
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!
Modeled estimate, not a reported figure. How we estimate →
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.
Discounts
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.
About
Sums Steam only; Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 805 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Перевод хуже гугл транслейта. Графика хуже чем в ДаркСтаре Рефанд.
Dream of stardust, of celestial bodies orbiting suns more vast than your entire Sol System, of alien worlds and far-flung civilizations as yet unimaginable, but let not all these dreams turn to the nightmares of cold death in the vacuum of a galaxy with no name.-this guy SGW is by far one of my favorite space sims, not the least of which because of the strategic layer and campaign mode.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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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Stats
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
Starpoint Gemini Warlords, developed and published by Little Green Men Games, is an ambitious space simulation that attempts to merge third-person space combat, role-playing progression, and large-scale 4X strategy into a single cohesive sandbox. Set in the Gemini system—a fractured and politically volatile region of space—the game places you in the role of a freelance captain who can gradually rise to become a faction leader and territorial warlord. Rather than confining itself to one genre, it encourages players to transition fluidly between piloting a single ship in intense skirmishes and orchestrating fleet movements across an evolving star map. The most immediate and accessible aspect of Starpoint Gemini Warlords is its real-time space combat. Battles unfold from a third-person perspective, allowing you to manually maneuver your vessel, manage weapon arcs, activate special abilities, and target subsystems on enemy ships. The combat model emphasizes positioning and loadout configuration rather than twitch reflexes, creating engagements that feel methodical yet cinematic. Larger ships move with deliberate weight, and battles between capital vessels can stretch into tense, visually striking exchanges of missile barrages and beam fire. The sense of scale becomes particularly impressive once you command fleets of your own, transforming individual duels into sprawling engagements involving carriers, dreadnoughts, and support craft. Beyond the cockpit, the game opens into a broader strategic layer that distinguishes it from more straightforward space shooters. You can construct and upgrade a headquarters, expand territorial control across sectors, research advanced technologies, and interact diplomatically with a variety of factions. The strategic map resembles a light 4X system, where resource management, fleet deployment, and territorial defense become just as important as direct combat prowess. Balancing your ambitions with faction relations adds nuance to the experience, as alliances can provide support while aggressive expansion risks retaliation. This layered structure gives players the freedom to focus on economic growth, military dominance, or a hybrid approach. Character progression further reinforces the RPG elements embedded within the game. Selecting a captain class influences skill trees and available abilities, shaping your playstyle over time. Ships themselves can be customized extensively, from weapon systems and defensive modules to cosmetic changes. The variety of vessels—from agile gunships to massive battleships—encourages experimentation and specialization. As you accumulate credits and experience, you gradually transform from a vulnerable freelancer into a commanding presence capable of influencing the political and military landscape of Gemini. The campaign offers a narrative-driven framework, guiding players through faction conflicts and larger conspiracies, while the sandbox Conquest mode provides near-total freedom. In Conquest, the galaxy becomes a dynamic playground where you define your own objectives, whether through piracy, mercenary contracts, or empire-building. This flexibility enhances replayability, as no two playthroughs unfold identically. Randomized missions and freelance contracts ensure a steady stream of opportunities, preventing the experience from feeling overly scripted. Visually, Starpoint Gemini Warlords delivers a colorful and detailed depiction of space. Nebulae, asteroid fields, and planetary backdrops create atmospheric environments, and ship models are varied and distinct. Explosions, beam effects, and missile trails contribute to the spectacle during large battles. While the presentation may not match the graphical fidelity of higher-budget space simulators, it succeeds in conveying scale and immersion. Interface design, however, can feel dense, and newcomers may initially struggle to parse the numerous menus and systems layered atop one another. The game’s ambition occasionally reveals rough edges. Fleet AI behavior can be inconsistent, and certain interface elements may require patience to master. Tutorials provide guidance but do not always fully explain the intricacies of its interconnected systems. Nevertheless, for players willing to invest time into learning its mechanics, the reward is a deeply customizable and expansive space sandbox that supports diverse approaches. Ultimately, Starpoint Gemini Warlords stands as a bold fusion of genres that caters to players who crave both hands-on combat and macro-level strategy. It may not offer the polished refinement of genre-leading space simulators or the intricate diplomacy of full-scale 4X games, but its hybrid design creates a uniquely satisfying progression arc—from lone pilot to commanding warlord. For those drawn to open-ended exploration, fleet management, and the fantasy of carving out an interstellar domain, it delivers a rich and engaging experience that reflects both its ambition and its indie spirit. Rating: 7/10
Невозможно пройти игру, в определённый момент пропадает весь инвентарь и вообще все корабли. Остаётся корабль на котором сейчас летел. И проблема в том что загрузив более старое сохранение там тоже нет инвентаря, он пустой, ни оружия ни оборудования ни кораблей.
