Take control of your own starship in a cutthroat galaxy. Elite Dangerous brings gaming’s original open world adventure into the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions.
Recent Reviews:
Mixed (1,134) - 58% of the 1,134 user reviews in the last 30 days are positive.
All Reviews:
Mixed (21,188) - 68% of the 21,188 user reviews for this game are positive.
Release Date:
Apr 2, 2015

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Includes 3 items: Elite Dangerous, Elite Dangerous: Commander Pack, Elite Dangerous: Horizons Season Pass

 

Recent updates View all (85)

January 19

Beyond Chapter One Livestream (18 Jan 2018) - Part 2 Recap

Hi commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the content discussed, read the notes below from designers Steve Kirby, Sandro Sammarco and Game Director Laurence Oldham.

Please note this is part two of three livestreams, for more details click here.

If you missed part one, check it out here.

Remember that all of these changes will be featured in the beta and could be subject to change.


PLANETARY IMPROVEMENTS


We have overhauled the surface material system for the rocky, high metal content and metal rich planets. We have pushed the system to get a lot more out of it, but this is just the first step towards further major planetary system improvements. The contrast and variation across and between bodies is much improved.

We also hope that these planetary visual improvements (with more surface level improvements coming later in the year) will also bring a new vibrancy to the Elite Dangerous galaxy, encouraging wanderlust explorers to discover far systems and planets.

The colouration of the surfaces now more clearly telegraphs the chemical makeup and volcanic activity of the worlds. In addition, binary rocky/metallic planets more accurately simulate having similar colourations from shared formation materials where appropriate.

We have a range of colourations for:

Rocky
High Metal
Metal Rich
No Volcanism
No Volcanism
No Volcanism
Low Volcanism
Low Volcanism
Low Volcanism
Mid to High Volcanism
Mid to High Volcanism
Mid to High Volcanism

See the visual improvements for yourself here: https://youtu.be/cGZ4GfR09uo?t=532


THE CHIEFTAIN
- [LLMSSS]

The Alliance Chieftain is a medium-sized ship that has been designed not only to dish out punishment, but to avoid it. Manufactured by Lakon Spaceways, the Chieftain is more maneuverable than ships of similar size and weight, and its combat profile means it can more than hold its own in a fight. The ship also boasts three internal military compartments, allowing the pilot to equip a shield cell bank, hull reinforcements and module reinforcements.

Important note: as there are no Alliance ranks, you will not need a specific rank to unlock this ship.

Get a closer look at the Chieftain and see it in action on the stream here: https://youtu.be/cGZ4GfR09uo?t=749

Brief Chieftain outfitting can be seen here: https://youtu.be/cGZ4GfR09uo?t=1815


TECH BROKER


Technology Brokers are dealers in new and rare technologies and items. These contacts appear in various stations across known human space and can generally be found in highly populated systems with a high security level. Visit tech brokers to see what items they currently have available and complete set requests to unlock these items by handing in the required commodities and materials. The addition of Technology Brokers allows pilots to acquire new items based on their personal narrative giving even more ways to play elite your way.

For more details about the new Tech Broker, check here: https://youtu.be/cGZ4GfR09uo?t=1956


TRADE DATA CHANGES


We are making changes to the commodities markets and the galaxy map to allow players to find profitable trades more easily in-game.

In the game at the moment, by default the galactic average column shows the average price of the commodity or rough profits from various stations where you have purchased the trade data from.

How trade data works in Beyond Chapter One:

  • Commanders will be able to select the trade data column header to enter the trade data overlay.
  • From there, you can select specific markets by typing in the system name or finding the system using the galaxy map.

    Important note: only systems you have docked in or scanned the 'Nav Beacon' at will display a result when entered, so the more systems you visit in the greater the amount of trade data you will have to use when looking for a potential profit.

  • Once a system is selected, as long as you have the trade data, a tab will appear.
  • Using this you can select which market in the system you want to display the trade data for.
  • You can now select whether you want to show export profits (the money you would make when exporting to the system) or input profits (the money you would make from importing goods from the system to your current market).
  • Once the parameters have been chosen, you can hit the OK button to display the data for the selected market on the commodity market screen allowing you to see what profits you could make on any commodities.

    Important note: profit given is accurate at the time of being displayed and can fluctuate when travelling to the chosen market.

