Strategy from the front lines! Starpoint Gemini Warlords combines 3rd person capital spaceship combat with 4X strategy and RPG gameplay elements. Build mighty war fleets and send them into battle or lead them into combat yourself. Become the Warlord and conquer the Gemini system!
User reviews:
Recent:
Mostly Positive (38 reviews) - 76% of the 38 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (332 reviews) - 78% of the 332 user reviews for this game are positive.
Release Date: Apr 14, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“It is, in our experience, an amazing way for players to experience the game early on and provide awesome feedback on every aspect of it. Such communication is invaluable to us, to our small team of enthusiasts and will ultimately result in a much better and fulfilling game.”

Approximately how long will this game be in Early Access?

“The release date for the final version is set to May 23rd 2017!”

How is the full version planned to differ from the Early Access version?

“The initial version released in Early Access can be seen as a rough sketch of the final game. Not all features are implemented yet nor is the game world finished. Over the course of Early Access, we’ll release smaller and larger updates. We’ll post an overview of each update and a production timeline so you know what to expect in advance. Any changes to these plans will also be announced.

For starters, travelling the vast Gemini star system is not hindered in any way. You’re not locked into a region or two, but the state of each region in the game world will vary as we’ll focus on specific portions of the world and update them over time.

The storyline is NOT implemented. Please keep this in mind. If you’re looking to delve deep into the main campaign from the get-go, this game in Early Access is probably NOT for you. The initial several “tutorial” quests are in, but this is only the few starting quests. The rest of the campaign quests is NOT planned to be unlocked during Early Access. If we go for any change in this subject, we’ll make sure to announce it. The campaign is large and features a large number of interconnected quests. It will be under development for the entire duration of EA and tested during this time as well, but it will not be released as the constant development and refinement of it could mess up save files each and every time. Unlocking the full main campaign is by far the largest difference that will occur when shifting from EA into full release. All other features, including the conquest mode, will be added and tweaked through regular updates.

Another thing worth mentioning is game performance. Although we’re using an upgraded version of our own engine featured in Starpoint Gemini 2, adding features and improved models can still have a negative effect on framerate. This should be expected during Early Access. Final optimization, as the name implies, comes in later stages, but please read the listed preliminary system requirements before deciding on a purchase.

Modding is perfectly allowed during Early Access, but please keep in mind that this is a work-in-progress and as such, a lot of things can change, including how some key features are implemented. During EA, we constantly change game files and shuffle data around. This can have an impact on mod compatibility with the base game and this can continue to happen up until the game is finalized. Mod functionality is greatly improved in Warlords however (in comparison to Starpoint Gemini 2) so please don't hesitate to contact us directly on modding@starpointgemini.com if you have any questions.”

What is the current state of the Early Access version?

“The game is playable, but not all features are implemented. The basis is a free-roam experience, doing randomly generated Freelance missions, mining asteroids, salvaging stuff from derelicts you come across, scanning anomalies, fighting other ships and fleets… On top of that, you also have your headquarters, your base of operations, which you can upgrade by constructing additional various station modules. These modules in turn unlock additional activities and possibilities like research. And to round things up, you can start your massive war campaign to conquer the entire Gemini sector.

Four start scenarios are available from the get-go:
  • Early Access - the scenario starts with a Prologue of the storyline that serves as a short tutorial to teach you the basics of how to play Warlords, and switches to the open-world conquest mode afterwards
  • Early Access Freeroam - the Prologue is deactivated and you start the open-world mode right away on level 1 and in a gunship
  • Early Access Freeroam+ - like the above, there is no Prologue, but you start on a higher level and in a frigate class
  • Early Access Freeroam++ - once again, same as the above: no prologue, but you start on an even higher level and on a stronger ship with some territory already conquered

All of the things noted above are also “work in progress” and will be further expanded on and improved.”

Will the game be priced differently during and after Early Access?

“Yes. The initial price will be lower and gradually, as the game increases in content and features over the course of Early Access, the price will increase too. We’ll do our best to announce any price increase in advance.”

How are you planning on involving the Community in your development process?

“This is our second entry in Early Access. We’ve successfully entered, developed through and exited EA with Starpoint Gemini 2, the predecessor to Warlords. If you’re interested in a lot of reading, head to the SG2 Steam discussion board to see how it worked the first time. We’ll sum it up here in a few sentences.

