$19.99PULSAR: Lost Colony Your crew, one ship, chaos
Take a station on a starship and explore a procedurally generated galaxy with your friends, where every jump can turn into a fight for survival.
Is PULSAR: Lost Colony worth it?
PULSAR: Lost Colony is worth it if…
- you want to crew a starship with friends, each of you running a different station
- you like games where a plan falls apart and the crew improvises out of trouble
- you prefer exploring and running jobs over constant combat
- you enjoy a game that takes a few sessions to learn before it opens up
- you have fond memories of bridge-and-bridgecrew style sci-fi shows
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Five roles, one ship
The Captain calls the route and the hard calls. The Pilot threads debris and lines up the warp. The Scientist runs sensors, heals the crew and breaks into enemy systems. The Weapons Specialist handles lasers, missiles and the occasional nuke. The Engineer keeps the reactor from cooking everyone alive. Coordination is the whole game: when it clicks, a fight feels like five people running one very stressed machine.
Combat where every station matters
Ship-to-ship fights are fast and tactical, and they start before the first shot. Scan an enemy vessel for a weakness, reroute power to shields or weapons, and run programs that sabotage the other ship from the inside. When a fight turns bad, the Pilot can spin up the warp drive and get everyone out. Feeling braver? Teleport onto the enemy ship, fight through its crew and either capture it or wreck its systems. You can also board stations and planets as an away team, which is where the FPS side comes in.
A galaxy that plays out differently each time
Each run drops you into a randomized galaxy in chaos. You pick a faction and a ship, then choose your own path: missions from stations, abandoned wrecks to investigate, planets to scavenge for components and loot. You can go long stretches without firing a shot, running cargo or hunting bounties instead. Research new talents as you go, upgrade your ship's modules, and chase the mystery of the Lost Colony at your own pace. Different ships and factions give a playthrough its own shape.
Built for a crew of friends
This is a game made for a lobby of friends, up to five, each with a real job and a reason to shout across the ship. Drop-in and drop-out co-op means people can join or leave between sessions without breaking the voyage. Someone has to be Captain, and someone has to listen to the Captain, which is half the comedy and half the survival plan. It works with fewer people too: you can play solo or online with customizable AI crew bots filling the empty stations, though the bots need more hand-holding than a human crewmate would.
























