[Interview] How to Play 4X Strategy "Stellaris" Now? We Asked Paradox Developers About the Latest DLC, "Shadows of the Shroud"
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/312/G031263/20251011003/
Writer: Masahiro Tokooka Photographer: Shuji Sasaki | 2025/10/12 03:30 (UTC)
Among Paradox Interactive’s grand strategy titles, Stellaris—released in 2016—is a rather unique work. When “Paradoxe games” traditionally meant historical strategy (setting aside exceptions), the appearance of an SF-themed title with a flavor closer to 4X games naturally surprised many fans.
Stellaris also distinguished itself from prior Paradox titles by attracting a large number of new players, as evidenced by its sales performance at the time—proving it was genuinely enjoyable and accessible.
However, today there are so many DLCs available that while the game’s content has become richer and deeper, this abundance can also deter newcomers who hesitate to face such a vast array of expansions.
On September 22, 2025, Paradox released its latest DLC: Shadows of the Shroud. Shortly after, we had the opportunity to interview the developers in conjunction with their participation at Tokyo Game Show 2025—so we decided to ask them not only about the newest DLC but also how someone just starting out should approach playing Stellaris.
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[2025/09/27 21:26]
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Chad Inglis, Managing Content Design Lead Thumbnail image for Gallery No.002 / [Interview] How to Play 4X Strategy “Stellaris” Now? We Talked with Paradox Developers About the Latest DLC “Shadows of the Shroud”
Official Stellaris Website
4Gamer:
Today, we’re glad to have you here. Could you please introduce yourself?
Chad Inglis:
I’m Chad Inglis, the Content Design Lead. Nice to meet you.
4Gamer:
The latest DLC for Stellaris, Shadows of the Shroud, focuses on psychic abilities. Why did you choose this theme?
Inglis:
The decision to focus on psychic abilities stems directly from our previous DLC work. During Season 8, we rewrote various ascension paths through titles like The Machine Age and BioGenesis. Among those, psychic powers were the final theme left unexplored. We often saw community speculation along the lines of “Next up must be psychics!” (laughs).
Since this DLC was meant to cap off that series of reworks, we wanted it to feel special—and seeing how excited the community became was incredibly thrilling.
4Gamer:
Psychic abilities are a common theme in science fiction, but they’re interpreted in many ways. Unlike real-world spacecraft, psychic powers don’t exist objectively—so their interpretation is naturally open-ended.
From your presentation, I gathered that Shadows of the Shroud isn’t just about having powerful abilities—it suggests an alternate layer of existence beyond our universe.
Inglis:
We were careful not to make psychic abilities feel like fantasy. We kept the core in line with science fiction as our foundation. While we occasionally cross into other genres, SF remains our true home.
The concepts of psi and psychic power are represented by “the Shroud.” As you said, the Shroud exists on a different layer—a realm that mediates between this universe and another space.
However, we didn’t want to define it too precisely. We wanted the Shroud to be something you can sense but never fully understand—something whose atmosphere you grasp, yet its essence remains elusive.
Still, we needed players and the community to “connect” with the Shroud or feel that it exists. That’s why we designed what we call the “Shroud Panel”—a UI element not the Shroud itself, but a representation of our alignment with it.
Just as we perceive the Shroud, they also perceive us—and this panel shows how they interpret our species and society. Player choices shift the level of harmony within the Shroud, which is then visualized on the panel.
4Gamer:
Ah, I see. The center of the Shroud Panel features an eye that follows the mouse cursor’s movement—very eerie.
Inglis:
Exactly! It’s unsettling in a great way. That eye was actually added at the very last moment. One developer had a brilliant idea and asked, “Can we add something more to this UI?” The result? A truly fun feature born from the team’s passion. We always aim to push our limits—no matter how small a detail is, we keep asking: How can we make it better? More compelling?
4Gamer:
I felt a strong sense that when we peer into the Shroud, it’s also watching us—very powerful.
Inglis:
Stellaris players often feel a moment of existential questioning: “Who am I?” Players aren’t any one individual or even a single planet—they’re not an empire. They are society itself.
The small detail—the eye on the Shroud Panel—gives you the sensation that it’s looking beyond the screen, directly at you. It doesn’t just observe society; it sees you, the player.
Canadians Love Cyberpunk
4Gamer:
Science fiction is constantly evolving—it absorbs new elements and feeds them back into society. New SF emerges all around the world.
Ten years after Stellaris launched, the very nature of science fiction has changed significantly. Are there any modern SF scenes or works you draw inspiration from?
Inglis:
Our director, Steven Murray, often says: “Every trope, every concept, everything we can call science fiction—has a place somewhere in Stellaris.”
We want players to feel free to live in any kind of fantasy. Since SF itself is evolving, our content must evolve too.
That said, we don’t directly tie new trends or IP into the game immediately. We don’t just copy what’s popular today.
However, team members involved in content and narrative design read many books and watch a lot of media. We’re very sensitive to current SF currents—and constantly ask ourselves: “What could inspire us?” But we never want to offer mere imitation.
4Gamer:
So you mean…
Inglis:
We might borrow ideas, concepts, or themes—but always with the goal of making them feel authentically Stellaris. I believe there’s a unique texture to this game.
