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 (241) - 64% of the 241 user reviews in the last 30 days are positive.
All Reviews:
Mixed (24,814) - 67% of the 24,814 user reviews for this game are positive.
Release Date:
Apr 2, 2015

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November 2

Elite Dangerous Content Recap: Beyond - Chapter Four Livestream - Mining and Squadrons

Greetings Commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the features discussed, read the notes below from from Executive Producer Adam Woods, Senior Designer Adam Bourke-Waite and Senior Designer Barry Clark.

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

In Beyond - Chapter Four, asteroid belts and planetary rings are about to get very busy. New tools and mechanics will provide a fresh, exciting and lucrative mining experience for all Elite Dangerous Commanders.

Using new exploration mechanics, miners can investigate rings to locate the best spots to start their mining sessions, and then the best specific asteroids to probe and excavate for rewards.

With the right amount of skill and expertise, the new Abrasion blaster, Sub-surface displacement missile, and Seismic charge launcher, will provide some exciting and explosive results.

The information below is a short summary of all the new tools that Elite Dangerous miners can equip themselves with for hunting down those motherlodes!

New and Upgraded Tools
  • Detailed Surface Scanner - Aside from mapping the surfaces of planets (as seen in the Exploration livestream), the Detailed Surface Scanner can also be used to identify mineral hotspots within planetary rings. Commanders can fire probes into the rings, which will then clearly display the areas worth investigating on your screen.
  • Pulse Wave Analyser – Upon arrival within a ring, firing this module will send out a pulse of energy that will highlight any asteroids that have lucrative deposits on them.
  • Prospecting Limpet – In the new Analysis Mode, if a Commander fires a Prospecting Limpet at an asteroid, you will be able to see the highlighted location of all the deposits on it, making it easy for you to target and exploit those specific areas.
  • Mining Laser - The standard mining laser will maintain its functionality on all asteroids. If Commanders enjoy mining as it currently is, they can continue doing so.
  • Abrasion Blaster – A new hardpoint module with which Commanders can shoot at Surface Deposits, breaking them off for collection. Whether you do it manually, using the cargo scoop, or with limpets, you'll be able to collect the resources at your leisure.
  • Sub-surface Displacement Missile – This new hardpoint module is used for harvesting Sub-surface Deposits. Described as a 'drill on the end of a missile', this digs in to the rock at the point of impact. The cockpit interface will then show the displacement missile travelling through the rock. Holding down the trigger and releasing at a the optimal time displayed by the interface will allow you to recover valuable sub-surface minerals.
  • Seismic Charge Warheads – Certain asteroids, as identified by the fissures discovered on their surface, can be completely broken apart to reveal a treasure trove of resources. Commanders will place Seismic Charges within the fissures at a particular charge level.
    • The cockpit interface will give you an idea of how much destructive power the charges will hold, and Commanders will have to be careful to not go too far above or below that threshold, at the risk of losing valuable materials.
    • A countdown for all the charges will display on screen, so Commanders are limited on the amount of time they have to set up the perfect controlled explosion.
    • These charges can also be detonated sooner by the Commander if desired.


Squadrons have been designed for Commanders who want to band together and organise themselves in-game. This might be to play together, or to focus on certain types of gameplay such as bounty hunting, Community Goals, or furthering the agenda of a faction. The aim of Squadrons is to support and augment multiplayer organisation and combined effort in-game!

The Elite Dangerous community have created so many incredible out-of-game ways to organise how they play Elite Dangerous in player groups, and we would never dream of removing or replacing those systems, but Squadrons offers something for any type of player.

If you form a Squadron that is looking to engage in activities such as dominating the leaderboards, taking on the Thargoids, or spreading your faction's influence, the in-game squadron tools are designed to help you in these pursuits. That said, if you have a service-providing player group, such as the Fuel Rats, the Squadron tools can be used in addition to the systems you've already put in place outside of the game supplementing the activity you already engage in. Using the tag tool (see below), players will be able to find Squadrons who have a similar play style to their own, so you might just pick up a few new recruits. As with all features in Elite Dangerous, we can't wait to see how our amazing community engages with what we've created.

