Compare Starpoint Gemini 2 prices across trusted key stores and find the best deal. Developed by Little Green Men Games. Published by Little Green Men Games. Released on 9/26/2014. Available on PC, Xbox. Genres: Action, RPG, Simulation. Metacritic score: 70/100.

Pick your class, grab a gunship, and slowly claw your way up to piloting a Carrier through faction wars, SG2 rewards patience but will absolutely punish you if you skip the tutorials.

I have a soft spot for space RPGs that let me write my own story, and Starpoint Gemini 2 dangles that promise convincingly. You pick one of three captain classes at the start, Commander, Gunner, or Engineer, each offering four distinct active powers that shape how you fight. The Commander buffs the whole fleet and can enhance fighter wing efficiency through skills like Tactics and Retaliate. The Gunner leans into raw weapon damage, with powers tied specifically to plasma cannons and beam accelerators. The Engineer is the trickster, hacking enemy systems, creating spatial rifts, and redistributing power through the Energize ability. None of them are deep enough to rival a proper CRPG's build variety, but they give you a meaningful identity peg to hang your playstyle on as you grind up through 11 ship classes, from the starter Gunship all the way to the slow, lumbering Carrier that can deploy fighter-bomber squadrons. The two modes, Campaign and Free Roam, are less different than they sound. Campaign follows Adrian Faulkner investigating his father's death and fighting off an Imperial occupation of the Gemini system, but it keeps Free Roam's sandbox freedoms intact: you can still mine asteroids, run smuggling routes, board and capture enemy ships, manipulate a live faction economy, and hire wingmen who level alongside you. The story does its basic job as a framing device, but the writing never earns a second read. Voice acting is a running sore point across every review I found, ranging from "grating" to "unplaceable accents", it doesn't kill immersion so much as occasionally shatter it. If you are here for narrative payoff and branching dialogue, look elsewhere. If you are here to build a reputation with the Thaurian Alliance, kit out a Dreadnought with railguns and plasma boosters, and occasionally decide whether to jettison contraband cargo or risk a shakedown, the loop clicks into place nicely. Combat is third-person and capital-ship focused, which makes it feel more like maneuvering a destroyer than dogfighting a fighter. You balance speed, shields, and weapons in real time by reallocating ship power, while the four-segment shield system adds a directional layer that rewards positioning. Light weapons, beams, railguns, plasma, run on regenerating energy, while heavy missiles and shockwave weapons burn finite ammo, so longer fleet engagements have genuine resource tension. The freelance missions that pad the XP treadmill are the obvious weak point: assassination, escort, scan-the-anomaly, repair-the-structure. The variety erodes fast, and the level gate on story missions means you will be doing those repetitive jobs more than you want to. The grind is real and the game does not disguise it. Technically, SG2 holds up reasonably on PC. The continuous universe with no loading screens between zones is still a nice touch, though some players report occasional stuttering when crossing region boundaries. The ambient soundtrack is legitimately good, it sells the loneliness of deep space in a way the voice cast cannot. At 70 on Metacritic the critical reception is measured rather than enthusiastic, and that feels accurate. The free Origins DLC, which ports the first game's story into this engine, adds a meaningful chunk of content if the base campaign leaves you hungry, and estimates put it at 60 to 100 hours to finish. The Secrets of Aethera paid DLC rounds out the post-launch content picture. SG2 is an acquired taste that rewards sandbox thinking over narrative hunger. If you can look past thin writing, filler missions, and voice work that sounds like it was recorded in a hurry, there is a genuinely satisfying ship-progression fantasy in here for players who want to feel like a capital-ship captain rather than a fighter pilot. Monika, Scout Team

Starpoint Gemini 2

Starpoint Gemini 2

Sep 26, 2014Little Green Men Games
GamerScout Says

Pick your class, grab a gunship, and slowly claw your way up to piloting a Carrier through faction wars, SG2 rewards patience but will absolutely punish you if you skip the tutorials.

