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22.May.26 Interview with Helge Kautz: Loremaster of the X Universe  (0 Comments)
We’re very excited to share a new episode of the Inside Egosoft podcast. Join our new host, Joey, as he speaks with members of the Egosoft team about their work and ideas. In this episode, he sits down with Helge Kautz, our loremaster. Helge is responsible for much of the worldbuilding in the X universe, having written multiple tie-in novels and being our go-to source for anything involving lore.


If you’re interested in exploring the lore further, we encourage you to check out the X Encyclopedia on the Egosoft website, as well as the tie-in novels.

For those who prefer to read, below you’ll find a breakdown of Joey’s discussion with Helge.
Be sure to tune in next month for another episode!

Listen to the Inside Egosoft Podcast:Helge Kautz: Loremaster of the X Universe
Joey: For people who might only know your name from the game credits or the novels, how would you introduce yourself and describe your role at Egosoft today?

Helge: I’m Helge. I’ve been working with Egosoft for 25 years or more, most of that time as a freelancer. I’m the author of the tie-in novels. There are five novels set in the X Universe, and I originated a lot of the back lore from the games. Now that I’ve been working directly for Egosoft for about a year and a half, I’m the loremaster, as well as an author and narrative director. That’s my role.

A Typical Day Building the X Universe
Joey: You mentioned you’re working full-time for Egosoft now. What does a typical day look like for you, if such a thing is even possible?

Helge: I typically come in, grab something to eat, and read through my work email to see if there’s information I should be aware of. There’s lots of interesting stuff there. Then I check my Discord mentions to see if anyone has tagged me and whether I need to respond. After that, I’ll have tasks like writing dialogue for an upcoming DLC or similar narrative work. That’s what I spend most of my time doing. From time to time, someone has lore questions or wants me to name something, and I’ll do that instead. So the day is maybe 75% typical, and the rest isn’t.

Writer First, Game Developer Second
Joey: You’ve been writing for a long time. How do you look at yourself these days? Are you a writer who works in games, or a game developer who writes?

Helge: I’m a writer first. A novelist is probably the right word. That’s what I am, and I’m always thinking as a novelist. I happen to write in game development, which requires different rules, but first and foremost, I’m a novelist. That has always been my passion and still is.

Early Science Fiction Influences
Joey: Can you talk about some of your early influences — books, films, or games that shaped how you write?

Helge: When I was about eight or nine years old, there was a science fiction book series for children. My grandparents would give me one of those books for my birthday and Christmas, and I devoured them. That really kick-started my passion for science fiction. The series had something like 30 books. There were also science fiction audio dramas. One was Commander Perkins. I’m not sure if it exists in the English-speaking world, but it was an action-packed series about a transporter device that takes people into different worlds and times. I loved that one. Then there’s the long-running German science fiction series Perry Rhodan, which I also read. As I got older, I moved on to authors like Larry Niven, Robert Heinlein, Arthur C. Clarke, and Orson Scott Card. Those stayed with me.

The Influence of Larry Niven
Joey: Are there any in particular that had a lasting impact on how you write?

Helge: Definitely Larry Niven. You may know the Ringworld series. He also has the Known Space series, including Ringworld Engineers, as well as books like The Integral Trees and The Smoke Ring. I read everything Niven wrote through the ’70s, ’80s, and ’90s. He’s my biggest role model, and I try to emulate aspects of his writing.

Science Fiction Grounded in Reality
Joey: What does that mean to you — his way of writing?

Helge: Niven tries to be scientifically accurate as much as possible, then introduces one unproven element like faster-than-light travel. Apart from that, everything feels grounded. He has colorful worldbuilding and great characters. Sometimes the character writing is very emotional. I love that, and I try to do the same.

From X: Beyond the Frontier to Farnham’s Legend
Joey: How did you first start writing for the X Universe? What was your first interaction with Egosoft like?

Helge: I’d been writing since I was about 13. In the late ’90s, I was working for THQ, the German publisher for Egosoft at the time. The sequel to X: Beyond the Frontier was being planned, and since I was part of the marketing team, there was discussion about including a bonus item in the expansion package — what today would be DLC. I suggested writing a tie-in novel. Everyone laughed. They said, “You’re the webmaster. Why would you write a novel?” I said I was sure I could do it. They asked me to write a demo chapter. I spent about six weeks planning, wrote it, and they said, “That’s not so bad. Let’s try it.” THQ then asked me to write the full novel, which became Farnham’s Legend.

Writing Novels vs. Writing for Sandbox Games
Joey: The X games are very open-ended sandboxes. How does writing for that universe differ from writing a fixed narrative?