Remember that there are thousands of players who may be new to the Elite Dangerous galaxy, or may not engage in the forums or out-of-game activity as much as others, so your searchable Squadron page will be something of an advert for them. Commanders will be able to team up with their friends, and make new friends in-game. In this sense, Squadrons is bringing all types of Commanders together in a way that has never been done before.

See below for a detailed description of what you can do with Squadrons in-game, and how you'll utilise the tools.

Creating a Squadron

  • Commanders can create a Squadron for the cost of 10,000,000 credits.
  • During the creation of a Squadron, they can set the following:
    • Squadron name: This has to be a unique name that cannot be changed once the Squadron is created.
    • Squadron ID: A 4-character indicator for your Squadron.
    • Tags: Each Squadron will be able to select a few tags from a wider list, which includes:
      • PvP
      • German Language
      • Open
      • Explorers
      • Weekends
      • Li Yong-RUI
      • ...and more!
  • Superpower Affiliation: Set during or after the creation of a Squadron. Choose one of the following: Empire, Federation, Alliance or Independent. As long as a power or faction affiliation has not been set the Squadron's superpower affiliation can be changed at any time.
  • Power Affiliation: Choose one of the Power figures. Set during or after the creation of a Squadron, and once set, it cannot be changed.
  • Faction Affiliation: This is the faction that your Squadron is affiliated to. Set during, or after, the creation of a Squadron, and once set, it cannot be changed.
    • Once all of these values have been set, the credit fee is paid and the Squadron is created!
    • The Commander who creates the Squadron will be automatically assigned as the Squadron Leader.

Managing a Squadron

Once the Squadron has been created, Commanders will be able to manage the structure of the Squadron, as well as set in-game announcements to coordinate the Squadron's efforts.

  • The max membership limit for Squadron is 500.
  • There are five default ranks (including Squadron Leader), with permissions set by the Squadron Leader for each rank. The following ranks are:
    • Leader
    • Senior Officer
    • Officer
    • Agent
    • Rookie
  • The Squadron Leader can also customise the rank names to fit their Squadron's lore and terminology.
  • As well as rank names, rank privileges can also be customised, these privileges include:
  • Remove a Commander from the Squadron
  • Invite a Commander to the Squadron
  • Set internal and public statements.
  • Create squadron bookmarks
  • Allow applications and invitations to the Squadron.
  • Kick Commanders from the Squadron.
  • Has access to officers' chat channel.

Squadron Communication
One of the most important features that is being introduced with Squadrons is the ability for groups of Commanders to communicate with each other. Squadron facilitates this with the following features:

  • Group Comms – A new feature that will be used by Squadrons is group comms, this will add channels and other functionality to the chat panel. When a Squadron is created, the Squadron channel and the Squadron officer channel (which is only available to Officers and the Leader) are automatically created and any Squadron members are added to the relevant channels. This allows Squadron members to communicate regardless of where they are in the galaxy.
  • The Feed – The Squadron feed panel (which becomes available once a Commander joins a Squadron) will have a list of automated posts that are added to a feed. This feed will provide essential feedback on the Squadron and their activities. For example when a player joins the Squadron a message will automatically be added to the feed. Those members with the correct privileges will also be able to add an internal statement to the feed, the latest statement will always remain stickied to the top of the feed.

Finding and Joining a Squadron
  • If a Commander accesses the Squadron page on the right-hand panel, and are not in a Squadron, they will have the option to search for one to join.
  • Using the same fields as listed above (under Creating a Squadron) the Commander can search by name, or the tags that are important to them and will receive a list of Squadrons based on that criteria.
  • The Commander will also be able to look at a set of Squadron statistics, or read the Squadron's public statement, and use this to decide which Squadron they want to apply to.
  • Once the Commander finds a Squadron they like, they can send an application. This application will include a small amount of text that can be edited before sending. Applications will also include some information on the Commander (such as highest Elite rank, for example).
  • The Squadron Leader (and additional members with relevant privileges) will be able to see a list of all Commander applicants and, at this point, accept or decline the application.
  • This option to invite will also be available on other areas of the HUD where Commanders can select other Commanders, for example a Commander’s friend list.
  • Once approved by the Squadron Leader, the Squadron applicant will be welcomed into the Squadron!