  • The commodities market interface has also had a makeover with more information about potential markets displayed in the right hand panel. Supply and demand is now shown as pips instead of high (now 3 pips), medium (now 2 pips) and low (now 1 pip).
  • When you select a commodity, a confirmation overlay will open, allowing you to select how many of the item you want to buy or sell and then you'll be able to confirm the trade

Using the galaxy map for trade data:

  • You can use the same interface to access and use the galaxy map to select a target market. This is also available straight from the galaxy map tab in the left cockpit panel.
  • With the galaxy map open you can use some new configuration options to display trade data, find trades and select a market to compare with your current location.
  • New options are stored in the Map option under 'Map View Configuration.'
  • There is a new entry in this drop down called 'By Commodity'.
  • This will open up the new commodity search options
  • You will be able to select the commodity type and commodity that you are interested in.
  • If you already have a commodity in your ships inventory it will be highlighted with an icon, allowing you to see at a glance what you have onboard.
  • With a commodity chosen the galaxy map will display trade heat map icons within a 40 light year radius of your current position to indicate star systems that import or export that commodity.

    Important note: you can search for and look at trade data for systems further than 40ly, it’s just that the heat map has a set range so the icons will only show up within that range of your current location.

  • A Blue Diamond is a system that imports the item and Green Triangle is a system that exports the item.
  • Under the commodity selection on the left hand panel are also three new filters allowing you to set the icons to show:
    • Best import and export prices
    • Import prices only
    • Export prices only

  • With the By Commodity map mode selected, you can move your cursor over a system and select it.

    As mentioned before, if you have previously docked in the system or scanned the 'Nav Beacon' there then an expanded overlay will display trade data. But for systems that you have not visited, a message will be displayed telling you that the system's data is unavailable and how you can unlock it.

  • When you select a system, you will be able to scroll through each market in the system and see the per unit price of your chosen commodity on the system selection overlay. This will allow you to quickly work out the best locations to trade at (based on price).
  • Below 'import/export price' there is a new selection of filters. Using these filters you can find the best location with the best price to suit your ship and cargo.

    These filters are as are:

    • Landing pad size – This allows you to see what landing pad sizes are available at the Starport.
    • - Distance from star – This allows you to filter between market a short, medium or long range from the main system star.

  • We have also added another new button on the system selection overlay: mark market for comparison. This allows you to show the trade data from your selected commodity market to the commodity market at your current location (instead of displaying the galactic average.)

Trending trade route data

We have also updated the trade data routes in the galaxy map to now show trending trade routes used by commanders and commercial pilots. Using these filters can, alongside the various commodity filters, help commanders get a clear view of who is trading what and where in the systems near to you.

Ultimately, we hope these new tools will make it easier for players to find the best trades, while also encourage them to explore and visit multiple systems to unlock new markets and potential profits.

For a full recap on trade data changes, watch the stream here: https://youtu.be/cGZ4GfR09uo?t=2258


MEGASHIP INTERACTIONS


Another change coming to this chapter of Beyond is the additional gameplay interactions that will be available at the various megaships found across the galaxy. As well as the simple data links and NPC ship scenarios we have added a new flow for scanning these and (in later Beyond updates) other large space objects.

Initiating Interactions:

  • Megaships will now need to be scanned with the data scanner before any of the interaction objects become interactive.
  • Doing so will release a scan pulse which highlights all interaction objects attached to the ship.
  • Interaction objects are added to the ships contacts panel and can now be targeted and interrogated to discover how to interact with them.
  • Some of interactions will utilise limpets of various types to allow you to activate, deactivate, damage, hack or simply operate an item. While others can be shot or scanned to interact.

Discover all of the new ways to interact with megaships in the beta, details here: https://forums.frontier.co.uk/showthread.php/399392-Elite-Dangerous-Beyond-Chapter-One-Beta-Announcement

One thing to note is that all current interactions are considered illegal, tying in with the changes to Crime and Punishment. These interactions provide criminal pilots new gameplay options as well as giving lawful players new locations to find wanted pilots.

In addition to the aforementioned interactions, we have tweaked the scenarios around the megaships to include a greater variety of criminal and lawful pilots, as well as crime responders such as police ships which we feel will add a bit more spice to these locations.

We have plans to add other interaction types and locations in later updates, so there will be more to come in this area.

For a recap on megaship interactions, check the stream here: https://youtu.be/cGZ4GfR09uo?t=3427
8 comments Read more

January 19

Beyond Chapter One Livestream (16 Jan 2018) - Part 1 Recap

Hi commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the content discussed, read the notes below from Sandro Sammarco, Lead Designer, and Adam Bourke-Waite, Senior Designer:

Please note this is part one of three livestreams, for more details click here.

CRIME AND PUNISHMENT


Another one of the changes coming to this Chapter is the revisions to Crime and Punishment, introducing crimes attached to ships, bounty changes and detention centers. More details can be found below:

'Hot' Ships


  • Crimes are attached to ships which cause them to become 'hot.'
  • Ships that are 'hot' have to connect to Starport services anonymously which limits their access to certain services.
  • Fines can be paid off at security contacts, but Bounties must be paid off using the Interstellar Factors.

