
Fight, loot, explore and craft in the living open world of Starpoint Gemini 3. Assemble your trusty ship and boost your RPG skills to face all challenges.
Modeled estimate, not a reported figure. How we estimate →
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese, Italian, Spanish - Spain, Russian, Turkish, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Making PROMISES then not following through with them because the game did not sell well enough and going radio silent instead is not the way. If you want your game/franchise/business to have customer loyalty, customer return, customer support and funding. Do not say you are going to do the things that will improve the game for your loyal customers then just not do it and move on to new projects. You are the ones who made the mediocre game. Own it and figure it out. If you don't you are going to find it incredibly more difficult the next time because your previously loyal customer base has stopped trusting you to execute and perform on said projects. They won't believe you when you say you will continue support. Devs. Finish your games. Follow through with promises. Its that simple to understand. It reminds me of the devs of The Black Masses. It was their 'passion project'. They were definitely going to add all the features and mechanics that would make it good instead of mediocre or even crap. They strung their fans along for YEARS. Now they can't profit their way out of a paper bag.
Got it on discount, and can honestly say it's not a bad game for what it is, but if you play its predecessor (Starpoint Gemini Warlords) it's an underwhelming game. The only aspects this game (SPG3) has over Starpoint Gemini Warlords (SPGW) is the massive difference in combat where you're actually using a legit fighter and you don't have the same autofire option SPGW has. Aside from that 1 difference which I consider a good change, it also comes with a downside. That being, the autolock they do have in SPG3 sucks. Hard. I have had more success in SPG3 in fights when I turn off the targetting system and I manually fire my primary weapons. The lock system is only useful for missiles. Other things they took out of SPG3 that was present in SPGW is the whole conquest map. in SPGW, you can actually conquer and control sectors, and you have to respond to enemy attacks on those sectors if you want to hold them and generate revenue to build your fleet and research projects. In SPG3, that system is completely gone. In SPGW, reputation with neighboring factions can actually be beneficial because your fleets can only be so large, and it's kindof nice to have some "friends" willing to give you resource donations and unexpected roving allied fleet assistance in large space battles. in SPG3, there are NO FLEET BATTLES to participate in, and when you engage a large enemy host, you're reliably doing so solo. SPGW also had a class system that largely determined your playstyle for the duration of your playthrough, They were all unique and had some great satisfaction they added. In SPG3, there is no such thing. I could go on for a bit longer explaining why Starpoint Gemini Warlords is a better game than SPG3, but I don't see much a reason too. Even just look at which game has DLC's and you'll understand why you should pick up SPGW over SPG3.
If you like the first 2 & warlords you probably won't like this one.
Starpoint Gemini 3 isn't broken or badly made but it does feel like a step away from what made the earlier games so special. It leans into dogfighting and story, but abandons the massive capital ship and fleet gameplay that made fans like me fall in love with the series. But there's still so much potential in the future. Stick to the a foundation that few developers have ever built: a pure space combat sandbox, built around commanding enormous ships, customizing them, and leading your own armada. No boarding. No on-foot sections. Just big ship, big guns, big fleets, shields, tactics, and explosions. Where SG3 stumbles is its departure from the franchise’s signature capital-ship fleet command genre. Yes, you eventually unlock Horizon’s shipyard with 10 various capitals but they turn up only as an endgame novelty, lumbering underpowered behemoths that you seldom want to pilot. Targeting anything but ships is outright glitchy or broken with them too, making non-ship missions a chore rather than fun side quests. Pros • Instant action corvette combat with deep modular builds • Smooth progression no grind gates to big guns • Good universe lore and side quest variety Cons • Capital ships feel tacked on, not core gameplay • Buggy targeting on non-ship objectives Verdict: 6/10 – A polished dogfighter that leaves its flagship ambitions behind. Ideas for the Next Game (Pure Space Combat Focus) You're one of the few studios brave enough to give us real-time capital ship combat without hiding it behind layers of economic micromanagement or turning it into an MMO. There’s still a huge opportunity here — especially if the next game leans hard into the space combat sandbox. 