It's the long play, space exploration, and conquest game that I have been looking and waiting for, for years!
Much more fun if you choose "Ninja" instead of "Sniper" at the start, because the stealth button is great for both "stop shooting me while I warp away from an unwinnable fight" and "stop shooting me while I wait for my boarding party to take your bridge". I don't think Starpoint Gemini series is supremely balanced, or polished, or fun. I've played some of all 4, but for some reason this is the one I played through to completion. Maybe just because everyone else hated it so much. It reminded me a lot of playing Escape Velocity on a Motorola Macintosh back in the 90s. Start with nothing, cheese/cheat your way to the point where your unofficial end goal becomes "conquer every planet on the map". This takes a long time, though, even if you're cheating as hard as you can. The biggest ships are just too ♥♥♥♥♥♥♥ big for the default shoulder-cam view. That and the lumbering meant I stayed with the destroyer, then dreadnought, even after unlocking titans. This game is probably [b]technically[/b] playable with a controller, but only if you already know what you're doing. I ended up sticking with mouse and keyboard. Dispatching fleets on the map worked but... I can't really put my finger on it, but it never felt quite right. I liked the interactive boarding concept, but having the marines stop and wait for orders is too slow. Instead you should be able to just say "until further notice, you should retreat/loot-the-advance/advance". I definitely would recommend Rebel Galaxy over this, but it's kind of on par with Rebel Galaxy Outlaw in terms of fun-to-jank ratio. https://store.steampowered.com/app/290300/Rebel_Galaxy/
Small learning curve with the the controls, but after that it opens up a great experience. I would say its like EVE offline!. The AI is also very impressive. Can't wait to play more.
This game gives me Mount & Blade vibes but in space. Edited Review after Finishing all the main missions, and doing a bit of free play exploration. I will still reccomend the game as it was decent fun while i played, but I don't think the freeplay of this game is all that great. This game does NOT have a comprehensive Trading system. Station / Plant Stock respawns immediately once you leave and go back in. and prices are fixed for all planets, so find the most profitable route, and just warp back and forth making 10-15 million credits each way. (I got the 1 billion credit achievement in 20 mins) other factions are all pacifists, all they really do is sit there and trade forward posts back and forth, and don't really antagonize.
Reminds me of the old Freelancer style space sim, but with a bit of RTS conquest sprinkled on top.
