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Stellaris Dev Diary #376 - Announcing BioGenesis and Stellaris: Season 09

Metal rusts. Flesh adapts.​


It’s my great pleasure to announce the start of Stellaris: Season 09, with the BioGenesis expansion leading the way alongside the Stellaris 4.0 ‘Phoenix’ update.


The future of evolution is here. BioGenesis continues our remastering of the Ascension Paths by granting you unprecedented power over life itself and hatches May 5th, 2025.


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Evolution had its chance. Now it’s our turn.​

Two Biological Shipsets

Command living fleets that evolve alongside your empire. Customize these genetic marvels for specialized roles, from ferocious Maulers to adaptable support Weavers, each capable of empowering allies and weakening foes.

Three New Origins
  • Evolutionary Predators: Push the boundaries of Species Traits by unlocking and combining unique phenotype abilities to craft the ultimate adaptive empire.
  • Starlit Citadel: Solve the mystery of your empire’s biological attackers while boosting hyperlane choke-point strategies with early access to the Deep Space Citadel megastructure.
  • Wilderness: Begin as a sapient planetary ecosystem, a living gestalt of countless lifeforms united in harmony, seeking to spread its consciousness to the stars.
Overhauled Genetic Ascension

Choose from three Ascension paths (Cloning, Purity, and Mutation) and over 18 enhanced Authorities. Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions into a unique path for your play style.

Hives with a Twist

Encounter a Hive Fallen Empire, a fractured hive mind struggling to awake between its three splintered personalities.

Six New Civics
  • Genetic Identification, Crowdsourcing, Familiar Face, Aerospace Adaptation, Shared Genetics, Civil Education
Deep Space Citadel Megastructure

A versatile new defensive station capable of holding off powerful enemy fleets at any system.

Behemoth Fury Crisis Path

The apex predators of the stars are not bound by petty limitations. Cast off the biological weaknesses that hold you back, and become a force of nature.

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The BioGenesis expansion includes:​

  • Gestalt Hive Empires (also unlocked by Utopia)
  • Two biological Shipsets with distinct mechanics from traditional spacecraft
  • Three new Origins
    • Evolutionary Predators
    • Wilderness
    • Starlit Citadel
  • Civics
    • Genetic Identification
    • Crowdsourcing
    • Familiar Face
    • Aerospace Adaptation
    • Shared Genetics
    • Civil Education
  • Deep Space Citadel Megastructure
  • Biological Ascension (also unlocked by Utopia)
    • Expanded with BioGenesis to include a mutable tradition tree that reflects your path through Ascension
  • Exploration of the effects of Biological Ascension on society
  • Advanced Government Forms
  • 16 new genetic Species Traits, including phenotype based traits
  • Portraits that change based on pop strata and leader level
  • The Splintered Hive Fallen Empire
  • Two Diplomatic Rooms and City Sets
  • 7 music tracks
  • And a new Player Crisis Path - Behemoth Fury

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Planned Dev Diary Schedule
March 27​
Biological Ships and Mechanics​
April 3​
Ascension, Traditions, Advanced Governments​
April 10​
Phenotype Traits, Evolutionary Predators Origin​
April 17​
Deep Space Citadel, Starlit Citadel Origin​
April 24​
Hive Fallen Empire, Wilderness Origin​
May 1​
Civics, Behemoth Fury, Preliminary Release Notes​
May 5​
BioGenesis Release Date​


Stellaris: Season 09 Expansion Pass​

The Stellaris: Season 09 Expansion Pass is your gateway to an entire year of cosmic evolution, psionic mysteries, and apocalyptic infernos. With instant access to the exclusive Stargazer Species Portrait, this expansion pass delivers three major content packs that will redefine the Biological and Psionic Ascensions and the most ambitious species pack so far!

Purchasing the Expansion Pass grants access to all four DLCs as soon as they become available.

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Stargazer Species Portrait (Instant Unlock)​

Dream of the stars with this exclusive portrait, available immediately upon purchasing Stellaris: Season 09. Featuring three variations and unique animations, the Stargazer Species Portrait is perfect for players who seek to embody the spirit of cosmic curiosity.