Community involvement is essential. The amount of feedback, ideas, comments and suggestions can be overwhelming, but ultimately it will make the game better once the final version ships. We do have our own schedule to follow and fulfill, but we also do our best to incorporate community suggestions. We’re looking forward to repeat this intense and fun communication. Some features are easier to implement than others, but that’s no reason to ignore requests made by the community. When we’re certain we cannot implement a feature, you can be sure we’ll say it frankly. Everything else goes directly to the “Wish list”. This time, we hope to have this list displayed publically so everyone can have a look at any time.

Starpoint Gemini Warlords is in a way a direct result of community suggestions during Early Access of Starpoint Gemini 2. The largest desired features, the ones we loved, but simply couldn’t properly implement into SG2 due to their scope or complexity are coming to full life in Warlords. This game really is made “by gamers for gamers” and we hope you’ll be a part of it.

Safe travels, captains!”
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Buy Starpoint Gemini Warlords

 

Recent updates View all (31)

May 15

Heads-up! Price change incoming!



Greetings captains,

As we're nearing launch day, it's high time we let you ladies and gentlemen know how and when the price will shift. This doesn't really concern those of you who have already purchased the game, but rather players who are still considering it.

So here's the deal:

The price of Starpoint Gemini Warlords will be increased to $34,99 on May 22nd, so one day BEFORE launch. It is only fair that we announce this in advance, so anyone still considering to jump onboard can still do it with the Early Access price.

Now that we got that out of the way, allow me to write down a few pointers on what can be expected in the launch day update, listed in no particular order:

  • Storyline
  • Five new freeroam start scenarios that will replace the Freeroam, Freeroam+ and Freeroam++ scenarios
  • Tweaks, rebalancing and a lot of fixes
  • Reduced memory consumption related to audio (.wav switched to .ogg)
  • A whole lot of new voice-overs (including those in the prologue)
  • ...

The list naturally goes on and we'll have it ready and available on launch!

Another thing we wanted to do is to say a BIG THANK YOU to all of you who participated in this process with your feedback, ideas and game logs, and by giving us a helping hand here on the forum. We're still not done, so we also invite you to give us further input and reactions. There are still some days to do changes and tweaks and we will continue to do it until the last moment (and beyond).

Safe travels captains!

70 comments Read more

May 7

Update v0.904 - The final countdown


Greetings captains,

First of all, apologies for being late with this update. It was planned for yesterday, but we were hunting for an elusive bug that would cause the game to freeze for a couple of frames every so often during combat. We didn't want to release the update before that one was stomped on.

As we're entering the final stretch to launch, we decided to release at least one more update for you ladies and gentlemen. I won't drag this too long. The change-list is below. Check out the first item ;).

We'll release quickfixes as needed, but if everything goes as planned, the next update will be the launch one. The final stretch will include the storyline (naturally), completely new voiceovers, tweaks, balancing (economic as well) and fixes.

As always, let us know what you think of the game, what bugs you find and so on. We greatly appreciate it.

Safe travels!

