Well, I think
the most awesome things about star ruler are:
* No Unit Cap (Really, there isn't. No maintenance costs per ship or anything like that.)
* Completely Customizable Spacecraft (You really do build the things from scratch. Though you can't choose the model directly it is influenced by what you pick; though we have a rather small selection of models at the moment.)
* Constantly being updated (We've put out 15 patches so far since the end of August and we're still a ways from where we're liable to start slowing down)
* Modability (If you don't like how we built the vanilla game, you can just go in and change it all. Some things aren't unfortunately modable as we have to keep them processing very fast (like the newtonian movement system) but you can use a little trickery to work around those limitations somewhat)
* Games of nearly any scale [and REALLY near any scale if you mod the game] (1-5 Empires, Pirates or no Pirates, Remnants at any density, any number of star systems, many different shapes of galaxies, etc.)
* Actual star systems (Yes, we have orbiting planets, asteroid belts, comets, and so forth. Though there's no gravity unfortunately; no slingshots I'm afraid.
)
* Developer interaction (We're very close knit with our community. You'll be seeing us around a lot on our forums and elsewhere; we even join people's multiplayer games ever so often)
As far as how many superweapons exist, there's only one at the moment: the DSFM. I'll point out that due to how detailed ship customization gets and the fact that we have a limitless research web that constantly improves 'old' weaponry that at TL 20~ Beam Weapons you can get Fighters equipped with Plasma beams which can take down planets if there's enough of them. There isn't bio-warfare at the moment but that's planned; there is ship/ship crew warfare (mind sapper / boarding parties / anti-boarding defenses) if that's a decent substitute.
Currently the coolest thing you can do, in my opinion, is put planetary thrusters on your homeworld, build lots of defensive satellites around it (that orbit), and fly it around as a mobile ship factory / resupply point for your fleets. Another cool thing is using your brain to make creative use of the detriments of your ship design: For instance I have a type of fighter that runs out of torpedos very quickly but has an antimatter generator. When the fighters run out of ammo I just cluster them up against a target, let someone shoot them and then they'll all detonate (because the AM generator blows up the ship and hurts things near the ship when it's destroyed), dealing a large amount of damage to the ship they're next to and lighting all the fighters off in succession; ensuring maximum damage is dealt.