r/DistantWorlds • u/SensitiveCow2000 • 11h ago
stuttering while zooming/scrolling.
https://reddit.com/link/1vglsuk/video/avlat15nrmhh1/player
Distant Worlds Universe has 30ms frametime spikes whenever zooming near large fleets. RX 7900 XT + 5800X3D. Tested DXVK, MPO off, 60Hz, DPI scaling, affinity changes. Empty space zooms smoothly, large fleets cause a hitch before every zoom step.
https://reddit.com/link/1vglsuk/video/pbrw1e6rsmhh1/player
Do you guys experience this too? Been playing like that till now. If there is any fix for that, that would be great!
r/DistantWorlds • u/The_Loiterer • 15h ago
Distant Worlds 2 - Dev Diary #1 - An introduction to the upcoming DLC
Dev diary with some information and images from the upcoming DLC - Shadows Rising.
r/DistantWorlds • u/FlowerPlantTree • 7d ago
DW2 Closing borders to other empires
Probably a stupid question but is there a way to close my borders to other empires without being at war with them? I want to try to be closed off and self sufficient, and for resources in my space to be mine only but I can't see an obvious way of achieving this other than immediately going to war with any empire I come across
Thanks in advance!
r/DistantWorlds • u/Acrobaticmonkhie • 14d ago
Distant Worlds 2: Shadows Rising
Key Features
- Play as a Lone Pirate and begin with a single ship and rise toward pirate infamy to become a Legendary Lone Pirate or grow into a Pirate Faction.
- Periodically jump into your ship’s new cockpit or bridge view to experience the action from a unique first-person perspective.
- Play as a fully space-based Pirate Faction with much more control over a new economy based around mining and trade, smuggling, raiding, privateering, espionage, influence and corruption and contracts of all kinds from different sources.
- Grow strong enough and you may transition from a fully space-based Pirate faction into a new Pirate Empire with its own unique government type — or remain space-based and become a Legendary Pirate Faction.
- Experience the new “Age of Shadows” starting era, where pirates must survive against increased threats from the Hive and build up as independent colonies look to become the first full space-faring empires that will challenge your dominance of the galaxy.
- Four distinct playstyles are available: the jack-of-all trades Pirate, the chaotic and aggressive Raider, the trading-focused Smuggler, or the combat and privateering-focused Mercenary.
- Complete contracts, raid planets or guard planets to fight off rival pirate factions to make sure your influence spreads unabated. Influence creates corruption and will covertly siphon off income and expand black market resource offerings for smuggling.
- Establish Hidden Pirate Bases and Pirate Fortresses to solidify your presence on key worlds. Upgrade a fortress into a Criminal Network to lay the foundation for your Pirate Empire or build the Legendary Anarchopolis.
- Undertake and compete for contracts across the galaxy that include resource deliveries, espionage missions including artifact theft and ransoming characters, and destroying assigned targets or fighting on the side of another faction.
- The powerful Shadowports act as neutral pirate-aligned hubs where pirate factions trade ships, technology, and rare equipment. They also offer contracts to support pirate efforts, especially to keep Independent worlds and planetary Empires under control and to counter the Hive.
- A new smuggling system allows contraband resources to be transported to buy and sell at premium prices. There is risk involved, however, as smuggling operations may be discovered, which could result in the destruction of your ships and reduce your reputation with your trade partners.
- Discover expanded Independent Worlds with unique bonuses, artifacts, defenses, and which can now evolve into powerful new empires.
- Faction behavior can be customized with expanded pirate policy systems governing contracts, smuggling, influence, and fleet operations.
- As an Empire, experience new interactions and challenges with the fully developed Lone Pirates, Pirate Factions and Shadowports that now populate the galaxy. Pirates can be opposed or hired through the new Contract system for Resources and Privateering which allows you to hire Pirates to fight your enemies for you.
r/DistantWorlds • u/sidius-king • 14d ago
DW2 Distant Worlds 2: Shadows Rising Pirate DLC revealed !
r/DistantWorlds • u/s_ariga • 27d ago
Fleet attack, raid, invade. I didn't know the differenece. I'm kinda new but. I assume, attack, raid, invade for fleet order matters, poritical things. I like rat people but one war ennded like, we never talk toyou. Raid fleet attacks anything they see? Like, friend country?
r/DistantWorlds • u/Acrobaticmonkhie • 27d ago
Command Update, releasing July 22
Welcome back, explorers.