CHANGE-LOG

  • Behold captains! The Starchart! It's ALIIIIIVEEE!
    • A lot of work has been done to make this happen, but bugs can easily creep up. Please let us know what issues you find.
  • Check out what can now be found when landing on planets :)
  • You now gain experience when doing conquest(y) bits: conquering stations, outposts and planets, as well as raiding structure.
  • Added a notification when you completely finish the Proxima.
  • Tweaked explosion radius and detonation time of mines surrounding prisons.
  • AI fleets will no longer use Cettia gunships. That design is strictly the player's.
  • A change reputation notification is no longer displayed if the reputation isn't actually changed (going from -10000 to -10000 is clearly not a change)
  • You can now assign a formation to your fleets by hailing them.
  • The shipbuilding / replication exploit is no longer here. It has been eradicated.
  • Fixed an error that could cause the game to crash in case a "gravity shockwave" script function was used with specific parameters.
  • The player profile is now saved on every change. You should no longer have problems with missing entries in the geminipedia.
  • Borehole equipment is now back to maximum operational status.
  • Fixed a script error in the OnDeactivate scripts of several mining structures.
  • Added the "Ambassador" button hint on the Reputation screen when using gamepads
  • You can no longer "select" stations, structures, planets and garrisons if they're not visible (fog of war)
  • Random Containers which can be found left or guarded in Gemini, have had HP reduced.
  • Marauder skills range parameters are now displayed on the Skills panel.
  • AI factions are now properly attacking all your structures, stations and forward outposts.
  • AI factions can now beat each other senseless.
  • Fixed an error in the "Sell resources" trade deal that would prevent you from conducting the deal.
  • Merchant perks now affect the costs related to Trade deals.
  • Fixed a Geminipedia error, where the Isle asteroid field was categorized as Tutorial.
  • Hellion front turrets now have extended firing arcs.
  • Added timed autosave. Roughly every 5 minutes the game is saved IF saving is possible.
  • Fixed an error related to UI sounds on the skills panel.
  • Fixed several potential errors in the Prologue that could get you stuck.
  • Objects are now more clearly marked with the "Destroy" tag.
  • Fixed an error related to anomalies that could cause a memory leak.
  • Done some improvements to the Installation defense freelance job
    • If you scan a platform, the following repair is a guaranteed success.
    • Small structures are no longer used on these missions.
  • Using the B button while the Starchart info panel is open, now only closes the info panel (gamepad).
  • The dialogue line selection is now properly displayed.
  • In some cases the context menu would appear for an instant when docking. This no longer happens.
  • Tweaked the Disable skill to make it more clear as to what it affects.
  • Battle power no longer calculates sublight speed, but the base speed parameter as intended.
  • If you don't have any idle civilian fleets, civilian tasks are not displayed on the Starchart.
  • Added two new player portraits. One female and one male.
  • Added a bunch of news bits that can appear.
  • At the end of the prologue, three hostile ships could appear, basically preventing you from docking on Concordia. This no longer happens.
  • Fixed multiple script errors related to structures that would cause their animations to malfunction.
  • Fixed several issues that occurred when fighters launched heavy weapons.
  • AI fleets roaming zones with unique structures (landmarks) are now buffed with a Warmaster.
  • Steering/Selection mode is now properly saved and loaded.
  • Opening the context menu, while in steering mode, temporarily deactivates steering mode so you can use the context. It reverts back to steering when the context is closed.
  • A notification is now displayed when a trade deal expires.
  • Range of all light weapons has been increased.
  • Optimized fleet and battle handling to improve performance.
  • When starting a new game, by default the game is set to turret view and the camera is more zoomed out.
  • In some instances the Jobs board would remain inaccessible after passing the tutorial bits. This should no longer happen.
  • Issuing the GoTo command onto one of your fleets will now make that fleet follow YOU once you reach them.
  • Added a proper dialogue when the Proxima Construction Site is finished.
  • "Reviving" warmasters is now cheaper.
  • Added new models for important locations
    • Nyarhi
    • Edea
    • Xocarro
    • Spire station
  • Improved fleet formations to prevent faulty behavior.
  • Proxima will now behave slightly different on planetary assaults depending on the current difficulty setting.
  • Encounters improved and take difficulty into account.
    • Some encounters have static difficulty.
    • Others have dynamic difficulty that is also affected by the difficulty setting.
    • On Extreme, some encounters are even more difficult than before.
    • Feedback would be greatly appreciated.
  • Dying while boarding a ship and then loading will no longer get you stuck in the game.
  • Unfollow command now has its explanation on the Context menu.
  • Added new Geminipedia entries in the Chassis category.
  • Fixed several errors related to faction quests that would count derelict as junk in one quest and junk as derelicts in another.
  • Hailing the Gladiatrix "central billboard" now provides instructions on how to enter the Gladiatrix.
  • Skill and Perk respec is now possible with quartermasters of all Gladiatrix arenas.
  • Planetary assault tweaks
    • Planets now have tweaked power levels.
    • Proxima power calculation increased.
    • While the Proxima is jumping, the text now says "Jumping" instead of "Construction..."
    • Your fleets now stick around the Proxima instead of running after some ship, leaving you to defend the Proxima on your own.
    • If planetary assault is no longer a challenge, increase the difficulty setting to Extreme ;).
  • Gladiatrix arena quartermasters are now additionally marked to make them easier to spot.
  • The right side of the Fleet management panel (splitting a fleet for example) is now tagged as "New fleet" to make things more clear.
  • Power calculation of a station is now more precise. You should have a clearer picture of what you're getting into.
  • TGate / Wormhole faction ownership is now properly saved. A potential error related to legacy saves is also fixed.
  • Fixed a number of bugs and done a few tweaks in the Gladiatrix
    • Winning an arena now grants a Perk point.
    • Winning an areana now grants +25 Reputation.
    • Player's warmasters will no longer spawn in the last fight.
    • All enemy contestants are now properly marked to make them easier to spot.
    • Fixed several dialogue glitches.
    • Enemy contestants will now focus primarily on the player.
  • AI ships are now properly equipped with fighter wings (those that have the capability of course).

