In the distant future, the X universe faces a period of profound and irrevocable change. While the universe stumbles towards an uncertain future, countless adventures await as new enemies rise in search of power.
User reviews: Mostly Negative (4,575 reviews)
Release Date: Nov 15, 2013

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Buy X Rebirth: The Teladi Outpost Bundle

Includes 2 items: X Rebirth, X Rebirth: The Teladi Outpost

Buy Egosoft Collection

Includes 8 items: X Rebirth, X Rebirth: The Teladi Outpost, X2: The Threat, X3: Albion Prelude, X3: Reunion, X3: Terran Conflict, X: Beyond the Frontier, X: Tension

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Downloadable Content For This Game


Recent updates View all (30)

April 2

X Rebirth Update 3.53 Released

• Improved extension handling so that loading order of mods now follows defined dependencies.
• Fixed several of the most common remaining causes of crashes.
• Fixed capital shield being unable to boost if they have no shields (fix in 3.51 did not work in all cases).
• Fixed broken buttons on player ship entry in encyclopedia.
• Fixed rounding error relating to upgrade counts.
• Fixed missing text truncation for objectives in Mission Manager.

5 comments Read more

March 27

X Rebirth Update 3.52 Released

X Rebirth 3.52 is now available.

• Fixed default NPCs being able to board the playership and getting stuck.
• Fixed being able to get more than five skill stars through employee training before skills are revealed.
• Fixed ship animation issues when leaving the area and returning later.
• Fixed some Russian localisation issues.
• Fixed a problem loading plot savegames made in versions created prior to 3.51 while player ship docked.

Note: Although the last fix listed above does restore Yisha if she was accidentally removed in 3.51, we recommend that you do not use savegames made in 3.51 which suffered this problem as you may encounter problems such as stuck plot missions. Savegames made in 3.50 which would have suffered this problem had they been loaded in 3.51 should be be fine in 3.52.

10 comments Read more

Linux/SteamOS Public Alpha

X Rebirth 3.50 is now available for Linux as an Alpha test version. To enable it on Linux/SteamOS, select the beta branch "linux". For details, known issues and technical support see the Linux support thread in the Egosoft forum.

Collector's Edition

This Collector's Edition of X Rebirth includes the following items:

  • DLC: The Teladi Outpost
  • Soundtrack Volume 1 (MP3)
  • Exclusive: Soundtrack Volume 2 (MP3)
  • Optional download: X - The Space Opera - Per Musica ad Albion (Video)
  • Bonus download with artworks and X encyclopedia

The bonus content will be placed in your X Rebirth installation folder:
...Steam\SteamApps\common\X Rebirth\Bonus Content

About This Game

In the distant future, the X universe faces a period of profound and irrevocable change. While the universe stumbles towards an uncertain future, countless adventures await as new enemies rise in search of power. Enter a young adventurer and his unlikely female ally traveling in an old, battered ship with a glorious past - two people alone against the galaxy, playing a key part in the events to come. The fate of the universe rests in the hands of the player...

X Rebirth represents a spectacular new beginning for the X series, offering loyal fans and newcomers alike a vast, vivid and extremely detailed universe to explore throughout the game. Varied gameplay elements such as action-packed space combat, detailed trading mechanics and high-speed space exploration with fast travel allow players to experience a truly unique space saga that will keep them hooked for dozens of hours. X Rebirth features a whole new user experience - it is easier than ever to start with, and remains as deep as fans expect it.


TRADE! A fully simulated economy that means your actions really do matter. Travel the space highways to find profit in gigantic space cities, swarming with ships and drones.

++ Every ship you see has a task. Stop a freighter from reaching its destination and its cargo will be stopped too, causing prices to rise. ++

FIGHT! From small scale skirmishes to epic fleet encounters, battles in the X Universe know no limits. Choose to fight for the military, work for the police or be a lawless pirate, or if you prefer just fight when you need to defend yourself - it's up to you.

++ Take the action right into massive structures. Target turrets and shield generators to weaken your enemy, damage engines and jump drives to prevent their ships from escaping, or stop their factories producing to cripple their economy. ++

BUILD! Create your own empire! From trading stations to large factories, farms to hightech military complexes, everything can belong to you. Build for trade and profit or to strengthen your military presence and dominate your enemies.

++ Extend and upgrade your stations to make them operate more efficiently, with every element visible in glorious animated detail. Harvest your own resources to keep your empire running smoothly. ++

THINK! A rich, detailed history and a deep complex plot await you, but you are free to decide when and where to take part. Explore the universe at your own pace - choose your own path and create your own destiny.

++ Get up-close and personal with aliens and humans alike. Land on stations, meet people, then accept missions from them or hire them as crew members for your ships. ++

TRADE, FIGHT, BUILD, THINK... in the X Universe - the biggest sandbox this side of the galaxy.

System Requirements

SteamOS + Linux
    • OS: Windows 8 (64-bit), Windows 7 SP1 (64-bit), Vista SP2 (64-bit), XP SP2 (64-bit)
    • Processor: Intel i-Series at 2GHz or AMD equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • DirectX: Version 9.0c
    • Hard Drive: 8 GB available space
    • Sound Card: DirectX 9.0c Compatible Sound Card
    • OS: Windows 7 SP1 (64-bit)
    • Processor: Intel i5 (Quad) or i7 at 2.5GHz or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GT500 series with 1GB RAM or better, ATI 5870HD with 1GB RAM or better
    • DirectX: Version 9.0c
    • Hard Drive: 12 GB available space
    • Sound Card: DirectX 9.0c Compatible Sound Card
    • OS: SteamOS (64-bit) or Ubuntu 14.04 (64-bit)
    • Processor: Intel i-Series at 2GHz or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Vendor proprietary drivers, Nvidia GT500 series with 1GB RAM or better, ATI 5870HD with 1GB RAM or better
    • Hard Drive: 8 GB available space
    • Sound Card: OpenAL Soft compatible
    • Additional Notes: OpenGL version 4.2
    • OS: SteamOS (64-bit) or Ubuntu 14.04 (64-bit)
    • Processor: Intel i5 (Quad) or i7 at 2.5GHz or AMD equivalent
    • Memory: 12 GB RAM
    • Graphics: Vendor proprietary drivers, Nvidia GT600 series with 1GB RAM or better, ATI 6850HD with 1GB RAM or better
    • Hard Drive: 12 GB available space
    • Sound Card: OpenAL Soft compatible
    • Additional Notes: OpenGL version 4.2
Helpful customer reviews
1,002 of 1,138 people (88%) found this review helpful
620.0 hrs on record
Posted: November 5, 2014
With the release of X Rebirth 3.0 the game finally reached the state it should have been in at its initial release in 2013. There are still a few rough edges and design decisions that some might find mind-boggling, but overall it is a great space game that can be polished with the use of a number of mods, some of which bring back 'classic' X features such as automated galaxy traders and miners. (as of the 14th of March 2015 some mod makers are still updating their work for the new moddable UI, some mods are temporarily out of action).

