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A member registered Jul 19, 2016 · View creator page →

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I could probably do a patch to reduce the abuse-ability of scuttling stations. I agree that especially for the Multiplayer it would be important to have some balance there. Which hopefully will come out in April-May if I'll have the time.

It is possible, I think it was by design, because of the time it takes to build the starbase. I don't remember the exact reason, but you can bring it up in our forums.

Sorry about that, probably it's a problem on's side, so you should contact them about it. Until the issue is fixed, what I can help you with is give you access to the game from my personal Google Drive:

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For now the workaround is this: Right click on bote.exe, go to Compatibility and check Override high DPI scaling behavior. Scaling performed by: Application. This should fix your issue. I will try to have a permanent solution at a later time.

It's related to the system DPI setting, it should be left at 100% for now. I'm working on a fix and I will update the game when it's done.

As for the email, I've updated the page, but it's boteandroid (at) gmail (dot) com

Can you give me more details on the type of device/computer that you are trying to play the game? From the screenshot it looks like the game is scaled up to much. Maybe a virtual desktop, multimonitor setup? If it's PC could you run dxdiag, click save all and send me the txt in an email? I'm away this week, but next week I'll try looking into this.

Until then you can try running the game in windowed mode on Windows: "bote.exe --res=1440x810" for example.

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Now I'm really pissed about not saving my draft. I've lost twice my lengthy answer...
You're mostly right in your observations, with some additions.
Safe morale loss basically adds and extra worker to industry in order to prevent production stalling in case the industry production was decreased due to loss of morale. Unfortunately it's poorly documented on the user side, I might have to extend the tutorial on this.
Optimize Industry used to be called Maximize Industry, thought that's not 100% accurate either. Renaming it though I might have inadvertently reversed the meaning. What it does is that when it's enabled and the current building has more than 1 turn left then instead of distributing industry workers so that they are just enough to finish in the estimated number of turns, it will use the maximum of workers. When it's the buildings last turn, regardless of this option it will use just enough workers to finish (otherwise the extra work is simply wasted).
If the priority of something is 0 it won't get workers unless the workers really have nothing to do. Thus the use stored food option works as intended. Also if a resources store if full it will decrement its workers even if it's set to "Fill All".
If you don't have anything in the industry queue, it will still fill up the industry workers according to priorities, because that production is converted into credits. So that is also intended.
As for the buttons instead of checkboxes, on small screens checkboxes are harder to hit (at least the default ones from libgdx). Also I already had this logic on the setup screen where you start the game so I kept it the same. Basically if the buttons says "enable", the feature is disabled and vice-versa.

If you have more questions/suggestions, feel free to ask.

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I don't worry about that. Indeed the game was born as Birth of the Federation 2 some 10+ years ago, but the entire game was redesigned so that nothing is borrowed from Birth of the Federation except some of the mechanics.

Second, the game is free and open source, provides me no revenue. It's on Google Play for more than a year.