StarReach Remake

Single-file remake reference for rebuilding StarReach in a modern engine.

This document is self-contained. It includes the current summary of the game loop, core systems, structures, ship doctrine, planet roles, and scenario catalog needed to guide a remake.

Full Game Summary

Purpose, economy, warfare, and win condition in one place.

StarReach is a real-time planetary strategy game about economy, logistics, and decisive invasion timing. Players begin with a small network of worlds and must expand, stabilize their economy, build fleets, and eventually capture enemy headquarters before their own empire is broken.

Credits are global, but food, minerals, and population are local to each planet. Population drives revenue. Food sustains population. Minerals build structures and ships. The remake must preserve the tension between local planet development and empire-scale logistics.

Planet types shape strategy. Earth and desert worlds are strong economic and industrial cores. Water planets are food exporters. Volcanic planets are mineral engines. Ice and moon worlds are usually niche or support worlds. A good player builds a combined empire where each planet type has a purpose.

Matches are decided by more than production. Storage bays stage and repair fleets. Supply lines move resources between owned planets by convoy. Fighters and destroyers secure lanes. Bombers disable planets by destroying troops and structures. Troop carriers and troop landings decide final ownership.

The most important rule is the headquarters rule: if a player loses their H.Q. planet, the rest of their empire collapses back to neutral control. A faithful remake should therefore reward scouting, concentration of force, and fast follow-up more than passive expansion.

Recovered Systems

Planet Types6
Ships11
Structures7
Scenario Files22

Core Systems

These are the rules the remake must preserve.

Headquarters Collapse

Each empire has one headquarters planet. If that planet is captured, the rest of that empire collapses back to neutral control. This is the central win condition and must remain a first-class mechanic.

Capture And Invasion

Planets are ultimately taken by troop landings. Defenders and planetary defense matter, and bombers soften a target but do not replace the need to land troops.

Storage Bays

Storage bays are the fleet staging, repair, refuel, and launch system. Many attacks only become practical when multiple storage bays are used to form waves or escorts.

Supply Lines

Food, minerals, and population move through supply lines and convoy behavior. Because most resources are local, logistics is a core system, not a side feature.

Factories And Production Gates

Factories both accelerate production and unlock heavier fleet options. Industrial planets should matter because some ships require developed worlds to be built efficiently.

Population Economy

Population creates revenue, but only if food and habitability support it. Bio-spheres, hydroponics, strip mines, and raw planet stats must balance together.

Tempo And Lane Control

The game rewards scouting, escorting logistics, staging fleets, and hitting one objective hard rather than spreading evenly across the map.

Structure Rules

Caps and intended role of each planetary improvement.

Base / Headquarters

One per empire. Losing it collapses the empire.

Factory

Up to 3 per planet. Increases production capacity and enables heavier ships.

Storage Bay / Hanger

One per planet. Launch, staging, repair, refuel, and storage role.

Defense

One per planet. Planetary defense against landings and possibly bomber pressure.

Bio Sphere / Dome

Up to 3 per planet. Raises maximum population and enables life on hostile worlds.

Strip Mine

Up to 4 per planet. Increases mineral output.

Hydroponics

Up to 4 per planet. Increases food output and supports larger populations.

Ship Doctrine

Recovered hull art, strengths, weaknesses, and battlefield use.

Troop Carrier
Transport Credits 650 Minerals 450 Armour 90 Fuel 620

Troop Carrier

StrengthsSeeds invasions, moves population, and makes expansion possible.
WeaknessesWeak in direct combat and vulnerable without escort.
Use CaseEscort these with fighters or destroyers and use them to take neutral or weakened worlds.
Bomber
Siege Credits 2000 Minerals 1500 Armour 300 Fuel 2500

Bomber

StrengthsDestroys structures, lowers troop strength, and softens defended planets.
WeaknessesCannot safely operate alone and is expensive to replace.
Use CaseUse before or during a troop invasion, especially against enemy H.Q. planets or developed worlds.
Decoy
Raider Credits 1200 Minerals 800 Armour 120 Fuel 620

Decoy

StrengthsFast pressure piece for baiting reactions and forcing bad movement.
WeaknessesPoor staying power and weak in committed fleet fights.
Use CaseUse to distract, probe, or drag defenders away from the real strike.
Repair Ship
Support Credits 900 Minerals 900 Armour 60 Fuel 4500

Repair Ship

StrengthsKeeps fleets alive longer by repairing and extending operational range.
WeaknessesLow direct combat value and must be protected.
Use CasePair with patrol groups, destroyers, and long-range pushes.
Scout
Recon Credits 450 Minerals 400 Armour 60 Fuel 2000

