
Alliances & diplomacy
Shared storage, combined fleets, war and peace treaties - governance from dictatorship to democracy to beautiful chaos. The political layer is as sharp as the economic one.

Browser space strategy · Free to start · No download · Mobile-friendly
X-Wars Resurrection is a browser-based space MMO rebuilt by one of the original developers - free to start, then a low monthly subscription that keeps the galaxy running without pay-to-win. Command colonies, research tech, fabricate custom ships, and expand across a living star map. Built for long-haul 4X depth, not a five-minute arcade shooter.
Second early alpha
Round one closed on 28 June after real commanders stress-tested the economy, blueprint missions, and mobile HUD. Round two brings a fresh universe, colonisation steps, and the first shared-space interactions - ten commander slots via pre-registration.
The north star
Not a casual clicker wearing sci-fi paint. Not a stripped mobile port. The same universe, rebuilt with modern real-time infrastructure and an economy that rewards mastery. A vision held for twenty years by one of the original developers, finally executable with AI-assisted tooling.
Browser & mobile space games
Looking for a good browser-based space game? Arcade shooters and instant PvP arenas have their place. X-Wars Resurrection targets a different itch: the slow-burn 4X loop - mines, research, custom fleets, and map politics - in a tab with no install. It also runs in mobile browsers when you want to check colonies away from the desk.
If you enjoy OGame-style or Astro Empires-style empire games but want a richer supply chain, matter-state refinement, and ship assembly - this is the rabbit hole. Thousands of refinement paths and blueprint permutations today, with six-figure ship fits on the roadmap.
A true browser space MMO: sign in, pick a commander, and play from Chrome, Firefox, Safari, or Edge. No client, no app store gate - just a modern web stack built for real-time strategy at galactic scale.
Not a stripped port of a desktop MMO - a browser-first game with deliberate mobile UX: colony ops sheets, map gestures, and readable HUD on phones and tablets. Native apps are not required; your couch session uses the same account.
Where we are today
Round one alpha closed 28 June 2026. Round two opens 25 July with a universe reset, colonisation steps, and ten pre-registered commander slots. This is an honest snapshot of what shipped between rounds and what is still on the roadmap.
| System | Status |
|---|---|
Technical foundation Core platform is built and running. Still needs to prove itself at scale; additional sign-in providers are on the roadmap. | Operational |
Planet resources, constructions & research Generation, buildings, research trees, and phase converters are generally working. Balance, pacing, and late-game industrial gates still need refinement. | Working |
Star map & planet deployment Playable but early. Needs more polish and greater diversity in what you encounter. | Early alpha |
Ship components & assembly End-to-end component fabrication, launchpad logistics, and orbital ship factories are live. Round-one playtesting drove blueprint mission automation and stock reservation fixes. | Working |
Blueprint mission automation Queue a ship schematic and the colony planner sequences builds, launches, and assembly steps. Parallel work when stock and slots allow - less click-by-click busywork. | Working |
Map travel, exploration & fleet control Generally working, but still rough - especially for larger fleets and heavier ships. Round two adds planet-focused map play and early shared-space interaction. | Early alpha |
Mobile browser UX Colony ops HUD, star-map gestures, and thumb-first panels shipped in July. Not finished - but intentional passes for phones and tablets between alpha rounds. | Working |
Economy balancing Initial baseline only. Untested at scale, unproven in live play, and late-game curves are still incomplete. | Early alpha |
Combat & fleet battles Not in the alpha yet. Ship combat, engagements, and battle resolution are still on the roadmap. | |
Alliances & diplomacy Not in the alpha yet. Shared governance, treaties, and coalition tools are planned but not playable. | |
Internal messaging Not in the alpha yet. Commander-to-commander and in-game mail are still to be built. | |
Notification system Not in the alpha yet. Real-time alerts for fleet events, research, and diplomacy are still to come. |
Pre-registration for round two opens 11 July 2026 at 14:00 CEST. Request clearance on the site or read the blog dispatch for dates and slot limits.
Legacy
After two decades since X-Wars first launched - and a decade after the original galaxy went quiet - one of the original developers is continuing the story with even more ambitious gameplay, sophisticated balancing, and the depth that was always in mind but never had the means to ship until AI changed what a small team can build.
Origins
X-Wars launched as a browser massively multiplayer space strategy - complex, diverse, and built for thousands of commanders at once. The core idea came from one of the original developers, alongside a team that helped bring the first galaxy to life.
Silence
After years of galactic warfare the original servers went dark. Alliances, rivalries, and unfinished campaigns were frozen in time - but the design never stopped evolving.
Resurrection
X-Wars Resurrection is a fully new vision from one of the original developers: real-time workers, procedural universes, a deeper economy, and a star map worthy of the original - made possible with modern AI-assisted tooling.