Leaving a Squadron
  • Commanders can leave a Squadron at any time.
  • If a Squadron leader chooses to leave a Squadron then they must first pass the leadership mantle onto another Commander.
  • If all members leave a Squadron then it will be disbanded.
  • The only time the leader can leave and not pass on the mantle of leader is when they are the last member to leave (and the Squadron is disbanded).
  • If a member leaves the Squadron, they will be able to apply to join another Squadron at any time.

Squadron Leaderboards
  • Every Squadron will automatically be entered into seven new Squadron Leaderboards.
  • These leaderboards compare the combined efforts of the Commanders within each Squadron against other Squadrons.
  • Each of the different leaderboards are based around different activities, these are:
  • Combat rank, earning Elite combat rank points.
  • Exploration rank, earning Elite exploration rank points.
  • Trade rank, earning Elite trade rank points.
  • CQC rank, earning Elite CQC rank points.
  • Powerplay, the combined merits of all Squadron Commanders.
  • Anti-Xenos leaderboard, the combined pilots federation bonds submitted by all the Squadron's Commanders.
  • Political, a score earned by supporting the squadron's aligned Faction. This score is based on the faction's size, influence levels and happiness ratings.
  • The leaderboards are run as three month long seasons. At the end of a season the winners are declared. In the next season, everyone starts again from zero.
  • The top three Squadrons in each leaderboard at the end of a season receive a dashboard trophy, with gold for first, silver for second and bronze for third.

Squadron Allegiance
  • Squadrons can align themselves with both a Faction and a Power. Choosing either of these also sets the squadrons superpower allegiance to the relevant superpower.
  • Once either is set, the squadron has access to the squadron allegiance page and additional information is shown on the faction's homepage.
  • The new squadron allegiance page features both a link to the squadrons alligned power and greatrer information on their affiliated faction.
  • The squadron allegiance page shows similar information to the cockpit status panel for the chosen faction. However, it shows this for every system the faction is present in.

If you missed our recap on Exploration, the Codex and Visual Improvements, check the thread out here.
If you missed our recap on the Background Simulation changes and new Scenarios, check the thread out here.
24 comments Read more

October 29

Content Recap: Beyond - Chapter Four Livestream: Background Simulation and Scenarios

Greetings Commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the features discussed, read the notes below from Executive Producer Adam Woods and Senior Designer Adam Bourke-Waite.


Please note this is part two of four live streams, for more details click here.

BGS (Background Simulation) Changes

The Background Simulation (BGS) is a representation of how the actions of all players, no matter on which platform or mode, impact the galaxy. The factions that inhabit these system battle for influence over the population and control of the starports, installations and outposts. Player actions can push these factions into various states; such as economy, security, health and influence. With concerted effort players can help grow a faction's economy, destroy its security status, or help win a war.

As part of Beyond - Chapter Four, we're making a few changes to the Background Simulation that will have a big effect on how you will manage and spread your faction's influence across the Milky Way.

Multiple States

  • From Beyond - Chapter Four onwards, factions will no longer be limited to a single state. Instead a faction could be in multiple states per system.
  • For example, rather than being in 'War' across all of the systems the faction is present in, the faction will only be at war in the single system in which the war is taking place.
  • This new change means that the faction can also be in several different states at the same time. A faction could be in many different states, such as Bust and Civil Unrest.
  • The Background Simulation is woven into the fabric of the galaxy, and so this change will impact everything from USS spawning to mission spawning. The systems your faction is present in may very well change up!
  • The addition of multiple states means that managing an intergalactic empire will come with increased challenges. In order to make this more manageable we’ve added additional feedback to the game that should make interacting with the Background Simulation easier to understand.
  • Part of this feedback includes how Local News works. We've expanded the faction summary news article, so that each faction has their own individual article which informs players of the states currently active in that system.