Helge: From day one with Farnham’s Legend, it was clear the book is not the game, and the game is not the book. There are game mechanics you can’t really write into a novel because they would feel silly. In the game, they feel normal, but it’s different in prose.

Building the Lore of the X Universe
Joey: How do you approach building a universe?

Helge: Many authors start with planets and species. I don’t. I start with story and characters, and how they interact. Questions come up naturally. If we’re 1,000 years in the future, how do genders interact? Is there still marriage? As I write, I fill in these details and keep separate notes. My worldbuilding happens during writing, not before.

Hidden Details Players Might Miss
Joey: Is there lore you’re especially proud of, even if players might not notice?

Helge: There’s a lot people don’t know. For example, the meaning behind Teladi three-word names and their numerical elements. I have detailed explanations for that. There’s the marriage system in the Argon Federation and how it evolved. Language shifts over centuries. Cultural changes. There’s also what I call the “Argon phenotype,” referring to how humans in the Argon Federation look slightly different due to separate development.

Factions, History, and Isolation
Joey: Do you have a favorite faction?

Helge: The connection between the Argon and the Terrans is especially interesting — Earth, the discovery of the jump gates, the Terraformer War, and 750 years of lost contact. Something similar happened to the Teladi, who were cut off from Ianamus Zura without knowing the Terraformer War was responsible. Aldrin was also isolated due to Argon political decisions. There are many intertwined stories like that.

Collaborating with the Development Team
Joey: What’s it like collaborating with designers and artists at Egosoft?

Helge: Anything lore-related comes to me. If something changes about a species — size, eyes, fingers — I’m consulted. For example, the Split should have six fingers. I check things like that for lore accuracy. I also name most things now. I don’t influence weapon types or ship mechanics. I focus on naming and lore consistency.

The Challenge of Player-Driven Storytelling
Joey: Do you ever have to cut ideas you love?

Helge: Yes. The game is meant for players to create their own stories. I’d love to tell very specific character stories, but that isn’t always possible. That hurts sometimes, but it’s part of the process.

Looking Beyond the Current Timeline
Joey: What keeps you motivated after all these years?

Helge: We’re going to pass the year 825 eventually, where X4 is currently set. I’m excited to go beyond that point and explore the future of the universe.

How Far Ahead the Lore Is Planned
Joey: How far ahead have you planned?

Helge: Very far. I wrote a pitch set about 2,000 years beyond the current timeline, around the Earth year 5600. I know where things are going, but we won’t see that in the games anytime soon.

Advice for Aspiring Writers
Joey: Any advice for aspiring writers or worldbuilders?

Helge: Consume the medium you love as much as possible. If you want to write science fiction, read it constantly. Watch it, absorb it. Then write. Don’t expect your first work to be AAA quality. If you’re passionate and keep creating, you’ll grow into it.

Where to Start Exploring the Lore
Joey: If players want to dive deeper into X lore, where should they start?

Helge: The Encyclopedia of the X Universe on the Egosoft website is the best starting point. It’s a bit hidden right now, but we want to bring it forward more. It’s about 15 years old, but the core is still accurate, and I’m working on updates. Then, of course, the novels. They’re the best entry point into the lore.

Final Words to the Community
Joey: Any final remarks?

Helge: Thank you very much for the opportunity to talk about the X Universe. If players have questions about the lore, they can post on the forum or message me there. I’m happy to answer what I can.
posted by Gregory
11.Mar.26 X4 Foundations 9.00 Empire Update Public Beta is Now Live!
We're thrilled to kick off the Public Beta for the X4: Foundations "Empire Update" (9.00)! This free major update includes numerous features and reworks that influence how you engage with combat, strategy, and the economy.


The Empire Update includes a balance pass across hundreds of weapons, ships, and shields, alongside sweeping improvements to combat that will put your piloting skills to the test. Combined with other AI improvements, combat will be more dynamic, challenging, and rewarding.

In addition to the comprehensive under-the-hood combat improvements, we've also implemented a highly-requested Priority Orders feature to rapidly issue orders - all the better to smoothly manage your fleet in the midst of the Empire Update's more challenging combat! Not only that, but a new asset pipeline has allowed us to improve the ship visuals and increase loadout variety in update 9.00.

Several impactful non-combat features are arriving with this update: Kha'ak ships can now be recycled into a versatile new ware that adds an additional layer to the economy, while a significant overhaul of the resource area system changes the way new resources emerge after a resource area has been depleted.

This update also includes a new Ship Showroom station module for collectors, upgrades to the UI and map menu, more elaborate NPC stations emphasising faction identity, and more.

