here who believe in us, are excited for the game, or maybe just want to see my birds and hear bad jokes. Whatever reason everyone is here so far, we don’t take that for granted. Seriously, this is the kind of thing so many artists wish for! Few things are more encouraging to me, personally, than being able to create a virtuous cycle of everyone cheering each other on.

To that end, we are going to be ramping up our own endeavors to give everyone something to get excited about this fall. We appreciate that we’ve gotten enough people here on what seems like pure enthusiasm so far, but it’s time to roll up our sleeves, unfurl our tendrils, and deliver more than just hope and imagination. We’re getting ready to show you much more, especially on the visual and world-building side. We can’t wait to show you in much more vivid detail just where we’re headed as we create an even more inclusive and enthused community.

Though I won’t be streaming, you can look forward to much more frequent communication from us, starting with posts like this but ramping up to even more of the real game content.

Side-by side of a UI doodle and UQM's Melee mode

Thank you for being on the journey with us so far, and an extra special thank you to our generous Patreon supporters. It’s only going to get better from here on out.

If you want to keep in touch more often, please join our Discord where the team and community keeps the *party* going and will welcome you with open claws.

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Incoming Hyperwave Intercept

Melnorme Alien

From: Melnorme InfoRelay Prime Trade Network <noreply@besttradersever.nafs.mel>
To: <recipients undisclosed>
Date: 3-8-2163
Subj: Hyperwave Intercept

Greetings, valued trade partner!

We of the Melnorme Ultra-Trade Value Complex are always striving to maximize engagement opportunities for InfoRelay Prime traders like yourselves. Our unparalleled information-gathering network uses vastly sophisticated and, dare we say, TERRIFYINGLY SECRET techniques to scour the cosmic aether for interesting data, and it has come upon a document which we think you will find VERY interesting.

While we would normally avoid trading such incomplete information, we understand Humans to enjoy mystery and intrigue. We have repaired the document to readability as best we can, and as you are an InfoRelay Prime trader in good standing, we are delivering it as-is with no guarantee of veracity.

We hope that these sentences fascinate you. Thank you for your continued willingness to engage with our services!

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Melnorme Ultra-Trade Value Complex

Comment and follow along on Patreon!

Incoming Hyperwave Intercept Read More »

Community Story Showcase – 30 Years of The Ur-Quan Masters

Captain and two grandchildren from the ending sequence of The Ur-Quan Masters

At the start of November, we asked our community to share anything and everything they had to help us celebrate 30 years since the original release of The Ur-Quan Masters, including a request for stories. We wanted to highlight some of your own tales for how you experienced the game and what you have to say after all this time. This is just a small sampling of some of the favorite things we heard.

It’s amazing it’s been that long. I turned 13 in November 1992. A friend of mine had a copy of the game, and I spent days at his house, us playing it through, marking down coordinates and looking for hints in dialogue. Hour upon hour of Melee battles. I bought one of the SC1+2 CD compendium copies a year or two later.

This game had a significant impact on my life. I was one of the original (and probably still the longest serving) users on the EFnet #starcontrol IRC channel. I met my first long term girlfriend through there, we spent a few years together. I moved overseas because of the girl I met, discussing the game I loved. I travelled the world and grew a love for that, before eventually heading home and meeting my now wife. However, every decision, my career, love of travel, significant life experiences; so much of it can be traced back to me playing Star Control II when I was (just) a teenager.

30 years though. That must mean I’m getting old!

forthegoats, Reddit User

Back in 2005 there was a cult following for the Nokia 770 Internet Tablet. It ran on it’s own flavour of Linux. So, naturally, I asked someone to port UQM to it. And they did (easily if I recall).

I’ll never forget playing UQM on the bus.

hedgecore, Reddit User

Author’s Note: I also was a member of the Nokia tablet cult and vaguely recall showing UQM running on my N800 to the TFB crew. That thing ruled!

