
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!
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Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 1 → 0.14/day in the week after.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Themes across 805 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game has lots of potential but it is severely hamstrung by a rudimentary combat AI that pretty much either only sits there (large ships) or only tries to get on your tail (small ships). The result is that both you and the AI mostly only fly in circles. "Dog-fighting" is pointless because the AI weapons NEVER MISS from what i see. Light weapons, whether fired by the enemy or fired by your own crew with "fire at will" toggled on, always seem to converge on the target regardless of maneuvering, and heavy weapons track unerringly unless you use a decoy or a jump to sub-light to evade them. This makes combat both formulaic and boring. NONE of the light ships are properly configured for this kind of combat. Nearly ALL of their weaponry is mounted on the "top" of their hulls like a ground-pounding tank extracted from a world war 2 simulator where combat pretty much only takes place on a 2-D plane. That is not appropriate for an inherently 3-D combat environment. If maneuvering imparted ANY chance of dodging weapons fire then a forward configuration on light ships makes sense, but ONLY for those ships intended to launch fast attack runs on larger targets where you dodge enemy fire, dump a load of ordinance, and then burn-the-hello-out of there to set up for another attack run. That is not what is happening here. Going fast in combat provides no material benefit whatsoever and only serves to complicate the task of keeping your top mounted weapons facing the target. Just go slow and keep your top-front towards the enemy and that's pretty much it. Next, the writing and story-telling of the various missions are just about the MOST predictable writing i have ever seen in a space game. Every mission i have run i called out what was going to happen and so far i have yet to be wrong once. THEN there is this one main story mission where you get tractor-locked by a battleship and its escorts and you have to survive about 60 seconds before rescue. I watched my corvette's Hull-points vaporize in less than twelve seconds, but instead of exploding my ship was repeatedly given free auto-heals. It literally could not die. That is some SERIOUSLY lame story telling. If the writers are going to railroad me like that they could AT LEAST do me the courtesy of giving it to me in a cut-scene. The Territory control aspect of the game is an interesting thing to pair with the simulator part, but on its own it stands fairly below average for a 4X strategy game. I do like how controlling your "empire" doesn't take a great deal of effort so it doesn't detract from the flight portions at all. All-in-all, while this game has lots of potential and they blended the sim with the 4X well enough, it's not a good space sim or a good 4X strategy. Like "Spore", Starpoint Gemini Warlords tries to be too many things at once and it spreads itself too thin to actually excel at anything. The only thing that impresses me is that the game manages to not suck despite spreading itself too far to actually be good. If you are looking for reasonably challenging or engaging space combat though then go find an old copy of "Freespace". If you are looking for good story telling and great dialogue then find an old copy of "Tachyon: The Fringe". Bruce Campbell really KILLS IT as Pilot Jake Logan. Try "Stellaris" for a fantastic 4X game.
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Reviews, worldwide (the counter carries no country): 0.25/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Simplified Chinese, French, Russian, Polish, Japanese*languages with full audio support
| $34.99 |
| 86ratings |
| 78% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 807 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game could've been a superb one, sadly it fails at the core promise of the game, fleet management. Ships stop acting as soon as you get move away more than 15 kilometres. It means in big battles your best ships just play staring contest with small ships while you have to move your titan slogging through each group to get them to act kill the ship in 2.5 seconds and slog through another group while the titan takes 1 minute to turn and another to accelerate just for your huge battleships to one shot an antsy gunship. Meh... too much potential and all wasted.
Steam really needs a Neutral option for reviews. I do not think Warlords deserves either a positive nor a negative review. Being a long-time X4 player and having played a bunch of Starpoint Gemini 2, I was very curious as to what the devs could cook when focusing on 4X. While I have not played Warlords much yet, I believe I have a general idea as to how the systems work and will work, so I'm basing my review on that. In terms of graphics, Starpoint Gemini generally doesn't disappoint. It's no different with this title - the game is very nice to look at. But this is immediately accompanied by an issue - performance. I have noticed that even in small-scale battles that there are issues with performance, with a bit of stuttering going on. This should not happen with my Hardware (RX 6900XT/Ryzen 5 7600X). I am not sure if the issue just stems from poor optimization with AMD cards or if it happens with other GPU manufacturers as well, but it doesn't really matter. Take a mark. The actual flying of ships is about as awkward as it was in Starpoint Gemini 2. Do not expect some nice flying controls as from the likes of the X series or Elite Dangerous. I will not give you a mark for this one as this is pretty much on par with the other games in the franchise, but definitely something to keep in mind. I have not found a way to actually rebind controls to my Hotas, which is rather disappointing. Take a mark for that one. Combat in this game boils down to "enable Fire at Will, mark whatever you want dead and fly circles around it". You have various consumables available for use, and 4 abilities which differ depending on what class you have chosen at the start of the game. Commanding a fleet does not really change how combat works, they will mostly just react to you marking targets. The RPG system in this game is very simplistic, but not in a bad way. Most skills boil down to "resolve this situation with a dialogue option" or "increase these numbers". You get a skillpoint for leveling up and from scanning artefacts scattered around the map. The 4X system in this game is also fairly simplistic. It almost reminds me a bit of some cash cow mobile games without outrageous timers and resource costs. Overall, Warlords is an okay game. I do not think it is worth full price, and while I have not purchased any of the DLC I doubt that they really are worth it. As a mindless, easy alternative to X4 this game will do fine.
