Captain your own space ship and roam the galaxy in 3D in this tactical space simulator with tons of RPG depth ! Space has never looked so inviting - but images can betray... It has been two years since the end of the second Gemini war, the situation in the wartorn system is further from resolution than ever.
User reviews: Very Positive (1,643 reviews)
Release Date: Sep 26, 2014

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"New space trading and combat sim with some CRPG-elements. If you like Freelancer this is a game for you!"

Recent updates View all (49)

November 27

[2014/11/27] Update v1.1000 - Get 'em off my sky

Ahoy!


We're continuing our work on the combat AI and on new content in general, but we thought it might be a good idea to release these fixes and changes to you ladies and gentlemen to have a smoother experience.

The highlight this time are fighters. More specifically, NPCs now properly launch and use fighters. We've automatically implemented a safety-switch so this only becomes apparent after you reach level 10. Just to make sure you have a chance and not get obliterated by the first enemy fighter wing ;).

The second thing to mention is the ability to become neutral/friendly with all factions. This comes with a limitation however! But only for now. This mechanic is apparent for now only if you start a NEW freeroam game. The next update should bring proper script checks and events to make the necessary changes in existing save files (both freeroam and campaign).

Enjoy!

CHANGE LIST

  • FIXED: Several calculation and info display errors related to selling a captured ship before sending it to the garage and selling it from the garage
  • FIXED: Info panel of a captured ship now properly displays Cargo hold data
  • FIXED: Several errors where the Schematic panel (lower left HUD) displayed info on empty weapon slots
  • FIXED: A problem using the Contraband scan panel when playing with controllers, that could potentially cause the game to freeze
  • FIXED: Fire at will activation sound warning will no longer fire off when attempting to activate Fire at will while in Power to engines
  • FIXED: A potential error where you could, in some instances pass through asteroids while in Power to Engines and in Go To mode
  • FIXED: A sound related error that could sometimes occur that manifested as crackling noise, usually happening when passing sector boundaries
  • FIXED: Your ship should no longer have pathfinding problems when in Go To mode. No more circling around stations.
  • FIXED: Several smaller memory leaks to increase overall game stability
  • FIXED: An error with object markers being displayed in front of you, when in fact the object is behind you
  • FIXED: Sub system targeting keyboard shortcuts are now properly functional
  • FIXED: Several smaller issues with the Fleet->Ships panel
  • FIXED: An error that prevented the player from mounting Blazar heavy weapon onto his/her ship
  • FIXED: Several errors in the German localized version that didn't switch text tokens properly in some instances (<RegionName>)
  • FIXED: A Reputation and Mercenaries related problem that could prevent you from hiring mercenaries, or to display their alignment properly
  • FIXED: A problem with UI sliders that would cause you to affect one slider even if you were hovering the mouse over another one
  • FIXED: A problem that could prevent you from using Scavenger swarm via the context menu
  • FIXED: Several errors with Enhancement bonuses not being displayed until anchoring
  • FIXED: Revenge is sweet achievement now works as intended.
  • FIXED: No galaxy for old men achievement now works as intended. Veterans now spawn in Gemini more frequently
  • FIXED: It's raining death achievement now works as intended.
  • FIXED: Homewrecker achievement now works as intended.
  • FIXED: Friendly fire frenzy achievement now works as intended.
  • FIXED: You da boss! achievement now works as intended
  • FIXED: An error related to the Bookworm achievement that prevented it from saving properly
  • FIXED: Salvaging a derelict with the Scavenger swarm is now properly taken into account in regards to the linked achievement
  • FIXED: A problem that in some instances prevented you from installing heavy weapons onto the Adhara chassis
  • FIXED: A problem that in some instances prevented you from installing heavy weapons onto the Medusa chassis
  • FIXED: An error with calculating bonuses on some achievements that actually caused penalties instead of bonuses (Power to engines charge-up time)
  • FIXED: An interface glitch that caused the Cloaking field system icon to display wrong in some instances on the Fleet panel
  • FIXED: A discrepancy with the Loading bar progress that made it look like the game stopped working, but in fact the loading bar wasn't 100% synced with the actual loading
  • FIXED: Platforms can no longer easily see cloaked ships and attack them on sight
  • FIXED: Several errors in the Russian localization
    • Some custom keymapping could get overwritten
    • Several problems with overlapping text
    • Skill and Perk titles on their corresponding tooltips are now properly displayed in Russian
    • Waypoint is now properly named in Russian instead of English on target lock
    • Asteroid is now properly named in Russian instead of English on target lock
    • Several Wrong base link errors that could occur in some instances
  • ADDED: You can now target-lock enemy fighters
  • ADDED: You can destroy enemy fighters with heavy weapons and the Atlas Defense Fields
  • ADDED: NPCs can now launch fighters
  • UPDATED: Grappler System disabled text changed to System damaged to prevent confusion
  • UPDATED: NPCs don't use mines, SETH platforms or fighters before player reaches level 10
  • UPDATED: Added a chance to be attacked by hostiles during Science and Maintenance Freelance missions
  • UPDATED: Fighters have new object markers
  • UPDATED: Atlas Defense Field effective radius increased to 450
  • UPDATED: Travel Agent achievement works as intended. Becoming neutral/friendly with each faction is now possible in freeroam and in the campaign mode (but AFTER completing the storyline)
  • UPDATED: Assassins random encounter ships now properly decloak and do not simply appear
  • UPDATED: NewGame.sgs file (Freeroam new game definition file) changed to allow becoming neutral/friendly with all existing factions
  • UPDATED: Anchoring on stations now automatically deactivates cloak
  • UPDATED: Riftways optimized to increase game performance
  • UPDATED: Collect all now checks if there are any ship systems and/or Equipment in the loot and collects it regardless if you don't have enough space in cargo hold to collect potential Commodities
  • UPDATED: Changing Energy distribution to increase speed during Power to Engines now automatically increases speed to maximum
  • UPDATED: Landing on planet Trinity during the initial campaign mission is now free-of-charge
  • UPDATED: Light weapons rebalanced
    • beams are now efficient and (almost) on par with other weapons (they still stay the weakest because of instant hit mechanic)
    • weapons are now put in weapon grades(so grade 5 beam should fit the grade 5 railgun strength)
    • energy costs are changed
    • big pricing changes
  • UPDATED: heavy weapons have received reload time buff to make them more interesting to players
  • UPDATED: some heavy weapons changed
  • UPDATED: Ship weapon battery changes for specific ship classes, with some freedom of numbers around the base values

