X-WarsResurrection
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Dispatch log

X-Wars Resurrection Blog

Updates for the browser space strategy MMO - production milestones, early alpha news, and personal notes from me, one of the original X-Wars developers.

Topics: browser MMO, space strategy game, X-Wars remake, procedural star map, custom spaceships, real-time economy, early alpha.

9 July 2026

Second alpha preview - less ship micromanagement, sharper mobile, round two dates

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.

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28 June 2026

First alpha round closes 28 June - blueprint missions live, iteration two ahead

Round 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.

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25 June 2026

Quick note - busy day, automation still on the bench

No 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.

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24 June 2026

Early alpha, week one close - refinement clarity and fleet command

The 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.

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23 June 2026

Early alpha, day three - mobile orbit and the fix list

One 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.

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22 June 2026

Early alpha, day two - thank you, and what changed

Two 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.

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21 June 2026

First alpha test round - what I am looking for

The 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.

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19 June 2026

First production deployment - and a long road back

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.

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March 2023

X-Wars Original is back online

The 2007 browser client still runs. It is fragile, nostalgic, and useful as a reference while the resurrection takes shape.

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Autumn 2022

X-Wars is back

The original vision, expanded: deeper economy, custom ships, procedural galaxies, and fair monetization - resurrected by one of the original developers.

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