
Lew Pulsipher's Doomstar
If Stratego got redesigned by a tabletop veteran with a grudge against shallow mechanics, you'd get this: a tight two-player hidden-unit space wargame where one wrong probe can hand the whole board to your opponent.
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About Lew Pulsipher's Doomstar
I'll be straight with you: I came to Doomstar expecting a gimmick dressed in spaceship clothing, and I left genuinely annoyed at how much time I lost to it. This is a digital adaptation of a tabletop design by Lew Pulsipher, the same mind behind Britannia and Dragon Rage, and the pedigree shows. The core is deceptively simple: two players deploy fleets of ships whose identities are hidden from the opposing side, and the goal is to locate and destroy the enemy Command Ship before yours gets picked apart. Think Stratego, but faster, leaner, and with actual mechanical texture underneath. The hidden-information layer is where the game earns its keep. You can see enemy ship positions marked on the board, but you have no idea whether that red marker is a heavy fleet ship or a trap until you commit an attack. Combat resolves on raw strength: higher value wins, ties destroy both units. That sounds blunt, but the interesting decisions come from inference. Fleet-type ships partially reveal themselves through movement patterns, minefields demand specific counter-units to clear, and black holes on the board bend movement in rotational arcs that can completely reshape your approach angle. Pulsipher's design keeps the rules shallow enough to learn in ten minutes while leaving enough deduction space to make experienced players uncomfortable. Single-player gets you a small campaign against four named AI opponents, each representing a different faction: Daniel, Captain Londi, Admiral Ivar, N'Kung. The AI campaign is honestly more tutorial than challenge, and a YouTube reviewer from around launch noted the missions feel unbalanced in places. That tracks with the mixed Steam reception (sitting in the low sixties percent-positive range on a thin review count). The real game is online, and Doomstar handles that with fully asynchronous multiplayer, meaning you and a friend can trade turns on your own schedule, which is either perfect or irrelevant depending on how you play. Cross-platform support covers PC, Mac (with a hard Catalina incompatibility warning, Mac users need to check before buying), and Linux. Fleet customization and board configuration options exist for players who want to push the variance around. The five-track ambient soundtrack from Simon Heath sits in the background without being intrusive. The UI is clean, showing destroyed units and possible ship-type lists on demand, which is a genuine quality-of-life lift over trying to track all of that mentally in a physical version. The game is small, the player pool is small, and the ranked infrastructure is basically nonexistent. If you want a competitive ladder with active matchmaking, look elsewhere. What Doomstar offers is a quiet, focused, two-player mind game that you can run asynchronously with someone who appreciates that kind of thing. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 / 8 / 10, 32bit
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 250 MB available space
- Graphics
- AMD Radeon R9 270 / GeForce GTX 660
- Processor
- 2.0 GHz Dual Core Processor
Reviews & Ratings
No ratings available
Game Info
- Developer
- Large Visible Machine
- Publisher
- Large Visible Machine
- Release Date
- Sep 16, 2016