When considering buying X Rebirth is important to keep in mind that Rebirth is a fairly ambitious game for a smaller studio, as such there are always going to be the QA problems relating to small teams that have the ambition to make big games, like bugs working their way in, and lacks of resources meaning change doesn't happen as fast as gamers would like. To give Egosoft credit, they have adopted extensive community beta testing for each patch so the game is tested on as many different rigs as possible. On my most current playthough started at 3.2 I haven't found a single plot stopping bug, in more general freeplay I rarely find a bug, let alone one that blocks me doing what I want to do.

There are still some annoyances in the game such as expected bread and butter features missing from the vanilla game (a lack of FOV adjustment is a pertinent example). But these things, as illustrated by the addition of a great new gravidar, new menu system, and external camera system, seem to have been identified, working their way back into the game as Egosoft move from bug squashing to remedying design oversights. You can now do things like transfer freight and drones between ships, and build stations in empty space, creating a new zone with 7 build points that you can rename. Now, many modders seem to be finding their feet. As the engine is tweaked for performance, and bugs are squashed, it looks like X Rebirth might be headed towards a golden age of modding (if current offerings are anything to go by). The Teladi Outpost DLC brings back more classic exploration, kind of like exploring some of the rim sectors in Freelancer which is a welcomed addition to the X Series. Also the new music in Teladi Outpost is awesome, 1980's inspired synth-pop goodness, perfect for a space game.

The AI can still be a bit flakey at times, but is improving with every regular patch. Commands for capital ships are still a bit limited: You either set them off on an automated task, or give general orders such as "attack this", "fly to zone", "fly to my position", "patrol" etc. The closest I can think of is it operates a bit like Nexus: The Jupiter Incident (without the GUI)—you give the commands to an NPC captain through comms, or if you use the Co-pilot conversation mod, through keyboard shortcuts. There are a number of significant mods in alpha state at the moment that look to improve AI behaviour (in addition to Egosoft's on going work in this area).

The economy is running well. New trade software means you can lock in more trades, and a mod like Yorrick's YAT (yet another trader), adds the option of automated galaxy, system, and cluster traders and miners. These all seem to run fairly well with a miniumum need for any micro. The economy is simulated but not 100% real, so the AI still makes use of a number of crutches, but this really doesn't affect the game much, at most it means the player can no longer make obscene profits for doing not much at all. That said, I still make plenty of credits in my most recent game start to keep expansion running smoothly, and the economy is flowing along well. However, if the AI using a crutch is a big deal to you there is a mod that removes the wares from ships spawned by the AI.

One part of Rebirth that I enjoy is the set up: slowly building an empire, amassing stations and capital ships, setting patrols, essentially minmaxing an empire. If anyone remembers playing with lego as a kid, it's kind of comparable to that: you set up a cool base, build lots of vehicles, get a crew together, then muck around - it is a similar kind of ethos involved in the X series but with the level of interactivity we expect from PC games.

At the moment I have about 10 stations that all support each other while producing wares to keep the galactic economy running, I have top of the line freighters and miners assigned to each station, and defense fleets that patrol my territory protecting my assets. I have named each ship and station individually with all the most well crafted names I could think of (and some stolen from famous Sci-fi and fantasy), prefixed with Iain M. Banks designations of GSV, GOU etc with a few of my own new designations. The little things like setting up an empire in this detail are what makes games of the X series fun.

If this kind of empire building appeals to you then you will like Rebirth. While my empire is building, I do missions, capture ships, place trade agents on stations, increase my rep with factions, get achievements, role-play and so on. With Litauen's 'Capital Ship Bridges' mod I often sit on the bridge of a frigate ordering profitable trades as it escorts one of my galactic freighters. Then at other times it's just enjoyable to sit back, parked up in one of the zones occupied by my stations and watch the empire hum along. Personally I think if you are expecting a straight-up fighter combat space sim you will be a bit disappointed (there is still lots of fighter combat but it is not the primary focus), the wider aspects of Rebirth such as the empire building are where this game shines.

Even if you decide to not follow the plot the feeling of flying around in space just exploring, seeing new places, and observing the galaxy going along with its business around you is incredible. A number of mods can improve this experience such as 'Ency's mod'* (link at bottom of review) that modifies planets, and adds nebula to create breathtaking vistas and lighting.

Personally I get okay performance, my set up is:

Nvidia GTX 760
Intel 4670K
8 gig of ram
24" IPS @ 1920 x 1200

I run adaptive vsync at half refresh on max settings in game, including all the driver side bells and whistles from Nvidia control panel, it sticks at 30fps. Some people might like higher frames but as long as the framerate is consistent and the game looks pretty I'm fairly happy.

A good idea when approaching X Rebirth is to embrace modding. The support of Steam Workshop means you can easily pick and choose features, removing things you don't like about the game and picking up new features generated by modders. Check out my curated collection of mods below for a number of improvements that save time and improve the game by adding handy new features, immersive changes, and the removal of annoying ones. One mod I can't support enough is the capital ship bridges mod—simply brilliant.

Remember there is no such thing as a "modified" tag in Rebirth, modding doesn't ruin achievements and Egosoft intentionally made the game easy to mod and added Steam Workshop support, they almost expect us to mod our games and personalise our experience, this means Egosoft can realise their artistic vision of what Rebirth should be and the gamers can have ours—we all win.

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389 of 517 people (75%) found this review helpful
118.5 hrs on record
Posted: November 6, 2014
After a year of bug fixes and added features, this game starts to come nearer to an entity like it's predecessor, but in it's own right.

It's now playable, I haven't gotten the game breaking save bugs and other random crashes that were plaguing my initial attempts to play this game.

(Edited with later game experiences within parenthesis)

The Goodish

I myself personally enjoy acting like a commander of a large fleet sending my ai companions into battle to kill off or be killed off by large xenon and pirate capital fleets. This is where the game shines to me in comparison to previous X games. If you don’t enjoy watching things unfold from the sideline and only enjoy the flying around capturing new ships to use part of the old X games for yourself I’ll stop you here and not recommend the game to you, unless you like having them alongside you then by all means proceed.

