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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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Binding yourself forever to a giant ravenous space pet also doesn't feel like "ultimate power"

And the original crisis, nemesis, is all about listening to silly voices from the shroud and spreading death and destruction in their name to learn more and more secrets until you can join them

Voices that are in opposition to the end of the cycle, since it will offer its powers to their enemies
Well we dont know exactly how the behemoth crisis works, for all we know it could be an immensely growing bioship that can devour entire planets or something. I see that as a form of ultimate power especially if its completely obedient. (Think xeno titan from beyond earth, that thing is a monster but has zero will of its own and obeys whatever instructions it is given.)
 
I definitely think the 40k elements should be toned down and 100% agree there should be entirely patron-free options, but adding multiple sources of psionic abilities seems convoluted and a bit incoherent. I would like to at least have the breadth of pops that use the shroud for abilities that are mostly focused on the material world (telepathy, telekinesis etc) while also allowing for people that dive deeper for the more esoteric things.

And my pet wish: for an egalitarian society to be able to establish some sort of domain/ability where power's are shared. Perhaps some form of collective belief warping reality as a counter to a more authoritarian creation of a chosen one.
I always felt they should make the "unaligned" chosen one your ticket to a "free" shroud playstyle where you try to carve out your own piece of the shroud. but yeah i agree adding different "sources" of psionics is a bad idea.
 
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I agree. This is very doable and adds to variation (just look at the variation in the Machine Age DLC - the three ascension paths were VERY different from one another). Having all three ascension paths limited to a shroud covenant just seems way too similar on one level, and it limits empires that are rebellious.
I would take inspiration from the machine one, one path is the mind over matter kind of thing, one is all about ascending to being only thought or energy, the third one im not sure mind control maybe?
 
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A lot of the shroud is ripped from 40k. While I haven't read the last books of the Horus Heresy series from what I understand the Chaos gods were perfectly happy to engineer a situation where a new god rises that would destroy the galaxy. Since they exist outside of time and not tied to any particular galaxy, or even universe, it doesn't matter to them.

Same could be the answer for the become the crisis. I don't remember who but a dev has said that their interpretation is that the engine doesn't work properly. All it does is smeer the debris of the ascending species across the shroud and blow up a galaxy in the interim.

Which is one of the reasons I'd like Galactic Nemesis to get a rework. Make it more about the shroud and take out the scrappy ship stuff. Have there be a clear link of menace along the lines of your species observing the effect of death, and then gigadeath, on the shroud. Then by studying the ripples it causes and the thinning of the veil they develop a means to engineer a galactic sacrifice big enough to punch a hole into it.
I do fully agree that galactic nemesis needs a rework especially in its identity. Its the "shroud crisis" but you just go around killing things, your ships and special megastructure are just previously used assets that dont fit it at all. Would rather they give it all a brand new coat of paint in terms of looks but also how it works (as in how you collect menace points).

Also i really dont see how the end of cycle can be the crisis path as all crisis path currently need an ascension perk that can be access by "everyone" like as a hive mind im not locked out of cosmogenesis or galactic nemesis so there would have to be a way for machines and such to communicate with the end of the cycle. On top of that it would feel odd how you pick an ascension perk and all of a sudden you get contacted by the end of the cycle and you automatically sign a contract with it, like really wouldnt fit in my opinion. Could be its own thing but doesnt have the making of a crisis path in my opinion.
 
With all the focus on ascensions.
Are there any plans to improve the machine ascensions and bring them to a similar standard as the rest.

They feel kind of dull in comparison att the moment.
Nanites dont even have leader trait.
(And yes, i am still pissed that synths gott all the modularity traits without giving anything in return).

Not trying to sound spoiled or anything.
I appreciates the hard work the devs do, and the direction the game is currently taking.
I am sure virtual is getting a update in 4.0, But I think modular is good where it's at. However nanite is so unfinished feeling, no pop trait, no leader traits, no bigger nanite ships, nanotech planets are not that useful.

You really should feel like a mini crisis as a nanite, it be awesome to see some sort of starbase module that creates a swarm of nanites through the system as a defense. It should have a pop trait that makes your people into nanite beings. Nanite worlds should be resource extraction worlds, should focus on pulling as much basic resources from the planet so energy and minerals, eventually cracking the world and making it a major mineral or energy extraction point for habitats.