Yes, it welcomes all kinds of SF imagination—there’s room for everything. But even so, there’s something distinctively Stellaris about its feel: slightly dark, slightly dystopian, yet full of mystery and surprise—and the thrill of discovery.
The galaxy is never finished, right? So Stellaris can never truly be complete either. There’s always something new to discover. That’s exactly the feeling we want players to have.
4Gamer:
Absolutely. The coexistence of exploration and dystopian atmosphere is definitely one of Stellaris’s defining traits.
Inglis:
Indeed, Stellaris has continuously evolved over time. I’ve been part of the team since 2021, and so many people have contributed to it—from the director down to every developer—each with their own vision for how this game should be.
But one thing we’ve always prioritized is making the game accessible even to players experiencing a Paradox title for the first time.
That’s why the 4X aspect is central. It means starting with an unknown map, no defined nations—an experience where you build the world as you play.
In contrast, titles like Victoria, Crusader Kings, or Europa Universalis begin with a fully mapped world and established states. The goal there is to change that world from its existing state.
But Stellaris starts with exploration—your map, your understanding of the galaxy, evolves alongside your gameplay.
4Gamer:
This might be personal—but when I first played Stellaris, it reminded me strongly of Sid Meier’s Alpha Centauri. Does the development team have fans of that game?
Inglis:
I haven’t played it myself, but I’ve seen our director having a lot of fun with it (laughs).
4Gamer:
What kind of science fiction do you personally enjoy?
Inglis:
Growing up, Star Trek: The Next Generation was basically my life—science fiction games and anime were always favorites.
But above all else… cyberpunk! Blade Runner is one of my favorite films, and I love AKIRA and Ghost in the Shell (Ghost in the Shell). Classic Japanese cyberpunk anime are incredibly inspiring.
4Gamer:
Interestingly, there was actually a debate in Japan once about whether cyberpunk even counts as science fiction…
Inglis:
Of course it does! Cyberpunk is science fiction. I’m from Canada—William Gibson, one of cyberpunk’s founding fathers, is also Canadian. So I have a special connection to it.
Playing The Machine Age DLC was incredibly fun for me—it really dives deep into that cyberpunk vibe. You can feel it in the art style alone!
Stellaris as an Entry Point to Grand Strategy
4Gamer:
Our talk about science fiction got quite long—let’s return to business. It makes perfect sense that Stellaris was designed to be accessible even for newcomers to Paradox Interactive’s grand strategy games. The vanilla version feels very easy to start playing.
But with the number of DLCs growing, each one adding more complexity—the game is getting harder for new players to approach. So what should someone starting out today actually do?
Inglis:
Great question. I was once a brand-new player myself—when I joined the team four years ago, I had to learn everything as fast as possible.
On Reddit and official forums, this topic comes up often: “Which DLC is essential?” Utopia and Federations are frequently mentioned—and recently, The Machine Age too.
My advice? Start with whatever you already have access to. Playing vanilla only misses out on many core experiences.
The key here is “pause and think.” New players commonly make the mistake of rushing into decisions because so much content and systems activate all at once—leading them to feel they must decide everything immediately.
So, pause. You can still issue commands while paused in Stellaris. Take time to reflect: “What choices do I really need here?” “What’s actually happening right now?”
And read as many tooltips as possible. We place a lot of emphasis on tooltips—we spend significant effort ensuring information reaches players clearly. The team debates constantly about how best to communicate.
4Gamer:
It feels natural for new players to think: “There must be one essential DLC I should get first.”
Inglis:
The most important thing is to listen to the community. Reddit dominates in English-speaking circles—but their opinions matter more than mine.
With that said, my personal recommendation? Start with Utopia added to the base game—it’s a classic choice repeatedly recommended.
Beyond that, it depends on what kind of fantasy you want: First Contact is great if you want to explore early contact with less advanced civilizations; BioGenesis suits those who want to grow their own organic fleet.
But even better? Try our subscription service. It gives access to all DLCs—so you can test which content truly fits your style.
4Gamer:
Some new players seem very negatively affected by losing—almost to the point of becoming a barrier.
Throughout both past and present, Paradox Interactive games have always emphasized: “Lose many times—and learn from it.” Do you agree with that view?
Inglis:
Absolutely. For new players, overcoming an endgame crisis is a major goal. You need to prepare—develop enough strength not just to survive but ideally defeat the threat.
For me, it took six months of gameplay before I built a fleet large enough and powerful enough to beat a crisis (laughs).
Getting used to losing is essential. The fun in our games isn’t simply winning—we don’t obsess over victory or defeat.
The excitement comes from starting a new game—just beginning. That’s when something entirely new opens up: “This time, I’ll try the Machine Empire,” or “Let me play as the Hive Mind.” Each attempt unlocks an entirely different universe.
To repeat: it’s okay to lose. Start again, and you’ll see something fresh each time.
4Gamer:
Finally, a message for Japanese fans?
Inglis:
Thank you so much, everyone in Japan. As I mentioned earlier, the biggest source of inspiration for me has always been Japanese science fiction anime and manga.
Japan’s SF tradition is incredibly strong and fascinating. So to all SF fans out there: please pick up Stellaris. You’ll likely find many familiar elements—but also plenty that are completely new and exciting.
4Gamer:
Thank you very much.