[b]レベルスケーリングと戦力制限が足を引っ張るX4系[/b] X4: Foundationsをややカジュアルにしたようなゲーム 内政や貿易はおまけ程度に抑え、マップ開拓と部下を率いての艦隊戦をメインに据えている。 そのため宇宙での戦闘を楽しみたいという人にはおすすめ……できないんだなこれが。 問題点 1.[b]レベルスケーリングシステム[/b] このゲームはレベル制を導入しており、依頼をこなしたり交易で利益を得たりすると 経験値が入りレベルアップし、レベルが上がると艦種が解放され上位の船を購入できるようになる。 [b]だが同時に敵もこちらのレベルに合わせて強化されていく。[/b] 最終的には辺境の海賊の拠点ですら ドレッドノートや戦闘空母が当たり前のように出てくる修羅の世界と化す。 強くなる敵に対抗するためこちらもより強い船や装備へのアップグレードを常に強いられるので お気に入りの船でのんびり遊ぶ、等という事はほぼできない。 2、[b]戦力制限システム[/b] プレイヤーだけが強くなっても数で囲まれて集中砲火を受けるとあっさり沈む。 なのでこちらも艦隊を用意して対抗する必要があるのだが なんとこのゲーム、ステラリスのように戦力制限が設定されている。 これはアップグレードで拡張できるからまだいいが、問題なのは[b]主力艦制限[/b] この世界ではプレイヤー勢力は戦艦以上の大型艦は五隻までしか製造してはいけないという 謎のルールが存在しているのだ[strike]なんでそんなルール守らなきゃいかんのよ[/strike] この主力艦制限を緩和するにはプロキシマという惑星破壊砲みたいな超兵器を開発して 敵対勢力の惑星を制圧して滅亡させる必要があるのだが そうすると[strike]アメリカみたいな[/strike]正義の超大国みたいなところが 「そんな非人道的な破壊兵器の製造を見過ごすわけにはいかない」とか言って問答無用で宣戦布告してくる。 ……いやどうしろと。 総評 常に自分側に重しがつくので互角或いは劣勢の殴り合いを楽しみたい人にはお勧めのゲーム。 [b]俺は戦うのが好きなんじゃねえんだ…。勝つのが好きなんだよォォッ!![/b]という人にはお勧めしない。 私は頑張ったけれど合いませんでした。
Ni idea de por qué las empresas piensan con el culo y llegan a la conclusión de que excluir el segundo idioma más hablado del planeta les hará ganar más dinero. Demasiados juegos con esta política de ignorar a los hispano hablantes.