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BioGenesis (Releases May 5, 2025 - $24.99)​

Take command of the forces of life itself in Stellaris: BioGenesis. Engineer living ships and wield advanced genetic tools to shape the destiny of your empire. Will you create a utopia of adaptation and growth or weaponize biology to dominate the stars?

  • Overhauled Genetic Ascension: Choose from three distinct paths—Cloning, Purity, and Mutation—and customize your evolution.
  • Living Ships: Command biological starships that evolve alongside your empire.
  • Player Crisis Path: Unleash the unstoppable Behemoth Fury on the galaxy.
  • Three New Origins: Play as evolutionary predators, a sapient planetary ecosystem, or a fortress civilization.
  • New Megastructure: Construct the Deep Space Citadel to control hyperlane choke points.

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Shadows of the Shroud (Releases Q3 2025 - $19.99)​

The psionic plane holds untold power—but at what cost? Shadows of the Shroud is a complete overhaul of the Psionic Ascension path, introducing new moral dilemmas, Patron allegiances, and a whole new way of interacting with the mysteries of the Shroud.

  • Breach into the Shroud: Shape your empire’s spiritual destiny with a revamped Shroud system.
  • Shroud Panel: Track your empire’s attunement and unlock new powers.
  • Revamped End of the Cycle: The ultimate deal with the devil—can you delay the inevitable?
  • Psionic Auras: Let your Shroud influence shape entire star systems.
  • New Content: Origins, civics, ships, government types, and more!

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Infernals Species Pack (Releases Q4 2025 - $12.99)​

Forge your destiny in the Stellaris: Infernals Species Pack - our most ambitious Species Pack ever. Adapted to relentless heat and volatile landscapes, you wield the power of extreme environments to reshape the galaxy. Will your empire thrive in the heat, or be consumed by the very forces it seeks to command?

  • Player Crisis Path: Burn the galaxy to ashes as your empire thrives in destruction.
  • New Origins: Unearth ancient kin or endure the scorching wrath of a dying sun in two new Origins.
  • Volcanic Worlds: A new planetary class with unique districts, events, and archaeological sites.
  • New Species & Customization: Ships, portraits, civics, and more!

The Stellaris: Season 09 Expansion Pass is now available for purchase for $44.99 or regional equivalent, a 20% discount over purchasing the contents individually.​


What’s Next?​

This Thursday we’ll flesh out the bio-ships!

See you then!

MEAT SHIPS! MEAT SHIPS! MEAT SHIPS!


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BioGenesis is now available for pre-purchase for $24.99 or regional equivalent,
or with a 20% discount as part of the Stellaris: Season 09 Expansion Pass, which is available now for $44.99 or regional equivalent.
 
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From what I understand of the Beta threads the problem is you're just mass producing the same Frankenstein, rather than having a fleet of divergent Frankensteins. IE your 'alloy worlds' are very nearly identical in look and feel as your 'Mineral worlds' or your 'Agri worlds' or your 'Factory' or 'Energy' Worlds. This on top of the fact that Energy is now...basically Food since Trade has taken over the use of Energy as the resource of market transition.

IE you're better off just making every colony the same since they're designation and planning will by writ of the zones/districts have to be the same since you're disallowed not building anything different more or less.
Having played the beta, I feel this isn't accurate. Most of my colonies are different, and while all the things aren't in, the only times they end up similar is if I need them to do similar things. Like if I want two factory worlds, they end up the same after a fashion. But factory worlds can be very different from everything else so long as you aren't deliberately building your factory and alloy worlds the same.

I've also found having a factory zone on your research world feels very different from having the two separated. and of course, you can always stack three copies of the same zone if you are feeling like extreme specialization.
But your basic resource worlds would obviously differ from your city worlds with the heavy infrastructure?
My basic resource worlds definitly end up different, as they tend to have fewer zones by a wide margen. There is an incentive to build at least a couple of basic resource districts on industrial worlds, to cut down on trade logistics if nothing else--so you often end up with a lot more restricted buildings set on resource worlds. I suspect that by the end of the game only my resource worlds with have urban districts, everything else will be filled with advanced resource zones of one type or another.
 