Why we are making these changes:

  • Attaching crimes to ships allows provides more options for criminals. They can swap and store hot ships to avoid being wanted, but at reasonable cost (...which is that they’re not using the hot ship).
  • It also neatly closes off loopholes where Commanders would switch to cheap or free ships before allowing themselves to be detected and possibly destroyed.
  • This flexibility allows us to safely increase consequences for criminals: if the criminal continues to use a hot ship they may have to travel farther to find the port services they need.

Bounties and Notoriety


  • Fines no longer mature into bounties.
  • Bounties are no longer dormant.
  • Murder bounties are being revamped to include the following:
    • A fraction of the perpetrator’s rebuy cost.
    • A fraction of the victim’s rebuy cost.

  • Commanders will have a 'Notoriety' level:
    • It increases with each murder crime
    • It increases the rebuy cost fractions for both perp and victim
    • The victim’s rebuy cost is reduced by this amount
    • It decreases when a Commander is brought to justice.

  • We are introducing 'Power bounties,' which only apply to 'Power' crimes
    • Power bounties replace normal crimes for Power activities
    • Power bounties can only be seen and claimed by appropriately pledged ships
    • Power bounties do not follow the crime flow
    Why we are making these changes:

  • A reduction in crime states helps increase legibility.
  • We felt the bounties for murder, in general, were a little too low.
  • We feel its fairer that the perpetrator should shoulder some of the victim’s debt.
  • Notoriety ensures that some of the risks of crime cannot simply be shaken off by changing one's ship.
  • Power bounties allow us to have consensual PvP without unduly punishing those involved.

Interstellar Bounties


  • Superpowers will issue Interstellar bounties against Commanders that continually transgress against factions aligned with them. [INDENT][/indent]

  • An Interstellar bounty is issued once the credit value for all appropriate bounties and fines breaches a certain threshold.
  • Interstellar bounties are valid in every jurisdiction controlled by a faction aligned with the superpower.

Why we are making these changes:

  • We used to have these interstellar bounties in early Elite Dangerous and believe they add another level of consequences for serial criminals and help demarcate the superpower’s areas of influence.

ATR


  • When criminals repeatedly commit crimes in sucession, they will eventually draw the attention of special authority ships: the Advanced Tactical Response.
  • These are powerful enough to pose a real threat to any ships Commanders have, though they will not insta-kill you.

Why we are making these changes:

  • The ATR exist to prevent commanders from operating above the law and act as a soft cap on criminal activities.

Detention Centres and Respawning


  • When a criminal is detected and destroyed they respawn at the nearest appropriate 'Detention Centre.'
  • At a detention centre a Commander must pay for crimes committed in the jurisdiction where they were destroyed.
  • Leaving a detention centre a Commander is safe from other Commanders until engage their FSD.
  • There are Superpower detention centres for Commanders with Interstellar bounties.
  • Ships that are destroyed unrelated to crime will respawn at the nearest and safest Starport in the system if possible, reverting to the last port docked if not.

Why we are making these changes:

  • This change allows us to guarantee that when the authorities or bounty hunters are successful, the criminal must pay for their crimes.
  • The concept of respawning at ports within a system is less punishing and more contextually sound.

Miscellaneous Changes


  • Kill Warrant Scanner will reveal the single largest bounty.

For more details about Crime and Punishment revisions, check here: https://gaming.youtube.com/watch?t=742&v=4ocPr8DlBQs

WING MISSIONS


One of the new additions to Elite Dangerous in Chapter One of the Beyond updates is the introduction of wing missions. These are missions designed to be shared by up to four players. It’s one of the most requested mission features and we are excited to take out first steps into multiplayer missions.

On the stream tonight we showcased one of the wing missions players will be able to test in the beta: a wing delivery mission. This mission requires the player, and his wingmates, to deliver a large quantity of cargo units from one station to another.

  • In order to accept the mission, one member of the wing needs to access the mission board and select a wing mission, which are denoted by a special icon.
  • Once accepted, the player who took the mission can share it by clicking the share button on the mission’s entry, located in the 'Transactions' panel. Doing so sends the player's wingmates an inbox message and adds the mission to their own Transactions panel.
  • The wingmates can choose to then either accept or decline the mission invite in the Transactions panel.
  • Important to note: each player can only share one mission at a time, this means that with a maximum of four players in a wing, players can be part of up to a maximum of four active wing missions at any given time.
In the case of a wing delivery mission, players will be charged with transporting large quantities of goods from point A to point B. Previously, when taking a delivery mission, all the cargo would be placed into the player’s hold for them to deliver. However, as we are now dealing with larger quantities and missions involving multiple players, this added a new development challenge; we needed to add a way for players to collect and deliver part of the mission’s total required cargo. In order to facilitate this, we introduced the 'mission depot,' which allows members of a wing to collect and deliver any amount of cargo that they require for the mission.