10 comments Read more

November 18

[2014/11/18] Update v1.0009 - Better AI

Greetings captains!


A new update is here. We wanted the update to be more substantial than it is now, but the regional gaming fair Infogamer Reboot (during last week) took quite a bit of our time. This also explains why we were a lot more silent than usual. Things should be getting back to normal now :).

That doesn't mean this update doesn't bring anything to the table. Far from it. The highlight, I'd say is definitely the improved NPC AI, specifically aimed at their behavior in combat. We're not done with it yet however and the following updates should bring it all up by a few notches more.

Let us know what you think please!

CHANGE LIST

  • FIXED: Numerous errors in the Polish localization
  • FIXED: Fire at Will no longer target your mercenaries if your reputation is Unlawful
  • FIXED: Allied ships no longer attack your deployed SETH platform
  • FIXED: SETH platform properly applies friend<->foe checks if you suddenly attack an allied ship and it turns hostile
  • FIXED: Waypoint missing problem on Giant leap main mission should no longer appear (additional script added to make sure)
  • FIXED: Several translation errors in the Russian version
  • FIXED: Several translation errors in the German version
  • FIXED: Several database errors in the German version
  • FIXED: A potential problem with sound effects becoming garbled when near a TGate
  • FIXED: Lure of the Lens potential problem where you couldn't destroy Clearmont station
  • FIXED: A potential problem that caused Fog of War to reappear on explored sectors
  • FIXED: A problem where Ferry freelance mission item does not appear in inventory, when planets are involved
  • FIXED: Several errors with starchart labels overlapping
  • ADDED: Station assault freelance mission
  • ADDED: Station defense freelance mission
  • ADDED: Fire at Will HUD icon now blinks to be more visible when you're attempting to use light weapons while Fire at Will mode is active
  • ADDED: Ships and platforms now have new object markers to make them more distinct from other game objects
  • ADDED/MODDING: AI Assembly helper application to game root directory. This is used to edit and create new behavior files (full modding documentation is to follow)
  • ADDED/MODDING: Scripterion helper application to game root directory. Use this if you're into scripting in SG2. It shows all available script functions with descriptions and examples.
  • UPDATED: Drastically improved NPC AI behavior
    • They can now dynamically assess the situation and choose an according course of action.
    • The choices they make differ on their faction and profession
    • Sets of abilities and items that have, until now been reserved solely for the player, are now also available for use to the AI
    • NPCs can use skills
    • NPCs can use equipment
    • NPCs from different factions/professions make different choices
    • Since we have opened up a lot of possibilities for the AI, we'll keep a closer look on balance in combat and tweak things accordingly. AI improvements won't stop here as well - you can expect further improvements in this area!
  • UPDATED: Turret view camera mode is now properly usable when playing the game with controllers (for the Xbox360 controller)
    • when in turret view - hold LT and use the right analog stick for rotating the camera.
  • UPDATED: Energy redistribution panel is now properly usable when playing the game with controllers (same as Skills/Items at the bottom of the HUD)
    • Hold LT and use the left analog stick for redistributing power.
  • UPDATED: Orpheus mine buffed to increase usefulness
  • UPDATED: Options->Video->Presets now work as intended
  • UPDATED: Post processing option in the Options->Video panel now affects more features to increase framerate when lowering this setting
  • UPDATED: Options->Video->Environment detail and Model detail options optimized on lower settings to increase framerate
  • UPDATED: SETH platforms work properly for quest related ships