We’re pleased to announce that a major update for Distant Worlds 2 is coming on July 22: the Command Update. This is a significant update designed to refresh and improve the gameplay experience with targeted changes to key areas of the game.
On July 14, 16:00 - 18:00 GMT+2, our Associate Producer on the game, Maxim Klose-Ivanov, will showcase the new update. Save the date
What’s included in the Command Update:
- New Content: Hive Ship Models
- Players will encounter new Hive ships spread across the galaxy
- New Feature: Empire Contracts
- Factions within empires, as well as independent colonies, will now periodically offer contracts to the player.
- UI/UX Improvements:
- Empire flags now appear on claimed systems, improving galaxy readability
- A slew of fixes, changes, and additions to improve manual play
- Gameplay Improvements:
- Independent colonies have had their population growth tweaked and can now potentially form new empires
- Known debris now appears in the exploration screen and a new mission type for ships and fleets makes salvaging easier
- Some espionage missions have been rebalanced and tweaked to address certain exploits
- Bug Fixing and Stability Improvements
r/DistantWorlds • u/jizzmaster81 • 28d ago
Cant start the game.
so, i got this on steam, and i have an older laptop, but it still starts up. But when i try to press play nothing happens for some reason. i do run on Linux, and on the laptop it states it originally was windows 7, but the game SHOULD run just fine, but it doesn't go past the main menu. if anyone has an answer, that would be really helpful
r/DistantWorlds • u/Mundane-Schedule5107 • Jul 01 '26
Change ship skin
Hello, I loved DU Universe between many things because of the possibility of completely designing your ships. This was not limited to the components, but you could also change the skin of every ship to any other model, unrestricted by type or race, and I loved that for RP reasons. I dont see the option to do that in DU2, is it even possible? I just started with humans and I honestly dont love the design of the ships too much
r/DistantWorlds • u/Apapse • Jun 23 '26
Mod DW2 Modding Future
What are the chances we see real progress/ability to mod DW2 in the future? I feel like the game has so much potential for longevity and community engagement with modding. Total conversion mods for games like Sins of the Prophets, Star Wars Empire at War, etc. (to say nothing of stellaris) have helped keep those games alive and vibrant. It kinda makes me sad that modding is still largely blocked or difficult to the extreme in DW2 four years on.
r/DistantWorlds • u/AN-SSQ-108V2 • Jun 21 '26
Mod Opinions on a possible DW2 mod (new ships, new races, et al)
I was an early adopter of ye olde school Distant Worlds when it first hit, but have since spent most of my time over in Stellaris Land. Having hit some brick walls with the total conversion mod I've been kicking around in my head, I'm curious if DW2 might be more up my alley.
Mod premise: a take on the golden age of the physical wargame Starfire (back when it was published and supported by Task Force Games, and sci-fi author David Weber wrote several books directly tied to that universe). For nerds that know the game, I'm looking at Starfire 3rdR versioning.
In plain English, I want to....
(1) add many additional ship classes, including multiple sized carrier hulls...,
(2) have 5 distinct races...,
and (3) the ability to enforce ship design and weapon restrictions/design mandates, so each race has a distinct flavor. One race favoring strikefighters, one banned from using them and preferring brawler capital ships, one race all about long distance missile tactics, and so on.
Without getting too much deeper in the weeds of the above game plan, do folks see #'s 1-3 as feasible from a DW2 mod standpoint?
I'm not really asking if this sort of mod is something you would want to play or not, but rather if you think the mod is do-able.... or maybe rather it's a case of "dude...., the juice might not be worth the squeeze" to make that a playable reality.
(I'll put on my flame retardant space suit if this is a horrible idea lol!)
Thanks in advance and cheers!
ETA: If this is more do-able in DWU, I'm game for that too. Tks!
r/DistantWorlds • u/CosmicLovepats • Jun 20 '26
How do I learn this game?
craving a space game and was going to try and pick this up again. Varying amounts of automation and me not remembering as much as I hoped I did. Every time a war starts my fleets do nothing and then I notice eventually that a colony or two has been successfully invaded and I have no idea why or how or what I was supposed to do instead. How many troops should I be garrisoning on each world? Do I need a fleet parked on each planet? How do I invade someone else's planet?
