Average Playtime: 5 hours

PULSAR: Lost Colony

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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
FAQIs there an in-game tutorial?
Not at this time. We are planning on integrating one in the future, however we want to make sure most of the ship systems are finalized before building it. If you want to learn about how to play and use the various ship systems, you can click here to view the manual!Can I stream and/or monetize game footage?
Yes! This is our written permission to do so.Simulation or Game?
We like using the term simulation because it helps convey the fact that each starship is a large collection of systems and mechanics working together and reacting to its environment. However, this is a game first and foremost. Because of that, we aren't afraid to go outside the realms of reality if it makes the experience more enjoyable. This is not a 100% realistic simulation, it's a game with simulated elements.Player versus player modes?
PULSAR was designed from the ground up to be cooperative in nature. None of the mechanics are prepared to handle the specific challenges of PvP combat. We believe that this focus on pure cooperation will enable us to create an experience that is unique and feasible by our small team.Singleplayer?
We are focusing on a multiplayer experience at this time. We do offer AI crew bots that can take over unfilled roles, but they are very much a work in progress. The game is very teamwork heavy so the recommended experience is with multiple people. If you looking for a more complete singleplayer experience, you may want to consider waiting until the AI is fully developed.Where can I get more information?
For more information, check out these links below:






The game is currently under development. New systems and mechanics are still being added and tweaked, and there is not a large amount of in-game content to see yet.

If you prefer to play more complete games and have no desire to be part of the testing / feedback process of a game in development, we highly recommend waiting until the game is more complete before considering a purchase.
Release date
Leafy Games
Leafy Games
Age rating
Not rated

System requirements for macOS

  • OS: Mac OS X 10.7
  • Processor: 2 GHz Dual Core
  • Memory: 4 GB RAM
  • Graphics: Intel HD 5000 (Shader Model 3)
  • Storage: 10 GB available space
  • OS: Mac OS X 10.10
  • Processor: 2.8 GHz Quad Core
  • Memory: 4 GB RAM
  • Graphics: 1 GB Dedicated Graphics
  • Network: Broadband Internet connection
  • Storage: 10 GB available space

System requirements for PC

  • OS: Windows XP SP3
  • Processor: 2 GHz Dual Core
  • Memory: 4 GB RAM
  • Graphics: Intel HD 5000 (Shader Model 3)
  • DirectX: Version 9.0c
  • Storage: 10 GB available space
  • OS: Windows 10
  • Processor: 2.8 GHz Quad Core
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 960
  • DirectX: Version 9.0c
  • Network: Broadband Internet connection
  • Storage: 10 GB available space

System requirements for Linux

  • OS: Ubuntu 12.04 (32 bit)
  • Processor: 2 GHz Dual Core
  • Memory: 4 GB RAM
  • Graphics: Intel HD 5000 (Shader Model 3)
  • Storage: 10 GB available space
  • OS: Ubuntu 12.04 (32 bit)
  • Processor: 2.8 GHz Quad Core
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 960
  • Network: Broadband Internet connection
  • Storage: 10 GB available space
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Last Modified: Aug 2, 2023

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PULSAR: Lost Colony reviews and comments

Translated by
Microsoft from Deutsch
Early Access Review First of all, whether PULSAR: Lost Colony is fun depends solely on the People you Play with. When two or three Players are there, who talk more often and the Rest at least occasionally report into the Chat, a good Game experience actually comes out of it. Personally, At least on the German Servers, I actually only met nice Fellow players. But I don't know how many German Lost Colony are still playing, so I can't guarantee anything. (Non-Germans were also mostly friendly) The Fun of The game also increases with the Number of Players, although with less than four it is not really much Fun, and alone or in pairs you have a really hard time. Nor is it exactly funny when the others are still Beginners. But I was able to learn the whole thing at least quickly. So, should I really say anything about the Game itself? There are over 800 Reviews from which you can also learn a lot. That's why I just write my personal Opinion on the individual Roles Captain: He actually has it easiest and hardest at the same time. Best because he usually has little to do, and hardest because he has to deal with the Ship's Equipment. This is not always entirely clear, which is why the Job is at the Beginning the heaviest of the Crew. With The exception of the range of engineers, Perhaps pilot: The Pilot aligns the Ship for warps, takes it in Fights to an Angle where the weapon specialist can hit the Enemies, and maneuveres it into the Parts where it is repaired. The Control is learned quite quickly, and that does not change, apart from the fact that some ships are carrier or slower than others. And it's also Fun to fly through a Minefield-and to have everything under Control in The process-while the Rest of the Crew Panics ^ ^ Weapon Specialist: Its Task is also pretty clear: Go To a Cannon and take the enemies under Fire. Of These, there are several, and one can also be used by a skill from the other. Whichever, depends on the Ship's Equipment. By and large, it's arguably the easiest of the five rolling, ranting and shooting. At a great Distance, however, this is not easy either, and here, too, you can improve. Engineer: The most thankless Role of Lost Colony. (Maybe I just played with the wrong People?) The engineer takes care of the Energy Distribution among the Systems and makes sure that the Reactor does not overheat. He also prepares every warp, which is somehow the only thing the Players get. There is actually no More to say Scientist: Probably the most useless Role of all, can actually be omitted and taken over by the captain. Sometimes, though, it's really useful. You have equipped Modules, (I'll just call them that) that bring a temporary Advantage in Combat, such as shutting down enemy shields, or charging the warpan drive immediately. Lately, however, attempts have been made to give the Role of Artifacts more Relevance. But Here I am not really informed Conclusion: Yes, my Conclusion is actually above. There's nothing more to say. Everyone has to decide the Rest for themselves. Oh, and anyone who needs another Pilot can adden me ^ ^
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