Steuere dein eigenes Raumschiff und erkunde mit diesem taktischen Weltraumsimulator mit RPG-Elementen die Galaxie in 3D! Der Weltraum sah noch nie so einladend aus – doch der Eindruck kann täuschen … Zwei Jahre sind seit dem Ende des zweiten Gemini-Kriegs vergangen und an Frieden ist in diesem vom Krieg zerrütteten System noch lange...
Nutzerreviews: Sehr positiv (1,643 Reviews)
Veröffentlichung: 26. Sep. 2014

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Von Kuratoren empfohlen

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

Kürzliche Updates Alle anzeigen (49)

27. November

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


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).



  • 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 Kommentare Weiterlesen

18. November

[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!


  • 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 Kommentare Weiterlesen


“ 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


Wie im Abschnitt für Mindestanforderungen angegeben, wird Vista von uns NICHT offiziell unterstützt (ab Windows 7 aufwärts). Dennoch werden wir unser Möglichstes versuchen, die Kompatibilität zu wahren. BITTE beachten Sie diesen Hinweis, wenn Sie einen Kauf in Erwägung ziehen. Zwar läuft die aktuelle Spielversion unter Vista, jedoch ist in diesem Fall eine spezielle Vorgehensweise nötig, die detailliert im Forum beschrieben ist (Sie müssen sich für eine bestimmte Produktsparte anmelden).

Steam Workshop And Modding

Wir haben Starpoint Gemini 2 so Mod-freundlich wie möglich gestaltet (und arbeiten ständig an weiteren Verbesserungen). Ihre erstellten Mods können Sie ganz einfach über den Steam Workshop teilen. Verwenden Sie dazu den Mod-Manager, der mit dem Spiel bereitgestellt wird. Im Workshop können Sie auch sehen, welche Mods schon zur Verfügung stehen!

Über dieses Spiel

Steuere dein eigenes Raumschiff und erkunde mit diesem taktischen Weltraumsimulator mit RPG-Elementen die Galaxie in 3D! Der Weltraum sah noch nie so einladend aus – doch der Eindruck kann täuschen …

Zwei Jahre sind seit dem Ende des zweiten Gemini-Kriegs vergangen und an Frieden ist in diesem vom Krieg zerrütteten System noch lange nicht zu denken. Nur noch wenige Mitglieder der ursprünglichen Freiheitskämpfer - der Gemini-Liga - sind übrig. Sie stehen nicht nur ohne Anführer da, sondern haben auch an Macht und Einfluss verloren. Das Imperium hat jedoch die Zeit genutzt und seine Basis in der Nähe der wiedereröffneten Starpoint-Station errichtet. Von dort aus will es den Gemini-Sektor zurückzuerobern – und den Raum der jenseits davon liegt.

Zahlreiche imperiale Kriegsschiffflotten und riesige Mutterschiffe haben jede Spur der Opposition ausgelöscht. Bis zu dem Zeitpunkt, als das Imperium plötzlich und unverständlicherweise begann, seine Armada umzulenken und mehr und mehr Schiffe zur Verstärkung von Starpoint abzukommandieren, sah es schlecht für das ganze System aus. Schon bald kamen Gerüchte auf, dass sie Angst vor etwas haben, das durch das T-Gate kommen könnte - aus der Richtung, in der das Zentrum des Imperiums liegt. Doch vor was laufen sie davon? Was versetzt sogar das mächtige Imperium in Angst und Schrecken?

Starpoint Gemini 2 nimmt die Spieler auf eine atemberaubende Reise mit, die voller dunkler Geheimnisse und unvorstellbarer Wendungen steckt und an deren Ende eine unglaubliche Wahrheit wartet …

• Komplexes, aber leicht zu bedienendes RPG-System und dynamische Echtzeit-3D-Kämpfe.
• Entdecke die ganze dynamische Spielwelt auf einmal, anstatt dich durch einzelne Maps zu spielen.
• Verwende T-Gates, Wurmlöcher und Riftways um noch schneller durch das Gemini-System zu fliegen.
• Im Spiel findest du fünfzig unterschiedliche Fraktionen, von Staaten über Firmen bis hin zu Gesetzlosen, die um die Macht kämpfen, sowie mehr als 100 Waren zum Handeln oder zum Plündern.
• Mit Fraktionslizenzen, die dir auch wieder entzogen werden können, erhältst du verschiedene Boni und kannst neue Optionen freischalten.
• Heure Söldner-Kapitäne an, die dir auf deinen Reisen folgen und dein Schicksal teilen. Du kannst auch Offiziere anstellen und sie in Schlüsselpositionen auf deinem Schiff einsetzen (Maschinenbau, Navigation, Taktik).
• Zufallsmissionen werden je nach Aktionen und Zugehörigkeit des Spielers erstellt.
• Mehr als 70 einzigartige Schiffe, deren Systeme erweitert werden können, z.B. mit sichtbaren Gefechtstürmen oder einem großen Arsenal an Zerstörungswaffen, die den Feind in Einzelteile zerlegen.
• Die direkte Schiffssteuerung bietet ein noch authentischeres Spielgefühl.
• Fortschrittliche Spielphysik durch NVIDIA PhysX-Technologie.