I don’t know how unique my story is, but I played the hell out of Star Control on my Sega Genesis from my tween years until I went off to college. Still have the cartridge and game box.

Didn’t discover UQM until I was in college and had access to unlimited broadband and file-sharing sites. (Sorry.)

It’s the game that changed the way I thought about games. From a narrative that began by discovering the war I spent my childhood winning had been lost to learning that the Ur-Quan I had been killing by the hundreds had a twisted, but not illogical, rationale for their actions, it changed the way I viewed what storytelling in games could be.

markparisi, Reddit User

You know what the amazing thing is? I was a teenager in the 90s when I first played UQM (well, Star Control 2 then). I was always a scifi nerd and had cut my teeth on Space Quest (who still loves a good Sierra adventure?) and StarFlight 2 (closest thing to Traveller we’re ever going to get, honestly). So I’m at the mall at the local Electronic Boutique (anyone remember those?) when I see this box on the shelf. “Star Control 2, huh? I don’t even remember there being a Star Control 1. Hmm. Well, didn’t stop me from buying StarFlight 2, so…” I get home and start playing and I’m hooked instantly. And then I found the lander bug. Oh god. How embarrassing. The amazing part, though, is that the lander bug didn’t ruin the game. I mean, OK, I can give myself infinite money to buy up ship modules and escort ships… but I still have to go solve the puzzles and beat the bad guys.

Now for the even more amazing part… here we are 30 years later and I still take that game out probably once a year to do a playthrough because it’s still fun. Unlike other games where you beat it once and you’re pretty much done with it, I can keep coming back to UQM year after year for more enjoyment.

Here’s to another 30 years of UQM (and to UQM2).

mct1, Reddit User

Loved playing and found out about the game on a demo Cd for 3DO.

Loved the story and clearly recall telling off the arilou on one go and regretting not having hyperspace jumps.

I replayed it back in 2003 or 2004 on the pc port and it was still just as good.

Really looking forward to the next iteration.

m1stercakes, Reddit User

I was 12 when SC2 was released which my older brother had purchased and forbidden both me and my younger brother from playing the game. He did this by keeping the galactic map hidden in his room which you needed to answer the copy protection to boot up the game.

So what I did was wait for him to leave the house, and then snuck in his room with my younger brother to find the map and make a hand drawn copy. I think it took 2 or 3 break-ins to finish it because we did not rush and wanted to make sure it was as accurate as possible.

So throughout our entire youth we used our hand drawn map to play the game. Overall it worked pretty well but I know a couple stars were slightly off since I remember failing the copy protection a couple times.

It also survived me taking it to college and moving out of state for my first full time job. I believe the map is still in a box of stuff in my basement since I could never bear to throw away a relic like that and when I return home in a week or so I can try to find it to post a photo.

pravis, Reddit User

I remember playing this many, many moons ago with the coveted sound card duo, Sound Blaster AND Gravis Ultrasound. SC2 was one of the first games to support the GUS and the music was amazing. The gameplay was intuitive. The storyline was compelling. Everything a game should be.

I still fire up UQM once in a while and it’s just as fun as it ever was. Kudos to Paul and Fred and team for making a true classic. Next time I see a Druuge ship I will happily trade a few crew for some vichyssoise, and a few more for Wimbli’s Serving Ladle to distribute it in your honor. Just don’t let the crew know…

Prawnsinaspix, Reddit User

We received a few notes by way of email too!

Sending in the Umgah vs Sa-Matra fight because it is a crowd pleaser.

Personally, of the 25 ships, I think that Shofixti, Druuge, and Shofixti were the most interesting to do, but this is the one that exceeds expectations the most because most SC2 players I know don’t like the Umgah ship that much (SC1 players give it more respect). 

Edward Oakley, Sa-Matra Battle Fanatic

One member of the community even asked to write about the precursor (haw haw) to UQM as part of the game’s legacy:

Around 1994 when I was about 7, a friend of mine introduced me to the DOS game “StarCon”, as he called it. I was captivated by the variety of ships and he gave it to me on copied floppy disks. (Yes yes, I know – I have bought it legitimately twice since!). With the internet still not much more than a marginal novelty at the time, I did not find out SC2 existed for a few more years.