💥Bring Back Capital / Titan / Carrier-Class Ship Gameplay Let players work toward commanding truly massive vessels titans, dreadnoughts, carriers with distinct roles to keep gameplay fast paced and explosive. Make these ships fully modular with weapon arcs, shield types, engine cores, and active/passive modules all balanced to keep combat strategic but explosive. Allow capital ship special abilities: long-range missle or cannon barrages, super weapons, fighter / bomber squads etc. just big space guns and tactical movement. ⚔️ Fleet Command & Tactical AI Let players build and command a fleet of AI-controlled ships. Keep it simple: attack, defend, focus fire, pull back. Issue commands mid-battle with a radial or key / voice system. Introduce enemy fleets that require counter strategy, not just numbers, but formation, ship class diversity, and positioning. Add “flagship hunt” contracts track and engage powerful enemy command ships that require tactical fleet combat to take down. 🎯 Bounty Hunting & Procedural Combat Missions Design a bounty hunting system that scales up in intensity: pirate gangs, rogue capital ships, full enemy battlegroups, aliens, space monsters. Procedural generation can keep it fresh: random ship loadouts, objectives, and enemy formations. Include dynamic sectors where combat evolves territory flips hands, fleets spawn to defend or attack stations, and bounty targets move in response to player actions. "factions will start to seek out or put bounty on players they feel pick on them" ⛏ Resource Mining & Combat-Focused Upgrades Keep mining ship-based and quick: harvest from destroyed wrecks or mine asteroids mid-mission using turrets or drones all from your bridge. Use salvage to research and craft new weapons, modules, and hull upgrades. The stronger your ship or fleet, the more powerful the bounties and enemies you can take on. Let players mod their ships visually with scavenged or researched, crafted hull parts, armor plating, or glowing faction tech maybe special relics or alien tech / prototype tech earned through combat or bounty hunts. ♾️ Replayability: Endless Combat Scenarios Add survival mode: defend a fleet base or station from endless waves. Survive, upgrade, repeat. maybe some roguelike elements in wave fighting combat. Introduce a sandbox combat sector where enemy factions roam and grow dynamically and the player must keep balance or crush them outright. Make key systems procedurally generated: enemy fleet load outs, flagship targets, resource-rich zones, and event chains for endless variety. 🤝 Multiplayer Without Going MMO Co-op support for up to 8 players max, each commanding their own ship or choosing a fighter wing in a fleet. Instanced missions, survival waves, or sandbox sectors no MMO grind, no servers, just drop-in fleet play. Optional PvP/PVE fleet vs fleet modes for those who want the challenge but no progression locked behind it.
I can't recommend this game. While the voice over story was good, it's very short. Ship combat are uninteresting, capital ship are easy kills. Then there is nothing much to do. Combat is point and click not worth the money.
I'm not sure WHAT this is supposed to be,but it isn't...whats the word...oh yeah! fun...
‼️ Hands off! 🤢 Side missions in Wraks cause extreme [b]motion sickness[/b] [b]The game DELIBERATELY WASTES YOUR TIME[/b] ❯ You can play for 30 minutes and the game won’t save ONCE during that time ❯ If you exit the game, there’s NO WARNING and your progress won’t be saved ❯ You can’t save your progress yourself either ❯ 🤮 [b]The game doesn't even save when you undock from a station[/b] 🤮 - and you lose ALL the time you spent on equipping, upgrades, missions, and trading. YOU HAVE TO START ALL OVER AGAIN. And: ❯ There are hardly any mods that still work 😨 ❯ and the developers haven’t integrated any of these great mods 😨
Just like antivirus software pricing, if a game is 80% off 99% of the time, then its still over priced.
Catch Everspace or Everspace 2 when it is on sale..
Gave this game an honest shot. I think it is a good game with a charming open world, unintresting story though decent flight/combat mechanics. However after a couple hours of game play I realized I would rather be playing everspace 2. Give this game a shot after playing everspace 2 first.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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