The mission is completed when all the cargo has been delivered and each member of the wing is then able to collect their rewards.
  • All players who are members of the wing at the point that the mission is completed are eligible for the mission rewards.
  • Every member of the wing receives the same reward choices for completing the mission.
  • Wing missions are also using the new mission reward system, which provides players with three different, and roughly equivalent, reward packages allowing each player to choose which set of rewards they wish to claim. One of these reward packages will always be a credit based reward package.

For more details about Wing Missions, check here: https://gaming.youtube.com/watch?t=2807&v=4ocPr8DlBQs
2 comments Read more

Reviews

“Capable of delivering some of the best stories about spaceships you've ever taken part in”
86% – PC Gamer

“Satisfying handling that sets a new standard for any cockpit-based genre.”
8/10 – Edge Magazine

“Shining Bright Like a Supernova”
95% – The Koalition

About This Game

Elite Dangerous is the definitive massively multiplayer space epic, bringing gaming’s original open world adventure to the modern generation with a connected galaxy, evolving narrative and the entirety of the Milky Way re-created at its full galactic proportions.

Starting with only a small starship and a few credits, players do whatever it takes to earn the skill, knowledge, wealth and power to survive in a futuristic cutthroat galaxy and to stand among the ranks of the iconic Elite. In an age of galactic superpowers and interstellar war, every player’s story influences the unique connected gaming experience and handcrafted evolving narrative. Governments fall, battles are lost and won, and humanity’s frontier is reshaped, all by players’ actions.

400 Billion Star Systems. Infinite Freedom. Blaze Your Own Trail.

A Galaxy Of Wonders
The 400 billion star systems of the Milky Way are the stage for Elite Dangerous' open-ended gameplay. The real stars, planets, moons, asteroid fields and black holes of our own galaxy are built to their true epic proportions in the largest designed playspace in videogame history.

A Unique Connected Game Experience
Governments fall, battles are lost and won, and humanity’s frontier is reshaped, all by players’ actions. In an age of galactic superpowers and interstellar war, every player’s personal story influences the connected galaxy and handcrafted evolving narrative.

Blaze Your Own Trail
Upgrade your ship and customize every component as you hunt, explore, fight, mine, smuggle, trade and survive in the cutthroat galaxy of the year 3301. Do whatever it takes to earn the skill, knowledge, wealth and power to stand among the ranks of the Elite.

Massively Multiplayer
Experience unpredictable encounters with players from around the world in Elite Dangerous’ vast massively multiplayer space. Experience the connected galaxy alone in Solo mode or with players across the world in Open Play, where every pilot you face could become a trusted ally or your deadliest enemy. You will need to register a free Elite Dangerous account with Frontier to play the game.

A Living Game
Elite Dangerous grows and expands with new features and content. Major updates react to the way players want to play and create new gameplay opportunities for the hundreds of thousands of players cooperating, competing and exploring together in the connected galaxy.

The Original Open World Adventure
Elite Dangerous is the third sequel to 1984's genre-defining Elite, bringing gaming’s original open world adventure into the modern generation with a connected galaxy, evolving narrative and the entire Milky Way re-created at its full galactic proportions.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7/8/10 64-bit
    • Processor: Quad Core CPU (4 x 2Ghz)
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 470/ATI 7240HD
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 25 GB available space
    Recommended:
    • OS: Windows 7/8/10 64-bit
    • Processor: Intel Core i7-3770K Quad Core CPU or better / AMD FX 4350 Quad Core CPU or better
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 770 / AMD Radeon R9 280X
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 25 GB available space
    • Additional Notes: Supports Oculus Rift and TrackIR
    Minimum:
    • OS: OS X Yosemite (version 10.10.3)
    • Processor: 2.3Ghz quad-core Intel Core i5 CPU
    • Memory: 4 GB RAM
    • Graphics: Nvidia GT 650M 1GB (or equivalent)
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    Recommended:
    • OS: OS X Yosemite (version 10.10.3)
    • Processor: 3.4GHz quad-core Intel Core i7 CPU
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 775M (2GB video memory) / AMD Radeon R9 M290X (2GB video memory)
    • Network: Broadband Internet connection
    • Storage: 8 GB available space

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