Scout

StrengthsCheap, fast, and strategically valuable because information wins fights.
WeaknessesToo fragile to stay in contested lanes without help.
Use CaseScout routes, reveal enemy buildup, and identify weak planets or H.Q. approaches.
Missile Ship
Artillery Credits 1600 Minerals 900 Armour 160 Fuel 2500

Missile Ship

StrengthsStrong ranged pressure against heavy targets and established fleets.
WeaknessesNeeds a front line and does not want to be the first target.
Use CaseAnchor behind destroyers and use it to break stronger fleets before contact.
Freight
Logistics Credits 150 Minerals 200 Armour 30 Fuel 2000

Freight

StrengthsSupports the empire by moving resources where they matter most.
WeaknessesNo real combat presence and easy to raid.
Use CaseBackline logistics and recovery for newly captured or underdeveloped worlds.
Pirate
Assault Credits 2400 Minerals 1760 Armour 320 Fuel 2200

Pirate

StrengthsHeavy attacker that punishes weak lanes and isolated worlds.
WeaknessesAttrition hurts because it is costly and not disposable.
Use CaseShock force for decisive attacks or lane denial.
Fighter
Skirmisher Credits 620 Minerals 450 Armour 115 Fuel 2500

Fighter

StrengthsBest early-response combat hull for patrol, interception, and escort.
WeaknessesFalls off against defended planets without heavier support.
Use CaseControl space, escort transports, and protect supply lines.
Destroyer
Warship Credits 1420 Minerals 900 Armour 210 Fuel 3000

Destroyer

StrengthsReliable frontline hull and best general-purpose fleet backbone.
WeaknessesNot cheap enough to waste and not specialized enough to solve every problem alone.
Use CaseMain battle line supported by scouts, missile ships, and troop carriers.
Player
Hero Credits 400 Minerals 600 Armour 70 Fuel 3000

Player

StrengthsFlexible player-controlled flagship that can scout, fight, and reinforce quickly.
WeaknessesCannot brute-force large battles alone.
Use CaseLead early operations, reinforce hot lanes, and personally shape tempo.

Planet Roles

How each planet type should be used in a match.

Moon

Special-purpose world. Best used for staging, tricks, or narrow logistical roles rather than as a normal empire core.

Population Ceiling0
Food Ceiling0
Food Rate0
Mineral Rate10
Strip Rate1

Volcanic

Mineral forge. Volcanic worlds are ideal heavy-production planets, but they need bio-spheres to support population.

Population Ceiling0
Food Ceiling0
Food Rate0
Mineral Rate100
Strip Rate10

Ice

Marginal world. Usually not a core target unless position matters, but can still contribute food and defensive depth.

Population Ceiling200
Food Ceiling150
Food Rate0
Mineral Rate20
Strip Rate2

Desert

Excellent production world. Very good minerals plus meaningful population make desert worlds strong factory planets and shipyards.

Population Ceiling500
Food Ceiling200
Food Rate0
Mineral Rate80
Strip Rate8

Water

Food exporter. Water worlds are natural convoy hubs and support worlds for harsher planets that need imported food.

Population Ceiling400
Food Ceiling600
Food Rate2
Mineral Rate40
Strip Rate4

Earth

Best all-around planet type. High population ceiling and strong revenue make Earth worlds ideal economic capitals and prime invasion targets.

Population Ceiling700
Food Ceiling400
Food Rate1
Mineral Rate50
Strip Rate5

Structures

Recovered structure costs, caps, and remake intent.

Base

One per empire. Losing it collapses the empire.

Credits5000
Minerals3000
Build Time2000
Max / Planet1

Factory

Up to 3 per planet. Increases production capacity and enables heavier ships.

Credits3000
Minerals2000
Build Time3000
Max / Planet3

Dome

likely housing capacity

Credits1000
Minerals1000
Build Time1000
Max / Planet3

Hydro

likely food support

Credits1000
Minerals1000
Build Time1500
Max / Planet4

Mine

likely mineral output

Credits1500
Minerals500
Build Time800
Max / Planet4

Hanger

likely docking or ship capacity

Credits3000
Minerals2000
Build Time2800
Max / Planet1

Defense

One per planet. Planetary defense against landings and possibly bomber pressure.

Credits4000
Minerals3000
Build Time2300
Max / Planet1

Scenario Catalog

Recovered campaign scenarios with goal and setup summary.