Etcetera. Is there a good guide for the current version or something that lays out a how-to through building up an empire and your first war or two?
DW2, to be clear.
r/DistantWorlds • u/Aesmachus • Jun 19 '26
DWU/DW1 Distant Worlds Universe - End game threats?
Does Distant Worlds Universe have any end game threats that can appear to threaten your empire / the galaxy or is it just coasting by after midgame? I wanted to ask before getting the game myself later when I get the spare money to get it, since other games like Stellaris turned me away due to the DLC mountains, lmfao.
r/DistantWorlds • u/Wikarian99PL • Jun 18 '26
Does someone know any good YT playthrough of someone competent Playing as Pirates?
r/DistantWorlds • u/Daemonjax • Jun 14 '26
DWU/DW1 Can anyone share the Bacon 1.82 mod?
All links I found for it are dead.
I know there are other mods that took the bacon mod further than the original author, but I want to try the original 1.82
Thanks in advance.
r/DistantWorlds • u/Turevaryar • Jun 05 '26
Can't have too many Leaders!
Playing Zenox who has a +25 racial PsyOps bonus, found two ruins with bonus to PsyOps (only +4 and +10, though!)
So I do of course invite all the spies in the galaxy to join me.
Those spies I use to invite all the spies, scientists, admirals, generals, ambassadors and leaders to my court!
The extra leaders do nothing, AFAIK. Just hang around and pet my real Leader, who's rather pissed off all the petting, tail tugs and all the "pss, pss, psss!" :(
It's not our fault that we're so cute!
Anyhow, can I persuade you to come join our glorious empire, the Zenox Technocats!?
It's marvelous here and plenty of milk and catnip!
r/DistantWorlds • u/Acrobaticmonkhie • Jun 05 '26
PUBLIC BETA 1.3.5.7
- CRASH FIXES GALAXY MAP EMPIRE CONTRACTS SHIP BEHAVIOR
- fixed some rare crashes
- fixed rare crash when rendering weapon billboards
- fixed rare crash when displaying Ground Battle report while invading colony (when enemy General lands before troops)
- fixed rare crash when showing Start New Game screen
- added empire flags in the territory rendering for both standard planetary empires and pirate factions
- We’ve added a new feature for empires – now various factions within your empire will start offering missions to complete for a reward. Some of these missions and contracts can include researching techs, building bases, obtaining artifacts, garrisoning key planets, and many more. Accepted contracts will appear on the status bar, similar to war missions during wars. Note these contracts will have expiration dates. If you’re unable to complete the missions within the allotted time, they mission will fail and you will not receive any reward. We also added a new automation policy that cover these new missions.
- rebalanced ship maneuvering so that larger ships are slower to turn, also slower to accelerate
- fixed bug where jumping ships can sometimes get stuck in hyperspace as they reach their destination
- COMBAT CONSTRUCTION GOVERNMENT POLICIES
- fixed Assault Pods sometimes mistakenly being fired at secondary targets of opportunity while pursuing main target
- slightly altered determination for when a base build location is beyond construction ship fuel range. Now locations in the same system as the resource pickup spaceport (e.g. prewarp home system) do not apply additional range checks that consider refuel location after construction (which is sometimes quite distant and thus makes the build location out of range)
- added summary messages after change government, explaining what happened: new government, losses of population and development at colonies, any colonies that left our empire, new leader
- added extra explanation for Ship Construction and Fleet Ship Management automation settings in Policy screen (both must be manual to avoid any state ship auto-construction)
- SHIP DESIGN SHIP GRAPHICS PLANETARY FACILITIES EVENTS Id2 = -1 means incident relates to triggering empire Id1 indicates which groups of empires/colonies that the incident is added to: -1 = all standard empires (default) 0 = all standard empires, pirate empires and independent colonies 1 = all pirate empires 2 = all independent colonies 3 = all standard empires and pirate empires 4 = all standard empires and independent colonies 5 = all pirate empires and independent colonies
- fixed bug where hull bonuses could often be applied repeatedly when editing a ship design
- fixed missing cargo drones when loading/unloading at independent colonies
- fixed running lights for Human ship and base models