Mining is vastly improved though! <<< Like really a hell of a lot better mining system. (still not required for a successful game experience, highly recommend it when you have the extra cash, at least from an automated standpoint when you need to supply your own stations with materials. Otherwise continue stealing freighters)

Fewer menu trees (though it’s only good in theory because the automation isn’t there so you just have to hope there is a command you need in whatever situation you got into… if you’re doing combat mission don’t forget to remove your mining ships from your squad)
(I’d of prefered more menu choices with less of a hierarchy from X3 so that they weren’t hidden away.)

Space Graphics… don’t look inside unless you want a dollar and old toffee candy.

The Disappointing;

The bad things that I see in this game are mostly from a lack of automation available to the player in the old X games and missing fleet commands that really weaken the whole spin on having one ship through the whole thing. --If I have to spend 10 min sending orders to trade out, that’s not a better trading system in my book it’s a depreciation of something that was much better in the old X games.

Player Stations I’m really disappointed that they are limited to defined areas within zones, the ability to set-up outposts anywhere in X3AP was so cool and satisfying that as I write this I almost feel like hopping over removing tubes and starting a real empire. That being said I do prefer the new player station system as a whole, but the lack of freedom here brings it down to a level below it’s original roots with station complexes. (After getting more hours into the game and scaling up my own economy, I really must say that the game falls way short here, I like the scaling of the stations but the building and expansion of improvements takes far too long and I don't feel like running my computer for 7hrs+ just to have a single section build waiting on supply bottlenecks because my other stations and traders are busy)

Earning cash as a whole just seems so backwards in this game that I can’t even begin to describe my disappointment in this area. In what sense should I have to spend 7-8mil to buy a ship that does an actual economic activity only to make 250k an hour when I can just go long range scan for 15min get lucky and make 1.5mil off 100 crates of station trash items. (Adding in there are really only 3 things you can do for cash, long range scan, board ships, and board ships. For a game speaking of economy as an integral part of the gameplay experience there seems to be a lack of reward for doing the most basic economic tasks in the economy, the way it is currently set-up owning mining or trading vessels is a waste of cash and you must essentially own your own economic empire to even think of making a penny from station building since you can't make a profit because of what for me seems to be a set demand basis from the other factions with their preset number of stations, they need to build more stations in zones and expand against you and other factions)


Anyway I don’t recommend Re-Birth over X3AP or over any game really for that matter at this point. not worth $50, but if you could get 75% off or something huge go for it.

(After putting a good solid playthrough at 50hrs into the game and scaling up to the point where I had multiple combat fleets the game just feels stale, There isn't the threat of a true pirate menace, my biggest woes are managing an economy between my personal stations and assets through a few god awful menus, or commanding a fleet to jump in or out of combat zones as I wreck, or get wrecked, by the npc faction I feel like killing at any moment. When the ships do get into fights it's a pretty beautiful light show, but that's about all it has going for it at this point. It's fun for a bit, but after the first few station sieges and capital battles you're just grinding in a single player game to grind. You can't effectively manage the systems you take and you can't produce new factions of resistence to your mighty fleets.

----I'm quite peeved that I can't command Xenon I's which I consider the most beatiful ships in the game and the producers of some of the better laser light shows when carriers and destroyers jump in.

What Would Improve it!
This game could be better with an overhaul to the menu choices and npc faction ai, micro and macro level ai combat and economy, something that allows for recognition of a certain asset level allowing for new diplomatic options with the factions as an equal, or something to that extent, allowing for a scale up of fleets sent at you or to assist you in zones that you have influence over determined through % assets in system

Better Ship Designs --- Why are "half" the ships that are flyable freaken flying Y's that's great and all but I like where the designers went with the xenon I sleek and tons of guns. If I have one ship I better be getting one helll of a show.

Less congested menus, maybe even more of them just less hidden trees of menus, I don't know, but as it is now it's rather annoying. It's like there was no change from the previous games with the continued use of hidden menus. It wasn't a problem in the old menu system of too many menus it was the hidden options, at least for me, that caused the problems.

Trading needs to be automated beyond station purchases, I am going to advocate for an exporting trade option beyond inter station purchases of my own assets. ....unless I somehow missed this and it's a hidden option i'd like to be able to set a trader to export finished products rather than wait for my station to lower the price of its' goods. pricing sliders solves this issue

Fleet Management and Supply --- Really needs to be better
I want sliders for automated purchasing amounts of drones and ammo with fleet managers that have accounts, as it is now I can only manage one fleet at extremely poor efficiency time wise, literally takes me 2hrs to get all my ships repaired, stocked, and all while making sure they are in the right places.)

...Might Update as I play more, if I play more and flesh out more of my experiences with newer updates or if I think of more issues/positives. --updated after another 30hrs for a total 89hrs (left the game on over night twice to build stations subtract 12hrs, but I count that as actively playing)

note I'm probably done playing until the expansion release. I'll be starting a new save to get the experience fresh to add to this and any other projects if there are any changes that will affect the early low free capital gameplay.

current review after patch 2.51
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137 of 218 people (63%) found this review helpful
1 person found this review funny
18.7 hrs on record
Posted: October 30, 2014
So I bought this game on Release day, and I have been putting off doing a review for it this whole time. I'm a veteran of the X series of games, and familiar with the development cycle that Egosoft implements. Their games are deep, and complicated; and while this one goes in a rather different direction, it is no exception.

It's just that as it was released, it was a pile of alpha code that was being charged a premium price. And really, I can't really advocate that pattern of behavior. But I do accept it, because Egosoft follows through.

They could have just given up, as a company like EA, Sony, Microsoft, or Activision would. Just leave the game as a failure and move onto something more profitable. But Egosoft continues to work on the game, refining it and polishing it to a point where it meets the expectations set out for the game in the first palce. Is this the best way to develop a game to 1.0? No. And make no mistake, what is 1.60 according to Egosoft is really 1.0 according to the fans of the series: The first version the is the full game, released as promised.

But it is here, and it is a good game. Again, not without flaws, but it is now a worthy member of the X series of games. And anyone who enjoys these types of space games is going to get their money's worth from X Reunion.

Just a final note about the reviews: Most of those negative reviews come from the initial release of the game, where it was more or less universlly panned by a righftully-dismayed crowd who purchased it. But look at the recent reviews! Now that the game is fully patched up, it is getting mostly positive reviews, and people who might otherwise reject this game becuase of that review ratio should please take note of that fact.
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78 of 124 people (63%) found this review helpful
1 person found this review funny
388.6 hrs on record
Posted: December 29, 2014
As a fan of previous X games, I pre-ordered X Rebirth and started playing it within minutes of release. Like many others, I was struck both by the sweeping changes to the “X” formula established in the preceding few titles, as well as the horrid, god-awful, soul crushing bugs and technical hang-ups.