Star Control 1 is not a masterpiece like SC2/Ur-quan Masters is, but it is still an interesting and unique game. It introduced the Spacewar-style combat with more than half of SC2’s ships. Instead of customizable teams, you have Alliance vs. Hierarchy outside of Practice mode. However, the main part that SC2 does not fully supersede is the “Full Game”, a combination of turn-based strategy with action combat. The turn-based structure is simple but still has a good amount of options and mechanics. You have basic resource management, three different types of buildable installations, and can find Precursor upgrades for your ships through exploration. Of course when enemy ships meet at the same system, they will fight it out Melee-style. A few ships also have strategic abilities, such as the Mycon regenerating without colonies.

All four Xs of the 4X genre are there in some form, and there is even a rudimentary scenario editor (the game comes with nine – the Genesis version adds six more but no editor). Though actually, with its clean straightforward mechanics and three-actions-per-turn system, SC1’s strategy mode feels closer to a modern board game than a PC 4X game in some ways.  I didn’t fully understand the mechanics of the full game until I got a manual with a legit copy bundled with SC2 a few years later, but I was still fascinated by it and enjoyed messing around in it.

The story, while a small background element of SC1, still manages to produce the feeling of a universe with depth. It has a classic old-school manual of the sort that doesn’t really get written anymore, with the Hierarchy/Alliance race descriptions amusingly written as intelligence reports from the opposite side. Add the in-game scenario intros, pilot animations and captain names, and the ship specs, and there is some pretty good worldbuilding for a game where story isn’t very important. SC2 would go much further with this foundation of course, and having the Ur-quan win the SC1 war in SC2 was a great way to follow it up.

SC1’s combination of turn-based strategy and arcade action is still pretty unusual today – not many games use it, and a large portion of those that do involved Paul Reiche in some capacity! There have been attempts to revive it as a UQM mod or standalone game, but none have ever gotten very far (I very briefly tried once when UQM was new before realizing I was way out of my depth as a programmer). It’s an interesting part of Star Control that is often forgotten, and hopefully some day SC1’s Full Game mode can come back in one form or another.

Joel, North Carolina
The Spathi High Council from The Ur-Quan Masters

Thank you.
Thank you for creating an imaginative, funny, good looking, and fun to play game in Star Control 2.
Thank you for putting your livelihoods on the line and finishing it to your satisfaction.
Thank you for pivoting later on with your new hires and bringing it to the 3DO, which brought it to many new fans.
Thank you for taking a risk and investing in it again, to create Ur-Quan Masters for the community.
Thank you for stepping away from the studio you built to give the Ur-Quan Masters universe another adventure.
Thank you for posting, streaming, sharing your tools, and spreading your philosophy of finding the fun, and otherwise letting us behind the curtain as you create Ur-Quan Masters 2.

My first Star Control 2 was the CD-ROM compilation, and I loved it from the get-go, immersing myself in the single player adventure mode.  I’m not sure how I made it through all the battles, since I wasn’t good at Super Melee, but I loved gathering resources, building and flying around in my overpowered flagship.  I loved filling in my picture of the universe by talking to all the different aliens, and getting a sense for the gaps where the mysteries were.  And I loved that there were still mysteries at the end, giving us the ability to paint into them ourselves.

In college, I hosted the Unofficial Star Control (2) Page, taking over from Matthew Green in 1996 and passing it to Alex Weekley in 1998.  (This exists again nowadays on the star-control.com fan site.)  I remember that Fred and Paul actually emailed me about it — that email later got lost in a HD crash, and that’s the only file I still miss.  I also discovered, by happenstance, the October/November 1994 issue of Computer Artist magazine where Gene Bodio from PCA Graphics published renders of the art he created for the 3DO version.  I’ve always wanted 3D models of Star Control 2 things, and I did recreate the Space Station in an early version of 3D LightWave.  One of these days, I’d like to 3D print my own SC2 swag.

mazrim-taim / Todd Pederzani

Have your own story to share too? Let us know or add to the Reddit thread!