This game is much improved over Starpoint Gemini 2. Whilst many of the controls are the same, the layout of the UI, the graphics, and presentation deliver a better experience and makes it easier to engage in navigation, combat, and ship boarding. The story was also better than the previous version. It is a political intrigue story with slightly more believable and better voice acted characters, whereas, the predecessor and successor titles have blatantly terrible main characters and story. Warlords is the middle child that does it better than either of its siblings. Economy. In games like X3 and Freelancer, there was a bit of market simulation and competition, so one had to hurry to those stations to buy and sell wares at the best prices. That isn't the case here. Prices are static. Once you learn of the best prices, you simply get the best transport and run a route that is calculated to return the most money in the shortest amount of time. Once the Prosperity is unlocked, trade deals net around 40 million credits a pop. If you use T-drives, this can be done very quickly. Once you make a few hundred million credits, you won't need to make money anymore. The campaign will provide everything you need from then on. Stations will also restock by the time you get back from your sales run, furthering the exploit. Simply put, there is no economic simulation in this game. Exploration. The map is based on the Gemini solar system, a twin star system. There are a bunch of terraformed worlds in this system, most of which are linked to a teleport gate network to allow for rapid transit between worlds. There are many stations, more gates and wormholes to allow for rapid movement. Otherwise, you are using sublight and travelling for a short time until you reach your destination. In short, you aren't exploring the unknown, but, learning for yourself well established sectors of controlled space. With good graphics hardware and draw distance, you simply navigate the 2d grid based map in a standard search pattern, as everything is on the solar ecliptic, then point your ship at a planet or station until you have everything found. Searching down those relics is easy because you will find them on your map when you happenstance by them and can T-jump to them on the 2d map, scan, and get your upgrade points. As for various other salvage, cargo containers, anomalies, encounters, pirates, etc, once you've seen one, you've seen them all. They are helpful in the early game, but it becomes cookie cutter, redundant, and not worth the time investment later on. I began ignoring all those things because I got everything I needed from trading exploitation. You will not get lost, or feel like a space explorer. Civilization is never that far from your current position. Story. The story is a cliche colonize and betrayal story, but better than SPG2 and 3's ridiculous main characters. Overall, it's OK. I was rather annoyed with it at times because the events were rather predictable and cliche. You belong to a foreign Imperial remnant faction in the solar system and the locals don't seem to like you, except practically every major barony or corporate power. You fight mostly annoying pirates that seem to randomly spawn right on top of you whenever you transition jump to another area. The characters are more believable this time around. You aren't some daddy's little boy or playboy grand child. You are just an Imperial commander and you can choose the male or female version. The story is mission driven, and is quite easy to complete if you exploited trading and unlocked the Prosperity Titan class ship. Strategy Map. I first started on normal mode in both game difficulty and strategic difficulty. However, at level 20, when I ran my cruiser and small fleet into enemy territory to take what appeared to be an unguarded defense node in a small territory on my border, a massive enemy fleet spawned out of thin air with dreadnoughts and battleships numbering quadruple of the cruisers I was fielding. This wasn't the massive fleet that spawned in the defense node either, this was just a random spawned fleet while travelling in enemy territory. Fleets would just magically appear, and I'm not talking about the ones that are visible on the map. Those were quite easy to fight. No, the random stuff is broken and unbalanced, forcing me to lower the game difficulty to easy so the random spawns wouldn't be as ridiculously overpowered and randomly join a node capture or fleet battle. However, this made my game too easy and when I got the Titan class Prosperity ship, I was a one man fleet regardless of difficulty. This is a major complaint of mine with this title. There is no explanation why there are random spawns of ships fighting literally every time I make a T-jump or fly around some random point of interest. This ruins immersion, as I am struggling to build up my fleet, yet ships magically spawn in ridiculous quantities everywhere in the system. Sending your AI fleets into combat alone is suicide. Even if you outnumber the enemy at a control point or battle, your side will take substantial loses, whereas, going yourself is a guaranteed win with no losses of any sort. Thus, the RTS simulation is also broken, as it takes considerable amounts of time to replace losses, but the AI prints ships with funny money. The strategy is sub-average, but, there are not a lot of games like this. What is possible? You can take over stations, defense nodes, and planets. Basically, you can control the whole Gemini system if you wanted, but there isn't any point to it other than Steam achievements. Once you capture a planet or two and own a third of the solar system, the game is boring. You can build ships in your ship yards and send them out to attack, defend, patrol, etc. You control fleets in the 2d main map as if you were playing an RTS. You can fly around with a massive fleet at your back. You can capture enemy ships, put them in your garage, sell them, scrap them, or steal their fleet designs. You can fly almost any ship in the game. These are all good things. Ship Combat. The combat in this game is similar to SPG2, but better. You can fly your ship manually with the full degrees of freedom space offers, thus, you can actually dodge incoming fire with pilot skill. You can fly just about any ship type in the game, which is a big plus in my book. Combat is basically flipping on auto-target, avoid getting hit, use power-ups and abilities to kill the baddies, and hope random spawns don't bring in more than you can chew. It was full of action and fun for a time, but end game is quite boring once you have Titan class ships. Ship sounds and weapon graphics are decent, improved over SPG2. Graphics and audio are better than X4: Foundations. There are various strategies in how you fly, I chose the cloak path, and I had lots of fun going cloak and surprise attacking enemies in the early game. Even hunting harder to kill enemies that were way over powered for me, but helpless against my stealth power was fun. Path finding. As an X-series player, my anus clinches when I see asteroid fields and I have AI ships following me. However, the asteroids seem to be circumnavigated by AI and player ship with only the occasional shield deflected doink. The asteroids actually move when this happens, and to date, none of the ships took damage, and almost always avoid impact and keep moving. So good job. There was only occasional derp out with ships when flying near stations or when they dance around my capital ship and doink off my hull, but the ship eventually calculates a course and breaks out of derp jail. In this regard, I give the devs a gold star sticker of approval because well known competition has been unable to place in a path finding solution for the last 20 years. Warlords looks and feels like space battle. Some wonky behavior from time to time, but
The controls are bad, like really bad! Mouse, wasd and then you need to use k - + etc all while trying to keep enemies in front of you, who just flies circles around you staying in your blind spot... Main quest bugged out 2 times and had too reload earlier save games to fix. This would be awesome if controlling your ship wasnt so frustrating.