State Categories

We've broken a number of faction states into the following categories:

  • Economic status - reflects the wealth of a system.
  • Security status - reflects the safety of a system.
  • Conflict - based on the system influence and represents the control of the assets and population in a system.
  • Movement - based on influence and our new Happiness value these states determine the movement of a faction between systems.
  • Other - Anything not included in the above, and reserved for future states that we are not ready to talk about!
A faction can have one state from each of these categories active at a time in each of the systems it’s present in.

Please find a summary of most of the states that will be coming in the Beyond - Chapter Four update (this information will also be available in-game):

  • Lockdown - When a faction experiences a lockdown, the security rating of the system it controls temporarily increases and the system’s wealth temporarily decreases. Bounty hunting activity can shorten the lockdown period.
  • Boom - Boom is usually the result of consistent trade profit and completed trade contracts. When a faction experiences a boom, the wealth of the system it controls temporarily increases, and trade missions completed in the system have double the effect on influence.
  • Bust - When a faction experiences a bust, the wealth of the system it controls is temporarily reduced and the faction’s influence is temporarily diminished. Trade actions do not contribute to boom while a bust is active.
  • Civil War - Civil wars occur when factions compete for control of major assets, such as starports. When a faction is involved in a civil war, the standard of living, development level and security level in the system it controls are temporarily reduced.
  • Civil Unrest - Civil unrest is the result of illegal activity. When a faction is affected by civil unrest, the standard of living in the system it controls temporarily decreases, as does the system’s wealth.
  • Famine - When a faction is affected by famine, the standard of living in the system it controls temporarily decreases. Combat activity has no effect on influence while a famine is active. Completing food-related trade missions can help bring a famine to an end.
  • Outbreak - When a faction is affected by an outbreak, the standard of living in the system it controls temporarily decreases. Combat activity has no effect on influence while an outbreak is active. Completing medicine-supply missions can help bring an outbreak to an end.
  • Election - Elections occur when two factions with a similar political structure resolve a conflict over ownership and influence within a system.
  • War - Wars occur when a faction invades a star system controlled by another faction. For the duration of the war, the standard of living, wealth level and security level in the disputed systems are reduced. Combat activity between the two warring factions determines the outcome of the conflict. If neither faction succeeds in dominating the other, the war ends in a ceasefire.
  • Expansion - Expansions occur when a faction successfully maintains a degree of influence over a happy population for a specified period of time. Expansion is costly, so when a faction expands, the wealth and development level of the system it expands from are temporarily reduced.
  • Retreat - Factions are considered to be in retreat if their level of influence within a system drops below a certain level. If the faction’s influence remains low for a total of five days, the faction must leave the system entirely. If the faction manages to increase its level of influence, it remains in the system.
  • Civil Liberty - The faction is enjoying a period of stability within this system, resulting in widespread happiness among the local population. Bounty hunting activity can help sustain the civil liberty period.
  • Investment - The faction is enjoying a period of economic good fortune within this system, resulting in widespread happiness among the local population. Trade activity can help sustain the investment period.

Economy and Security

  • For Economy and Security states we’ve added two new player-facing elements:
  • Security Status - represented via a marker moving along a bar. As the marker enters certain sections of the bar, the faction moves into the related state.
  • Economic Status - also represented via a marker moving along a bar. As the marker enters certain sections of the bar, the faction moves into the related state.
  • Both can be found on your right-hand status panel and also in the Squadrons Allegiance page (which we will be talking about in the Squadrons livestream).
  • As Commanders perform various in-game actions and activities, such as trading or completing missions, they will push the marker along one of these Security and Economic bars.
  • Each area on the bar represents different states and when the marker reaches these areas, the faction will adopt that state.
  • The center of each bar is a 'no state' region which represents a neutral state.
  • As the marker on the Economic bar is pushed upwards, the faction can move into Boom and then Investment. The other end of the Economic bar consists of Bust and eventually... Famine.
  • The Security bar consists of Lockdown, Civil Unrest, and a new state called Civil Liberty on the positive end. Civil Liberty represents a period of safety and freedom for the faction's population.