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Reflections on The Ur-Quan Masters from Greg Kasavin, Creative Director of Supergiant Games

Banner from Transistor, © Supergiant Games

As part of our 30 year celebration, we were honored to hear from Greg Kasavin — creative director of Supergiant Games and author of one of our favorite articles about UQM — who graciously shared some thoughts on the game and its impact on him after these 30 years.


Happy 30th anniversary to one-of-the-greatest-games-of-all-time-if-you-ask-me, Star Control II! I’ve been an avid game player ever since, and can still safely say that, all this time later, I’ve still never played anything quite like it.

StarCon II‘s unique blend of action, exploration, and role-playing, and its spectacular science-fiction world filled with weird, wonderful, sometimes-scary, sometimes-funny alien species created an unforgettable and incredibly inspiring experience for me. And, unlike many other great games from that early-’90s DOS era, it still holds up really well, thanks in no small part to the efforts of the team behind The Ur-Quan Masters project, who have ensured this classic game can still be played and enjoyed.

Title Screen from The Ur-Quan Masters

I grew up wanting to become a game developer, playing everything I could get my hands on. But StarCon II stood out as one of a special few games that truly sparked my imagination and made me think “I wish I could someday work on something that could make others feel the way this made me feel.” I’ve now worked on close to 10 different games, many of them quite different from each other, though let me tell you… StarCon II remains a constant source of inspiration, both spiritually when it comes to finding a distinctive tone, and often practically as a design reference, too. Whenever I’ve been in design brainstorms and we’re thinking about interesting, imaginative player abilities, I always think of StarCon II.

“Loser! Idiot! Jerk!”

When I was reflecting on this anniversary recently, I decided to fire up Star Control II: The Ur-Quan Masters for old time’s sake, start the campaign for the umpteenth time, play some of the awesome Super Melee combat mode. I still vividly recall many things about the game, such as how the Pkunk Fury starship has a chance to resurrect itself amid a glorious/hilarious Hallelujah!, and oh, the music…. But some details came back to me, such as how that same Pkunk ship regenerates its energy by ceaselessly insulting the opponent (“Loser! Idiot! Jerk!”). I laugh at almost nothing these days but busted out laughing at that, just as I must have when I was a kid, as the joy and imagination of this game came rushing back all in that one little aspect.

It’s difficult to single out the best part of StarCon II, which is part of why it’s so good. But for me it’s that great big personality that ultimately shines through. Of course its personality wouldn’t have meant as much if StarCon II wasn’t a blast to play. But the vibrant tone, the confident balance between absurd humor and serious high-stakes space opera, all of that helped open my eyes to what games could be.

The Ur-Quan Masters project is testament to the fact that this is a deeply loved game, and I hope many people out there will be playing and enjoying it not just another 30 years from now, but far into the future. If nothing else, it’ll give everybody something to do once the Ur-Quan arrive in the middle of the next century and cover our planet in their slave-shield and all that…!


Headshot of Greg Kasavin, creative director at Supergiant Games.
Greg Kasavin, Supergiant Games

Greg Kasavin is creative director at Supergiant Games, the small independent studio behind Hades, Pyre, Transistor, and Bastion. He has done the writing and contributed to the design of each game.

Reflections on The Ur-Quan Masters from Greg Kasavin, Creative Director of Supergiant Games Read More »

Community Art Showcase – 30 Years of The Ur-Quan Masters

As part of our 30 Year Anniversary for The Ur-Quan Masters, we asked the community to share any fan art they had created with us. We received so many submissions through email, Reddit, Twitter, and Discord. With three decades under your belt, you had so many things to share with us, and some of our community members even created new things just to celebrate with us! We wanted to take some time to share as much as we could back with the world in a virtual museum gallery to highlight you, our amazing audience who have helped keep the game alive for all of this time.

