4.4 hours played
Written 10 days ago
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.