In the distant future, the X universe faces a period of profound and irrevocable change. While the universe stumbles towards an uncertain future, countless adventures await as new enemies rise in search of power.
User reviews: Mostly Negative (4,880 reviews) - 31% of the 4,880 user reviews for this game are positive.
Release Date: Nov 15, 2013


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Buy X Rebirth: The Teladi Outpost Bundle

Includes 2 items: X Rebirth, X Rebirth: The Teladi Outpost

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Includes 8 items: X Rebirth, X Rebirth: The Teladi Outpost, X2: The Threat, X3: Albion Prelude, X3: Reunion, X3: Terran Conflict, X: Beyond the Frontier, X: Tension

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Recommended By Curators

"While it still has issues, the post-release support for this game has been nothing short of incredible, so keep an eye on it in the future. "
Read the full review here.

Recent updates View all (32)

September 25

X Rebirth Update 3.61 Released

X Rebirth 3.61 is now available, with a few more fixes and small improvements.

• Added ability to toggle HUD display (default mapping Shift-H).
• Improved "flight assist off" mode by allowing stop key to operate.
• Improved AI pathing and mission guidance to and from Empty Space zones.
• Improved DPS calculations for launchers including one very wrong case of overpowered missile turrets.
• Fixed multiple causes of "stuck trades".
• Fixed construction vessels adding unbuilt upgrades after repairing a station.
• Fixed welder drones occasionally working on wrong parts of station after loading savegame.
• Fixed player owned ships ignoring the "Refuel automatically" Captain's option when they are not in squad.
• Fixed beam weapons not heating up over time.
• Fixed infopoint location at several stations.
• Fixed secondary resource efficiency effects not showing up in menus when only some resources are present.
• Fixed targeting of mission offer or infopoint causing zone map to stop working.
• Fixed hotkeys and back button on repair menu slider not working.
• Fixed in-game processing of mouse clicks when click is bringing game window into focus.
• Fixed Steam Workshop options not being available in Extensions menu if the extension list is empty.
• Fixed selection of gates using map.
• Fixed several more causes of crashes.
• Several small performance and memory optimisations.

13 comments Read more

September 2

X Rebirth Update 3.60 Released

Our newest update for X Rebirth, 3.60, is now available to everyone! It includes several handy improvements and the usual array of fixes, as well as an experimental new flight mode that we'd like everyone's feedback on.

Take a look at the video we've made to accompany this update to find out more, and to get a few hints on our future plans.

New features and improvements:

New Feature: Target can now be set directly from within the holomap.
New Feature: Flight assist mode can now be disabled.
• Added audio feedback for when the game is saved.
• Added possibility to talk to Ship Dealers and buy/sell ships remotely via the station's communication conversation.
• Improved behaviour of acceleration/deceleration controls when crossing zero speed boundary.
• Improved text-readability of distance and destination texts at target elements.
• Improved performance and responsiveness of UI.
• Improved accuracy of mouse click/pick detection.
• Improved shooting behavior in external view.
• Improved readability of start menu, options menu and sidebar by removing "scan lines".
• Improved accuracy of out-of-sector trade lane calculations resulting in faster trades via Cargolifters URVs.