We certainly didn’t capture everything out there, but we want to say again: “we wouldn’t be here without you!”. Thank you for sharing your love with everyone.

Digital and Physical Art

Professor Hazard writes “I maded this for you. Thank you for making my life better for 30 years.”
Zarla writes: “Hey there! I’ve been a fan of Starcon2 for ages, it’s one of my favorite games and was a big influence on me when I was a kid. The Starcontrolfans twitter account contacted me asking if I had anything to share for the anniversary, so I decided to do a big group shot of all the races together! With an ominous Kohr-Ah in the background of course, haha. I improvised some lower torsos for some of the races we didn’t get to see in the game itself, so there’s a bit of creative license, but I hope you like it!”
Chris Sandusky writes: “attached a photo of an acrylic painting I did back in June of the Zoq-Fot-Pik, which can also be found on my DeviantArt account at https://www.deviantart.com/theclockworkcoyote/art/Frungy-882556592
Simon Marcoux writes: “A long time ago, me and Tommi Salminen worked on a webcomic based on star control 2 story. While it didn’t last long, he ended up doing a full novel out of the story which is amazing. The website navigation for the two chapters is kinda broken, so you need to manually up the image number to cycle through the pages.” More panels starting with http://www.star-control.com/hosted/gl-comic/images/001.jpg
From Zach_the_Elder
Zach_The_Elder writes: “my employee had this made for me” (hopefully voted employee of the decade)

Tweets Galore

The Kohr-Ah will blanket the universe.
Not exactly fan art, but a legitimate piece of history!
Stop! Why do you bake this thing?!
The Friendly Doctrinal Get-Together
The Crimson Corporation doesn’t seem so bad.
But.. they’re so cute.

Videos and Music

So festive! Just in time for the holidays.
A modernization of the classic we all hear every time we jump into our ship. Martin Lettvin writes: “I wanted to forward this to you before the stream today. It’s an update of Riku’s Hyperspace theme that I made about eight years ago”
No, really. How long does Hayes think he can keep up this rave?
Hyperspace and Chill?
Proof you don’t want to face a Shofixti in tentacle-to-paw/hand combat.

Projects, Games, Mods

UQM Megamod

No lookback on The Ur-Quan Masters can be complete without mentioning Megamod. JHGuitarFreak (aka Kohr-Ah Death) maintains the mod for UQM which includes… well… everything imaginable! From balance changes, to optional content, to quality of life improvements and whole new features, it is the most awesome (in the awe-inspiring sense) kind of fanmail one can imagine.


Infinite Ur-Quan Masters

Burger Circus shares: Want to play Ur-Quan Masters with a randomly-generated map? Love the old game, but want to play something with INFINITE replayability? http://www.infiniteurquanmasters.com/ has you covered.


Starflight MZX

No_roo writes: Here’s a thing I made back when I was a  teenager,  ~ 1997 – 2008 that was heavily inspired by UQM & Starflight. It was built in an old text mode game engine called Megazeux, which was basically a more powerful ZZT.

It can be downloaded or played in browser here: https://www.digitalmzx.com/show.php?id=2374
Alternatively a video of someone poking around in it: https://www.youtube.com/watch?v=hFZW9Gc2RmA

That project had a lot of design problems and didn’t end up going anywhere, but it taught me a lot, and was largely responsible for me deciding to become a software engineer, and to work on indie games on the side. It’s pretty crusty, but I’ll always remember it fondly.


UQM Melee Rebuild

Zach_the_Elder, our resident tinkerer with the UQM2 tools, shared some recordings of his recreation and re-imaginings of Super Melee made in Unity.

Alien Apparel

Talen Lee wrote to let us know they’ve been making t-shirt designs based on UQM for the past few years. Represent your favorite (or least favorite – we won’t judge) species in style.

Got More?