  • UPDATED: Several changes in the Freelance mission generator to reduce chance of missions NOT appearing
  • UPDATED: Increased duration of special warnings (for example when you lose troopers when undocking from stations)
  • UPDATED: Colliding with stations now deals shield/hull damage
  • UPDATED: Shield indicator now longer shows some objects to have shields, when in fact they don't (planets, structures...)
  • UPDATED: Increased Blueprint drop rate when scanning anomalies
  • UPDATED: Reduced chance of an event taking place when undocking from stations and planets

19 comments Read more

Reviews

“...one of the most positive and relaxing game experiences I’ve had in a long time”
80 – PC Gamer

“… if you’re the kind of gamer who really enjoyed the likes of Freelancer and the X-series, then you’ll want to keep an eye on this game.”
Escapist Magazine

“...largely nails that feeling of being a grizzled starship captain who doesn't play by the rules, making his living any way he can.”
75 – Strategy Informer

IMPORTANT FOR VISTA USERS

We do NOT officially support Vista, as is shown in the minimum requirements section (Win7 is minimum), but we do our best to keep it compatible nonetheless. PLEASE keep this in mind when considering a purchase. The current version does run on Vista though, but there is a special procedure for it (you need to opt into a special product branch) which is described in detail on the game discussion board.

Steam Workshop And Modding

Starpoint Gemini 2 is as mod-friendly as we can make it (although we constantly work on opening it up even more). Sharing your modded content through Steam Workshop is done easily via our Mod Manager that is supplied with the game. Check out the Workshop section to see what mods are already available!

About This Game

Captain your own space ship and roam the galaxy in 3D in this tactical space simulator with tons of RPG depth ! Space has never looked so inviting - but images can betray...






It has been two years since the end of the second Gemini war, the situation in the wartorn system is further from resolution than ever.
The collection of freedom fighters named Gemini League is now reduced to a small group, with no power or influence, after losing their leaders. The Empire meanwhile, has used the re-opened Starpoint to occupy the once renegade Gemini sector - and beyond.



A multitude of Imperial warship fleets and mammoth motherships have crushed every trace of opposition. The situation was looking bleak, when they suddenly halted their armada and re-shifted their focus on fortifying Starpoint with staggering numbers. Rumours soon spread that they were afraid of something coming after them through the T-gate, from what was supposed to be the core of the Empire. What are they running from that makes even the mighty Empire tremble?



Starpoint Gemini 2 will take players on a breath taking journey, with dark secrets and unimaginable twists that will finally unveil the incredible truth...

Key features:

  • Complex, but easy-to-use RPG system, now coupled with dynamic real-time 3D combat.
  • Explore the dynamic game world as a whole, rather than through individual maps.
  • Use T-Gates, wormholes and riftways to travel faster around the Gemini system .
  • Fifty diverse factions ranging from states and companies to outlaws, locked in a powerstruggle, with over 100 commodities to trade or plunder.
  • Special revocable licenses acquired from factions offer various bonuses and unlock new options.
  • Hire mercenary captains to follow you on your travels and share your fate, and employ officers to fill key positions on your ship (engineering, navigation, tactical).
  • Random missions get generated depending on the player’s actions and allegiances.
  • Over 70 unique ships, fully upgradeable with various ship systems, with a.o. visible turrets, and a large arsenal of destructive weapons to blast enemies to pieces.
  • Direct ship controls create complete immersion.
  • Advanced physics provided by NVIDIA PhysX technology