Find more details n this news post, and join our Public Beta to experience the update for yourself.


>> X4 9.00 Public Beta 1 Changelog


How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 9.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.

Combat Mechanics
The biggest changes to the combat system lie under the hood. We have painstakingly worked through a number of minor weapon aiming issues. Each improvement is relatively small by itself, but the compounded effect of this effort should have a significant positive impact on the feel and outcome of combat:
  • Turret accuracy has been vastly improved.
  • Destroyers make more use of their main batteries, while also benefiting from steering and turret improvements.
  • AI pilot aiming is now more organic. Depending on the skill of the pilot, evasive manoeuvres and strafing are more effective at throwing off their aim.
Update 9.00 also includes a host of more obvious combat features:

  • Ships can now have a weapon heat factor; ships with many guns may, for example, overheat faster.
  • Similarly, ships can now have shield modifiers for higher capacity or recharge rate.
  • The main statistics for engines, shields, and weapons are now shown in the ship loadout screen.
  • Torpedoes can now be targeted, and missile interception has generally improved.
  • Ammunition reloading is now shown on the HUD.
Improved Target Selection for Surface Elements
From 9.00 Beta 1, selecting a capital ship or station will target the object itself first - regardless of whether you click on the hull or structure, a surface element, or the target rectangle. Once the object is selected, you can then click on individual surface elements to target them specifically. This change introduces a clearer selection hierarchy intended to make targeting more consistent.

Capital Ship Movement
In addition to the weapon aiming improvements in 9.00, we've invested a similar effort into reworking capital ship movement. Combined, these changes greatly influence their combat performance. Head to the Egosoft forum for a specific test request on this topic.

Ship Rebalancing
We are changing both the physical size of weapons on S and M ships, and the rules by which they are connected. This will not just improve the visuals, but also allow us to adjust weapon compatibility. The most important effect of this is that newer ships will be able to use older weapons, and older ships will be able to use newer weapons. Head to the Egosoft forum for a specific test request on this topic.

This update includes a full rebalancing of more than 200 weapons and turrets, over 90 shields, and many of our more than 200 ships. Here, the goal is to fix inconsistencies, add more tactical depth, and distribute strengths and weaknesses more intuitively:
  • Prices will better reflect the quality level of ships and equipment.
  • Large ships are not as vulnerable to small weaponry.
  • Heavily armoured and shielded ships are a more viable option.
  • Turrets are more varied from faction to faction.
Kha'ak Recycling
With 9.00, S and M Kha'ak wrecks can now be recycled. The new recycling loop leads to the production of Allographyne, a transmutable ware that can be used in ship production and equipment. When present, Allographyne transmutes to replace any wares that are not in stock, allowing alternative ways to manage shortages.

Allographyne production requires Nividium, creating an increased demand for Nividium and opening up new trade opportunities, especially for mining entrepreneurs. Some NPC factions across the gate network will construct specialised recycling stations to utilise this new resource. Head to the Egosoft forum for a specific test request on this topic.

Ship Visual / Modular Changes
Engines and shields are now a part of ship models for S and M ships, improving the overall appearance of individual ships and greatly increasing the variety of modules that those ships can equip. Although this equipment no longer affects these ships' appearance, this change allows us to have more deliberate and consistent visual identities across the ship roster.

All S and M ships (prior to Kingdom End) have also received a facelift to hardpoint locations, allowing, for example, Boron and Commonwealth ships to equip each other's modules and to equip smaller weapons/turrets. As part of this effort, all medium-sized turrets used by M ships have been rebuilt from scratch.

Priority Orders
Priority Orders are a new feature based on player requests for more immediate, "RTS"-style orders that can be issued rapidly in fast-paced scenarios. Priority Orders will always be carried out before normal ones, which means that the days of manually adjusting the order list whenever you want a ship to do something immediately are finally over!

Players can give and queue orders from the map using [CTRL] + [Right Click], or they can issue Priority Orders using [SHIFT] + [Right Click] or queue Priority Orders with [CTRL] + [SHIFT] + [Right Click], either on their own or in combination with one another.

These modifiers can be used to set waypoints on the map or to queue/priority-queue all kinds of orders in the Order Menu. Want to quickly repair a ship, pick up a lockbox, or attack a specific target without messing with your elaborate order queue? Now you can.

This comes with a change to the behaviour of the order menu: it will now overwrite any queued orders if no modifier key is used. Players can optionally invert this menu behaviour to avoid accidentally overwriting their order queues if they prefer the previous behaviour.

