I invented X-Wars with Nils Mitoussis in 2002. It launched in German and later reached French, English, Polish, Spanish, and Portuguese audiences as one of the deepest browser MMOs of its era. A decade after the original servers shut down, I started resurrecting the space strategy game as a hobby - keeping old ideas that still work and adding systems that were impossible twenty years ago.
Storyline
The massive exodus after endless war between Terrans, Xianer, Bugserianer, and Noberianer left the old universe in ruins. A Bugserian super-weapon meant to erase all non-Bugserian life was sabotaged by Xianer agents and collapsed into a black hole that swallowed every sun, planet, and survivor.
A small delegation from all four races - stuck in negotiations at the galactic rim - noticed the catastrophe in time and escaped. Thousands of years in stasis later, the last civilizations found a new universe with scarcer resources. Survival instincts guarantee new conflicts are only a matter of time.
Core mechanics
I want X-Wars Resurrection to be an even more complex browser space strategy MMO than the classic game. The UI starts familiar, with my ambition to make it more interactive and visual as the project matures.
Resources
Four major resource categories anchor the economy.
Raw resources
Classic materials return - pig-iron, crystal, frubin, orizin, raw frurozin on select worlds, and scarce gold away from starter planets. Mining efficiency depends heavily on planet class; starter worlds suffice for early spaceflight but not for endgame isolation.
Melted resources
Specialized factories melt solids, liquids, and gases into each other - and combine already-melted products again. The tech tree targets melting depth up to four tiers, creating combinatorial alloys that feed advanced constructions and ship components. Frurozin, for example, is no longer a free resource: it must be melted from frubin and orizin.
Fuel
Ships burn fuel at scale. Larger and faster hulls demand more; frurozin is the primary propellant that makes fleets move.
Planet energy
Low-tier buildings run without power; advanced industry needs energy plants. Starved grids stall production, exploration, trade, and war - and enemy scouts will prioritize your generators.
Constructions
Buildings consume resources, level up, and can be duplicated on the same planet where atmosphere allows. Categories include:
- Basic: planet management, mining, melting, factories, energy, storage, research.
- Advanced: communication, trade, alliances.
- Fleet and PvP: component factories, ship assembly, fleet control, espionage.
Spaceships and components
Ship design is the heart of the resurrection. Everyone starts with simple hulls, but the endgame is player-authored vessels built from individually fabricated modules - bodies, storage, engines, weapons, defense, shields, camouflage, communication, and scanners - each with distinct attributes and trade value across races.
Universes and galaxies
World generation balances veterans and newcomers through distance and resource scarcity rather than arbitrary shields:
- Universe → galaxy → system → planet defines travel time.
- Each player starts alone in a ten-planet system tuned to their race.
- Raw resources are effectively unlimited but efficiency varies by planet.
- Signup date pushes new players farther away - daily system spacing, monthly galaxy spacing.
- Alliances can invite recruits into their starter galaxy.
Alliances
Coalitions share storage, pooled fleets, and diplomacy - war, peace, and trade treaties included. Governance modes:
- Dictatorship: founder decides for everyone.
- Democracy: votes on resources, fleets, treaties, and membership.
- Anarchy: everyone does whatever they want - including expulsions.
Trade
Ship-based trade is core; long-term plans include mercenary NPC routes and player-run logistics contracts.
Races
Four races, no sub-factions: Terrans (balanced), Xianer (trade and camouflage), Noberianer (defense and espionage), Bugserianer (offense). Component fabrication differs materially per race.
Fair monetization
My goal is a stable, skill-driven game - not cruel pay-to-win. I envision a subscription model (roughly USD 5-10 per month, with yearly discounts) so everyone gets the same capabilities without buying power.
Get in touch
This vision is enormous for one person. If you want to contribute graphics, UI, backend engineering, marketing, community management, or translations, reach out at hello@xwars.net. A motivating email still helps when my todo list is longer than the clock.