I invested approximately 180 hours in the first couple of months, doing my best to study the universe and bludgeon my way through the infuriating campaign, and after doing so (the dev’s released a steady stream of patches through this period, turning the game from utterly broken to sort of kind of maybe just a little playable), and my private verdict to my gamer-y friends and family was “Do Not Recommend, Stay Far Away!” Which hurt a little, because I could see the game’s potential glimmering far down in the deeps.

I think the thing that troubled me most back in those early days was the fact that even if you got past the bugs, which many did by editing game files, the new universe was essentially simplistic and lifeless. Even if all the game’s systems worked flawlessly (and they didn’t, not by a long shot), there was really no point in playing because, in my opinion, the universe and the mega-stations that looked so darned pretty from a distance, were essentially just empty shells, no more interesting or compelling than glittery Christmas ornaments on a well dressed up tree.

Now fast-forward a year & umpteen patches later to the release of v 3.0 and the expansion Teladi Outpost.

What a difference a year makes. After letting the game gather dust since early last January, I finally re-booted and started a new Free Play session and dove back in. Right away, I noticed a plethora of changes, ranging from cosmetic graphics enhancements to radical shifts in the design of the game’s UI and underlying mechanics, most of which a very vocal crowd had screamed to the rafters that the dev’s either couldn’t, or wouldn’t, change a year earlier.

-The menu had been switched from a cumbersome, un-intuitive radial style menu to an easily manipulated sidebar style menu, one that was lightning fast to navigate and cool as all hell to look at. Contained within this menu was a newly redesigned map, complete with two different information modes, and a wealth of new tools for tracking and maintaining my property.

-Now there was a reason to actually go into the stations other than to crawl around inside their air ducts: to find loot that was useful for crafting items that was either worth a ton of money, or even better, could be used in exchange for virtual seminars (training videos that could be applied toward your hired officers, increasing their various stats) or even better yet, hiring permanent Trade Agents on any given station who would constantly update your trade computer with current buy/sell offers from that station, the XR equivalent to X3’s Advanced Satellite Network.

--Haulers/Traders from far off systems now populated the universe, such as the factions LI or PMC from Albion trading with stations in Omicron Lyrea, or Canterran vessels docking at the No Limits Spice Farm in Albion space. This had the overall effect of making the universe seem a lot more meaningful and bringing it to life, for me.

--Faction owned destroyers patrol and react to threats and many haulers travel with either fighter or frigate/destroyer class escorts, and the player is free to assign these kinds of escorts to his/her haulers, too.

--Redesigned mission offers & rewards; now there is always something for the pilot to do, patrolling zones and engaging in frivolous but fun dog fights, protecting stations, sabotaging rival factions’ stations, etc. These missions are plentiful and updated regularly, and function not only as a means to put some credits in the players account during the early game phase, but also to build faction rep for the later stages when the player begins to build their trade fleet/station network.

--There are now ways and means to order your squad around that actually work pretty well. Not exactly fleet management, but getting there.

--The ability to place stations anywhere I liked.

--Small shipyards open for business! More capital ship choices for purchase in general, as well as an overall increase of the types/styles/configuration of ships in the galaxy.

--Redesigned highway travel. On this note, I’d just like to point out that with the release of the Teladi Outpost expansion, Egosoft is now introducing a whole new style of sector to explore (new to XR): in Teladi space, you are given a huge area to explore, filled with hidden lockboxes, interesting new stations and nebulous electrical storms that obscure your view and potentially damage your ship, and you are not given any highways to show you the way around. This seemingly small touch does a lot to increase the sense of mystery and epic adventure that was missing from the initial release, essentially forcing the player to explore again.

--Most bugs have been squashed, leaving no game-breakers that I could find. That is not to say that XR does not have bugs, I’ve found some ranging from irritating to downright aggravating, but in all cases they were minor and easily ignored.

I could go on and on listing the improvements, but I think I’ve made my point clear that the dev’s have been hard at work tightening up their systems and introducing new content. I’ve got roughly 100 hours into v 3.0 and I feel that I’m hardly scratching the surface. The bottom line is that they’ve created a rich, compelling, beautiful space-fantasy for the player to become engaged with and tinker about in, a universe that can easily gobble hundreds of hours of the players time.

The best way to approach X Rebirth is to just enjoy it for itself and not hold it up in comparison to it’s older siblings.

Final verdict 80/100
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85 of 144 people (59%) found this review helpful
491.5 hrs on record
Posted: December 11, 2014
3.0 is out, I can definitely recommend.


-long-termed enjoyement

-deep economy, station building and management

-massive capital ship combat

-extremly immersive, extremly personal: you really feel like the pilot of your ship and leader of your empire

-loads of playstyles, like TRADER/MANAGER, BUILDER, MERCENARY, MINER but also SMUGGLER, PIRATE or CORSAIR... Or mix of all.

-very fluid gameplay - there are no loading screens, everything feels very fluid and natural, especially ship movement and menu navigation

-UI is quite easy to use (for me at least)


-when you assign a ship under station, it will automatically bring needed wares - there is no way of telling the ship which exact resource it should bring (they sometimes bring stuff that is not really needed - or needed stuff is ignored, and other resources are brought)

-there is no way of forcing your managers to use your own budget (watching manager budgets can be annoying if you have many stations, especially in private stations)

-some people don't like to be limited to one ship (but then again, this is one of the main features of the game, it's something that was never promised, we knew that there's one playership for two years before the game was even released, so this is truly meaningless)

-some people might expect more upgrades for playership

-performance could have been better

-some might find the playership flight physics very arcade-ish
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39 of 61 people (64%) found this review helpful
1 person found this review funny
11.9 hrs on record
Posted: March 14
Despite having been released over a year ago and receiving many patches, the game still severely underperforms on high-end hardware and does not have compelling gameplay. Expect to spend 80% of your play time flying back and forth through transparent space tubes, 10% flying around space stations within 10 meters of the hull to scan information points and giving trade orders to your ships, and the last 10% pew-pewing spaceships with one weapon at a time.