Ship Showroom Module
Update 9.00 introduces a new station module: the Ship Showroom. This module can be used to stylishly store and display your favourite ships. Depending on which Ship Showroom module you build, either S-sized ships only, or both S and and M-sized ships, can be displayed. Simply dock a ship yourself, or order one of your pilots to do so, and the ship will remain displayed on the pad indefinitely.

One or more Ship Showrooms can be attached to an existing player-owned station, or the module can be used on its own to create a separate Showroom station. Prolific ship collectors may even want to construct a showroom complex, consisting of several Ship Showroom modules, to admire their armada of acquisitions.

It's worth noting that if a Ship Showroom module is destroyed or deconstructed, any displayed ships will be lost.

UI / Map Menu Changes
Along with some general changes to the visual style that have been propagated to all areas of the game, we have focused on bringing more specific changes to the map screen menus. These adjustments to the layout, and how certain information is presented, are focused on improving readability, but the structure of the information presented has remained largely the same.

We will be taking on board feedback that we receive on these changes to feed into the next iteration, not only for the map screen but also for other menus, in future updates. Head to the Egosoft forum for a specific test request on this topic.

Better NPC Station Designs
In previous updates, we allowed NPC factions to construct larger stations. In this update, we are extending this functionality by enabling faction AI to utilise, and expand upon, predefined station construction plans. Stations based on these construction plans will be more visually coherent and elaborate than those generated by the standard construction method, and allow our designers to more clearly express each faction's distinct design philosophy and visual identity.

Mining Region Overhaul
We've completely overhauled the way resource areas are managed, to make them more efficient in terms of performance and memory, as well as providing us with better control over resource distribution and you with more compelling gameplay.

The distribution of resources within a region is now handled differently, with resources being localised rather than spread across the entire region. And when a given resource area is depleted, new resources may emerge at a different location within the region. This results in a new dynamic for mining operations, in which resource areas will need to be found before they can be exploited, and resulting in much greater fluctuation in resource availability as miners look for efficient mining locations.

What's Next?
As with previous major updates, development doesn't stop with the start of the Public Beta. This feedback phase is an essential part of the process, and we're committed to refining the update further - guided by both our own ideas and, just as importantly, your insights. We invite you to share your thoughts and experiences in the Public Beta Feedback forum, and help us shape the final version of the update together.

Thanks for your support!
posted by Gregory
13.Feb.26 Support for Cross-platform Cloud Saves  (16 Comments)
UPDATE: These changes have now been applied. Please take a moment to review the instructions in the original news post and follow them carefully.

We're preparing some changes in order to support cross-platform cloud saves between Windows, Linux, and Steam Deck for X4: Foundations. For the vast majority of players, this transition will be completely seamless and will require no action.


The changes can, however, affect players who regularly play on Linux computers. Steam Deck players are not affected, unless a native Linux runtime was explicitly selected in the Steam Deck settings for X4.

The changes are planned to happen on Thursday, February 19, 2026 at 15:00 CET (14:00 UTC, 6am PST, 9am EST, 22:00 CST - see in your timezone).

What this means:
  • After these changes, the Steam Cloud will sync savegames and game settings across Windows, Linux, and Steam Deck.
  • For most players, nothing needs to be done.
  • For Linux desktop players, there is a risk that saves and settings get lost. To avoid that, please see the instructions below.
Instructions:
If you have X4 savegames on a Linux machine that you would like to keep, please make backups of them. We highly recommend doing that before the changes take effect. Making backups is generally also a good idea on Windows. See the save locations below.

Additionally, after our changes are in place, please follow these steps:
  • Restart the Steam client on your Linux machine
  • Run X4 on your Linux machine
  • Exit X4 (Steam will update the files in your Steam Cloud)
This makes sure that your saves and settings get migrated properly in the Steam Cloud. If you do not follow these steps, there is a risk that they will get lost when you first play the game on a different machine.

Locations of saves and settings:

Windows:
Documents/Egosoft/X4/--steamid--

Linux:
~/.config/EgoSoft/X4/--steamid--

Steam Deck (default Proton runtime):
~/.steam/steam/steamapps/compatdata/392160/pfx/drive_c/users/steamuser/Documents/Egosoft/X4/--steamid--

--steamid-- stands for a unique number that represents your Steam account.

If you cannot find your saves in the locations above, you may still find them stored in the Steam Cloud. You can manually download them from the Steam Cloud website and place them in your local savegame folder.

Additional info:
Previously, the Steam Cloud had distinct storage locations for Windows files and for Linux files. This meant that saves did not automatically sync across the two platforms. (At the moment, the Steam Deck uses the Windows version of X4 by default, so it syncs with a Windows PC, but not with a Linux PC.)