System Requirements

    Minimum:
    • OS: Microsoft Windows 7, 8
    • Processor: 2.2 GHz Dual core or equivalent
    • Memory: 2 GB RAM
    • Graphics: DirectX 10 compliant graphics card with 512MB RAM
    • DirectX: Version 10
    • Hard Drive: 8 GB available space
    • Sound Card: DirectX compatible sound card
    Recommended:
    • OS: Microsoft Windows 7, 8
    • Processor: 3.0 GHz Dual core or equivalent
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compliant graphics card with 1GB RAM
    • DirectX: Version 11
    • Hard Drive: 8 GB available space
    • Sound Card: DirectX compatible sound card
Helpful customer reviews
55 of 58 people (95%) found this review helpful
26.5 hrs on record
Posted: November 5
SHORT SUMMARY:

Starpoint Gemini 2 is a bit shallow and a bit pricey for what it offers, but it is still enjoyable. Overall the story was okay enough to keep me going, and the combat was fun enough to make my stay in Gemini enjoyable. If you are itching for a space sim that is pretty easy to get into and doesn't require a large time commitment to win (around 24 in-game hours for me), this will scratch that itch pretty well. Otherwise, you may want to think carefully on buying this game unless it's on sale.

However, the developers appear to be actively working on improvements to the game as time goes on. Some concerns raised in this article may be addressed as time goes on. Keep an eye on the updates page if you're interested in this product!
----------
LONGER REVIEW:


The good:

Visuals are nice, music is nice, starship aesthetics are good too, and the combat is solid. The universe feels big, and provides a pretty immersive experience of traveling through space. Said universe is also populated by various starships as well, usually around space stations and various other miscellaneous space structures. There are many different factions that like to use certain types of ships and lay claim to different areas of space, and you can easily see heated space battles taking place at faction borders. The HUD takes a little getting used to, but is pretty nice once you learn it.

The game itself is a bit grindy as it uses RPG levelling mechanics to determine what ship you can pilot, but I personally didn't mind it that much since the combat was pretty fun.

The not-so-good:

The story is okay. The Voice Acting for the story dialogue ranges from terrible to okay.

Side-story missions boil down to "repair structure there for $$$ and XP" or "kill enemies here for $$$ and XP" or "ferry person over there for $$$ and XP" with little fanfare. After you finish the main story, all you can do are the missions described earlier.

During the main story, certain factions and places will be purportedly destroyed or crippled, but what this actually means is that you will just pretend that the story happened while in practice the universe remains largely intact and unchanged.

Certain mechanics are a bit shallow (i.e. hiring crew = looking up which dude/gal has which bonuses, click hire button). Also, while you *can* be a merchant or asteroid miner in this game, it seems to be much eaiser just to capture enemy ships and tow them back to a planet/station where you can sell them.

Character progression is RPG-like, yet character skills/perks can pretty much be ignored. Your character's power is MUCH more dependent on what type of ship you are piloting and how well it is outfitted. The RPG mechanics are more akin to a gating system, where your level determines the type of ship you can pilot.

For me, the entire game was a bit grindy. This was how it went down: capture/sell ships until I can afford the next weight class of ship, do missions (sometimes main storyline) so I can meet the level requirement of said ship. Repeat until I have achieved highest class of ship.



------
Long segment about what I would have liked to have seen in the game:

Multiple plotlines in the game.

The "Escape Velocity" series of games (plot-heavy 2D shooter space-sim) implemented this rather well; there were multiple plotlines for each main faction AND there were also a lot of side plotlines too.

Examples of side-plots: testing prototype weapons for a starship arms company, or ferrying vacationing CEOs to a jungle planet for big game hunting, or helping a rockstar go on tour throughout the galaxy only to discover that he's a robot! Or picking up a random stranger and ferrying him to a planet only to discover that he's a leader of a small sect of colonists who are trying to resist pirate incursions, and he implores you to help them with their plight since the Powers That Be in the universe are far too busy (or corrupt) to deal with the pirates.

I didn't just do these missions for cash, but to see the story unfolded; to see how these characters reacted to these sometimes tragic events in their lives, and how they would deal with it.