Here are some of the game's shortcomings:

  • Boring gameplay consisting mostly of flying through space tubes, as if you're playing some sort of public transit passenger simulator rather than a space game.
  • Vastly fewer weapon options with no ability to fire multiple weapons simulatenously.
  • You can only pilot one ship unlike previous games, where you had hundreds of choices in many ship categories, from scouts to carriers to freighters.
  • All objects in space are inexplicably surrounded by protective bubbles that absorb all damage from collisions, making the few precious moments spent outside space tubes even less exciting.
  • A lot of tasks needlessly require the player's presence, such as chauffeuring ship officers from stations to the ships where they are to work.
  • When talking to NPCs, you must wait for them to finish talking before your commands take effect, given the fact that a particular zone may have dozens of NPCs of the same type offering their services, this makes finding specific goods very annoying.
  • You are forced to use a cockpit, wasting 30% of your screen on what is essentially a static model with some flashing lights here and there. A discreet HUD overlaid on an unobstructed view of space would be vastly superior for many players.
  • The draw distance is depressing, with objects conspicuously popping in as you travel inside space tubes.
  • The 4 different sectors are basically palette swaps of each other with a few cosmetic differences (a cracked planet here, some space debris there, etc).
  • The script and voiceovers quite obviously weren't done by native speakers, resulting in strange and immersion-breaking dialogue and pronunciation.
  • Character models and station interiors are very low-quality.
  • The Teladi look like E.T. the Extra-Terrestrial. This would be funny if it weren't so tragic.
  • Your co-pilot's jumpsuit has an embarrassing boob window that betrays a lack of respect for the playerbase.

The game does feature a few improvements, however they hardly justify all its shortcomings:

  • Capital ship components can be damaged individually, adding depth to capital ship combat.
  • More piracy options, now you can not only extort and salvage enemy ships, but also hack them to release cargo.
  • Station complexes now exist as superstructures rather than individual stations connected by spaghetti strands.
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45 of 74 people (61%) found this review helpful
1 person found this review funny
34.9 hrs on record
Posted: February 28
It was an awfully bad game at launch, which i swore never to play again.

But now more than a year later, i have to admit the devs turned things around and made it an amazing game.
This game definitely deserves a second chance

- no more technical problems, high fps on modern pc's
- beautifully rendered space stations, vibrant environments
- UI has been improved a lot, much faster and more detailed,also less clutter in the cockpit.
- character models are much better now
- missions are more varied
- the economy is indeed fully simulated now

I just wish the devs had postponed it's initial launch, because X Rebirth no longer deserves such harsh reviews and low scores
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19 of 27 people (70%) found this review helpful
1 person found this review funny
63.7 hrs on record
Posted: March 15
As a player who can barely get into the other X games, I was kinda worried about getting this game on release day. 1 year and a half later, this game goes on sale for 15$ and they even offered a free weekend period for the skeptics. I decided to jump in, and I was extremely pleased with what I found:

-The most immersive space game I have played, second only to Freelancer ( I miss you Freelancer :'I )
-Actual effort in the soundtrack!!!! (God, I can listen to this all day)
- U.I. that is more friendly than past X games.
- Hiring and assigning employees is easier than ever.
- The economic system has depth, making this game a great simulator.
- The ships and stations are all eye candy, adding to the rewards of exploration.
- Combat, while not as creative as Starpoint Gemini, is still satisfying and epic!

Sidenote: The fact that you can control only one ship might ♥♥♥♥ off a few people, but I find that it contributes to the personal side of the experience.

Other than framerate issues, I haven't experienced many negatives in this game (yet). I will update this review accordingly.
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11 of 15 people (73%) found this review helpful
155.9 hrs on record
Posted: April 1
150 Hour review,

okey so i've been playing X-rebirth (on steam) for 150 hours now so thought why not its probably time to write a review for the game so others can see what its like. the first thing to get out of the way is NO this is not X-rebirth 1.0 that sucked and was almost umplayable and missing a lot, i'm playing on X-rebirth 3.51 atm and they have truely turned the game around and its pretty much amazing now.

What i love about the game
The thing about x-rebirth that i love is how massive the world is and the fact it is all rendered in real time with all of your owned ships, you can be just wandering around a station collecting stashes while one of your stations is receiving wares on the other side of the galaxy, or one of your patrolling ships encounters a xenon that wondered into the area. the world never stops and waits for you to finish a mission or to catch up to someone your following to continue like it does on so many other games and thats one of the things i love about it.
The other major thing i love is that you control all of whats happening from your one ship, the Albion skunk you can start as just a little ship doing all the work yourself to managing a giant fleet, or a trading empire or whatever you want and its so imersive in that sense because you don't just instantly get these things you have to find ways to get the money to buy a construction vessel to start building a station, be it slowly with missions moving cargo or transporting people, or by accepting missions from the pirate factions and getting several million by causing mass chaos (at the downside of turning factions against you) you can do whatever you want.

What i hate about the game
Honestly the only thing that bugs me about the game is how they haven't been able to go as far as they could of with the whole idea of the economy, yeah each faction has its own funds and stations and resources and stuff but theres still instances where it feels like ships spawn in out of nowhere instead of being built, like with some of the pirate factions in the game, they have their own stations yes but they are in now way capable of building ships or making money to supply the pirates? and the pirates don't actually raid trade shipments, they attack it then if they win they just fly off and look for another one. i can't help but feel that they could have done more with that so that pirates actually had to attack people to survive and if you fought them off enough or launched attacks on their outposts it would slow them down or eventually destroy that faction. since you can make giant empires and have fleets of 50 ships easily but you cant seem to stop a group of pirates.

the only problem with the game changing so much is that when you search google for guides and stuff they are all for older versions of x-rebirth, or the wiki's are no longer up-to-date because the people who were working on them have long since given up on the game as have many fans because of how long it has taken them to get a nicely working version of it. it's also majorly effected the game's rating and put off a lot of new gamers coming to play it, but trust me this is not the same game it is a epic trading/empire/war simulation.

with the prospect of mods now aswell you can completely destroy people's stations and help some factions build more of their own, the mods have added a tonn of content to the game along with what there already is in it so i do recomend checking them out.

Overall, if you like actually thinking about a game then get this xD its whatever you wanna do kinda game and worth the cash, if you wanna get nitty gritty into working out different productions and sabotaging other companies so your's will be able to sell stuff at higher price you can be that kinda player, but if you just like flying around shooting stuff there is that too, whatever kinda playstyle you have you can make your way in x-rebirth
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19 of 31 people (61%) found this review helpful
2 people found this review funny
41.2 hrs on record
Posted: March 14
Short Review:

One of the most astonishingly beautiful pieces of crap you'll ever see.