If you are seeing this and want to submit more of your own creations (or are *frumple* Dan missed one of yours), please let us know!

Community Art Showcase – 30 Years of The Ur-Quan Masters Read More »

Reflections on UQM from Alex Mosolov, Creator of Starsector

Throughout the month, we have been thrilled to hear from people who were inspired by The Ur-Quan Masters. We had the good fortune of getting in touch with a fellow developer — Alex Mosolov, creator of space adventure game Starsector — who joins us to generously share his reflections on UQM after these 30 years.

Originally written on November 20th, 2022. Cover image from https://fractalsoftworks.com/2013/02/05/painting-the-hound-and-the-hangar/.


When Dan reached out a couple of weeks ago to see if I might want to say a few words about The Ur-Quan Masters and what it meant to me, it felt a little surreal. If I had to name a game that’s had the most influence on me creatively, and on shaping what I want out of games, then UQM would be it. Being asked to talk about it now feels like coming full circle.

My first real introduction to video games was at my mom’s work, in the very late 80s and early 90s. I was around 10 years old at the time, and this was the only place I had access to a PC (an Intel 286, I believe? the memory is a bit hazy; but: definitely 5 inch floppy disks as the medium of choice), and I’d be lucky to get a couple of hours, a couple of times a year. The original Star Control was one of the games I played a lot, then (the original Warlords was another favorite). A lot of the time between those all-too-infrequent visits was spent thinking about games, playing them in my head, and drawing in my notebooks.

Fortunately (and, perhaps, embarrassingly), my grandparents saved those notebooks, and now I get to share a couple of these drawings with you!

Here, it looks like I’m conceptualizing different ship ideas. Yes, the one in the top left is clearly a hand-cranked meat grinder. No, I don’t remember what I was thinking.

That one aside, we have some kind of charged bolo behind what I can only assume is an Ur-Quan prototype, a ship that’s clearly spawning two limpet mines (because one just isn’t annoying enough), and some kind of Mycon-Androsynth hybrid blowing what I seem to recall was supposed to be a bubble of plasma. And a few others, also with inspiration clearly taken from the original SC ships.

Looking at that picture, I think the frame of mind I was in was “coming up with other ship ideas that would work within the game”. Modding it in my imagination, if you will! And then playing it, in the same place, since: no regular access to a PC!

This one (on the left side, obviously) is from a bit later – months? A year? What strikes me about this one is how close this is to Starsector as it is now – a top down view, a ship with turreted weapons, missiles visibly mounted on the hull. What looks suspiciously like a Reaper-class torpedo, coming in hot. As I very vaguely remember, this was an evolution from the Star Control designs, a “wouldn’t it be neat if…” sort of thing. What’s funny is, by the time I’d started work on Starsector, I had forgotten all about these, but it was all apparently lurking in the back of my mind. The one on the right is a Lasher-class frigate, from Starsector. It’s almost the same ship!

Later, when we had a PC at home, I got my hands on The Ur-Quan Masters – I have vague memories of convincing my mom to buy it at a store, some kind of Best Buy equivalent. I wish I remembered more about playing it in those days, but mostly what I’m left with is feelings. How it felt to realize that every single star on the map was somewhere I could go. How it felt to be able to actually land on a planet and fly the lander around. How it felt to gather resources, to plan an expedition, to try to make it come out with enough profit in the end to keep going. How it felt – during what I thought was a routine resource-gathering landing – to find an energy signature and something incredibly important to the story, just, randomly! How it felt to realize that the world isn’t static, when the Kohr-Ah showed up. How it felt to discover quasi-space, and that it was only accessible from hyperspace during a certain time, and that it had been there all along!

A lot of the story stuck with me, too. I think there’s a quality to it where it doesn’t explain too much – just sets up these evocative situations, and lets your imagination fill in the gaps. The Androsynth and the Orz, cosmic horrors from “outside”, that are also very helpful, non-threatening, and can become your allies. Finding out that the Ur-Quan – the bad guys! – are sympathetic (or at least understandable), at least from a certain angle. The absolute hellhole that is Druuge space. What little is hinted at about the Ilwrath; imagining what life on their planets might be like. The horror of a Mycon Deep Child destroying the Syreen home world. It’s so good, I think, in large part because it lets your imagination tell much of the story.