Conflict and Movement

  • Movement states are based on Influence and work in a very similar way to how they did previously.
  • For example, if a faction loses the majority of its influence, it can enter into a Retreat state.
  • Conflict states trigger in the same way but winning a conflict has changed. This is explained in greater detail below.

Conflict changes

  • Wars, Civil Wars and Elections will now freeze the influence of both factions involved.
  • The conflict between the two factions will be resolved weekly, following a process of winning victories on a daily basis.
  • To claim a victory, players need to complete relevant missions handed out by their faction and take part in the newly revamped Conflict Zones.
  • You can find information on how your faction is doing during the war, and the assets it has on the line, in the status panel.
  • This information can also be found in the Squadrons Allegiance page.
  • At the end of a week, the side that has won the most days wins the war!


The new States have also influenced the way in which Expansion works.

  • Expansion is a faction-wide concept and takes the following into consideration:
  • The percentage of Influence of the faction per system.
  • The Happiness of the faction within that same system.
  • Happiness is a new concept and is based on the states that are active within that system.
  • For example: a faction that has Civil Unrest, War and Bust occurring is not going to be the happiest, while a faction experiencing Civil Liberty and Boom will be much happier.
  • To increase your faction's happiness, you need to defeat negative states and push your faction towards positive ones.
  • Large factions, with lots of influence across many happy systems will be more likely to gain the Expansion state.
  • A faction in Expansion after a certain amount of time will attempt to expand from the happiest system that faction is present in. Therefore, you will be better able to coordinate your expansion efforts to ensure which system you want to expand from.

It's worth noting that some of the gargantuan factions, led by a handful of people, will need to scale up their group in order to manage their existing holdings. With these changes, maintaining widespread factions will pose an added challenge, but we've introduced improved in-game BGS feedback to help coordinate your group's efforts.


  • There are chaotic and unpredictable states that can occur. These states, much like the real-world parallels, are out of your control. One of these states is Outbreak, a faction in outbreak will suffer negative economic and security effects, as well as many of the faction's population becoming unhappy.
  • Further information on all the factions' active states can be found in the right-hand panel.

Megaship and Installation Population

For Beyond - Chapter Four, we've introduced a vast number of new Megaships and Installations.

  • Some of these Megaships will have set routes (moving on the weekly tick) and when in a new system, will be under the protection of the controlling faction.
  • If a Megaship jumps into your faction's system, you should look after it because if it is attacked, your faction will feel negative Background Simulation effects.
  • Installations have also been added. These are static assets that once assigned to a faction can be fought over during conflict states.


Scenarios are new and enhanced versions of the Unidentified Signal Sources (USS) and fixed events that you may already have encountered. They are random events that can occur across the galaxy, providing you with additional opportunities to blaze your own trail the way you want to.

  • Each Scenario is fully voice-acted, by a range of different actors.
  • They feature bespoke UI, providing you information on what you need to do to engage with a Scenario and the rewards you will receive for doing so.
  • There are specific Background Simulation (BGS) rewards for successfully completing a Scenario; such as increasing the security status of the faction involved.
  • Some of the new and enhanced Scenarios include:
  • Assisting distressed or stranded pilots.
  • Engaging with new, fluctuating objectives in the new and improved Conflict Zones.
  • Attacking or defending Megaships and Installations.
  • Providing aid and assistance to damaged Megaships.
  • ...and more!


If you missed our recap on Exploration, the Codex and Visual Improvements, check the thread out here.
1 comments Read more


“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

    • OS: Windows 7/8/10 64-bit
    • Processor: Quad Core CPU (4 x 2Ghz)
    • Memory: 6 GB RAM
    • Graphics: Nvidia GTX 470/ATI 7240HD
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 25 GB available space
    • 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

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