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Having played the beta, I feel this isn't accurate. Most of my colonies are different, and while all the things aren't in, the only times they end up similar is if I need them to do similar things. Like if I want two factory worlds, they end up the same after a fashion. But factory worlds can be very different from everything else so long as you aren't deliberately building your factory and alloy worlds the same.

I've also found having a factory zone on your research world feels very different from having the two separated. and of course, you can always stack three copies of the same zone if you are feeling like extreme specialization.

Admittedly I have only been going by vibes from the beta test thread. I refuse to upload something so basically broken as it sounds like this was. Which is why I'm probably going to wait till September or later to even bother with 4.0 and DLC stuff...it's going to be a torrent of broken...
 
Admittedly I have only been going by vibes from the beta test thread. I refuse to upload something so basically broken as it sounds like this was. Which is why I'm probably going to wait till September or later to even bother with 4.0 and DLC stuff...it's going to be a torrent of broken...
see, I don't get this. Sure, balance is out of wack and there have been some serious bugs, but 'BETA' its supposed to have bugs and balance issues.

Right now, its actually fun to play. At least I have fun. And while not everything is in, I'm fine with it to begin with. I don't know. I can't see it being so broken on release that I am not enjoying myself. I just don't get this kind of thing. Maybe my tolerance for these things is higher than most people but...
 
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see, I don't get this. Sure, balance is out of wack and there have been some serious bugs, but 'BETA' its supposed to have bugs and balance issues.

Right now, its actually fun to play. At least I have fun. And while not everything is in, I'm fine with it to begin with. I don't know. I can't see it being so broken on release that I am not enjoying myself. I just don't get this kind of thing. Maybe my tolerance for these things is higher than most people but...

From what was being said in the Beta, people couldn't even tell what was broken and what was doing what it was supposed.

Even after all this....on May 5th there will still be tire fires all over the place, plus trying to retrain the players (again) to play this game... I get so tired of the devs uprooting stuff, refusing the fix stuff broken before, and thus creating forty million new broken systems....And that's before they decide in their infinite wisdom to, rather than give the player audience the opportunity to train themselves on a 'working' nonbeta version of the update...they are going to shoe horn in a whole DLC that will inevitably have even more brokenness involved as it disrupts whatever 4.0 will be. Every time they do this, they ultimately put the game back weeks or months which by the time they get around to fixing it is about the time they put out a new patch or DLC that breaks the game again...for weeks or months.

I've gotten in the habit of just rolling this stuff back. I'm frankly sick of the devs coming in every four months and breaking a game, usually not that long after they finally get the damn thing stabilized.

This in theory is going to be one the BIGGEST changes in gameplay and coding the game has gotten in years....Just getting this working should be the entire years effort, and any releases should just be superficial until they got the base code of the update functioning. Stop lighting more fires...and put out the ones you have first.
 
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Is it too late to ask for xenovores? I had an idea for a civic based off of C.M Koseman's book All Tomorrows wherein you could play as a xenophobic species with a fanatical mission to reshape the galaxy in their image. They would ONLY be able to put aliens into livestock slavery but would be locked into genetic ascension and would start with some partial progress towards gene tailoring and part of their pop groups would be a different species with some traits already added. Once they fully ascend, they could modify pops to be limbless, memory retainers, brutish, and many other traits that to other empires would be useless, at the cost of reducing happiness for the modified pops. For machine intelligences, this could be more like I Have no Mouth and I Must Scream. We could have anti rogue servitors that torture organic pops for their own amusement.

Perhaps we could have an origin like the "Most delicious" species event that already exists in game. This origin would be a challenging one that replaces your guaranteed habitable worlds with TWO advanced empires that already have pops on them of your species. You would also start with the delicious trait and this origin would put you down the path to confrontation with your predators, and from their either reconcile and learn to forgive, or become fanatical purifiers and ensure your species is never harmed again; in many ways mirroring the origin story for the Prikkiki-Ti on their homeworld of Gish.
 