With the changes, both Linux and Windows save files will be stored in the Steam Cloud with a Windows-like path. Upon syncing files from the Steam Cloud to a Linux machine, the paths will be translated to the corresponding Linux location on the disk, so that files are downloaded from and uploaded to the Windows location. Linux players will need to play the game at least once on Linux, so that Steam will upload any existing Linux files to the new cloud location.

These changes are an important step toward improving Linux and Steam Deck support for X4: Foundations (particularly, allowing us to use the native Linux version on the Steam Deck by default). They also enable a number of fixes and improvements that we’ve wanted to deliver for quite some time.

Thank you for your patience and your support.
posted by Gregory
21.Dec.25 2025 Christmas XLOG: Looking Back, Looking Ahead  (33 Comments)
As 2025 comes to a close, we're celebrating a very special milestone: seven years of X4: Foundations! In a brand-new XLOG video, Egosoft founder and Managing Director Bernd Lehahn sits down to look back at another full year of updates and new content - including our recent Ship Packs - while also sharing a first glimpse of what's coming next.


To mark this anniversary, the X4 base game is now 90% off during the Steam Winter Sale. If you've been waiting to bring friends into the X universe, now is the perfect moment. There are, of course, also discounts on expansions as well as previous titles in the series. Check out our developer page on Steam to find all current deals!

>> 2025 Christmas XLOG: Looking Back, Looking Ahead

This XLOG also features several development insights, including:

A First Tease of Combat and Ship Changes
As part of the upcoming 9.00 update, we are beginning to revisit and refresh ship models created many years ago. With our art pipeline having evolved significantly since the early days of X4 development, it is time for older small and medium ships to receive some well-deserved attention. This transition to our current standards not only supports future facelifts and new ship features, but also allows us to rethink weapon compatibility and make more impactful balancing decisions.

At the same time, the team is working on a comprehensive rebalance of X4's large arsenal of weapons, turrets, and shields. Together with improvements to weapon mechanics, combat AI behaviours, and the user interface - including a new way of issuing high-priority combat orders - these changes aim to make space battles more dynamic, tactical, and enjoyable.

Graphics Engine Improvements
Bernd takes a moment to dive deeper into DLSS Frame Generation, a feature we introduced earlier this year, explaining how it works and why it is particularly beneficial for a game like X4.

What's next?
Development of our next major free update for X4: Foundations (9.00) is progressing steadily, and we're aiming to kick off the Public Beta phase in early 2026. As usual, we will dive deeper into all the improvements and changes that will come with this next major update once the Public Beta phase starts.

Thank you for an amazing seventh year of X4!
Merry Christmas, happy holidays, and see you in space!
posted by Gregory
11.Nov.25 Behind the Scenes: Designing the Envoy
The X4: Envoy Pack introduced a new stealth-ready frigate, jointly developed by the Argon Federation and the Teladi Ministry of Finance. Beyond its advanced features - the Cloak stance, faction camouflage protocols and a fully explorable interior - the Envoy stands out for how its design blends high-tech efficiency with a sense of real, functional space.


Today we're taking a look behind the scenes at the concept art process for the Envoy, created by Jerzy and Yari, Concept Artists at Egosoft. We sat down with them to hear about the design process and the challenges involved.

Cloak and Dagger
During early exploration, the team developed the idea of the Envoy having two contrasting modes - internally nicknamed "cloak and dagger."

"The sleek cloak mode allows the ship to glide quietly under radar," Jerzy explains. "When switching to normal mode, the 'jaws' open up - an aggressive, spiky look revealing the weapon systems ready to go guns blazing."

This visual duality became a defining feature of the ship's silhouette: calm and streamlined in stealth, sharp and dangerous in combat.

A Compact World Inside a Ship
The Envoy features one of X4's most fully explorable interiors, designed to feel like a real, self-contained environment. Every room and corridor serves a purpose, reflecting the ship's role as a stealth-ready frigate developed for delicate operations.

"The Envoy's interior was imagined like a submarine environment," explains Yari. "We pushed the corridors to be narrower, while keeping the main rooms more open."

"That contrast gives you both the claustrophobic and the spacious feel of a real ship," adds Jerzy.

This combination of restricted passageways and more generous living areas creates a rhythm that mirrors the Envoy's stealthy purpose - compact but sophisticated.

From the captain's quarters to the corridors and cockpit, the design emphasises tight proportions and interlocking modules, giving the ship a grounded, functional atmosphere that supports its advanced technology and mission profile.

Designing on the Grid
Behind the scenes, the interior design wasn't just about looks. The team had to reconcile the Envoy's angled, modular shapes with the game's internal grid system.