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About Starpoint Gemini 2

I have a soft spot for space RPGs that let me write my own story, and Starpoint Gemini 2 dangles that promise convincingly. You pick one of three captain classes at the start, Commander, Gunner, or Engineer, each offering four distinct active powers that shape how you fight. The Commander buffs the whole fleet and can enhance fighter wing efficiency through skills like Tactics and Retaliate. The Gunner leans into raw weapon damage, with powers tied specifically to plasma cannons and beam accelerators. The Engineer is the trickster, hacking enemy systems, creating spatial rifts, and redistributing power through the Energize ability. None of them are deep enough to rival a proper CRPG's build variety, but they give you a meaningful identity peg to hang your playstyle on as you grind up through 11 ship classes, from the starter Gunship all the way to the slow, lumbering Carrier that can deploy fighter-bomber squadrons. The two modes, Campaign and Free Roam, are less different than they sound. Campaign follows Adrian Faulkner investigating his father's death and fighting off an Imperial occupation of the Gemini system, but it keeps Free Roam's sandbox freedoms intact: you can still mine asteroids, run smuggling routes, board and capture enemy ships, manipulate a live faction economy, and hire wingmen who level alongside you. The story does its basic job as a framing device, but the writing never earns a second read. Voice acting is a running sore point across every review I found, ranging from "grating" to "unplaceable accents", it doesn't kill immersion so much as occasionally shatter it. If you are here for narrative payoff and branching dialogue, look elsewhere. If you are here to build a reputation with the Thaurian Alliance, kit out a Dreadnought with railguns and plasma boosters, and occasionally decide whether to jettison contraband cargo or risk a shakedown, the loop clicks into place nicely. Combat is third-person and capital-ship focused, which makes it feel more like maneuvering a destroyer than dogfighting a fighter. You balance speed, shields, and weapons in real time by reallocating ship power, while the four-segment shield system adds a directional layer that rewards positioning. Light weapons, beams, railguns, plasma, run on regenerating energy, while heavy missiles and shockwave weapons burn finite ammo, so longer fleet engagements have genuine resource tension. The freelance missions that pad the XP treadmill are the obvious weak point: assassination, escort, scan-the-anomaly, repair-the-structure. The variety erodes fast, and the level gate on story missions means you will be doing those repetitive jobs more than you want to. The grind is real and the game does not disguise it. Technically, SG2 holds up reasonably on PC. The continuous universe with no loading screens between zones is still a nice touch, though some players report occasional stuttering when crossing region boundaries. The ambient soundtrack is legitimately good, it sells the loneliness of deep space in a way the voice cast cannot. At 70 on Metacritic the critical reception is measured rather than enthusiastic, and that feels accurate. The free Origins DLC, which ports the first game's story into this engine, adds a meaningful chunk of content if the base campaign leaves you hungry, and estimates put it at 60 to 100 hours to finish. The Secrets of Aethera paid DLC rounds out the post-launch content picture. SG2 is an acquired taste that rewards sandbox thinking over narrative hunger. If you can look past thin writing, filler missions, and voice work that sounds like it was recorded in a hurry, there is a genuinely satisfying ship-progression fantasy in here for players who want to feel like a capital-ship captain rather than a fighter pilot.

Monika
Monika · Scout Team

RPGs

Tags

singleplayerachievementscloud-savesCapital Ship CombatOpen SandboxFaction ReputationShip ProgressionAsteroid MiningFreelance Missions3rd-Person Space SimClass-Based RPGContinuous Universe

System Requirements

Minimum

Processor
2.2 GHz Dual core or equivalent
Memory
2 GB RAM
Graphics
DirectX 10 compliant graphics card with 512MB RAM
DirectX
Version 10
Storage
8 GB available space
Sound Card
DirectX compat…

Recommended

Processor
3.0 GHz Dual core or equivalent
Memory
4 GB RAM
Graphics
DirectX 11 compliant graphics card with 1GB RAM
DirectX
Version 11
Storage
8 GB available space Sou…

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Reviews & Ratings

Metacritic
70

Game Info

Developer
Little Green Men Games
Publisher
Little Green Men Games
Release Date
Sep 26, 2014

Game Modes

singleplayer

Languages

Audio (2)
EnglishGerman
Subtitles (5)
EnglishGermanRussianPolishFrench

Features

AchievementsCloud Saves

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Frequently asked questions about Starpoint Gemini 2

How much does Starpoint Gemini 2 cost?

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What platforms is Starpoint Gemini 2 available on?

Starpoint Gemini 2 is available on PC, Xbox.

When was Starpoint Gemini 2 released?

Starpoint Gemini 2 was released on 26 September 2014.

Who developed Starpoint Gemini 2?

Starpoint Gemini 2 was developed by Little Green Men Games.

Is Starpoint Gemini 2 worth buying?

Starpoint Gemini 2 holds a Metacritic score of 70/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.