I think it's good to have a big Main Storyline as the main attraction, but there's plenty of room in Gemini for smaller guys with fascinating struggles and dramas in their own lives that an aspiring starship captain can be a part of.

Being able to hail and talk to other ships and planets.

You don't need to have dialogue trees for every one. But it'd be nice to be able to beg for mercy from a pirate and buy him off with credits, or just say hi to random ships and planets. In this vein, they'd also have a message for when you greet them, with each faction having a different way of talking to you. Perhaps even with a random pool of different types of responses from each faction that vary in tone depending on your standing with them? This is a bit small, but I think it would help with game immersion.

The ships, planets, and space stations could use more flavor text.

Though it might seem like a huge hassle to write up descriptions for every space station/planet/starship, you can build an EXTREMELY immersive narrative with these and make the game feel alive. Again, the "Escape Velocity" game series (mostly Escape Velocity Override and Escape Velocity Nova) used flavor texts/descriptions to great effect.

Why is this station in the middle of nowhere and surrounded by hostile space? Are they revolutionaries or sympathizers with another faction, or are they just badasses? Why is this Frigate cheaper than this other one? Oh, the company that manufactures this one wanted to push out a model to get an edge over their hated rival company who was taking their sweet time with their own model. Hey, this Corvette saved an entire company from the brink of bankruptcy! This Carrier design looks like a UFO because of a revolutionary new frame that allows for rapid fighter launching while providing overlapping fields of fire from all of its turret batteries? Cool. This Dreadnought looks like a eldritch abomination because their designers desperately welded a lot of spare parts together and accidentally created a ship that could challenge all previous starship design conventions? Neat!

Planets and some space stations presently have short descriptions with a little flavor text. But it doesn't help that these blurbs are only accessible via starmap. When a player is on the starmap, their first instinct is not to click "info" and read; they want to get somewhere quick. I think it would have been better if you saw the write-up in an unobtrusive static text box on the bottom of the screen. This provides incentive for an exploration-oriented player to land/dock on every planet/station that they find so they can see the little blurb there. These descriptions can really flesh out the factions and gives you an idea of why they exist and how they conduct themselves (i.e. how they treat citizens, local planetary economic problems, policy problems, military actions, natural disasters, etc.).

Overall, more flavor text would be nice so that the universe that the player travels in would feel more alive.

Also, it would be nice to have an in-game chart of which ranks correspond to player level.
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21 of 24 people (88%) found this review helpful
49.7 hrs on record
Posted: November 17
Overall the game is pretty awesome, but it could use some polish.


PROS:

Nice variety of skills and perks available.

Great variety of factions and areas of control.

Good selection of ships.

Can capture enemy ships.

Like the blueprints idea.

Like the compare weapons and ships.


CONS:

Traveling over 10 units takes a couple minutes.

There are four equipment slots to use and only about four that I found were actually useful, ie. shield recharge, strengthen attack, scavenger bots, hull repairs. Even then, I rarely ever use them.

Crew members do not have special abilities, but rather only bonuses. A single slot for a special crew member. Assuming only one special member exists in the game and is almost impossible to gain because the blueprint takes 20.

Blueprints are super difficult to find, but very rewarding IF you ever complete them before becoming near god strength already. I completed one for a nice fighter hangar jet, but the rest remain far out of reach while I am practically invincible with all the best enhancements and warship.

The only truly useful weapons in the game are rail guns and maybe missiles. I say maybe missiles because they are only really useful if the shields are already down and rail guns can usually take care of it anyway. Lasers are useless. Plasma is too slow to be useful except for mining.

Level 70 bounties are easy kills for a level 50 that has a good battleship with maximum upgrades. I think I may have beaten one with the next class down at a lower level too because you can stay behind them and they cannot fire back.

Travelling outside the known universe area leads to infinite enemies and loss of whereabouts on the map. Travelling too close to the sun does the same thing except enemies will start to randomly die from heat damage.

Cannot see what is on a captured ship until it is transferred to the garage and crew is transferred as well. Crew losses will occur if the captured ship has less.

There are three kinds of heavy weapons, but I failed to see any real difference in shockwave damage.

Exploding ships nearby do no damage.

Has lag and slowdowns most of the time.


SUGGESTIONS:

Make traveling without gates a little faster when in full engine mode.

Make some artifacts that last indefinitely / bonuses or useables that fit in equipment slots.

Change the decimal enhancement descriptions, eg. 0.5, with percentage values, eg. 50%.