In the end, the way the game has made me feel – both through its story and its mechanics – is what’s had the most influence on me creatively. Trying to recreate a game from your childhood is a fool’s errand; the same things won’t make you feel the way they did 10, 20, 30 years ago. But you can try to aim to make a different game that gives you those kinds of feelings, and that’s been my goal with Starsector. In many – most! – cases it’s vague and you wouldn’t really see a connection with UQM unless you knew it was there, and it’s more of an overall influence rather than something that maps more closely, in any case.

In other cases, it’s more overt – for example (spoiler alert!), there’s a hidden pocket of space in Starsector called “Alpha Site”; it’s accessible from hyperspace from the start of the game and has some interesting (and dangerous) things in it, and the player is only pointed to it some ways along the main story line. That feeling of “oh, I could’ve gone there any time I wanted to, had I known it was there” is very much a direct attempt to recreate the feeling of finding out about quasi-space in UQM.

And, of course, if you ever see the planetary shield in Starsector, you’ll know what it’s about. That one is not an attempt to recreate any sort of particular feeling, it’s just an out-and-out homage.

There have been many other inspirations and influences along the way, of course – and hopefully an original idea or two somewhere in there! But looking back now, it’s clear that 30 years ago, The Ur-Quan Masters is the game that set me on the path to making Starsector.


Do you want to play a space game full of exploration and adventure from a glorious top-down view (with an extremely active modding community)? Go check out Starsector, available for purchase and still under development from Fractal Softworks. (And Dan strongly recommends SsethTzeentach’s glowing review for the uninitiated.)

Reflections on UQM from Alex Mosolov, Creator of Starsector Read More »

The Box of Now and Forever: three decades of memories

Photograph of the game's cluebook intro

Howdy folks—my name is Lee, and I’m helping the Pistol Shrimp crew out with some of the writing on UQM2. I don’t post much—or, uh, ever, at least until now—but as we head into the holiday season and begin to take stock of the things we’re thankful for, the thing that sticks out for me is how thankful I am for The Ur-Quan Masters, and for all the other video games that manage to be so damn good that they carve out a permanent spot in our heads. Truly, is there anything quite like a wonderful interactive story, told well, with a fabulous cast of characters to befriend?

We’re barreling toward the 30th anniversary of UQM’s original release, which will roll around on November 30 of this year, and Fred and Paul and Dan and Ken have a bunch of cool stuff in work to show you guys. For my contribution, I wanted to tell the story of how I came to the Star Control universe, and then I wanted to show you guys a bunch of pictures of my original retail box, and all the stuff that came inside of it.

“Remember how it used to be…”

1992 feels simultaneously close and also terrifyingly far away. I was fourteen, a freshman in high school, and miserable even though it was the early 90s and I really didn’t have anything to be miserable about. The Cure released Wish and suddenly we were all in love on Fridays; in theaters, we begged our parents to drop us off so we could watch Encino Man, My Cousin Vinnie, and Army of Darkness while throwing popcorn at each other. And it was a banner year in PC gaming—Wolfenstein 3D, Dune II, Aces of the Pacific, and The Legend of Kyrandia all hit the shelves.

I vividly remember walking into the friendly neighborhood Babbage’s—the same Babbage’s I’d get a job at two years later—and being floored at the box I spied on the shelf. It was unexpected. It was shocking. It was awesome.