    • OS: Microsoft Windows 7, 8
    • Processor: 2,2 GHz Dual Core oder gleichwertig
    • Memory: 2 GB RAM
    • Graphics: DirectX 10 kompatible Grafikkarte mit 512 MB RAM
    • DirectX: Version 10
    • Hard Drive: 8 GB available space
    • Sound Card: DirectX kompatible Soundkarte
    • OS: Microsoft Windows 7, 8
    • Processor: 3,0 GHz Dual Core oder gleichwertig
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 kompatible Grafikkarte mit 1 GB RAM
    • DirectX: Version 11
    • Hard Drive: 8 GB available space
    • Sound Card: DirectX kompatible Soundkarte
Hilfreiche Kundenreviews
7 von 8 Personen (88%) fanden dieses Review hilfreich
40.2 Std. insgesamt
Verfasst: 26. November
Starpoint Gemini 2 macht Spaß, hat aber auch seine Macken.
Hier die wichtigsten Punkte:

Zur Story selber möchte ich nichts sagen, da ich sie noch nicht ganz durchgespielt habe. Außerdem denke ich, dass das Geschmacksache ist. Allerdings fügt sich die Kampange nicht so richtig ins Spiel ein.
Z.B. wenn während der Story eine Raumstation von Gegnern übernommen wird, so ist sie nach Abschluss der Mission immernoch freundlich gesinnt.
Ein anderes Bsp: Wird man in der Kampange aufgefordert in einem bestimmten Bereich nicht zu kämpfen, weil es gegen die Gesetze sei, so interessiert das nach Abschluss der Mission plötzlich niemanden mehr, ob dort gekämpft wird oder nicht.

Das Rufsystem ist für mich einer der größten Schwachpunkte im Spiel.
Es gibt sehr viele Fraktionen. Aber man kann nur Ruf gewinnen oder verlieren, was sich dann auf alle Fraktionen gleichzeitig auswirkt. Somit werden keine Beziehungen zwischen den Fraktionen dargestellt und man hat sehr schnell bei allen gleichgesinnten Fraktionen den maximalen Ruf erreicht.

Man darf hier keine Dogfights wie in Freelancer oder Darkstar One erwarten. Das ist aufgrund der recht langsamen Geschwindigkeit nicht möglich. Hier ist es wichtiger den Abstand zu den Gegnern im Auge zu behalten und vor allem dessen und auch die eigene Ausrichtung, da die Schilde in vier Segmente unterteilt sind und einzeln runtergschossen werden können. Je nach Gegnerstärke ist auch der richtige Einsatz der Skills wichtig.
Per Initialscan bekommt man eine erste Einschätzung der Gegnerstärke (von Trivial bis Unmöglich). Triviale und Schwache Gegner sind in der Regel in Sekunden zerstört. Interessant wird es erst bei Gegnern die darüber liegen. Wobei man unmöglich nicht wörtlich nehmen sollte - auch nicht im Kampf gegen die Helden, von denen ca. 20 durchs Universum fliegen und hohe Belohungen versprechen.

Die Nebenquests wiederholen sich leider sehr häufig. Es gibt Mordaufträge, Rettungsmissionen, Wissenschaftsmissionen, Reparaturaufträge und Frachtmissionen für Personen und Gegenstände. Diese laufen alle immer gleich ab. Mit höherem Level werden allerdings noch ein paar weitere Arten von Aufträgen freigeschaltet.

Die deutsche Übersetzung weist einige Fehler auf. Sowohl sinngemäße Fehler, als auch Rechtschreibfehler. Ganz selten fehlt die Übersetzung auch ganz und man hat ein paar Sätze auf englisch.
Die Synchronsprecher geben sich Mühe, aber wirken trotzdem sehr laienhaft.