Please fix weapon range. Bonuses are not being counted.

Add a barrier on the edge of the map to prevent getting lost in the void.

Give a warning for pending heat damage when getting close to stars.

Show radiation areas on the map.

Show map sections that are partially visible on the edges of the map.

Allow transfer of weapons and cargo from ships in the garage without transferring crew.

Make plasma weapons hurt shields more, but damage hull less.

Make lasers damage both shields and hull with shield punchthrough for damaging systems.

Make railguns work best on hull, and less on shields.

Do a similar rock paper scissors with heavy weapons.

Fix the pathfinding.

Improve AI for wanted bounties.
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20 of 26 people (77%) found this review helpful
90.7 hrs on record
Posted: November 4
Starpoint Gemini 2 is a great space rpg.

usually a statement like that needs clarification, so here we go.

this game is basically if you took the most complicated parts out of games like x, opened up the game world like evochron mercenary and throw in a control system not unlike eve online. what im getting at is that its not as complicated to play as the aforementioned games but leaves the best parts of each and marries them into a system thats fresh and familiar.

one of the things that irritated me about the x series and evochron for that matter is that missions had to be acquired at a station. my question has always been, why? no long range communications in either universe? in SPG2 that is a thing of the past, when you enter an area, you will be notified when missions are available and you can accept missions directly from the starmap

which brings me to the next point. the starmap is one contigious area, like in evochron, there are no load screeens and while the actual area is smaller than evochron, its a lot more detailed visually. so yes its probably not 100% true to life because there are very few areas that just look like a black void in space, but the visuals are well done and give you more to look at than just black with white dots everywhere.

controls are reminicent of eve online though i havent played it in years, it reminds me of that. not necessarily a terrible thing, but if you are looking to find yourself in the cockpit of the ship, these ships dont feature cockpits. if anything even the smallest class available would have a bridge. so in comparison to the ships in X or EM, youre piloting a capital ship right off the bat. in fact to give some comparison, the M5 through M3 classes of ships in X are basically bought as commodities to place in the hangar of carriers. you wont be flying anything that small and if you were, youd have reason to be very very afraid. it would seem that the gemini system doesnt build much of anything in small scale :)

As of this writing there are a few technical issues that arent game breaking but considering the devlopment team is very active and even communicates with the players regularly i feel that this game will evolve into something even better. if you like rpgs and space games, this will be right up your alley. LGM has done a great job keeping the game fun and challenging without making it a nightmare to learn how to play.
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21 of 31 people (68%) found this review helpful
18.5 hrs on record
Posted: November 8
It took nearly 20 hours to finally come to a conclusion on this game.

Despite all efforts made to make the combat complex - energy management, 4 different active abilities (with a kinda silly feeling levelups with them), and up to 4 consumable items (of a selection of around a dozen) useful for combat - it just isn't all that fun. I believe the biggest culprit is turrets. While it is possible to partially blindside a less maneuverable ship than yours in 1v1, ultimately maneuvering and dodging in combat is best done by spinning around in circles. When you're spinning around in circles, you can't effectively target and attack targets manually, and so you rely on fire-at-will auto targetting to do that job for you. This is boring.

The economy is workable, but not that interesting - different stations have a set low-mid-high value for all of the commodities. Buy and sell appropriately.

The storyline is workable. The Gemini universe is interesting, and is worth reading about if you're into that sort of thing. The storyline does an almost adequate job of immersing you in that universe. The voice acting/writing is awwwwwwful.

The good: All around, this is a workable game that will scratch your spacefaring itch, though will likely not leave you satisfied. The graphics are beautiful, each region of space is very well stylized in the coloring, asteroids, and various anomalies. Plenty of the starbases and ships have pretty unique detailed models. Music and sound are good, although the short soundtrack for the music is a mild disappointment there.
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33 of 55 people (60%) found this review helpful
22.1 hrs on record
Posted: October 31
Unfortunatly although the game has good reviews i found it mediocre to bad at some points.

it has lousy ai (both pathfinding in space the ai keeps on bumping into stations or planets trying to go to the location you have picked) and with the "fleet" (2 ships as far as i saw max). You cant actually give them commands so a lot of times they will conflict with what you are trying to do (like board a ship and they will fire destroying it).

The story is also mediocre and the VO is down right bad.

There are too few side missions at least in the story mode (basically go destroy or capture target, repair or scan anomaly and move cargo/vip from station to station).