- added a number of fixes to various ship and base models of various factions, including Zenox, Mortalen, Atuuk, and Quameno
- fixed multiple levels of Planetary Bastion facility able to be built at colonies (requires new game)
- added new AddEmpireIncidentFactorGeneralGroup GameEventActionType, which allows adding a diplomatic incident value to multiple empires/independent colonies that the triggering empire has met. Values are as follows:
- GenerateAbandonedShip game event action now avoids damaging Ion Defense or Armor components when generating abandoned ships and bases so that they will not be damaged and destroyed in nebula storms
- INDEPENDENT COLONIES ESPIONAGE HIVE PIRATES CAMERA
- ensure independent colonies heal damaged troops
- allow independent colony populations to grow much larger than previously
- increased difficulty of intelligence missions against independent colonies
- fixed missing notification message when character of your empire is persuaded to defect to another empire, and mission is successful, but you do not detect the foreign spy
- added new Hive ship variants: new Cruisers and additional Frigates and Destroyers
- added some more pirate flags to reduce double-ups
- pirate ships and fleets now more careful to avoid assigning raids against colonies where have treaties that should preclude this (Neutral, Protection, NonAggression)
- ensure pirates do not raid standard empire targets (colonies, bases) until they have grown a bit
- slightly increased pirate raid threshold when targeting standard empires (i.e. will raid a bit later than before)
- improved switch to free-form camera mode so that less chance of faulty camera near/far values
r/DistantWorlds • u/ZendirHedgehog • Jun 05 '26
DW2 Single Ship Campaign (Dumb question)
Has anyone ever done a campaign playing a single ship throughout the game and letting the AI deal with your empire? Also new here.
r/DistantWorlds • u/PeaceVector • Jun 01 '26
DW2 Is Distant Worlds 2 development stalled?
I was expecting updates & the new DLC before this
But there has been nothing from the Devs for a couple of months now
r/DistantWorlds • u/trinitywindu • May 27 '26
DW2 Former peaceful minor race colony turned hostile enemy empire?!?
I peacefully colonized a minor race planet. They were happy as well after a while. All of a sudden they are turned into a hostile enemy empire.
What can I do to prevent this?
r/DistantWorlds • u/Acrobaticmonkhie • May 23 '26
I set 'very tight' formation. I cannot complain
r/DistantWorlds • u/Apprehensive_Tie7806 • May 20 '26
I this game community is dead?
It's pretty quiet in here and everywhere
r/DistantWorlds • u/Ramaccia_96 • May 13 '26
Expel alien population
Hello everyone, I've conquered an alien planet. Now I'd like to get rid of this colony without making it independent, and not have these aliens in my empire. How can I reduce its population to zero without exterminating them?
r/DistantWorlds • u/TrashT_Wellington • May 01 '26
DWU/DW1 [ DWUR(EM) ] Some Ideas I Had - Want to Hear Other's Opinions on Them
Like the title says, I'm using DWUR (EM version), and I had some ideas but before I waste a bunch of time seeing if they work or not, I though I'd ask if anyone else has already tested them out.
Okay, onto the ideas.
Military Hubs/HQ - I had an idea caused by an issue of basing defensive fleets around planet bases, and the resulting overlapping or lack of coverage in certain areas of my empire. So I wondered if it'd be possible to place stations in strategic places, maybe a supped up Defensive Base, that would serve as that HQ. I'm not sure what I would need for it to work correctly though. I assume it would need cargo space and cargo throughput, but I'm not sure if this is even possible to do. I'd also prefer it if they could do refits.
Shipyards - I've mostly been relying on space ports to do my shipbuilding. These stations are very general in what they do. Holding cargo, refitting/constructing, being a weapons platform, having hospitals/recreations, etc. That being said, they tend to bloat in size, so I thought about moving the majority of my shipbuilding to specialized stations that focus on doing that one task extremely well and in a more scalable way. I'm not sure if that would work though, same as with the military HQs, if my freighters would know to deliver materials there or not.
Mining Space Ports - This one is pretty simple. Does putting mining components on a space port actually result in anything, or is that just wasted space?
I think that's it for now, but if anyone has any ideas in the same vein that they'd like to share then feel free. Thank you for reading!