Nanite pop trait should be 100% minimum habitability on all worlds, and at least a 10% worker bonus.
 
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I just remembered something so SPOILERS for those that havent beaten the prethoryn and got a queen as a psionic empire.

But after you beat the prethoryn you get a flavor message where the galaxy where the prethoryn came from "vanished" they specify either all stars went out or something gargantuan is blocking the view. What if the behemoth crisis path is that, a giant living space ship that eats galaxies.
 
- That one-eyed beholder looks like a psionic pethoryn, just saying. A psionic hivemind, perhaps?

I honestly thought it was new portrait for the Prethoryn Queen, not something related to the Shroud.
 
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I just remembered something so SPOILERS for those that havent beaten the prethoryn and got a queen as a psionic empire.

But after you beat the prethoryn you get a flavor message where the galaxy where the prethoryn came from "vanished" they specify either all stars went out or something gargantuan is blocking the view. What if the behemoth crisis path is that, a giant living space ship that eats galaxies.

I think that’s unlikely. The devs have said that nothing they write could be as interesting as the mystery and that 100% makes sense.

Having it ambiguous means we can imagine several answers. Perhaps it’s another swarm that hunts its own, perhaps it’s an hostile entity of even greater power, perhaps it’s an intergalactic coalition formed by the survivors of scourge incursions.
 
All this fun discussion of DLC features is, of course, good. But we shouldn't forget about 4.0. At the moment, the beta is in such a bad and broken state that the release on May 5th seems like a terrible flaw. The economy doesn't work, a lot of mechanics are broken and each new iteration looks like a drop in the ocean of problems. Also, origins, civil models and everything else related to the economy and the new model of planet management / development are not interpreted.

I'm not even talking about balancing this darkness of content in the new system. But that's half the trouble, comrades. This part of the work will be finished someday. It seems to me that the problem is in the new concept of planet management from 4.0.

So far, the following trend is emerging from the beta's curve. Due to the peculiarities of the new system with zones and districts, the planets turn out to be very, very similar to each other. Full specialization of planets is difficult, if not made impossible. For example, when you need one position in large quantities, and you can only get it together with the same number of positions that you don't need here and now.

Exaggerating, ordinary planets will differ very little from each other. Well, the new system of zones and districts in the current iteration does not look better than the current one. You have less control and regulation.
 
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If every planet is a weird Frankenstein abomination of different parts wouldn't that be more diverse than the previous meta of "if you have more than one job type per planet you're playing the game wrong and wasting modifiers"?

I rather have a system where no two planets are the same than one where I build the exact same line ups every time
 
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If every planet is a weird Frankenstein abomination of different parts wouldn't that be more diverse than the previous meta of "if you have more than one job type per planet you're playing the game wrong and wasting modifiers"?

I rather have a system where no two planets are the same than one where I build the exact same line ups every time

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.
 
But your basic resource worlds would obviously differ from your city worlds with the heavy infrastructure?

Only slightly it seems, basically colonies have the same initial build up, which I presume are then difficult to spec out of, or are so basally necessary that you can't. IE you end up building the same districts and zones on all your worlds because if you don't the whole thing collapses on itself.
 
Personally, I am really excited for the Psionics expansion. Communist space witches is my favorite playstyle and I hope we can get some cool flavor in the new shroud UI and mechanics :)

I know you devs are reading this, so please consider a massive diplomacy rework for the next DLC! Right now, diplomacy feels too gamey—empires don’t behave like they have real goals or desires beyond scripted rivalries or ‘ally/vassalize/destroy’ binaries.

The trust mechanic and empire personalities were great steps forward, but I’d love to see:
  • Dynamic, narrative-driven diplomacy (e.g., empires shifting priorities based on crises, internal factions, or galactic events).
  • Non-transactional relationships (e.g., ‘frenemy’ pacts where cooperation and tension coexist, not just +100 or -100 relations).
  • More ways to interact beyond ‘send envoy’ (e.g., espionage-driven diplomacy, proxy wars, or ideological ‘soft power’ struggles).
Right now, diplomacy often feels like a means to an end (vassal swarms, federation snowballs) rather than a story generator. With how much Stellaris has improved in storytelling, I’d love to see that same depth applied to how empires talk, not just fight."
 
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