Yeah, the release in a little over a month will have a normal amount of bugs, purely because it's impossible to launch anything bug free

The problem with Paradox's model is that it leaves the game in a perpetual 'broken' state, because nothing can ever get fully fixed before someone comes in reinvents the wheel...thus rebreaking everything again.

I STILL GET THE MARAUDER PATHING BUG! THAT'S BEEN AROUND SINCE MARAUDERS WERE RELEASED!

The emergency retreat into the battle bug...still exists.

We need less 'new content' and more fix it patches and updates. The kicker is I was damn well under the impression we were getting less DLC and more fix this stuff from one of the Dev diaries from earlier this year...but I guess...nope...just gonna continue to take a wrecking ball to everything every couple of months with the bonus of exploding bombs at it at the same time.
 
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We need less 'new content' and more fix it patches and updates. The kicker is I was damn well under the impression we were getting less DLC and more fix this stuff from one of the Dev diaries from earlier this year...but I guess...nope.
It's funny because I thought that was the whole point of the custodians! QOL/Tidy up for the major releases. And here we are.

And yeah they definitely said last December before the break that this year would be less jam packed.

4.0 is shaping up to be great they just need to take the wonky bits off the table.
 
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It's funny because I thought that was the whole point of the custodians! QOL/Tidy up for the major releases. And here we are.

And yeah they definitely said last December before the break that this year would be less jam packed.

4.0 is shaping up to be great they just need to take the wonky bits off the table.

Yes why the hell are the custodians being allocated to new stuff? I was under the impression that the custodians were meant primarily fixing things. I realize that part of that was providing new 'content' for 'old' DLCs but I'd rather they bug fix than bug create honestly.
 
From what was being said in the Beta, people couldn't even tell what was broken and what was doing what it was supposed.
Some stuff maybe? But that was fixed pretty quickly. There is to little information on pop growth with limits some bug hunting. But that's only one thing.
Even after all this....on May 5th there will still be tire fires all over the place, plus trying to retrain the players (again) to play this game... I get so tired of the devs uprooting stuff, refusing the fix stuff broken before, and thus creating forty million new broken systems....And that's before they decide in their infinite wisdom to, rather than give the player audience the opportunity to train themselves on a 'working' nonbeta version of the update...they are going to shoe horn in a whole DLC that will inevitably have even more brokenness involved as it disrupts whatever 4.0 will be. Every time they do this, they ultimately put the game back weeks or months which by the time they get around to fixing it is about the time they put out a new patch or DLC that breaks the game again...for weeks or months.
See, I like the constent influx of new stuff. it makes the game interseting, and I keep comming back. I'd kind of stopped playing not long after the last update, down two once every couple of weeks I'd poke around. but the beta has me excited again, and the biogenisis patch is looking exactly like what I need.
We need less 'new content' and more fix it patches and updates.
I'd probably stop laying then. I've never seen an actually unplayable build last more than a week or two, and I can still handle all the other bugs just fine.
The problem I see, is that it appears the 'wonky stuff' is the core of the intention. IE the stuff people are complaining about aren't bugs they're function.
I'm not complaining about the core of the intention. I in fact enjoy the core of the beta. And while I might agree with you if I didn't at least check it out, I think you and many people are overreacting.

personally, I never liked planetary management because it felt too freeform. What we have now is definitely shaping up to work quite well, lots of freedom but you can't max out every planet in everything. You can do generalist planets, specialist planets. But not everything can be maximized either way for ideal workings. It clearly seems like we are getting everything we need to make this work quite well.
 
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I'd probably stop laying then. I've never seen an actually unplayable build last more than a week or two, and I can still handle all the other bugs just fine.

I bought a saw it has some bugs that occasionally chop off a finger but I got plenty of fingers so I can handle it...

No one NO ONE should accept substandard product, especially when said product inevitably comes to the tune of hundreds or thousands of dollars to get the full use of said product.

It's consumers that accept 'broken' as default that allows companies to continue to play this 'We'll fix it in post' game where things never truly get fixed...
 