"We built much of the interior around 30° and 60° angles," Yari recalls. "It gave the spaces character, but it was tricky - those angles don't align easily to a central grid."

That challenge defined the ship's corridors and junctions, giving them the slightly offset, industrial feel players can sense when walking through.

A Slice of Life
The Envoy's interior was also meant to feel alive - not just a sterile technical space, but a place where people actually live and work.

"For the fully explorable interiors, we wanted a bit of personality," says Yari. "You can see how the crew works, and passes time - even small touches like a plush toy help make it feel real."

These human details add depth to the ship and help players imagine the daily life aboard.

From Concept to Reality
From the first silhouettes to the final render, the Envoy evolved through countless iterations - balancing stealth and strength, utility and comfort. Many of the shapes and proportions from Jerzy and Yari's early work remain clearly visible in the finished ship.

"The Envoy also pushed us further than before in terms of interior scale and complexity," adds Egosoft's Lead Artist, Lino. "We always try to raise the bar for what design can make people feel on board our ships."

The Envoy embodies what makes X4: Foundations special: believable, functional design that feels like a world of its own.

If you haven't yet explored it yourself, the X4: Envoy Pack is available now. And if you already own the X4: Hyperion Pack, released earlier this year, don't miss the X4: Ship Pack Bundle - complete your collection and enjoy a 10% bundle discount!
posted by Gregory
06.Nov.25 New X4: Foundations + EVERSPACE 2 Bundle
At Egosoft, we’ve spent decades building the X universe, a living sandbox where ships, stations, and entire economies evolve dynamically. Our friends at ROCKFISH Games, meanwhile, have carved out a stellar reputation for fast-paced, story-driven space action with EVERSPACE 2. Now, we’re joining forces in a brand-new Steam bundle that celebrates multiple sides of the genre.


Whether you prefer charting your own empire in X4: Foundations or chasing loot and glory in EVERSPACE 2, this bundle brings together two wonderfully complementary ways to experience life among the stars.

For players who already own one of the two titles, there’s good news: you’ll automatically get a 10% discount on the other. A perfect opportunity to broaden your horizons!

>> EVERSPACE 2 + X4: Foundations Bundle @ Steam <<

We’re delighted to team up with ROCKFISH on this, and we hope both communities will take the chance to explore, compare notes, and share their stories of interstellar adventure.
posted by Gregory
10.Sep.25 Now Available: Diplomacy Update (8.00) & X4: Envoy Pack  (19 Comments)
We're excited to announce the release of the Diplomacy Update (8.00) for X4: Foundations, alongside our brand-new DLC, the X4: Envoy Pack!


The Diplomacy Update is a major free update for all players of X4: Foundations, bringing significant gameplay enhancements and improvements. At the same time, the X4: Envoy Pack is now available for purchase, priced at $7.99 / 7,99 € / £6.99. This DLC introduces two versatile new ships - the Envoy and the Cypher - and more. Be sure to continue reading to learn more about what the major update and the new DLC have to offer!

Even better, we've also launched two new Steam bundles - both with a 10% bundle discount:

>> X4: Envoy Bundle (containing the X4: Envoy Pack as well as the X4: Envoy Pack Soundtrack)
>> X4: Ship Pack Bundle (containing the X4: Hyperion Pack and the X4: Envoy Pack)

Thank you for being part of the X4 universe. Your continued support means the world to us - and we can't wait to hear what you think of the new update and DLC!

Introducing Diplomacy - Influence the X Universe Like Never Before
At the core of the 8.00 update for X4: Foundations is the new Diplomacy system, which will make the sandbox and economy simulation elements of X4: Foundations shine in new ways. The Diplomacy system is a deeply integrated new gameplay feature, built around three main components:

Embassy Room - A Convenient Way to Interact
A new embassy facility can be unlocked at your Player Headquarters (PHQ). Once unlocked, this room becomes the hub for your diplomatic endeavours. Here, Diplomats take their seats at a roundtable, offering quick access to faction representatives from across the galaxy.

Agents - Specialists in Diplomacy and Espionage
Agents are a new class of hireable NPCs who can be specialised in negotiation or espionage. Once recruited and assigned a ship, agents can be sent on a wide range of diplomatic operations - to negotiate player relations, spy on enemy ships, or even sow chaos from the shadows. You start with the ability to control two agents, and can expand this to eight through research and progression.

Diplomatic Interference - Shape Inter-Faction Politics
Perhaps the most game-changing element is that you can now trigger and influence dynamic diplomatic standing between NPC factions. Changes in faction relations can have an extraordinary impact on the galaxy, as alliances, trade partners and supply chains shift. Events can lead to shifting alliances, wars, ceasefires, or changes in strategic resource access, making the universe feel more alive and reactive to your decisions.