The game is pretty at times ( i liked the varied ship art) and the music is quite good also at times.

Would not recommend it unless really cheap 5 or less or you are bored with nothing else to play.
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10 of 13 people (77%) found this review helpful
23.9 hrs on record
Posted: November 10
This game was exactly what I had hoped; a mix of EVE online (minus the spreadsheets) and more action orientated space games like Freespace.

I played through the storyline which served it's purpose of driving things forward but beyond that is rather forgettable. It also featured some of the worst voice acting / writing I have heard in a long time. Thankfully the sandbox of different mission types, trading and exploring more than makes up for it. One of the more enjoyable scenarios is ship capture where you have to whittle the targets shields and hull down to the limit and then board the ship with your troopers with the aim to capture it. This has big pay off's and lets you bank huge sums of money to buy new ships and gear.

The ships are the main stay of SG2, they are nicely varied and do not fall into the EVE trap where every ship has to have its trade off's, in SG2, a Dreadnought can kick serious ♥♥♥ against all sized ships as you would expect and is a blast to play with.

This game is a solid 8/10 and had me hooked all the way up until I had the best Dreadnought and Carrier available and could just mop up. Definitely looking forward to SG3 with hopefully some more budget thrown at it to get some writers / voice actors in to bring the lore to life.
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8 of 12 people (67%) found this review helpful
37.3 hrs on record
Posted: November 14
The closest a game has gotten to Freelancer since, well Freelancer. If you liked that it's definitely worth trying it out but keep in mind it still has a few noticable flaws:

-Doesn't allow gliding and the dogfighting gameplay that made Freelancer the most fun
-Default keybinds feel like a mess (also doesn't support shift/alt combos at the time of writing)
-Space feels much too crowded for being something that should be mostly empty and everything is in a single large system
-You'll need a cloak to fly anywhere without constantly getting stopped by random enemies that pop out of nowhere
-Again, because this deserves to be said more than once, game doesn't allow you glide while only using thrusters to change direction

On the positive side this game includes more and bigger ships than an unmodded Freelancer did and also has more extensive wingman and trading capabilities (like in the X series).

6/10 Worth to at least give it a try but maybe wait for a sale
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6 of 9 people (67%) found this review helpful
25.5 hrs on record
Posted: November 18
Great single player space sim !
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7 of 11 people (64%) found this review helpful
0.1 hrs on record
Posted: November 18
Hi Guys

Been playing awhile so far so good, Damn...Too Many Games to play, Getting no life here!

Great graphics, freedom to move and do whatever you want. Trading, recruiting , wingmen, battle seems great so far.

Its quite good for a game that is still in beginning , quite impressive, i bet theres more to come. Beside you can mods thats the best part!

There are quite a number fo ships that you can choose n buy, you can also get blueprints to build ships too but i heard its hard to get blueprints but u need lots of money and rank that is.

I have not play much enough yet but will try to in later part again to update more.

I miss Starflight 1 and 2, almost have the feel but not too much of story line or plot.