Long Review:

I really wanted to like this game, I loved all the other games in the series and played the hell out of them, in spite of their massive learning curve they were extremely enjoyable because learning to play them felt like discovering how to play them.

Rebirth is a glorious looking game based on a flawed development plan. Were they making a game where you control lots of ships or just one ship? What was the point of walking around on a station, was this supposed to be like a shooter or something? Everyone looks the same and trades different wares, but all this serves to do is make the simple act of buying and selling enormously tedious. The previous games had a relatively simple interface for trading, managing your ships, and viewing the map, these things are all convoluted and cluttered in a series of menus which aren't really explained.

Beyond that, there's really not a lot of fun. The main quest for example has you build a URV forge at one point but the build process requires materials you can only buy from a hostile faction. Okay so go pirate and steal what you need, right? Well not exactly, in my game Fusion Reactors just weren't being traded anywhere, I guess if I let the game run non-stop over a period of several days the economy might right itself, but I ended up just altering my save file to get on with things. What ended up happening is the URV forge completed but required me to provide a mining ship. I go to purchase a mining ship which must be built first, so I build my mining ship and nothing happens because, again, it's missing some resource to finish building it.

If you fell asleep during the description of gameplay in that last paragraph I wouldn't blame you, the quests are just that boring, I wanted to love this game but it finally occurred to me that I wasn't having any fun playing it. It's a beautiful game no doubt, but honestly if they just took the previous X games and slapped these graphics on them that would have been great, it would have been released sooner, with fewer bugs and higher reviews. You're given very little instruction about how to play the game and you'll find yourself spending more time in Google looking things up than you will blowing up badguys.

As far as the combat goes, well you have the option to auto-aim at everything which makes it boring OR you can turn off the auto aim and try to manually aim but the weapons don't track very smoothly and you'll find the simple act of killing an enemy a frustrating endeavor. Adding to this, some ships like corvettes don't even have a lead indicator but maneuver like fighters. There are some great mods out there, the capital ship bridge mod for example is so wonderful that you have to wonder why it wasn't included with the game, but overall I've noticed that modders tend to abandon their work due to frustration with the limitations of the game engine, This can lead to corrupted save games and having to start over but more often having to make do without mods you had come to enjoy.

I really wanted to see a better end-game played out, the possibility to conquer whole sectors of space and wage huge intergalactic wars, I wanted to see a smoother interface and tighter fleet management, the ability to control my wings of fighters and carrier groups against large scale invasions, the ability to lead a squad of commandos in an exciting, if rudimentary, boarding action on an enemy starbase or capital ship. Maybe those things exist somewhere to some degree at some point in X Rebirth, but I don't have the stomach for all the endless tedium one must endure to reach that point.
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7 of 9 people (78%) found this review helpful
48.6 hrs on record
Posted: April 6
X:Rebirth is a fascinating mess. I did not play the game at release or anything near to it, so my review is in regards to the game circa early 2015.

X:Rebirth is a many-headed hydra, where each head does not fit well with the others. Presumably to reduce the reliance on menu's seen in previous X games, X:Rebirth features a 'walking in stations' system. At no point does anything you do while walking in stations add anything other than a terribly looking character to your game experience. As soon as you figure out how to do the same thing via menus, you will. It is faster and more aesthetically pleasing.

The core of the game is an economic empire simulator with the player as a trader CEO who for some reason also engages in combat and exploration. All of this is accomplished from one ship that has a paltry number of upgrades that only require vast wealth to acquire. The control of underlings is accomplished through a terribly poorly designed ui that requires repetition of multiple clickthroughs to achieve even the most simple of tasks. Reassign a fighter from one wing to another? Requires comms to the pilot, choose how to assign them, pick their new superior, and then you are actually forced to wait while their confirmation dialogue plays. All this could be accomplished through a single drag-drop, but not in X:Rebirth.

The space part of the game looks great even without mods, but most of your time is necessarily spent flying around stations. Although the stations have a wonderful diversity compared to say Elite:Dangerous, no one really wants to spend hours and hours flying around them. Yet you must in order to discover trade opportunities, missions, and the discounts that make trade profitable.

Even with a fair amount of modding to reduce the tedium of things like scouting stations, I still found myself bored and frustrated by ~70% of the campaign. I also ran into a game breaking bug that apparently others have not experienced involving a full stop in campaign progress due to a missing NPC. I had kept hoping that at some point the tedious exploration, lackluster combat (I think 90% of my missiles missed no matter the type I used) and poorly voice acted story would evolve into a fun trade empire simulation, but, for me, it never happened.

Even at a reduced sale price, it is hard to justify the purchase of X:Rebirth unless you give Egosoft a lot of credit for aspirations rather than accomplishments.
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34 of 61 people (56%) found this review helpful
451.2 hrs on record
Posted: December 13, 2014
Version 3.53 :
Egosoft has finally made X Rebirth a proper X3 sequel! Although X3 Terran Conflict (TC) and Albion Prelude (AP) are arguably better games for many reasons, X Rebirth is finally in a state that is worth playing. It's not perfect – there are still many graphical issues, performance bottlenecks, and annoying restrictions that keep the game from being great, but it is worth 15 or 20 dollars if you find it on sale for that price.

For fans of X3 and the series, it is worth coming back to and trying again. I waited until 3.0 to get back into the game since its disappointing release. It wasn't unexpected that release day would be problematic: There was plenty of evidence that this happened to prior games in the series and that Egosoft added many features post-release that should have been available on release day. Still, despite how bad the game was when it came out, Egosoft has written the wrongs right. I never had any doubt that they would get to 3.0. But for those who are still bitter about the release: Their anger is justified, however, outdated. X Rebirth has had a second rebirth.

Why does this game now deserve your time? It is probably the easiest X game in the series to get started with. Unlike the other X games, the story/tutorial does explain most of what you need to know in the game(although the campaign gets frustrating at times). Egosoft recently posted videos explaining advanced features that I would have never been able to figure out on my own. The missions are also more friendly, giving you the ability to make money early without drudging through 50 hours of poverty trading energy cells. The combat isn't the best part; and I find that exploration is lacking a bit as well. So if those two features drew you to this game, get X3TC or AP instead. This game highlights station building with an emphasis on building an empire as well as trading and building a fleet. Station building is the only feature I can definitively say I like more than X3. It is my personal favorite part of the X series, and it may be the reason I end up playing X Rebirth more than the 1000 hours I put into X3.