• Fixed memory leak in upkeep missions causing large savegames and long game shutdown times.
• Fixed player falling through floor of ship if walking around while in super-highway.
• Fixed broken player movement after certain multi-stage conversations.
• Fixed mouse cursor being stuck hidden and confined when loading a savegame while on a platform.
• Fixed police not picking up all dropped illegal containers from player when scanned.
• Fixed engineer repairing hull too slowly if there are no other damaged elements.
• Fixed shipyards potentially starting to build when something is docking/undocking.
• Fixed ships/stations still shooting at objects when they shouldn't in certain cases.
• Fixed some cases where small ships and drones were dragged by capital ships instead of flying to the correct destination.
• Fixed combat drones not using evade manoeuvers in several cases.
• Fixed missing weapons in playership encyclopedia entry.
• Fixed several issues with crafting mission.
• Fixed several issues with text and localisations.
• Fixed several issues with the Twilight Sentinel plot battle.
• Fixed Plutarch Overwatch station repairing itself after being destroyed.
• Fixed engine rotation of the Eterscel Raider.
• Fixed trade reservation clean up when canceling trade plans on player-owned ships.
• Fixed issues with drone capacity after a drone launch pad is destroyed.
• Fixed not being able to steer after loading certain savegames.
• Fixed several bugs related to launching and docking remote controlled drones.
• Fixed some cases where mouse-picking positions on menus were incorrect.
• Fixed distance text at target elements not being centered.
• Fixed details menu for ships in construction.
• Fixed some incorrect speed values in menus.
• Fixed problem highlighting station modules by clicking on them in the map.
• Fixed incorrect part positions in holomap detail view.
• Fixed accuracy issues with trade prices in savegames.
• Fixed rare cases of turrets trying to shoot through other objects which are in line-of-sight of their actual target.
• Fixed rare cases of sound-effects coming from the wrong positions in the cockpit or during remote control.
• Fixed several causes for managers reporting incorrect recommended budget and transferring too much money to player account.
• Fixed NPC built stations in the plot from sometimes never being completed by allowing a new builder ship to be ordered.
• Fixed several small glitches with the crosshair in external view.
• Fixed player being allowed to dock at ships after they were sold.
• Fixed re-entering ROVs at the last moment causing issues with bomb ammo and exiting the drone again.
• Fixed architect not asking for enough credits.
• Fixed incorrect profit calculations.
• Fixed cases of stuck ships in build-areas preventing stations from being constructed.
• Fixed missing rare engine reward bug in crafting mission.
• Fixed station-owned ships ignoring non-player-owned stations when attempting to sell off products or leftover cargo from their homebase.
• Fixed drone units being marked as "in use" even if launching them failed.
• Fixed Traitor drones not replenishing bomb ammo when bombs are detonated while the drone is docked.
• Fixed certain cases of being unable to dock on captured ships.
• Fixed issue causing excessive stalls when quitting a game session.
• Fixed issue causing performance to degrade slowly over a long game session.
• Fixed several more causes of crashes.
• Several small performance and memory optimisations.

40 comments Read more

Mac OS X/Linux/SteamOS Public Alpha

X Rebirth 3.53 is now available for both Mac and Linux as an Alpha test version. To enable it on OS X, select the beta branch "macosx". To enable it on Linux/SteamOS, select the beta branch "linux". For details, known issues and technical support see the support threads (Mac, Linux) in the Egosoft forum.

Collector's Edition

This Collector's Edition of X Rebirth includes the following items:

  • DLC: The Teladi Outpost
  • Soundtrack Volume 1 (MP3)
  • Exclusive: Soundtrack Volume 2 (MP3)
  • Optional download: X - The Space Opera - Per Musica ad Albion (Video)
  • Bonus download with artworks and X encyclopedia

The bonus content will be placed in your X Rebirth installation folder:
...Steam\SteamApps\common\X Rebirth\Bonus Content

About This Game

In the distant future, the X universe faces a period of profound and irrevocable change. While the universe stumbles towards an uncertain future, countless adventures await as new enemies rise in search of power. Enter a young adventurer and his unlikely female ally traveling in an old, battered ship with a glorious past - two people alone against the galaxy, playing a key part in the events to come. The fate of the universe rests in the hands of the player...

X Rebirth represents a spectacular new beginning for the X series, offering loyal fans and newcomers alike a vast, vivid and extremely detailed universe to explore throughout the game. Varied gameplay elements such as action-packed space combat, detailed trading mechanics and high-speed space exploration with fast travel allow players to experience a truly unique space saga that will keep them hooked for dozens of hours. X Rebirth features a whole new user experience - it is easier than ever to start with, and remains as deep as fans expect it.


TRADE! A fully simulated economy that means your actions really do matter. Travel the space highways to ﬁnd proﬁt in gigantic space cities, swarming with ships and drones.

++ Every ship you see has a task. Stop a freighter from reaching its destination and its cargo will be stopped too, causing prices to rise. ++

FIGHT! From small scale skirmishes to epic ﬂeet encounters, battles in the X Universe know no limits. Choose to ﬁght for the military, work for the police or be a lawless pirate, or if you prefer just ﬁght when you need to defend yourself - it's up to you.

