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 (1,634 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 (48)

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

October 31

[2014/10/31] Update v1.0008 - An update for the Halloween frenzy

Hello everyone!



Some of you will notice a discrepancy in the version number. This is to synchronize Steam and GoG versions, so no worries ;).

The focus was clearly bug fixes, but we've got the sub-system targeting properly implemented as well. So far it worked partially. Time to start knocking out individual systems properly :). The complete change-list is below.

Quite a bit of additional content is being produced as we speak, so the next update (planned for November 15th) should have a lot more ADDED tags in the change list :).

CHANGE LIST

  • FIXED: PTE is now properly shut down when anchoring
  • FIXED: Fleet->Systems panel now shows accurate information related to fighter wings
  • FIXED: Heroes can now be properly targeted when using controllers, by using Target nearest enemy
  • FIXED: Bridge officer will no longer notify you that you destroyed another hostile when destroying one of your mercenaries
  • FIXED: Mercenaries now repair Hull when you anchor on a planet or station
  • FIXED: You can no longer issue Anchor command on a hostile station via the Starchart
  • FIXED: A problem where the main menu would hang if you have multiple controllers plugged in at the same time
  • FIXED: An exploit/bug when using controllers that allowed you to select and sell/unmount non-existing ship systems when using controllers
  • FIXED: Selecting and using the Riftway button on the Starchart with controllers is now possible as intended
  • FIXED: Icebreaker achievement now works as intended and does not trigger after colliding with a single asteroid
  • FIXED: An error related to Guardial angel achievement
  • FIXED: The Shipping magnate achievement now works as intended
  • FIXED: The You da boss! achievement is now fully functional
  • FIXED: An error that caused achievements to provide a penalty on PTE charge-up time instead of a bonus
  • FIXED: An error related to Artefact vaults that caused several potential problems if you transported onto any of them
  • FIXED: An error that caused your new ship to have more than its maximum Hull when transferring command
  • FIXED: Model detail and LOD distance now work properly. More work on optimization is planned.
  • FIXED: You can no longer anchor on a station if you attempt it via the Starchart, if combat begins on the way there
  • FIXED: A scrollbar is now added to the News panel to prevent sections of the text from being unreadable
  • FIXED: An exploit related to Heavy weapons and their ammo, when switching to a different heavy weapon
  • FIXED: Contraband scans can no longer happen during cutscenes to prevent the game from being left hanging or even crashing
  • FIXED: Numerous overlapping text issues in the Russian localization
  • FIXED: Several malfunctioning collision meshes
  • FIXED: Torrent surfer perk now properly displays the increased jump range on the Starchart
  • FIXED: Wolverine's cloak field generator no longer has 0 Hitpoints, but proper amount
  • FIXED: Several minor GUI usability issues
  • FIXED: An error that occurred when activating Fire at Will, causing the first shot to target the wrong location
  • FIXED: An error that caused object information to be displayed wrong on the object info panel
  • FIXED: Game controls are now properly deactivated during cutscenes and some dialogs when using controllers
  • FIXED: An issue that could potentially cause the game to crash immediately after the Campaign intro movie
  • UPDATED: Now you see me... achievement made slightly easier to achieved
  • UPDATED: Attacking neutral ships will now trigger a reaction from other nearby neutral ships of the same faction
  • UPDATED: Moved Salem station away from the asteroids, so they don't immediately break on loading and leave collectible loot
  • UPDATED: NPCs' chance of forcing player out of PTE now depends on player experience level and difficulty setting
  • UPDATED: Heroes now repair their Hull while out of combat
  • UPDATED: Campaign intro movie in the Polish localization now comes with subtitles
  • ADDED: HUD Power indicator now has a corresponding tooltip to show precise numeric information
  • ADDED: Game automatically chooses the stronger graphics card if more than one is available (This is especially important for players that have IntelHD in their computer!)

Happy Halloween captains!

26 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
9 of 9 people (100%) 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.

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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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26 of 43 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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6 of 6 people (100%) 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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9 of 12 people (75%) found this review helpful
89.0 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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5 of 5 people (100%) 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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4 of 4 people (100%) 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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3 of 3 people (100%) found this review helpful
11.9 hrs on record
Posted: October 29
To me it's like an arcade X3. Lot earier to get action and jump right into the game, but the trade means nothing in this game and your "fleet" is your one ship (and you only can have 1) and a merc you hire. Still fun for a time killer, but I prefer actually doing something that means something to the game like X3 does every second your in.

So while there are freighters capable to carrying a good chunk of cargo and yea you do trade, it means nothing. The prices are random so you're selling high and buying low but it doesn't mean anything to the universe around you like X3's chained trade.
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3 of 3 people (100%) found this review helpful
25.5 hrs on record
Posted: November 18
Great single player space sim !
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4 of 5 people (80%) found this review helpful
54.6 hrs on record
Posted: October 27
I'll go on to say that if you enjoyed Freespace 2 or similar space themed games then you will find yourself immersed in this game. I will also add that the game requires a decent PC for the optimal smooth gameplay experience. In Starpoint Gemini 2 you get to upgrade and purchase ships as well as level up your character. There is a story ark mode available and freeroam option where you can try and emulate a raider, trader, mercenary and more. Combat in this game is extremely satisfying and blowing up combatant ships nearly never gets old. Even though this game is slated as a finished product the developers are still adding in more functions to add to the replayability and longevity of the base game. Plus all those Steam Workshop mods add to the overall experience if you want to mix things up a tad. Overall I rate this game a 7.8/10.
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4 of 5 people (80%) found this review helpful
35.2 hrs on record
Posted: October 27
Fun game. Not perfect, but enjoyable nonetheless. I really enjoyed boarding and collecting new ships. Rather short game, though.
Hands down, the worst part of this game is the voice acting. Terrible, terrible, voice acting.
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4 of 5 people (80%) found this review helpful
25.1 hrs on record
Posted: November 1
I have been looking for a game to scratch the itch that Privateer left me with years ago. This game takes me back to my fond memories of the open world joy that I love. After trying the X series, Eve, and countless others I must say this one has been my favorite. Its clean and easy to play but with enough complexity to keep things interesting for a while.

I am looking forward to the game perhaps expanding in the future and going away from some of the predictability that i've noticed at 20+ hours of play. Its nice and satisfying to have a game that i've purchased and feel like I got my money's worth.
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4 of 5 people (80%) 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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4 of 5 people (80%) 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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4 of 5 people (80%) 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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4 of 5 people (80%) found this review helpful
17.1 hrs on record
Posted: November 9
Spaaaaaaace!
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4 of 5 people (80%) found this review helpful
71.2 hrs on record
Posted: November 11
I love this game, completed main story line. Collected 50 artifacts. So many hero's to tangle with. The map is vast.Just engross youself. Thank you guys keep up the good work, looking forward to developments.
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4 of 5 people (80%) 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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4 of 5 people (80%) 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.

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.
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10 of 17 people (59%) 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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4 of 6 people (67%) found this review helpful
5.1 hrs on record
Posted: October 28
One of the most intuitive UIs for an openworld spaceship RPG I've ever used. Tight controls, great graphics, and a universe just waiting to be explored.
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