This is no doubt still 1 of the best space exploration game for me.
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7 of 11 people (64%) found this review helpful
33.9 hrs on record
Posted: November 17
Very Nice Game, don't find it too complex but not overly simple either. Lots of ships to buy and customize and things too do. Haven't enjoyed a game like this since Privateer.
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7 of 11 people (64%) found this review helpful
67.3 hrs on record
Posted: November 25
havinghad this game from the alhpa release it has been constantly improved with each patch that has been applied and if there are any problems then you can alqays email andlet them know, oneof the thing i love about this game. having palyed other games like the x series this one doesnt seem to have as steep lerning curves as the x series does for example, only thing is i wish you culd explore planets and stations when landing, but maybe that will comeout in one of the future pathches, asl well as the key to cut the talk between characters doesnt seem to quiet workm but again will probably be addressed in a future patch. i love this game for me it has a trek feel to it, and i have spent many hoiurs happily wasting my life on it, and will continue to do so
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8 of 13 people (62%) found this review helpful
32.4 hrs on record
Posted: November 25
Taking command of a Imperial Star Destroyer priceless.
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2 of 2 people (100%) found this review helpful
86.5 hrs on record
Posted: November 28
Loved this game. Felt like Privateer 2 without the cutscenes and sadly missing Clive Owen with Christopher Walkins :-( Freelancer should've been more like this. SG2 is a lot more open world than Freelancer which has its advantages and disadvantages. Personally, I found it purely an advantage. Unlike Privateer 2 and Freelancer you can truly just be a merchant if you want and switch effortlessly to being a badass kill everything murder ship at any space station/planet. Sometimes it's just the little things that make you happy... The graphics are great, the music not annoying, the abundance/ease of quickly accepting missions is a serious plus, and most importantly the flexibility of the game to allow someone the ability to play the game how they want w/out the need of trainers, cheat codes, or cheat engine.
Just like in the real world there are easy ways to make a quick buck with minimal returns or riskier methods that garnish heavy monetary rewards. I love that this game isn't afraid to make the playing field drastically uneven when it comes to rewards. Harder, almost always (there are times you get lucky/learn to exploit advantageous situations), means greater rewards! Learning the in game market is very beneficial. But it gets better, should you disagree w/me all you have to do is download any of the many mods and change how the game mechanics work. This game is a literal win-win. Small minor bonus pluses that I think are worth mentioning are; 1.) Achievements actually give you in game bonuses 2.) Blueprints that give better stuff that can't be bought 3.) Bounty hunting ( this is a mixed bag. this system could better implemented but I'll be damned if i didn't end up hunting everyone down!) 4.) Buying of certificates/licenses (w/game money and not real money) that give-in game bonuses for no other reason but to make the game fun (personally, I think it could have been better implemented but I sure as ♥♥♥♥ was excited to find a new one!). 5.) A good array of ships to pick from (potentially unlimited if you count mods... Just saying...) 6.) Personally, I found the system upgrade gimmick confusing at 1st but once understood, it opens the door to a lot of options that becomes unlimited if you include modding (just saying...).
No game is perfect and this one isn't either. This is the disadvantage section of SG2. SG2 has some pretty poor optimization problems. 4-5 years ago my PC was a champ so it's aged a bit meow. Still, w/the level of graphics/visuals/objects it should run better. Especially since the video/graphics adjustment is bugged/non-functional. It's only a moderate complaint because the game allows mods and several are designed to reduce the toll taken on your PC. The rest of the comaplaints are mild at best because all are easily adjusted w/mods or are drastically overshadowed by the game's massive, bulging, make you scream in your pillow as you take it awesomeness so here goes- 1.) The voicovers are almost all a joke. They're done w/the stalest emotion possible. 2.) The story is kinda flat. Open ended games are prone to this a lot so it obviousley shouldn't be a huge unseen problem here. The game brings up interesting things here and there so kudos for the Devs for trying but it is still kinda... ummm... blah most of the time (kudos for the DEVs for doing such a good job to make the game so fun I really didn't care!)

In short, my complaints are minimal at best and I had countless hours of fun playing it. I found it quick and easy to learn and SG2 left a lot of options for me to explore for future play throughs. I can't ask a game to do more than that but w/mods this game could be literally different everytime I played. I got it on sale and felt like I stole something. I would have happily paid full price and been more than content. This game is awesome, WOOF!
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5 of 8 people (63%) found this review helpful
8.0 hrs on record
Posted: November 25
Awesome game lots to explore and so much to do ^_^ this is one of my top fav games to play.
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5 of 8 people (63%) found this review helpful
1.5 hrs on record
Posted: November 26
pretty cool
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6 of 10 people (60%) found this review helpful
1.6 hrs on record
Posted: November 7
Excellent indie project that, with a beautiful community and awesome devs, became one of the best Early Access titles on Steam. Now, that it's released it's even better and developers are implementing new stuff all the time. :))

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6 of 10 people (60%) found this review helpful
45.1 hrs on record
Posted: November 2
LOVE IT!!!! The customization, the feel...it's all there! Travelling long distances without paying to use the gaes kinda sucks but upgrading your engines makes that not all that terrible; besides, getting into fights and doing stuff along the way to another objective is all part of the fun too!
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6 of 10 people (60%) found this review helpful
13.7 hrs on record
Posted: November 7
so much fun!! want to mine asteroids? destroy enemy ships? capture ships? and so much more, this game is for you!!
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6 of 10 people (60%) found this review helpful
14.2 hrs on record
Posted: November 17
It's Okay.
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6 of 10 people (60%) found this review helpful
39.8 hrs on record
Posted: November 1
This is a fantsic game if you liked Freelancer you will love this. Starpoint Gemini 2 has a simple control system using WASD keys and mouse but enough ingame features and depth to keep you wanting to play.
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