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I bought a saw it has some bugs that occasionally chop off a finger but I got plenty of fingers so I can handle it...

No one NO ONE should accept substandard product, especially when said product inevitably comes to the tune of hundreds or thousands of dollars to get the full use of said product.

It's consumers that accept 'broken' as default that allows companies to continue to play this 'We'll fix it in post' game where things never truly get fixed...
the game has been around for most of a decade and has been updated multiple times a year. A week or two with really bad bugs is expected. It be a miracle if it didn't happen once or twice.

Also, its a game. Its not that important.
 
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the game has been around for most of a decade and has been updated multiple times a year. A week or two with really bad bugs is expected. It be a miracle if it didn't happen once or twice.

Also, its a game. Its not that important.

ONCE OR TWICE! It's been every time!

And part of my argument is that major updates shouldn't come about once or twice a year...because clearly they can't handle it.

And there are BUGS from most of a decade ago that STILL EXIST! Because they are constantly putting out new fires they create!
 
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This mean withouth war? Because i remember the casusbelli of "barbaric despoilers" and are useless,because...you do a war for plunder,when you can conquer.
But you don't want to conquer? You wanted to plunder?

Which you can do with that casus belli

Raid their planets, bring home some slaves, steal their archive stuff and potentially even a proper relic (if they have those)

Should be especially fun in mid to late game when your borders are established and fortified and expending them any further would be a massive hassle

Also if you wanna do both you can do both, all your claims will be added to your territory regardless of war goal, assuming you win or at least defend your claims - so where's the issue with the casus belli?
 
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ONCE OR TWICE! It's been every time!

And part of my argument is that major updates shouldn't come about once or twice a year...because clearly they can't handle it.

And there are BUGS from most of a decade ago that STILL EXIST! Because they are constantly putting out new fires they create!
no it hasn't. Really, I've plaid in the weeks and months following every update for the entire lifetime of stellaris. And while there are bugs that happened. I almost never felt like I had to wait for an update to fix it. again, once or twice at most.

Like, honestly. I haven't seen anything as broken as you seem to think it was. Maybe my tolerance is higher than yours, but I've enjoyed the ride.

Squishing every little bug isn't a valuable use of anyone's time. And while some of them are problematic, most of the long running ones are rare enough that the majority of players will see maybe one. I'm not even sure I've even seen one of these decade old bugs. If I have, it's not hurt my play experience.
 
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Releasing 4.0, which so far has pretty awful feedback from the beta testers, at the same time as a major DLC seems like a recipe for a complete mess. Major reworks usually take time to balance and fix.

I do hope I'm wrong, but I'm guessing the game may be borderline unplayable for a month or two after May 5.

This is a major update, like 2.0-2.2 and that made the game awful for ages before it worked.

With respect to the Custodian team they're doing this because it's a way of fixing population causing huge late game lag.

That aside, these look pretty damn awesome to me.
 
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Releasing 4.0, which so far has pretty awful feedback from the beta testers, at the same time as a major DLC seems like a recipe for a complete mess. Major reworks usually take time to balance and fix.

I do hope I'm wrong, but I'm guessing the game may be borderline unplayable for a month or two after May 5.

This is a major update, like 2.0-2.2 and that made the game awful for ages before it worked.

With respect to the Custodian team they're doing this because it's a way of fixing population causing huge late game lag.

That aside, these look pretty damn awesome to me.
Every beta update has a survey, and we don't know what is on those surveys. But while some beta testers have had awful reviews, others like me love the direction its going in.

I'd argue that as people sitting here on our seats, we don't often know what is going on in the whole. More importantly, angry and upset people are always more vocal than neutral or happy people. So, I expect a dip in reviews because that's what always happens.
 
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Releasing 4.0, which so far has pretty awful feedback from the beta testers

As someone who’s played a few beta games (admittedly none to the end game) and filled out the forms I don’t think it’s fair to characterise all feedback as pretty awful. There have been issues sure but it’s already improving. Certainly there are some people who are quite unhappy and most are giving feedback constructively, but we don’t really know what the overall sentiment is.

It would be interesting to get some survey data.
 
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