++ Take the action right into massive structures. Target turrets and shield generators to weaken your enemy, damage engines and jump drives to prevent their ships from escaping, or stop their factories producing to cripple their economy. ++

BUILD! Create your own empire! From trading stations to large factories, farms to hightech military complexes, everything can belong to you. Build for trade and proﬁt or to strengthen your military presence and dominate your enemies.

++ Extend and upgrade your stations to make them operate more efﬁciently, with every element visible in glorious animated detail. Harvest your own resources to keep your empire running smoothly. ++

THINK! A rich, detailed history and a deep complex plot await you, but you are free to decide when and where to take part. Explore the universe at your own pace - choose your own path and create your own destiny.

++ Get up-close and personal with aliens and humans alike. Land on stations, meet people, then accept missions from them or hire them as crew members for your ships. ++

TRADE, FIGHT, BUILD, THINK... in the X Universe - the biggest sandbox this side of the galaxy.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 8 (64-bit), Windows 7 SP1 (64-bit), Vista SP2 (64-bit), XP SP2 (64-bit)
    • Processor: Intel i-Series at 2GHz or AMD equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • DirectX: Version 9.0c
    • Hard Drive: 8 GB available space
    • Sound Card: DirectX 9.0c Compatible Sound Card
    • OS: Windows 7 SP1 (64-bit)
    • Processor: Intel i5 (Quad) or i7 at 2.5GHz or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Nvidia GT500 series with 1GB RAM or better, ATI 5870HD with 1GB RAM or better
    • DirectX: Version 9.0c
    • Hard Drive: 12 GB available space
    • Sound Card: DirectX 9.0c Compatible Sound Card
    • OS: OS X 10.10 Yosemite
    • Memory: 12 GB RAM
    • Graphics: Nvidia GT750M, Nvidia GT600 series with 1 GB RAM or better, AMD 6850HD with 1 GB RAM or better
    • Hard Drive: 12 GB available space
    • Sound Card: OpenAL Soft compatible
    • Additional Notes: OpenGL version 4.2
    • OS: SteamOS (64-bit) or Ubuntu 14.04 (64-bit)
    • Processor: Intel i-Series at 2GHz or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Vendor proprietary drivers, Nvidia GT500 series with 1GB RAM or better, ATI 5870HD with 1GB RAM or better
    • Hard Drive: 8 GB available space
    • Sound Card: OpenAL Soft compatible
    • Additional Notes: OpenGL version 4.2
    • Memory: 12 GB RAM
    • Graphics: Vendor proprietary drivers, Nvidia GT600 series with 1GB RAM or better, ATI 6850HD with 1GB RAM or better
    • Hard Drive: 12 GB available space
    • Sound Card: OpenAL Soft compatible
    • Additional Notes: OpenGL version 4.2
Helpful customer reviews
567 of 658 people (86%) found this review helpful
1 person found this review funny
226.3 hrs on record
Posted: April 27
Short version:

For the plot, just watch on Youtube.
This game cost Egosoft a Roguey (*formerly* a big fan/promoter/guy who runs a nice X-game site) and was a waste of a Cycrow (modder who brought life to a lot of the X-games). It's bad.

Looooong version (sorry for grammar or speeling errors, it took awhile to write up):

The game has so much win buried under an avalanche of fail. After more than a year patching, patching, upgrading, and patching, there are still enough bugs you'd think it was released yesterday. I'm not going to go in a standard format: all pros, then all cons, but break things down piece by piece to show the good and how it's buried under fail, at the end will be a more personal take.


1) You get a highway system that takes you to most places quickly. (With a roller-coaster atmosphere).
2) You also get an overbooster that lets you move about 10x normal speed at the cost of shields.
3) You can dock at your own capital ships and order them to use jump drives to ferry you around for longer trips.

The Avalanche: With this system, and the layout of the areas in the game, a 1-way trip can take 10-20 minutes (not sure exactly how long) from one end of the game to the other. You also NEVER GET A PERSONAL JUMP DRIVE. Keep this in mind for trading later.