Final Update: The fatal flaw of this game is that every time you level up, the randomly spawned enemies level up well beyond your level. So any feeling of achievement upon leveling up is eventually (at key level thresholds) overshadowed by impossible-to-beat enemies that will show up occasionally at key times right before battlefields, etc. You feel like you're going backward - you level up and the game throws an order of magnitude beyond your current level. Your new expensive ship suddenly feels puny - it feels smaller than your starter ship did because back then you could take on anything. I still like this game because I can mod it for Star Wars. It's an awesome mod - very simple - just the ships and sound effects are different. But that by itself will keep me playing this. UPDATE 2: I've finally uncovered at least one problem the game has, which others explained in their reviews. I'm not sure yet if this problem exists regardless of what mode you play in - there are several starting scenarios to choose from. What happens, at least in one of the "starting from bare bones" scenarios where you have almost nothing to begin with and work your way up to larger and larger ships and economy, is that the game will often spawn an unbeatable enemy fleet. It's huge. Like 4 or 5 dreadnaughts and several battleships and carriers and a ton of frigates and corvettes. This huge fleet actually once spawned by my base, and I tried to fight them and after dying several times and reloading the autosave, apparently the random # generator decided to forgive me and when I went outside this time that fleet wasn't there - it was just a little bit out of the way. But I also noticed this fleet didn't seem to care about me as long as I didn't attack them. It's like maybe it's a storyline or something. Still this artificial spawning of enemies (most of the time they are smaller fleets that spawn in the middle of nowhere) breaks the immersion. Some scenarios look like an RTS style of gameplay where you can start in 1 of 4 areas near the edge of the map. If they also play with an artificial middle of the map, it's going to be the same story. People complained about artificially difficult bosses in the game in some of the threads too - ones that are apparently unbeatable (even on easy) without cheating by using mods. So... if you can forgive all that, I guess it's still a great game. It's a shame it does weird things - it would have been really nice if it could just play like a galactic-scale RTS game - but the developers apparently had other ideas. -- Also.. after asking on the forums, these fleets are completely optional - if you fly away they won't hurt anything and your original base can never be blown up. These are like "flavor" - but can be ignored. What can really get in the way is if you don't know how they work, so if you're trying to attack an enemy base and one of these fleets randomly shows up in the same battleground (and this happens often), you'll have bit off more than you can chew and lose the battleground. Just fly away and then come back and the fleet won't be there the next time. If you don't know these mechanisms, the game will be overly hard even on easy levels. In this way it sort of cuts its own throat - making itself too hard for anyone to enjoy, so now nobody wants to play it. :) Oopsie! UPDATE 1: Ridiculously underappreciated game! This is not so much a capital ship flight sim as it is an empire-building sim. You start out with a basic base, which you can build up to have full fleet production capability, research and mining operations. Yes this plays fantastically with the Star Wars mod too - as it adds to the immersion that you are building a budding Empire complete with Tie Fighters and Imperial Star Destroyers (among many many others)! I have played it safe for the first several hours of the game, and suddenly a fleet of about 4 bigger ships (I thought they were destroyers or cruiser, but they may have just been well-equipped frigates) showed up at my base. I died several times and had to reload previous saves before I found a strategy that allowed beating them. Really a lot of fun and the whole battle was very immersive - just like being in the movies! If you just want to go flying around, random quests get generated on the map, some of which are complete duds. There's always something to do - and hacking radar systems exposes a whole enemy area so you don't have to fly all over. I regret not having played this sooner - it's really quite good. -- ORIGINAL REVIEW BELOW -- I'm using a Logitech game-pad and it did NOT work at all right at first, until I flipped the underside switch to X (presumably to use XBox controller emulation) and now it plays just great! I have a tendency to skip "Campaigns" on these sorts of games and go straight to the free-flight game-play, and this time I am glad I didn't. Something about people's reviews and descriptions that this game is fairly complex and the controls are not simple drove me to playing the beginner campaign. I'm 4 hours into the game and still doing the starter missions. The controls are a learning curve and the missions do a good job of repeatedly providing practice for learning. However, I found it better to take extra jobs before continuing on the story-line missions for the sake of boosting my ship's capabilities. It might also help if you take the >> cloaking << option as a beginner, because NOTHING beats being under heavy fire, certain you're about to die, and then turning on the cloaking mechanism and allowing all the shields to regenerate. Boarding and commandeering enemy ships is pretty fun too. What got me playing this again after having tried it once a long time ago (I had 45 minutes of game-play already - maybe from a free weekend or something) was seeing that taking over sectors will provide additional income. Though this won't compare to what is obtained by taking over ships instead. I'll have to provide a follow-up review after I've played this a lot more - but I'm already convinced this is much better than Starpoint Gemini 2 was (which I'd given a mediocre review for). However - you should be aware this is not exactly a dog-fighting game - even though the controls work sort of that way. It's more skewed toward a capitol ship simulation game. You *have* to get within close range to disable the enemy systems, along with boosting your shields and deploying nanobots - come prepared as the fights are pretty harsh. The game also has mods - one is a Star Wars ship conversion. https://www.moddb.com/mods/star-wars-warlords-of-gemini/downloads/star-wars-warlords-of-gemini-v012 Woohoo! https://steamcommunity.com/sharedfiles/filedetails/?id=2634725892
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