ScenarioTypeDifficultyPlayersPlanetsGoalBriefing Excerpt
zeta TRAINING BEGINNER 1 3 capture target planet NG|| the goal of this scenario is to ly capture the volcanic planet holo THE HUMANS ON THE PLANET TERRA HAVE RECENTLY EXPANDED TO THE MOON PLANET OF CENTAURI. HELP RESHAPE R THE ECONOMY AND LEAD THE EXPANSION TO THE PLAN
quasar TRAINING BEGINNER 1 2 reach target population NG|| the goal of this training scenario is to attain a population level of 70 on the nearby moon planet to AN IMPORTANT ASPECT OF STAR REACH IS ESTABLISHING A POPULATION ON NORMALLY UNINHABITABLE PLANETS. KEEP IN MIND TH
trunari TRAINING BEGINNER 1 4 control target planet the goal here is to gain control of the rich earth planet techton SINCE EACH SHIP TYPE HAS A SPECIFIC FUEL CAPACITY IT IS SOME- TIMES CRUCIAL TO DETERMINE IF A SHIP CAN REACH ITS OBJECTIVE. A ALTHOUGH THERE ARE MANY WAYS
refuge ACTION BEGINNER 2 5 eliminate all opponents the goal of this scenario is to eliminate the enemy base e MEMORANDUM TO CYNOD COMMANDER: CONCERNING THE RECENT REVOLT ON THE PLANET OF PARTHA. ELIMINATE THE OFFENDERS IMMEDIATELY. CYNODS WILL NOT TOLERATE ANY DISECTION
lynx STRATEGY BEGINNER 2 8 eliminate all opponents lynx||MAX PLAYERS: 2|PLANETS: 8|DIFFICULTY: BEGINNER|TYPE: STRATEGY eliminate all opponents LYNX IS A SMALL AND UNUSUAL GALAXY. "BEACH-HEADS" HAVE BEEN ESTABLISHED ON MOON PLANETS BY BOTH RACES. IT IS NOW A RACE TO THE C
xallium STRATEGY BEGINNER 2 10 eliminate all opponents eliminate all opponents THIS GALAXY IS EVENLY BALANCED BETWEEN THE TWO ALIENS. PROPER RT RESOURCE MANAGEMENT IS IMPORTANT HERE. THE DESERT PLANETS ARE PRIME FOR STRIP MINING WHILE NOT AS INHABITABLE AS THE EARTH PLANETS.
norton HYBRID BEGINNER 2 9 eliminate all opponents eliminate all opponents THE NORTON GALAXY CONSISTS OF SEVERAL VALUABLE PLANETS. THE CENTER PLANET IS STRATEGICALLY VALUABLE AND RICH IN MINERALS. IN ORDER TO ENSURE MAXIMUM INCOME, TO FINANCE YOUR WAR MACHINES, BUILD A S
terramax HYBRID BEGINNER 4 12 eliminate all opponents eliminate all opponents THE TERRAMAX GALAXY CONSISTS OF MANY RICH PLANETS. IN VIEW OF THIS, IT IS NO WONDER WHY IT HAS QUICKLY BECOME A BATTLEGROUND FOR FOUR ALIEN RACES. CURRENTLY THE PLANETS ARE SPLIT EVENLY WITH EACH
imperia ACTION INTERMEDIATE 2 4 eliminate all opponents eliminate all opponents o is to IT IS NO SECRET THAT THE EVIL VIL BRAQUELLIANS DESIRE TO ENSLAVE IL THEIR HUMAN CREATORS. HALT THEIR E BUDDING EMPIRE WHILE YOU STILL R CAN. ALTHOUGH THE BRAQUELLIANS CAN CURRENTLY CONTROL
boone ACTION INTERMEDIATE 4 5 eliminate all opponents eliminate all opponents THE CLOSE PROXIMITY TO THE OTHER ALIEN RACES MAKES THE BOONE SCENARIO ONE OF THE MOST VOLATILE. BE AWARE THAT ENEMY BOMBERS MAY APPROACH YOUR HEADQUARTERS AT ANY MOMENT, ELIMINATING YOU FROM THE G
psphereus ACTION INTERMEDIATE 3 7 eliminate all opponents || E|| eliminate all opponents THIS GALAXY CONSISTS OF ONLY SEVEN PLANETS THAT ARE VERY CLOSE IN PROXIMITY. THEREFORE, EXPECT A HEAVILY ACTION ORIENTED GAME. THE CENTER EARTH TYPE PLANET WILL BE A VALUABLE ASSET TO ANY R
techtron ACTION INTERMEDIATE 4 13 eliminate all opponents eliminate all opponents TECHTRON IS ONE OF THE MOST MINERAL RICH GALAXIES. TECHTRON IS ALSO WELL DEVELOPED. MANY OF THE PLANETS HAVE AN INFRASTRUCTURE ALREADY ESTABLISHED.