More about the 8.00 update

NVIDIA DLSS Frame Generation Support - A Performance Gamechanger
We’re excited to bring NVIDIA DLSS Frame Generation to X4: Foundations, offering a major performance boost for players with supported hardware. DLSS frame generation can generate additional frames, doubling or even quadrupling your current frame rate, especially in situations where the game is limited by CPU speed. X4: Foundations is unusually dependent on the CPU, because it simulates the entire universe in addition to performing AI and physics calculations. To enable Frame Generation in X4, simply turn on NVIDIA DLSS in the graphics settings. On supported hardware, Frame Generation will be activated automatically.

Map Layout
Among many UI improvements, one of the most visible is a change in the layout of the X4 universe map. Sectors are now grouped differently for better readability of the map.

New Connection Modules
Did you ever want to have a nice clean corner on your station, or to neatly top-off a vertical structure? What about a T-Shaped connector? Or maybe you were missing a curved piece to be able to build your dream station. We are happy to announce that in the 8.00 update, Argon architects have shared their blueprints for 5 new connection modules, opening up brand new possibilities for station design aficionados. Let your creativity fly, and if you feel like sharing your station plans then pay a visit to the Construction Community in our forums.

Bem-vindos! Portuguese Voice-Over Support Arrives
With the 8.00 update, we’re proud to introduce Portuguese voice-overs to X4: Foundations for the very first time. This marks an exciting step forward in making the X universe more accessible to even more players around the world.

(full 8.00 changelog in our forum)

X4: Envoy Pack
The X4: Envoy Pack expands the universe of X4: Foundations with:
  • The Envoy, a new stealth-ready frigate jointly developed by the Argon Federation and Teladi Ministry of Finance
  • The mysterious Cypher, an unauthorised variant often found in pirate hands
  • A new mission chain in your Open Universe that leads to the discovery and unlocking of the Envoy
  • A new gamestart that immediately draws you into the Envoy's storyline
  • A brand new sector, waiting to be explored in the Open Universe
  • New musical additions that enhance the X4 soundtrack and deepen the atmosphere of your journey through space
Operate from the Shadows with the Envoy
  • The most prestigious ship for Diplomacy in X4: Foundations, significantly reducing agent operation durations (as introduced in the 2025 X4 Diplomacy Update)
  • A fully explorable interior - only the second of its kind among M-size ships
  • A new Cloak stance, optimised for radar evasion and covert manoeuvres
  • Faction camouflage protocols, allowing visual deception when piloting these ships
  • Exclusive engines, shields and main forward-mounted weapons, unavailable to other ships
Designed for infiltration, reconnaissance, and misdirection, the Envoy is a new mid-sized warship that brings a fresh tactical dimension to the X4 universe. It features a sleek silhouette, exclusive subsystems, and an immersive submarine-inspired interior that reinforces its role as a stealth operator in hostile space.
The Envoy offers immersion through function and purpose. It is also only the second "full interior" M-class ship introduced into X4: Foundations, following the luxurious Astrid from the X4: Tides of Avarice expansion. From the moment you ascend the dockside boarding ramp, you can walk through the ship's atmospheric interior all the way up to the cockpit, and enjoy a rare level of interactivity for ships of this class.

Its Cloak stance lets you suppress radar visibility and improve manoeuvrability - at the cost of top speed, acceleration, engine boost, and all weapon systems. In this mode, both the ship's main and secondary weapons are fully disabled, with retractable turrets concealed from view. When subtlety is no longer an option, deactivating the Stealth stance restores the Envoy's full combat capabilities.

Disguise and Deceive
Activate faction camouflage protocols to display the identity of another faction, misleading observers and delaying identification. Whether you're slipping past enemy blockades or staging an ambush under false colours, the Envoy offers unmatched versatility for commanders who favour stealth operations over brute force.

Enter the Cypher
A rogue variant of mysterious origin, the Cypher offers enhanced speed and agility over the Envoy, making it a fast-moving presence in combat.

Fully compatible with the Envoy's exclusive engines, shields, and primary weapons, the Cypher is often fitted with a versatile mix of Teladi and independently sourced technology. It also features identity-masking protocols, allowing it to mimic the transponder signature of other factions - the perfect choice for commanders who favour mobility, adaptability, and a more unconventional approach.

New Ways to Command
Whether you're scouting behind enemy lines, smuggling under a false identity, or leading precision strikes with minimal visibility, the X4: Envoy Pack opens up new strategic and narrative possibilities for your X4 open universe.