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Warlords with Workshop

Starpoint Gemini Warlords features full Steam Workshop integration. Creating and using mods has never been easier!

Check out what the amazing community has created in the Workshop section and give those new ships or quests a go.

About This Game

Starpoint Gemini Warlords is a space sim coupled with role-playing and strategy elements. Send your mighty war fleets into combat or lead them yourself. The choice is yours. Be the Warlord!


Control your ship directly to show off your battle prowess. Aim and fire manually or command your gunners to do the job for you while you execute unique skills. Choose your companions to follow you into battle and if you need an extra hand, have your fleets join you in glorious combat. Battles in Warlords can vary from duels and small skirmishes to clashes of massive fleets in planetary orbits.


Construct ships and assemble your mighty war fleets to pitch them against the other war-mongering factions of Gemini, but be mindful of the situation you're sending them into. A seemingly weaker fleet can be accompanied by warmasters, well-trained specialists that can sway the battle in their favor, but fear not, you can have your fleet follow you so you can lead them to victory!


Upgrade your headquarters with additional modules to produce more advanced weapons and enhancements, develop new ships leading up to the station-size Proxima, unlock new structures and activate various bonuses that influence all of your territory. You are the leader of your people and a powerful leader deserves a stronghold.


Spread your influence and increase your resources by expanding your territory, but don't stretch your defenses too thin or your enemies might take advantage. Territory can be fortified and improved by building various resource and defense structures. Expand the T-Gate network to make your fleets travel across your ever-growing empire faster. A timely arrival can make all the difference.


Begin your adventure on a small, agile gunship and work your way up to a massive carrier class capable of deploying numerous fighter wings. Upgrade your chosen vessel of destruction with a plethora of weapons and enhancements. And to finish it all off, throw a coat of paint on it to get that perfect vessel you always wanted.

EARLY ACCESS FEATURES INCLUDE:

  • Massive streamed game world ready to be explored and conquered
  • Use the massive Proxima to assault and take over planets
  • Collect resources to upgrade your headquarters and spread your influence
  • Become the greatest mercenary in Gemini by doing procedurally generated freelance jobs
  • Earn the life of luxury by trading over 100 different commodities
  • Live the life of piracy as you raid unsuspecting convoys or remote outposts
  • Send your war fleets into battle on their own or have them follow you as their intrepid leader
  • Choose among 90 ships, ranging from the smallest gunships to the bulking carriers
  • 3 distinct character classes and all the hybrid shades in between
  • Steam Workshop support for a mod-friendly environment
  • Full controller support

UPCOMING FEATURES INCLUDE:

  • Global events that can be influenced by the player
  • Intricate campaign with branching quests
  • Choose among several different starting scenarios in the freeform Conquest mode
  • Performance optimization

For more information, check out the official Starpoint Gemini Wiki on Gamepedia.

System Requirements

    Minimum:
    • OS: Windows 7 or higher (64 bit)
    • Processor: Intel Core 3.0 GHz or equivalent
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 nVidia GeForce GTX 470 / 560, 1280MB or equivalent
    • DirectX: Version 11
    • Storage: 15 GB available space
    • Sound Card: DirectX compatible sound card
    • Additional Notes: The minimum requirements listed here are PRELIMINARY and are subject to change!
Customer reviews Learn More
Recent:
Mostly Positive (38 reviews)
Overall:
Mostly Positive (332 reviews)
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