I tried to like this game, but couldn't. As a 4X strategy title, it is meant to embark the player upon a journey towards domination by eXploring, eXpanding, eXploiting, and eXterminating. These games are meant to indulge us in this fantasy that we are comparable to someone like Alexander the Great before we wake up in the morning to report to another client whose sinks are clogged and come to the unfair realization that we are just doomed to a plain life. Despite all of its pretty colors as you fly through space, [i]Starpoint Gemini Warlords[/i] creates more of a washed-out core loop experience that is very repetitive and grindy. As is usually the case with 4X strategy, you generally start your adventure from some sort of humble beginning, although this game instead has your character (who can be selected as male or female and with some attractive portraits of men and women so kudos to developers for having hot women in their game and for also labeling genders properly) demoted from a commanding position after a costly incident that you were blamed for. This begins your main quest of climbing the ladder to regain your former title and respect of commanding entire fleets. Until that happens, you have to contend with an insufferable cyborg dude who immediately takes it upon himself to boss you around, and so it's a satisfying moment of escaping his condescension as he has to acknowledge you his superior later on, though I wished for the option to jettison him into deep space to teach my subordinates a lesson not to annoy me should I find myself disgraced once again (which would be likely). Dialogue is often delivered similarly to that of a visual novel design with a box for text at the bottom of the screen paired with the portrait of the character who is talking, and I enjoyed choosing any and every sarcastic response I could during my disciplinary demotion to those who suddenly saw themselves my superior. There's a sort of reputation system with characters/factions but it felt mostly inconsequential or arbitrary, and many of the more major NPCs you interact with are written in a way that is very odd or perhaps incompetent that it is surprising they are trusted in the cockpit of spaceships. There is some voice acting, and it's not really the best but I'll take voice acting over silent dialogue that I have to read. But I digress, you are given a modest vessel befitting your demotion, and you will gradually unlock larger and more powerful ships, such as dreadnoughts and other battleships, as you gain XP and level up your profile. In practice, this unfortunately means grinding the economy as these ships costs millions of credits while the "freelance missions," which quickly become mentally draining, only really payout around 200k credits per mission without perk upgrades. These board missions are usually hunting for pirates where you just press M1 until you win, mining asteroids by shooting torpedoes at it and collecting the chunks, salvaging wrecks by deploying these nanobots and just sitting there to watch them eat through the metal or whatever they do, or defending a structure or something from hostile attack. You'll need millions of credits to afford the best ship that defines the endgame experience, but these missions require hours of replay and once you regain commander status, you may realize that personal ship upgrades are irrelevant. You may want to instead invest everything into fleet construction and management whilst your personal vessel becomes more of an afterthought unless you're directly involved in fleet battles, which doesn't feel necessary because your fleets can often handle the battles. The goal is then to build and maintain fleets, yet the game forces you to spend an eternity doing odd jobs that feel completely disconnected from that strategic vision. These missions are not difficult nor individually time consuming, but it quickly becomes a never-ending Saturday list of chores collectively that leaves you exhausted once you are finally finished. If you power through it, you'll be heavily rewarded with the concept of "get good gear > destroy opponents" but then that leads to the next issue: "go back to get better gear for stronger opponents > repeat." There is a frustrating flaw in that your progress results in the game undermining your sense of power through level scaling. The moment you scrape enough cash together for a better ship or you afford better upgrades for your current ship, you'll find the local pirate contingent has somehow done the same. The result is a perpetual stalemate where you never truly feel ahead of the curve. Your shiny new ship may feel powerful for one whole level and then suddenly, those manageable corvettes become a whole squadron of like ten dreadnoughts, making you now feel more like a Mitsubishi Mirage surrounded by a platoon of M1 Abrams tanks. This design choice single-handedly kills the power fantasy that a 4X game is supposed to deliver. I can see this outpacing newcomers to the genre who would still be wrestling with the cluttered, visual mess that is the UI where you have to resort to the game's codex to reread note after note that got stapled to your forehead as the game inundates you with too much information at once. When it comes to your equipment, there is some variety. Larger ships have more slots for light and heavy weaponry but at steep costs. There exists consumables such as but not limited