Steam Sky is an open source roguelike with a steampunk setting. You are the commander of a flying ship, as leader you will be traveling across floating bases, engaging in combat, trading goods etc. There is no mandatory ending to the game, you may freely play until your character dies. The game is currently in constant development, but is in a playable state. Steam Sky is available for Linux and Windows 64-bit platforms. If you read this file on GitHub: please don't send pull requests here. All will be automatically closed. Any code propositions should go to the Fossil repository.
There are currently 2 versions of the game:
- 10.0.x: "stable" version of game. This version will receive bug fixes but no new features. Source code for this version is in the 10.0 branch.
- 10.x: "development" version of game, future version 11.0. This is where game feature updates happen. Due to new features, save compatibility will typically break between releases. Use this version at your own risk. Source code for this version is in the trunk branch. This version.
First, you will need to install Nim programming
language. It is recommended to use instructions from the download page.
Linux packages are usually outdated and may not work.
Perhaps the easiest way to build the game is to use nimble
tool. It will install all needed Nim packages. Additionally, you will need
to install Tcl and Tk development version of packages. On Windows, you can
use MagicSplat
installer, on Debian-based distributions, it will be apt-get install tcl-dev tk-dev
.
Additional libraries, needed for running the game are listed in the section
Libraries needed to run the game of the README.md.
When you have all dependencies installed, in the main directory, where this
file is, type: nimble release -y
for build the release version of the
game, or nimble debug -y
to build the debug version of the game.
You can also use the script build.nims
from others
. In the main directory,
where this file is, type others/build.nims
on Linux or nim others\build.nims
on Windows. It will build the game and put all needed files (except libraries)
to directory release in the project root directory (where this file is).
You can use Docker images build
and buildwin64
from the project
Docker. They contain all libraries
and compiler needed to build the game.
To build the game for Linux, download build
image and type in console:
docker run --rm -v [path to source code]:/app ghcr.io/thindil/build /bin/bash -c "cd /app && others/build.nims"
To build the game for Windows 64-bit, download buildwin64
image and type in console:
docker run --rm -v [path to source code]:/app ghcr.io/thindil/buildwin64 /bin/bash -c "cd /app && others/build.nims x86_64-windows"
It will build the game and put all needed files (except libraries) to directory release in the project root directory (where this file is).
Use the script tests.nims
from the others
directory. In the project's main
directory (where this file is):
- From console: type
others/tests.nims 1
. The argument is how many times repeat the tests.
The project's tests use package unittest2, thus all its runtime options can be used to run the tests.
To generate (or regenerate) code documentation, you can use the default nimble
task, nimble doc [filename]
. It will generate the HTML code documentation
of the selected file. To build the code documenation for the whole project,
type in console: nimble docs -y
, in the main directory, where the file is.
It will generate the code documenation in the htmldoc directory.
If you compiled the game just clicking on (or executing in console) steamsky
(on Linux) or steamsky.exe
(on Windows) in bin
directory should run it.
If you use the downloaded version, the executable file is in the main
directory.
Additionally, the game requires a few more libraries to run. They are included in the releases:
-
TkLib. Included in MagicSplat version for Windows, on Linux should be available in all mayor distributions.
-
Tk extension tksvg. You can get it from:
-
Tk extension extrafont. You can get it from:
You can specify the game directories through command-line parameters. Possible options are:
-
--datadir=[directory] This is where the game data files are kept. Example:
./steamsky --datadir=/home/user/game/tmp
. Default value is data/ -
--savedir=[directory] This is where savegames and logs are kept. The Game must have written permission to this directory. Example:
./steamsky --savedir=/home/user/.saves
. Default value is data/saves/ -
--docdir=[directory] This is where the game documentation is. Example
./steamsky --docdir=/usr/share/steamsky/doc
. Default value is doc/. -
--modsdir=[directory] This is where mods are loaded from. Example:
./steamsky --modsdir=/home/user/.mods
. Default value is data/mods/ -
--themesdir=[directory] This is where custom themes are loaded from. Example:
./steamsky --themesdir=/home/user/.mods
. Default value is data/themes/
Of course, you can set all the parameters at once:
./steamsky --datadir=somedir/ --savedir=otherdir/ --docdir=anotherdir/
Paths to directories can be absolute or relative where file steamsky
is. For
Windows, use steamsky.exe
instead ./steamsky
. If you use AppImage version
of the game, you can also use all of this starting parameters.
Here are available testing versions of the game. You can find them in GitHub Actions. Just select option from the list of results to see Artifacts list. To use them, first you must download normal release. Then unpack files (replace existing) to the proper location where the game is installed.
-
steamsky-development-windows.tar contains Windows 64-bit version of the game.
-
steamsky-development-linux.tar contains Linux 64-bit version of the game.
Size is a file's size after unpacking. You will download it compressed with Zip.
For detailed information about modifying various game elements or debugging game, see MODDING.md
For detailed information about contributing to the project (bug reporting, ideas propositions, code conduct, etc), see CONTRIBUTING.md
The game is available under the GPLv3 license.
Tcl/Tk, Tklib, Tksvg and Extrafont libraries distributed with the game are under BSD-like license.
Nuklear GUI library, used in the new UI is under MIT license.
The Licensing for the fonts distributed with the game is as follows:
- Font Amarante is under SIL Open Font License: https://fonts.google.com/specimen/Amarante
- Font Hack Nerd Font is under MiT license: https://nerdfonts.com/
- Font Roboto is under Apache v2.0 license: https://fonts.google.com/specimen/Roboto
All images used by the game are from https://game-icons.net, distributed under CC-BY-3.0 license.
The changelog and a copy of the GPLv3 license can be found in the doc directory.
That's all for now, as usual, I have probably forgotten about something important ;)
Bartek thindil Jasicki