Flight 2:

The autopilot and AI piloting seem a lot smarter - navigating the bigger and more complex stations is not lethal like it was in previous X-games. You only ever take shield damage, awesome!

The bad (not an avalanche): the game makes you scan stations in order to see their production cycles. If you're impatient, you'll bump stations a lot. (Pro: they won't go hostile for bumping them!) Sometimes when you bump a station, you'll end up inside the station geometry with no way out but to keep bumping until you bump yourself outside the geometry...


The fighters you face (in groups up to a dozen or more) have weapons that beat anything you can get in 2 of 3 categories: range, accuracy, dps. There's one common fighter that has four guns, which can beat you in all three categories (since there are only two useful/useable weapons in the game). Facing them in groups is only possible because you have an overboost and can run away again and again and again...

Stations and Trade:

1) You use construction vessels to build your own stations.
2) Stations are large complexes that generally produce a class of goods (turrets, foodstuffs) instead of one item as in previous games, which you used to have to chain into complexes in order to get large-scale, efficient production (my max was 171 stations in previous games IIRC).
3) Stations have guns and can defend themselves!
4) Trade ships can cue up orders (if you have trade software installed)!
5) Stations can only be built in certain areas (boon or bust on perspective), which prevents stations colliding with each other or being built halfway into an asteroid.
6) Stations with intended construction will have a red box in space until all ships leave the construction area (no more stations being accidentally built ON the player ship).

The avalanche:
This game was obviously not made for trade or station building. Completed stations still retain their vulnerable (and unsightly) construction vesssels nearby. Ownership is slightly bugged with staff being shown as "Trade Manager ???" even after you've assigned somebody. Ships take a looong time (5+ minutes sometimes) to dock, trade, and undock. And they occasionally bug out and sit there, which requires a workaround to get them trading again.

Stations are nigh invincible, quickly obliterating anything short of a capital fleet you send at them (though the player can duck and weave to avoid fire, because many players are smarter than the AI). Destroyed NPC stations stay with 0 hull and will eventually be rebuilt, so a lot of options like meaningful faction war or annihilating the universe are impossible.

NPC trade ships are not built at shipyards. The NPC ships built at shipyards have the command 'explore' and will fly around a little bit before despawning. Functioning NPC ships just spawn, possibly with a full load of goods (to supplement broken the economy). So killing NPC trade ships won't affect the game economy much.

Production values of stations were poorly determined. There's a Med Despensary that will illustrate: it has a primary, secondary, and tertiary product (space weed, narcotics, and medicine). It requires space weed to produce narcotics, and both of those two to produce medicine. It doesn't produce as much space weed as it requires to make narcotics and medicines; this requires either another station or purchase of supplies from NPCs. There are other (cell fab) stations whose output is used by other stations (arms tech fab). The cell fab production is insufficient to fully supply one other station (and the stations should make much more than needed by ONE other station - they're massive stations that can take over a day IRL to complete - more if resources are scarce).

Trade ships are also frequently stupid - if a station has 50,000 of something and another station needs 25,000, a player-owned trade ship will transport 100 of it, roughly 1% of its cargo capacity, leaving 90% free (9% used by jump drive fuel).

The kicker: Where in previous X-games, station products could be used by the player (and the primary motivation of station building was often to produce certain things - missiles, turrets - on a scale larger than the rest of the universe combined), in Rebirth, station products (with 2 or so exceptions) serve to feed shipyards. The player can no longer own a shipyard. The NPC shipyards might decide to make a ship - for which it doesn't have the appropriate resources - when you're trying to buy one. So you have to get supplies to the shipyard, wait up to 20 minutes for the ship (which will only despawn anyway) to complete, then a few more minutes for it to undock, before you can place your buy order and gather even more resources for YOUR ship.

The above is actually the reason I stopped playing - I have 18 stations complete waiting for X:Rebirth 5.0 just in case it's worth playing. At the moment the only 'meaningful' interaction with the game world is to make stations that supply NPC stations that make ships that despawn shortly after creation.

