
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 MMO · Real-time strategy · No install
X-Wars Resurrection is the original game rebuilt for a new era - one stubborn goal: make the deepest, most sophisticated browser-based space strategy MMO on the planet. Economy, research, custom ships, espionage, and galactic politics woven into one living star map.
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.
Where we are today
We are opening a small early alpha soon - access will be gated by invitation code while we stress-test core systems with real commanders. This is an honest snapshot of what is live today and what still needs work.
| 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, and research trees are generally working. Balance and pacing 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 Generally working end to end. Needs refinement and the first rounds of real-player testing. | Early alpha |
Map travel, exploration & fleet control Generally working, but still rough - especially for larger fleets and heavier ships. | Early alpha |
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. |
Alpha invitations are coming soon. When your code arrives, sign in and help us find the edges.
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 free 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
26
Constructions
29
Research topics
5
Refinement tiers
4
Matter states
5
Planet classes
2,642
Refinement combos
1,140
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 diverse planet classes, 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 from your own blueprints.

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.

Subscription sustains the galaxy - not pay-to-win bundles. Skill, planning, and coalition-building decide who holds the center of the map.
From the command deck
My honest updates on development, legacy notes, and the occasional personal checkpoint.
X-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
Early builds are live: star map, economy, research, components, orbital assembly, and launch logistics. Step in now and help shape the galaxy while the universe is still young.
Maximum depth. Zero install.
Begin your campaign