Meistens läuft das Spiel absolut flüssig. Lediglich wenn neue Nebenquests geladen werden habe ich einen kurzen Ruckler drin. Und ganz selten kommt es zu richtig heftigen Rucklern, aber nur wenn wirklich große Schlachten mit vielen Schiffen stattfinden. (i5-4570, GTX670, 16GB RAM, Win7 64bit)

Jetzt habe ich viele negative Dinge genannt und empfehle euch das Spiel aber trotzdem. Warum?
Starpoint Gemini 2 ist ein Spiel, das den Sammeltrieb weckt. Der Ehrgeiz immer größere und stärkere Schiffe zu kaufen ist ziemlich stark und es gibt in dem riesigen Universum viel zu entdecken.
Außerdem gibt es eine Vielzahl an Waffen, die sich alle noch modifizieren lassen - genau das Richtige für die Spieler, die gern ihre Ausrüstung optimieren. Neben den Standartsystemen kann man noch Blaupausen finden mit denen sich wohl ganz besondere Systeme bauen lassen. Und der Drang alle Helden zu töten ist ebenfalls ziemlich groß.

Man muss sich in diesem Spiel oft seine eigenen Ziele setzen, um sich nicht zu langweilen. Wer damit klarkommt wird eine Menge Spaß mit dem Spiel haben.
War dieses Review hilfreich? Ja Nein
3 von 4 Personen (75%) fanden dieses Review hilfreich
21.3 Std. insgesamt
Verfasst: 6. November
stand 06 November 14

an sich ein super spiel hat aber noch eine menge bugs vorallem in der grafik
aber auch eine menge potential sollten die entwickler noch weiter dran arbeiten kann das ein super game werden
zum jetzigen zeitpunkt aber würde ich von einem kauf abraten da 32€ doch "noch" recht überzogen sind daher lieber warten bis es im angebot ist ;)

zum spiel selber muss ich sagen das der story mode doch sehr plump aufgebaut ist und man auch keinerlei animation zu erwaten hat

trotzdem macht das spiel spaß aber an Freelancer oder X3 kommt dieses spiel noch nicht ran
War dieses Review hilfreich? Ja Nein
49 von 51 Personen (96%) fanden dieses Review hilfreich
26.5 Std. insgesamt
Verfasst: 5. November

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!

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.
War dieses Review hilfreich? Ja Nein
19 von 21 Personen (90%) fanden dieses Review hilfreich
49.7 Std. insgesamt
Verfasst: 17. November
Overall the game is pretty awesome, but it could use some polish.


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.


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.


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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19 von 24 Personen (79%) fanden dieses Review hilfreich
90.7 Std. insgesamt
Verfasst: 4. November
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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10 von 12 Personen (83%) fanden dieses Review hilfreich
23.9 Std. insgesamt
Verfasst: 10. November
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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19 von 29 Personen (66%) fanden dieses Review hilfreich
18.5 Std. insgesamt
Verfasst: 8. November
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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31 von 53 Personen (58%) fanden dieses Review hilfreich
22.1 Std. insgesamt
Verfasst: 31. Oktober
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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7 von 10 Personen (70%) fanden dieses Review hilfreich
66.6 Std. insgesamt
Verfasst: 25. November
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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7 von 10 Personen (70%) fanden dieses Review hilfreich
33.9 Std. insgesamt
Verfasst: 17. November
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 von 10 Personen (70%) fanden dieses Review hilfreich
37.3 Std. insgesamt
Verfasst: 14. November
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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8 von 12 Personen (67%) fanden dieses Review hilfreich
32.4 Std. insgesamt
Verfasst: 25. November
Taking command of a Imperial Star Destroyer priceless.
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5 von 7 Personen (71%) fanden dieses Review hilfreich
1.5 Std. insgesamt
Verfasst: 26. November
pretty cool
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6 von 9 Personen (67%) fanden dieses Review hilfreich
46.9 Std. insgesamt
Verfasst: 2. November
Vast upgrade from SPG1...No real end game. Fun for awile.
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6 von 9 Personen (67%) fanden dieses Review hilfreich
33.2 Std. insgesamt
Verfasst: 4. November
Very in depth experiance that does not disapoint on either scale or complexity. Only downside atm is the lack of a complete wikia page, but that will come with time.
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6 von 9 Personen (67%) fanden dieses Review hilfreich
25.5 Std. insgesamt
Verfasst: 18. November
Great single player space sim !
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6 von 9 Personen (67%) fanden dieses Review hilfreich
5.3 Std. insgesamt
Verfasst: 19. November
Brings out my inner evil manaic armed to the teeth with plasma cannons, fusion torpedos and fighters. Sure it can get a little boring at times for people who like things fastpaced but that's where mods come in. I blew my ship up trying to enter a planet's atmosphere, what's not to like about that?
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6 von 9 Personen (67%) fanden dieses Review hilfreich
7.8 Std. insgesamt
Verfasst: 23. November
One of the best space games available and tons of mods. Great for any aspiring ship commander.
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6 von 9 Personen (67%) fanden dieses Review hilfreich
25.1 Std. insgesamt
Verfasst: 1. November
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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6 von 9 Personen (67%) fanden dieses Review hilfreich
71.9 Std. insgesamt
Verfasst: 11. November
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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