Complexity by design
6
Raw resources
33
Constructions
37
Research topics
8
Component modules
5
Refinement tiers
4
Matter states
99
Planet world types
2,642
Refinement combos
5,985
Ship fits (early)
147k+
Ship fits (target)
9
Module categories
4
Playable races
∞ grid
Map scale
Raw raw ores become refined compounds and combinatorial alloys. components become ships. ships become fleets. fleets reshape the map. Even early scout hulls already allow over a thousand legal module layouts today, with six-figure ship permutations planned as the full component tree lands.
What you command
Colonies, orbital industry, research, recon, and fleet ops are not separate mini-games - they are gears in one engine.

Pan across an infinite procedural grid. Discover systems, reveal fog of war, and anchor every decision - fleets, espionage, trade - on one living map.

Mine raw materials on ninety-nine procedural world types - from molten cores to frozen crystal vaults - refine through matter-state tiers, melt combinatorial alloys, and feed a supply chain that powers every colony.

Branching tech trees gate constructions, refinement tiers, espionage tools, and ship capabilities. Progress is deliberate - mastery is earned.

Fabricate hulls, engines, energy cells, weapons, shields, and scanners on-planet. Assemble bespoke vessels in orbital ship factories - or queue blueprint missions that chain the whole pipeline for you.

Load launchpad bays, burn fuel for ascent, deploy factories into orbit, and run parallel ship production across your empire.

System recon drones peel back the fog. Planet scans and observation missions turn information into leverage before the first shot is fired.

Surface to orbit
Load multi-bay cargo, pay the fuel cost, and watch ignition bloom into ascent. Deploy orbital ship factories and feed them components from your colonies - spreadsheet cosplay at galactic scale, because micromanaging the details is the game. The animations are the reward for getting the logistics right.



Choose your doctrine
Balanced expansion
The baseline empire-builders - steady economy, flexible fleets, and room to pivot between trade and war.
Trade & camouflage
Merchants and ghosts of the lane - excel at commerce, misdirection, and turning rivals' blind spots into profit.
Defense & espionage
Fortress minds and patient spymasters - hold ground, gather intelligence, and strike when the map finally tilts your way.

Shared storage, combined fleets, war and peace treaties - governance from dictatorship to democracy to beautiful chaos. The political layer is as sharp as the economic one.

Research unlocks trade stations and signal networks. Information and commerce move at the speed of your infrastructure - not a cash shop shortcut.

Free to start, then a low monthly subscription - not pay-to-win bundles. Your subscription keeps development and servers alive so the galaxy can grow. Skill, planning, and coalition-building decide who holds the center of the map.
Common questions
From the command deck
My honest updates on development, legacy notes, and the occasional personal checkpoint.
Between rounds I am cutting ship-building busywork with blueprint missions and pushing mobile UI and accessibility hard. Round two opens 25 July - pre-registration for 10 new slots starts Sunday 11 July at 14:00 CEST. On the horizon: richer star-map play, colonisation, system flags, and your first contact with other commanders.
Read moreRound one closes 28 June, then a universe reset before mid-July - your account achievements stay. Blueprint missions shipped to production. Next up: slower refinement, smarter HQ costs, energy passes, planet limits, colonisation - plus a few UI fixes, with full features still ahead of polish.
Read moreNo big patch today - I ran out of day before the next automation pass was ready to ship. Here is an honest preview of what is on the workbench: plan-once queues for components and launches, plus a colony overview that should make the early rabbit hole feel less like click-by-click busywork.
Read moreThe first early-alpha week is winding down. Since my June 23 mobile-orbit dispatch I shipped fleet command improvements, clearer refinement feedback, tap-to-load fuel on phones, and a pile of fixes - plus early balancing signals that are starting to feel trustworthy. UI and UX polish on both form factors is not done yet.
Read moreOne day after my June 22 dispatch, Command relay filled up with orbit and mobile friction. Dedicated phone layouts for factories and launchpads, fleet fixes that stopped duplicate scouts and lost cargo, launchpad upgrades that finally scale - plus an honest note on what still struggles on Android.
Read moreTwo days into the first early-alpha cohort, real commanders are stress-testing the galaxy and filing reports through Command relay. Here is what I shipped in response - plus a solid refinement rebalance that trades lower waste for slower refined output.
Read moreThe first early-alpha invitations are going out now, starting with supporters from the original Tipeee era. One week to stress-test tech, early-game balance, and map UX - not final tuning. Only user-scoped account achievements carry over after a universe reset.
Read moreX-Wars Resurrection is running on production-grade infrastructure for the first time. A few systems still need hardening before the first time-limited early alpha - plus an honest note on life, family, and focus.
Read moreThe 2007 browser client still runs. It is fragile, nostalgic, and useful as a reference while the resurrection takes shape.
Read moreThe original vision, expanded: deeper economy, custom ships, procedural galaxies, and fair monetization - resurrected by one of the original developers.
Read more
The galaxy is waiting
Round two opens 25 July 2026. Between rounds we shipped blueprint missions, mobile colony ops, phase converters, and a sharper star map. Request clearance when pre-registration opens - or sign in if you already hold a slot.
Free to start · Low subscription · No download
Begin your campaign