trillium ACTION INTERMEDIATE 3 9 eliminate all opponents eliminate all opponents THREE ALIEN RACES HAVE CLAIMED THEIR OWNERSHIP OF THE TRILLIUM GALAXY. THE WIDE ASSORTMENT OF RICH PLANETS MAKE IT VALUABLE.
questra HYBRID INTERMEDIATE 4 12 eliminate all opponents eliminate all opponents THE QUESTRA SCENARIO IS AN UNCHARTERED TERRITORY. EACH RACE IS HEADQUARTERED ON AN EARTH TYPE PLANET. GAIN CONTROL OF DESERT PLANETS FOR MINERALS. WATCH YOUR ECONOMY CAREFULLY TO MAINTAIN A POSITI
echelon ACTION INTERMEDIATE 4 12 eliminate all opponents || ATE eliminate all opponents nsists of a THE ECHELON GALAXY CONSISTS OF 12 PLANETS. EACH OF THE 4 ALIEN EN RACES CONTROL ONLY A BASE PLANET. MAINTAIN A BALANCE OF PLANETS WITH HIGH MINERALS AND PLANETS WITH ter HIGH PO
whiplash ACTION ADVANCED 4 12 eliminate all opponents ION eliminate all opponents THE WHIPLASH GALAXY IS WIDELY KNOWN FOR SOME OF THE FIERCEST COMBAT IN THE UNIVERSE. ALL OF THE HEADQUARTERS ARE FULLY EQUIPPED WITH EVERY POSSIBLE PLANETARY STRUCTURE. ADDITIONALLY, MINERALS
chaos STRATEGY ADVANCED 4 13 eliminate all opponents EGY eliminate all opponents AS THE NAME IMPLIES THE CHAOS GALAXY GIVES WAY TO UNPREDICTABLE GAMES. AMOUNGST THE 13 SCATTERED PLANETS ARE 4 HOME BASE PLANETS. THE REMAINDER OF THE PLANETS ARE CURRENTLY NEUTRAL.
brass ring ACTION ADVANCED 4 13 eliminate all opponents ION || eliminate all opponents AS STAR REACHIAN LEGEND HAS IT WHOEVER CONTROLS THE BRASS RING GALAXY WILL ULTIMATELY CONTROL THE ENTIRE UNIVERSE. FIRST ELIMINATE THE ALLIED CYNODS IN THE CENTER OF THE GALAXY. BEWARE, THE
desolate HYBRID ADVANCED 4 12 eliminate all opponents eliminate all opponents MAINTAINING A GOOD ECONOMY IS CRUCIAL IN SUCCESSFULLY DEFEATING YOUR OPPONENTS. REMEMBER, THAT ot YOUR ECONOMY WILL ONLY IMPROVE BY TAKING OVER PLANETS, OR INCREASING POPULATION AND MINERALS.
vortex HYBRID ADVANCED 4 16 eliminate all opponents eliminate all opponents THIS LARGE GALAXY CONSISTS OF A DIVERSE RANGE OF PLANET TYPES. CULTIVATE A THRIVING ECONOMY CARE- FULLY BY PAYING CLOSE ATTENTION TO THE ADVICE FROM THE ECONOMY MENU. DEFEND YOUR BASE VIGOROUSLY F
ambush ACTION ADVANCED 4 13 eliminate all opponents eliminate all opponents he most EARTH IS BEING AMBUSHED BY 3 EXTREMELY HOSTILE DIVISIONS OF THE CYNOD EMPIRE. AS COMMANDER OF THE OLDEST HUMAN EMPIRE KNOWN AS EARTH YOU MUST TURN BACK THIS THREAT AND DEFEAT THESE FORCES.
onslaught ACTION ADVANCED 4 10 eliminate all opponents eliminate all opponents INTELLIGENCE REPORTS INDICATE THAT THE HUMANS ARE MOVING IN WITH THE INTENTIONS OF ELIMINATING THE LAST BRAQUELLIAN STRONGHOLD. THREE FRONTS OF HUMANS ARE ALLIED WITH THIS GOAL. GAIN CONTROL OF OT

Remake Guidance

Current implementation priorities based on the recovered rules.

Preserve Headquarters Collapse

The H.Q. rule is the heart of StarReach. Strategic play, scouting, and sudden empire collapse all depend on it.

Keep Logistics Local

Credits are global, but food, minerals, and population should stay local and move through supply lines. This is one of the game?s defining pressures.

Reward Combined Arms

Fighters, destroyers, repair ships, bombers, troop carriers, and logistics units all matter for different reasons. The remake should not collapse them into one generic fleet stat.

Model Planet Specialization

Different planet types should push different build orders and convoy behavior. The economy works because worlds are not interchangeable.

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