Prepare your fleet. Silence your signature. Deception is your greatest weapon.
posted by Gregory
10.Sep.25 New Bundle: Dyson Sphere Program and X4: Foundations - Cosmic Constructors
Build across galaxies with the ultimate duo in space-faring ingenuity! Whether you're building a Dyson Sphere that envelops a star or forging a fleet empire that spans the galaxies, the infinite cosmos carries humanity’s ultimate dream.


Dyson Sphere Program and X4: Foundations proudly present their new bundle - Cosmic Constructors. Master the journey from micro to macro; from solo builder to stellar empire - everything lies in your hands!

Grab the bundle now and enjoy a 10% discount as you embark on your cosmic journey! 🚀
posted by Gregory
13.Aug.25 Introducing the X4: Envoy Pack - Stealth, Deception, and Strategy Await  (168 Comments)
We're excited to unveil the X4: Envoy Pack, the next DLC for X4: Foundations, launching alongside the free X4: Diplomacy Update (8.00) later this year. Check out our reveal teaser in this news post, and read on for full details of what's included in the X4: Envoy Pack.


>> X4: Envoy Pack Reveal Teaser (YouTube)

You can now wishlist the X4: Envoy Pack - doing so ensures that you'll be notified the moment it becomes available.

>> X4: Envoy Pack @ Steam
>> X4: Envoy Pack @ GOG (product page coming soon)

Curious about the free Diplomacy Update (8.00) for X4: Foundations? Find all the details in our news article!

X4: Envoy Pack
The X4: Envoy Pack expands the universe of X4: Foundations with:
  • The Envoy, a new stealth-ready frigate jointly developed by the Argon Federation and Teladi Ministry of Finance
  • The mysterious Cypher, an unauthorised variant often found in pirate hands
  • A new mission chain in your Open Universe that leads to the discovery and unlocking of the Envoy
  • A new gamestart that immediately draws you into the Envoy's storyline
  • A brand new sector, waiting to be explored in the Open Universe
  • New musical additions that enhance the X4 soundtrack and deepen the atmosphere of your journey through space
Operate from the Shadows with the Envoy
  • The most prestigious ship for Diplomacy in X4: Foundations, significantly reducing agent operation durations (as introduced in the 2025 X4 Diplomacy Update)
  • A fully explorable interior - only the second of its kind among M-size ships
  • A new Cloak stance, optimised for radar evasion and covert manoeuvres
  • Faction camouflage protocols, allowing visual deception when piloting these ships
  • Exclusive engines, shields and main forward-mounted weapons, unavailable to other ships
Designed for infiltration, reconnaissance, and misdirection, the Envoy is a new mid-sized warship that brings a fresh tactical dimension to the X4 universe. It features a sleek silhouette, exclusive subsystems, and an immersive submarine-inspired interior that reinforces its role as a stealth operator in hostile space.
The Envoy offers immersion through function and purpose. It is also only the second "full interior" M-class ship introduced into X4: Foundations, following the luxurious Astrid from the X4: Tides of Avarice expansion. From the moment you ascend the dockside boarding ramp, you can walk through the ship's atmospheric interior all the way up to the cockpit, and enjoy a rare level of interactivity for ships of this class.

Its Cloak stance lets you suppress radar visibility and improve manoeuvrability - at the cost of top speed, acceleration, engine boost, and all weapon systems. In this mode, both the ship's main and secondary weapons are fully disabled, with retractable turrets concealed from view. When subtlety is no longer an option, deactivating the Stealth stance restores the Envoy's full combat capabilities.

Disguise and Deceive
Activate faction camouflage protocols to display the identity of another faction, misleading observers and delaying identification. Whether you're slipping past enemy blockades or staging an ambush under false colours, the Envoy offers unmatched versatility for commanders who favour stealth operations over brute force.

Enter the Cypher
A rogue variant of mysterious origin, the Cypher offers enhanced speed and agility over the Envoy, making it a fast-moving presence in combat.

Fully compatible with the Envoy's exclusive engines, shields, and primary weapons, the Cypher is often fitted with a versatile mix of Teladi and independently sourced technology. It also features identity-masking protocols, allowing it to mimic the transponder signature of other factions - the perfect choice for commanders who favour mobility, adaptability, and a more unconventional approach.

New Ways to Command
Whether you're scouting behind enemy lines, smuggling under a false identity, or leading precision strikes with minimal visibility, the X4: Envoy Pack opens up new strategic and narrative possibilities for your X4 open universe.

Prepare your fleet. Silence your signature. Deception is your greatest weapon.
posted by Gregory
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