Alexander Mosolov
@amosolov
Developer of upcoming indie sandbox rpg Starsector. Also on BlueSky: https://bsky.app/profile/amosolov.bsky.social
Starsector 0.98a is out! Fight new enemies, acquire new ships and weapons, and much more, featuring new story missions, autosave, a revamped combat simulator and Codex, and other UI improvements! fractalsoftworks.com/2025/03/27/sta… Please RT!
First round of a community-run Starsector pvp tournament! Super cool to see all the different builds and how it all plays out. (The Anubis, hmm.) youtube.com/watch?v=vJK75e…
New Starsector blog post! "Creating Threat", where David talks about drawing spaceship horrors. fractalsoftworks.com/2025/07/03/cre…

Starsector 0.98a hotfix is now up! Fixes the shield AI vs [REDACTED] beam issue, along with a slew of other bugfixes and some other tweaks. You can get it here: fractalsoftworks.com/2025/03/27/sta… Just re-download and reinstall the game. Save-compatible with the previous hotfix.
Starsector 0.98a hotfix is out! Includes a bunch of assorted bug fixes, including for the shield AI issue, and a few balance tweaks. You can download it here: fractalsoftworks.com/2025/03/27/sta… Can just reinstall on top of the existing installation, and it is save-compatible.
In-development patch notes for Starsector 0.98a: fractalsoftworks.com/forum/index.ph… To be clear: this isn't out yet, just the patch notes for what's going to be in the next release! Still adding a few things here and there, too.
A friend released a large update to one of his mods which almost makes it a new mod, it overhauls the weapon selector to be much more useable with a larger selection of weapons! I think you would fine it interesting @amosolov #Starsector reddit.com/r/starsector/c…
New Starsector blog post! Anubis-class Cruiser fractalsoftworks.com/2024/12/20/anu… Talking about the design and art process for a new high-tech ship. (Also, a reminder that you can find me in the other blue place, linked in my bio, where I'm around more these days.)
Added an "escalate crisis" option so that you can accelerate the pace of crises if desired! Should be especially handy later on in the run after most factors have been dealt with, and event progress is slower. (And, a reminder that I'm also at the other place linked in my bio.)


Just a reminder that I'm also on bsky: bsky.app/profile/amosol… (Not entirely sure how much I'll post here, the "giving away a ton of rights to any content posted here" thing is... not great.)
Some very impressive mod UI work going on here: reddit.com/r/starsector/c…
Nothing to see here, just a perfectly safe Paragon-class battleship. We're all fine here now, thank you. How are you?
A more refined version of the "thicc beam" (🧓🛹👋) effect! The beam gets a little wider as it goes, still able to partially hit targets, and with explosions/lightning bolts to help sell the intensity.
Jupiter Hell Classic, the demake of a remake of a traditional turn-based roguelike unmake of Doom! Please retweet and help us grow that oh-so-important wishlist! <3 store.steampowered.com/app/3126530/Ju…
Very much a work in progress, messing around with the idea of a thick beam that can partially hit.
Just released my skill system rework mod, "Second-in-Command", which tries a different approach to @amosolov system in the base game. In it you can replace the active aptitudes based on a new type of officer in your fleet. #Starsector #Modding
Using this Invictus build against a new enemy (alongside a bunch of other stuff); probably the most effective one I've come up with so far!