If you are new to the X series, you may want to move on to X3 TC and AP if you're looking for more fun and more challenge after X Rebirth. AP is also easier than TC, so that game may be a preferable next step. I would recommend playing all these games with a joystick though. I use a yoke myself, and I find that much more immersive. You may also want to run the soundtrack for X Rebirth in the background -- it is absolutely awesome but half of the music doesn't seem to appear anywhere in the whole game.

In the end, this game isn't worth 40 dollars. It probably isn't even worth 30 unless you've already paid 300 bucks for a ship in Star Citizen. I'd say buy it if it's under 25 if you're a space genre fan or empire builder. This is just my opinion of course; I preordered the collector's edition. I have no regrets though. It was worth it for me.

Note: The Teladi Outpost DLC is a small addition of content, probably worth 3 to 5 dollars. It's nice to explore and build in a new region of space.

My opinion and final thoughts: This huge game was made by a small developer, which inevitably means it's very rough around the edges. It's my opinion that most people who gave this game negative reviews think that it had a development team as large as Skyrim with a massive budget. I read many times about how X Rebirth (the game) was compared against Star Citizen (the idea), and somehow Star Citizen won almost every time. I find that line of thinking to be completely irrational. And I'm hard-pressed to find a game on steam that received lower ratings than X Rebirth (27% in 2014), even amongst games that were abandoned by their developers. X Rebirth seems to be the game that appeared at the wrong place and the wrong time.
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3 of 3 people (100%) found this review helpful
8.8 hrs on record
Posted: April 12
I really wanted to like it, I really enjoyed previous entries in the series but this one just falls so short in so many ways.

One example of why I can't stand X:R would be fast travelling, instead of having simply zoning or jump gates there's this highway system that's a bit like a drain pipe you have to fly around in. It's effectively its own minigame and it sucks. When I'm in it, I can't clearly see the boundaries, when I don't want to fall out of it I inevitably do, when I do want to fall out of it I struggle too do so. I don't need simple fast travel navigation around the world to be it's own minigame. I'm here to fly around in space and shoot and loot stuff. Not to struggle and get frustrated just trying to get from point A to point B so I can participate in story line content.

I feel pretty much the same way about walking around stations as well. I'm not here to play 'wander the station looking for relevant NPCs and random piles of cash hidden about a station". I'm here for the sci-fi space ship sim. Quit trying to take me away from it, or if you're going to do so make sure it's in exchange for truly fun and interesting content and not just a thiny vieled time sync.
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6 of 9 people (67%) found this review helpful
158.9 hrs on record
Posted: March 15
There is...nothing wrong with this game. It's actually a really great game; the devs seem to have accomplished what they set out to make. I guess the bugs were super bad in the earlier versions, but I've encountered very few, and they aren't the type that make me frustrated or ruin an experience.

It's a pretty sweet single-player space-cowboy sandbox game. Watch the trailer to see all the neat stuff you can do in it, because I'm too lazy to list it all. But there is a lot of cool stuff. Tradin stuff, explodin stuff, bildin stuff, explodin bildins.

So yeah I just wanted to set the record straight about whehter or not this game is good. It's good. At least it is now. Ignore the low review score. It's worthy of 98%.
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6 of 9 people (67%) found this review helpful
96.4 hrs on record
Posted: March 16
I never played an "X" game before, which will make this review of more use to those of you who also haven't and just want to know if this is a good game, and less use to those of you who have, and want to know how it stacks up to its predecessors. I thought I might start with an anecdote.

Tasked with building a space station in an ally's territory, I only needed about 60 fusion reactors to complete it. I searched every sector for it, but nobody was selling. I soon found out why: these were only being produced at 3 stations and my enemy, the Plutarch Corporation, owned one of those and was buying every reactor that came off the production lines at the others. So what's a poor rebel to do?

Raid their shipments, obviously.

I waited several kilometers away from one of the factories with my cargo freighter standing by. After seeing a Plutarch ship dock and then pull away, I scanned its cargo, revealing that it was carrying my coveted fusion reactors, I made my move.

I used my dumbfire rockets to quickly disable its engines and warp drive, then went to work on the main hull. This was a long process but I found a safe spot just behind the engines where I could go to recharge my shields. Woe to the unwary freighter that travels without fighter escort.

The freighter destroyed, I tagged the cargo for my own cargo ship to pick up. As a swarm of drones buzzed toward the remains, I spotted a Plutarch destroyer in the distance. Several seconds later it was apparent that it was headed straight for me, most likely in response to my little Space Pirate schtick. I had no means to fight a destroyer, but I did tangle with the wing of fighters it sent ahead of itself in order to protect my cargo drones. As the last drone made it safely into the cargo bay, the destroyer began to open up on my freighter. It's a hardy vessel but it wouldn't last long under that hailstorm of fire. I ordered the captain of the freighter to get us out of there, then swung my craft around to the front, briefly exposing myself to the destroyer's fire to dock. I watched from the deck as lasers streaked across the sky and missiles exploded against the hull, hearing the faint sound of the frieghter's jump drive charging up. Moments later, explosions were replaced by silence. The jump had taken me and my freighter hundreds of thousands of kilometers away, with our precious reactors safely aboard (and with no load screen in between).

I chose this little anecdote because it perfectly encapsulates X: Rebirth's interacting systems of trade, construction, and combat. But I neglected to mention a few details.

During this whole scenario, I encountered a massive drop in framerate that persisted until I left the zone and returned. The game crashed inexplicably some time after I transferred my wares. I originally tried boarding the freighter, but found that while 8 marines was plenty to take a destroyer in an earlier story mission, a full complement of 50 marines was totally incapable later on of capturing even a much smaller freighter than my target. The station repeatedly reminded me that my rash behavior "isn't tolerated in these parts," but apparently forgot to attach a consequence to their threats. Even now I can trade with that station as with any other. And the whole excursion was made necessary because my previous shipment of some 114 fusion reactors inexplicably disappeared from the freighter's cargo holds--the freighter made it, the goods didn't. It still had the order to transfer the wares to my construction ship in its queue. Upon deleting and reissuing the order, a message told me that it had no fusion reactors in its holds. Gone into thin air.

My point is this: At its best, X: Rebirth is the most full-featured, exciting, strategic space sim available that I know of. Though dogfights are a little awkward because the smaller spacecraft are so maneuverable, combat overall is exceptionally exciting. The game has made me think in terms of real logic (how can I acquire this good by any means available) as opposed to game logic (how can I exploit this system to get 1000x as much as I'll ever need). It appears, so far as I can tell, that the entire game is driven by a real economy: goods cannot be used until they're produced, and producing these goods means someone has to mine them, extract them, refine them, and manufacture them. This creates a living world unlike any I've ever seen before, and when I close my trade console and nudge my throttle forward (I use a Saitek X52 joystick) towards the next station, or merge into a highway and switch on the auto-pilot while I give orders to my fleet, I really feel like I am there, interacting with a real world in space. Seeing a station suddenly pop into view as I exit the space highway, or docking on one of my larger vessels while it jumps me across space (with no loading screens!) are experiences that just never get old.

