ABOUT
Shores of Hazeron was an indie developed, massively multiplayer sandbox game, a 4X you played from the ground, in first person.
Pick any star in the night sky and fly to it. Land on a planet, plant a flag, build cities while your citizens work to earn their keep.
Design your own spacecraft from the hull outward, deck by deck, and walk aboard the craft you designed.
Take the helm yourself, or hand it to a crew and watch the fight from the bridge.
Other empires are out there, run by other people. Make an alliance, or declare your rivalry.
The official servers closed in 2023. OpenShores is a community project with the goal of bringing Shores of Hazeron fully back online.
The test server is open for stress testing. Interested in joining? Come over to our Discord and ask for an invite to the stress test.
LATEST NEWS
2026-10-29
Wipe to V2.0.0
To move over to the official source code, that has now been publicly released, we'll be wiping on the 9th of November.
There may be some downtime with the setup.
Here are the preliminary patch notes:
Stars and Solar Systems
- Added new Magnetar, Brown Dwarf, ??????????, ??????????, ?????????? and ??????????-class Stars.
- Added new temporary orbit zone, Penumbral, for the wipe. These may contain ??????????.
Planets
- Planet terrain generation has been overhauled, allowing for more variety in terrain and biomes.
- New Landforms, ?????????? and Rivers have been added to planets.
- Planets will now have climates that dictate which plants and trees grow there, and how densely they are in the area.
- Planets of any type will have a much greater variety in ground, water and atmosphere colors and textures, and texture blending has been added.
- Mineral deposits have been overhauled to not be random, will now instead depend on the type of terrain.
- New topographical and deposit world map types added. Will be locked behind ship modules in the future.
- New settings for (volumetric) clouds, water and gas giants have been added.
- Asteroid rings have gotten a small overhaul.
- Ringsworld have ??????????
Weather
- New weather effects such as Storm, Hail, Fog, Sandstorm and ?????????? have been added.
- New sounds have been added for the new weather effects.
- Planets with atmospheres can now have Auroras
Pirates
- Pirate Strongholds have been adjusted to be more of a challenge on both ground and air.
- Pirate Troop AI has been adjusted, their turrets will now effectively shoot at people and vehicles, and the troops will now chase you and fire at you.
- Pirates in an APC will fire their vehicle guns at you.
Controls
- New "Modern" control scheme has been added. Can be disabled with the drop down menu in the Controls Settings.
- "Modern" control scheme gives you more fine control of your stance on the ground, alt can be held down for temporary mouse control or enter can be pressed to toggle mouse control.
- "Modern" control scheme lets you steer fighters and ships with your mouse, WASD, Space and C for your thrusters, QE to roll and X to brake.
- Added prompts under the crosshair such as "[E] Open Door", can be disabled in settings.
- Added key hints in the bottom right of the screen when you enter or leave a vehicle. Can be brought up by holding H. Can be disabled in settings.
- Added a Radial Menu, hold G by default. Can be disabled in settings.
- Raw Mouse Input has been added, fix has been implemented that changed your mouse controls depending on your window size.
New Player Experience
- Tutorial now tells you how to craft a flag and what you need for it.
- Hand Craft menu has been rebuilt for ease of use.
- Added a new Bulk Trade window, letting you select all the materials you want to buy/sell in one go before beaming that to the city or another player.
- Cargo Hold UI modified to make it easier to bulk add/remove items.
Trade and Cargo
- Tutorial now tells you how to craft a flag and what you need for it.
- Hand Craft menu has been rebuilt for ease of use.
Inter-City Trading
Automated city trading has been overhauled to make it more clear what is happening, to add some immersion and to add functionality to items that go by unused.
Cities connected by road will now send Couriers to trade materials and food. Every city start with one, and can have up to five per city.
Couriers, if killed by an enemy empire, will drop the materials they were carrying and will be lost.
Couriers will wear armor, equip weapons and fight back if attacked.
Various types of backpacks will increase the amount they can carry. Vehicles will also increase the amount that can be carried, and speed up their trips. Vehicles require gasoline in the city storage.
A new type of vehicle has been added to the Shipyard, the Commercial Ship
Every city starts with one sailor, up to 5. A wharf can only hold as many sailors as there are boat spots.
Sailors can use Commercial Ships to trade between cities that are connected by wharf.
Pilots have been added. Every city starts with one, up to 5.
Pilots use Helicopters to transfer goods from city to city by Airport Terminal
A city can only hold as many pilots as there are slots in Airport Terminals.
Couriers, Sailors and Pilots can be tracked in the City Log, and they can be physically witnessed moving from city to city. The City Log will also mention where they're going, when they will arrive and what they are dropping off. The City Log will also mention if one of them has died.
This feature has been delayed until further notice due to issues I won't be able to fix on time.
The Couriers, Sailors and Pilots and their vehicles will still exist and move between your cities, but they will take a purely cosmetic / immersive role.
Bugfixes and General Improvements.
- Leaving one spacecraft and entering another while in space will no longer get you stuck.
- Loading of big cities has been improved, nearly all stutter eliminated.
- Fixed the bug where flying upward while hovering will get you stuck.
- Fixed an issue with GUI layouts not saving their positions.
- Fixed cities not importing food by making food a priority.
- Bumping into space stations no longer explodes them.
- Fixed the Space Rocket's HUD not updating when accelerating.
- Fixed the 'no unobstructed parking spot' bug by relaxing spawn requirements.
- Fixed a rare issue causing lag and stuttering whenever you place a building
- Fixed Contact Screen bugs related to adding yourself.
- Fixed an issue causing the game table to not function.
- Fixed an issue making ship shield spin very fast.
- Added an overheat mechanic to space vehicles and spaceships, giving you a few seconds of warning that you're going too fast through an atmosphere before damage starts
- Re-added designer features from Starship: Decorative doors, Snap To Center, Hide Body / Microscope Mode, Show Paths in Preview, Vehicle Runway, Place Item, Vehicle Specific Parking Spot
- Fixed an issue causing attack SFX to be improperly played.
- Added the ability to add troop posts to (almost) every building type.
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