Photograph of a Star Control 2 retail box

Of course I knew what Star Control was—being a DOS gamer of a certain age, I’d run across the game on the local BBS scene and, ahem, acquired a copy in a somewhat extra-legal fashion. Starcon‘s melee was a huge hit at my house, and being the older brother, I was the reigning champ and nigh undefeatable with my ultimate weapon, the Arilou Skiff. Much of my memories of the summer of 1991—the memories that aren’t pool-related—are filled with Ur-Quan explosions and the PC speaker beeping victory songs, set against a backdrop of long lazy afternoons that all eventually ended with my brother and me abandoning the computer for the pool. (Where we usually tried to drown each other, which my mom saw as an improvement over yelling at each other over the computer.)

But I knew nothing about a sequel. A sequel to Star Control? Would there be new ships to melee with? New aliens to blow up?

After successfully badgering my dad into buying the game—I was fourteen, it was 1992, and I had maybe five bucks to my name—I discovered that the sequel was far more than just more melee. Borrowing some of the most successful bits of Starflight and Starflight II (including Starflight designer Greg Johnson!), UQM was instead that most rare of things: a true space exploration RPG. There are a few more such games today, including and especially Starflight/UQM spiritual successor Mass Effect, but the genre remains disappointingly sparse. The few games that do fit into that niche tend to be cherished—and with good reason.

The Ur-Quan Masters is a rare thing. If you’re here, I don’t need to tell you how good a game it was (is!), but it is worth emphasizing, at least briefly, just how magical it was to have a story this well written and a universe this well-realized tumble out of four floppy disks. I wouldn’t go so far as to say it’s a perfect game, but it is a supernal one. And it’s been locked in my forebrain since.

Boxing day

For whatever reason—probably because I don’t like to throw computer games away—that game box is still in my closet, having followed me through a half-dozen moves. And for folks who perhaps weren’t lucky enough to be around when the game came out, or who didn’t have a chance to buy a boxed copy, I wanted to take some pix of the box’s contents. There’s some great stuff in there.

One important caveat: I didn’t take any pictures of the original or deluxe maps of hyperspace. The original map definitely deserves a place in these images because it came in the original box, but it and the deluxe map (which came with the clue book) have been up on my office wall for several years and are folded up right now in a different spot in the closet. I can totally pull them out and take some additional pictures if needed, but rather than move a ton of boxes out of the way, I figured I’d just let ’em stay where they are.

(All images in this piece are clickable—if you want to read the tiny text, just click a for full-res version.)

So, here’s the box! It’s a big sturdy full-size software box, rather than the little flimsy half-height boxes that started showing up a few years later.

And here’s a big hero shot of everything that came inside of it—everything except the galaxy map, as noted:

Photograph of the contents of an original Star Control 2 retail box

Four floppy diskettes to rule them all!

Photograph of four Star Control 2 floppy disks from the retail box

The manual:

A “what’s in the box” inventory card, a warranty registration card, and a disk exchange form if you happened to need a 5.25″ floppy version of the game instead of the 3.5″ diskettes that came with the retail packaging. (It’s entirely possible that someone in 1992 might not have a computer with a 3.5″ drive—my family didn’t until the end of 1991!)

Two order forms: one in case you decided you needed a copy of the original Star Control, and the other in case you needed either the official cluebook or an actual-for-real Ur-Quan puzzle! (I have grilled Fred & Paul about this puzzle, since I’ve never seen one, but they both insist they have no memories of promotional items from decades ago. Alas.)

This one’s fun: a “manual addendum,” full of last-minute info that didn’t quite make it into the manual. (Most games also had a README.TXT file on the distribution disks for truly last-last minute stuff, too.)

Prodigy! Remember Prodigy? You don’t? God, I’m old.

It’s not a retail game release without a catalog and a “what’s new” guide!

And, finally, although it wasn’t included in the retail packaging, here’s a few pix of the game’s official clue book, chock full of secrets and inside jokes from Fred & Paul:

And that’s it! Hope you’ve enjoyed the walk down the lane of forgotten retail box delights. Here’s to those games that keep us all coming back for decades—games like UQM. Happy 30th anniversary to the end of the Doctrinal Conflict, and cheers for three decades of wonderful memories. May they soon be joined by many more!

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