Gemini Wars features a single player campaign, skirmish and multiplayer mode.

The campaign follows the story of a USF Captain that has been assigned to the Gemini sector, after returning from a 3 year exile.
The story will unfold through a number of missions, as the war escalates in what was supposed to be a calm region of space.

Besides the campaign, the game features a skirmish system, where the player can play the game as a faster 4x game
(no diplomacy), and we intend to have multiplayer working with co-op and normal multiplayer.

But how is the game played?

Each mission of the game is contained into a single map, that can be a single star system or a constellation of star systems 
connected by wormholes.

Before starting the construction of mighty fleets, the player needs crystals. Crystals are extracted by mining stations in
asteroid fields. Asteroid fields are strategically important because mining stations can only
be built there.
Without mining stations there are no crystals, and without crystals there are no ships…

To dominate a star system, besides having ships protect the planets or the rich asteroid fields, the player needs first and foremost
a military station.

The military stations are space based strongholds, capable of building small ships and defenses.
These stations can only be built on the orbit of large planetary bodies, like planets or big asteroids.
Once a military station is constructed, frigates can be built there.
To build larger ships, a shipyard must be built near the military station.

Gemini Wars is not only about space control. Planets can be colonized and / or invaded too.

These structures are very expensive to build, but they can have several upgrades. For example, they can be equipped with powerful defensive shields and weapons, or fighter squadrons.

Each structure is composed of several subsystems that can be targeted from orbit, and if the right subsystems are disabled, the attacker can then launch a marine ground force from space.

These planetary bases are of extreme importance, not only because they create a very tough defensive position, but also because they define the amount of available capital ships to build. 
Having more planetary bases means having more capital ships. 

Ships use their hyperdrives to move between jumpoints (planets, asteroids) inside star systems and between wormholes.

Hyperdrives have a limited range, so several jumps are needed in order reach a faraway destination. When a jump is complete, the hyperdrive takes a while to recharge. While it recharges, the ship can’t jump again.

When allied ships are in range of enemy ships, they open fire.

All ships have strengths and weaknesses (and can be upgraded with new tech) against other types of ships.
Larger ships can be targeted in specific subsystems, like life support, engines, weapons, hangars and hyperdrives.

A disabled ship can then be boarded and captured by Marines. When captured, it falls under the player’s control.

To research and develop new ship types and upgrades, a research station is needed.
Like the shipyards, they can only be built near a military station.
Research stations generate research points, which can be spent on new projects.

The zoom system we implemented in the game is powerful enough to show the smallest details on every single ship or object. 
This is accomplished thanks to the use of normal maps, illumination maps,
extensive use of lightning and flares, etc.
Once a ship is within a certain distance of the camera, everything is shut down, and this helps keep the frame rate smooth.

Below, a few screen shots showing sun effects, engines, ships details, and several shots from different star systems.

USF Battlecruiser in the Urubi System

USF Ring Planetary station

Ships jumping out of hyperspace in the Origani system

Ships orbiting one of the Origani Prime moons