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Stellaris received "generally favorable" reviews, according to review aggregator Metacritic. [48] A number of reviews emphasized the game's approachable interface and design, along with a highly immersive and almost RPG-like early game heavily influenced by the player's species design decisions, and also the novelty of the end-game crisis events.
Although this code overlap was subsequently referred to as the Europa Engine, studio manager Johan Andersson clarified that the 'engine' had not been part of the initial designs of each of the company's first six games, and that it just resulted from copy-pasting large parts of code from one game to the next. [6]