At its worst, X: Rebirth continues to sport more bugs and headaches than are really excusable, especially with it being the fourth iteration in the series. You will encounter glitches. Your framerate will inexplicably drop to a crawl (only happened to me twice in 24 hours play though). You will experience crashes (save often). The story dialogue is fair, but most of the other conversations and text might have actually been written by a third grader (hearing a Marine Officer randomly chirp, valley-girl style, "Eww, slimy green lizardy things are everywhere!" is just bizarre, and some of the logbook entries are so poorly written as to be indecipherable). The game does not explain itself very thoroughly, and you will spend much time trying to figure out how many of its systems work (or don't work, as is occasionally the case).

I had great anticipation for this game's release, so I was very disappointed when I read that it was basically an unfinished product. The free weekend just recently spoke a great deal about the developer's confidence in the current state of their product, and I believe that confidence is justified. This is now a very playable, fully-featured game, and if you are patient and have a good tolerance for the occasional bug, it can give you some of the most fantastic gaming experiences you've had in years.
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6 of 9 people (67%) found this review helpful
20.4 hrs on record
Posted: March 14
After playing the game for a while I can tell you it needs serious work.

The trading is unenjoyable, the game doesn't help explain anything more complex than keybinds. Some might try to defend it saying it is a steep learning curve but that implies that the game attempts to help you learn. Tooltips on everything would be extremely helpful. If I would suggest anything it is a tooltip system like Crusader Kings 2 where it gives you the conditions to be met or a good description of what is being done.

The player faction AI is absolutely terrible. My ships don't even defend themselves, they don't attack targets which I tell them to, I have low ability captains but the option to "Train" them is never explained or available.

The UI is okay in some aspects and horrible in others. It would be nice to have filters for stations selling and buying certain products on the map. The map has the most problems as it is really unhelpful when you are trying to find certain buildings in space. That being said I've had a lot of problems buying things only to realize I bought it for the wrong ship, which coincidentally cannot actually sell anything because it has a lack of cargolifters. Maybe a prompt straight up asking which ship you want to use that isn't ignorable would be much more helpful.

Player ship combat is decent. There are a lot of different munitions to choose from for missiles but my main energy powered weapons seem very limited.

The minigames are simply stupid. Many times I've landed in areas that aren't "purple" and "scored" but sometimes I get it in the purple and the game still fails me. If this is the route you want your game to go then at least make it more defined. Honestly I hated the minigames the most.

Controlling other ships is mostly a hassle. Creating a station seems very important but it is woefully underexplained in the campaign "tutorial". Although the one thing I do like is docking in capital ships. That is awesome and I love how I can see the outside while it is flying me across the galaxy.

The voice acting for NPC's is god awful. Different lines are few and far between. It seems like whenever I talk to female traders they keep asking me if I want to see their boobs and my captain has expressed their joy in meeting me for the first time... for the tenth time.

Graphically this game is pretty decent. Not AAA material but good. Although the NPC models are extremely bland. It's like everyone is bald except for my energetic rebellious do-gooder copilot.

I have no way of really gauging how good my ship is compared to others except by looking at their armaments. What good is telling me how much flat damage my missiles do if everything is only measured in percentages?

Hireling skills really confuse me. What exactly is the difference between a 1 star and a 5 star? In a game governed by trading and numbers it seems this was an afterthought. Honestly a lot of the percentages and numbers in this game feel very meaningless. Like my cargo allows me to have so much m3 but I can only carry so much of one item. It should probably give more information about this in ship details.

The plot of the game is decent, but it really railroaded me along and it felt like that was the only thing that gave the game any meaning. Also, I changed back my ships name from Albion Skunk to Albion Pride but they keep calling me the Albion Skunk, probably should lock the ability to change the Skunk's name.

All in all the game feels very empty. I liked the premise but I don't like the feel of this game.
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7 of 11 people (64%) found this review helpful
1,969.4 hrs on record
Posted: March 28
Not everyone's cup of tea, not for the faint-hearted or impatient, not for those who can't move on from X3!

This game has come a long way since release with a ton of bug fixes, feature improvements and slowly but surely a growing mod community. Some of the fundamental design changes since the X3 games still haunt it - smalltalk is dull and irritating, customisation options are dumbed down, single ship, badly voiced and poorly scripted lifeless NPCs, slow slow slow progress.....

But - it's addictive and what does work generally works well - it looks beautiful on a decent rig, flight paths are very realistic, scale is huge.

Overall, I'd give it 7 out of 10 as of v3.50 but you can see the potential here and hopefully things will get better and better as more content and features are added.
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7 of 11 people (64%) found this review helpful
12.0 hrs on record
Posted: January 31
Please do not buy this Game until they have resolved the major issue of lack of proper UI. The trade and weapons screens I found to be Buggy and non-intuitive and even non-responsive at times, infact the hole game feels non- intuitive. For me it is a step back from the last decent game in the X genre series. Do not get ripped off by buying this game- the develepers are secound rate in my opinion. My major irritation is the fact that you have to Dock on a space port ( internally -they all look the same) and then walk about looking for a specific person to trade specific good types with. In the old series you would just dock, browse the Trade Forum board and make the deal/trade and transfer the goods with a click of a button. On the plus side there are a few new innovations ( Like the Sector highways, although even these do not feel intuitive, I mean they kind of blot out the view of infinite sapce and look ugly), did not get to find many innovations out as I aborted playing this game after around 4 hrs of trying and failing to get some sort of satisfaction.
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8 of 13 people (62%) found this review helpful
4 people found this review funny
18.6 hrs on record
Posted: March 14
In space, voice actors can't act for ♥♥♥♥.
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10 of 17 people (59%) found this review helpful
1 person found this review funny
177.2 hrs on record
Posted: February 22
One of the most fundamental things to fix that was broken in 3.10; Player Shipyards; Where you are unable to build ships; Apparently here it is 3.20 and STILL NO ♥♥♥♥ING FIX FOR IT.

While 3.20 has some decent fixes in it that were needed.

Egosoft call me when fix what REALLY needs to be fixed and is game breaking.
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