to repair kits, shield generators, and these 'decoys' that are meant to act like flares for missiles but are functionally and strategically useless due to long cooldown timers as enemy ships can spam their heavy weaponry at you seemingly infinitely. I rarely bothered restocking these items, using them only when looted. It's a system that lacks both visceral feedback and tactical depth. The space combat reminds me of [i]Starfield[/i] but with clunkier and awkward controlling such as for thruster speed. Without sufficient firepower that allows you to quickly decimate your opponents, battles and dogfights devolve into circular chases (do circles exist in space?) where enemies can effortlessly track you as you struggle to see them on screen. There is a convenient "fire at will" auto-targeting button that shoots the light weaponry for you which told me that the strategy was really to just spam the ship's abilities like gravity pull and ramming as well as heavy weaponry, but this is perhaps less tactical combat and more ability rotation until they explode or you realize that you are outgunned and need to retreat to grind some more. There are some RPG elements that may help service the combat as there are skills for weapon specializations (like ballistic, plasma, rockets, etc) depending on what you come to prefer, perks for communication like persuading NPCs, offensive/defensive bonuses for specific ship classes that you are piloting, speeding up research, and even perks for increasing payouts for the freelance missions which may be what the developers intended for reducing the early grind. The character maxes out at level 50 and so you'll be able to maximize everything you see in the tree, but many perks feel superfluous while others are more important to invest into early. What ruined any possibility of the game receiving a positive review is that it crashed to desktop many times during my playthrough. This happened most frequently whenever I was attempting to load a save, but it also crashed before during quests which forced me to restart from the beginning of the quest and so I started having to manually save every five minutes just in case. The game isn't really too hard, and so the greatest challenge wasn't conquering the galaxy but maintaining sobriety while I made fart sounds any time I flew through those gas clouds.
8 hours into it and I find that all the things I did in the first game are a chore in this version. Missiles lock forever. same 5-6 enemies everywhere (no variance in spawns) boarding ships sucks even worse universe feels less alive so far best way to make money so far is to break open randomly generated boxes sigh Like the game community hasn't had enough of breaking loot boxes (these aren't ptw boxes) Camera has always had a slow wonky feel even in the first one. positives stuff is prettier beginning story was cool enough customizing ship color and such is kewl it seems to have more strategy there though I haven't got to it in 8 hours. I have been flying around just exploring a good portion. I have great respect for the peoples that made the first game but I can't say i'm really enjoying it after 8 hours. Really kind of bummed.
This game that will demand a lot of your time and patience. So much so, I feel it crosses from enjoyable to drudgery as you scrounge for every last credit. This game involves HOURS grinding away doing freelance missions, mining, bounty hunting, scavenging, and occasionally just flying around in search of loot. While this has some very enjoyable aspects to it, the sheer amount of time to go from flying a garbage scowl to a respectable ship may be too much for the casual player. The graphics, while stunning in the previews, are never really showcased. You follow behind your craft from a respectable distance that never allows you see the detail. Your expensive turrets are little sticks on your wings, heavy weapons when shot are glowing orbs, and your fighters buzz around as shapeless sprites -- you never see the detail. It is the same when landing at a planet, you treated to a short cut-screen, but there is no life to the worlds you visit or the characters you interact with. The combat takes a bit getting used to as you are not a fighter pilot, but instead are commanding a capital ship with semi-autonomous turrets. Your role is too steer the ship while the turrets fire, occasionally launching heavy weapons, and deploying your special skills when needed. There is a certain enjoyment to the fleet aspect of the game, with you very slowly building a massive armada to follow you around as you scrounge for money, occasionally engaging in epic battles with other fleets. But a serious flaw to this system is that lower level ships become obsolete, with no advantages and only costing you hard-won resources as they are blasted out of the sky in minutes. The story is okay. Each step in the campaign has you getting enough credits for a new ship, completing a mission, and then meeting the requirements for the next. I never finished the game, reaching a point when the next step would involve over 100 million credits to complete the requirements -- most missions paid 500k to a million per run. This is a good example of the grindy nature of the game. This game has some fun parts, but they are overshadowed by the sheer amount of time that must be committed to fully enjoy the game.
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