But continuing: you can only directly order ships to trade if they're in your squad. You get a view of 'buy orders' and 'sell orders' that are stored in your computer. You order your ship to fulfill those orders. You can't say 'buy/sell X amount of Y product, optionally from A, B, or C station'.

You can only see those buy orders if you're looking at the intended station (within 1 km or so of it), which require you to travel through the universe to update trade offers, which is why a jump drive would have been useful. Note: you *can* get remote updates if you do a speech game with people on the station, but eventually you will have to go back out there and update the trade offers. (You speech them, they agree to update trade offers for 5-6 hrs or so, then the 5-6 hour period ends, and you need to go back to the station for trade offers to update for the next 5-6 hrs. You don't need to do the speech game any more than once per station.)

---More was here, but cut due to size limitation---

So there you go, a STILL bugged game with a paper thin, very underwhelming story which was obviously not made to enable trade, capital ship use, or station construction - most of the things that made X games popular, and which only does some of the combat right. At this point we all know this was supposed to be an X-Box 360 game, and NOT an X-series game. Ego says it was Deep Silver that pushed them to quickly release an X-game, but whomever came up with and pushed the idea for rushing an X-game should be fired and worse for gross incompetence.
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67 of 89 people (75%) found this review helpful
1 person found this review funny
216.4 hrs on record
Posted: May 12
No recommendation, unless you can get it on sale and eventually, not come to the conclusion that you've wasted a lot of money. I had written a rather long review, but apparently there's a limit to how much one can post, so without elaboration, here's a summary.

- It is a sandbox game with a constraining ruleset. You are only allowed to fly one ship (which is upgradable, that's something), and control other ships indirectly. You can build stations, but they can only be built at predetermined locations in the game. You can not actually meaningfully impact the economy as your profits are negligable, you have no meaningful impact on the AI production, the AI can endlessly spawn ships, and stations cannot permanently be destroyed. So, you can only build sandcastles designed by somebody else, the other kids already have sandcastles that you can knock down but they just rebuild it, and you can't kick any other kids out of the sandbox permanently.

- The campaign, like many sandbox games, is a glorified tutorial, which you need (unless you google *everything*) because while the controls and functions are inherently simple, they are not obvious. However, the campaign also arbitrarily sets you up with an enemy faction, no matter how friendly you were with them before, and this event is *entirely* outside of your control. Fly to the mission location, and it will simply happen. Faction relations range from -30 to +30, with the predetermined enemy faction I was at +28 when I decided to continue the main mission, and the game just set it to -20. Because plot. Which has no other function other than to teach you the game and send you on an exploration through the universe. Accept it will happen, or start in Freeplay.

- Nothing you do has any impact. However, since everything in the game moves at a snail's pace, you won't notice this until many hours into the game. You cannot meaningfully impact the economy. Enemy ships just spawn, they do not get built, they will always keep coming. You cannot permanently destroy stations in order to conquer the market. This last one especially has an important player function: you cannot accidentally screw yourself over by permanently ruining the economy and/or production chains. However that also means that once your own productions are set up, the only result is that prices go down due to overproduction and it means jack ♥♥♥♥ other than even lower profits than what you'd have expected.

- The only ships that are meaningful (other than your own) are capital ships (L and XL size). Smaller ships are pathetically weak, and even the L size ships are at a huge risk of being randomly destroyed.

- The AI is horrible, in many ways, and has seemingly arbitrary rules that rely on whether or not you are present in the same zone. Pathing is terrible, ships will "ghost" through objects when you are not present and thus follow an efficient path, but if you are present, will become stuck in impossible locations. Your mining ships will fly straight towards hostile stations, inevitable getting destroyed, because the closest resource is in that direction. Ships that get attacked, will never flee, unless they happen to be under your (in)direct control which means you get a message when they are half dead and have to press 5 buttons to tell them to flee, which they may or may not do in time. Fleet groups will not stay together, and will arbitrarily not react when a ship in their fleet gets attacked. The best one I found though: at a jump point in a sector, there was a hostile station close enough for some of its turrets to start firing at my ships if they jumped to that zone. I thought I would solve this problem, by shooting the station's turrets. I did so, and it worked, the turrets stopped firing at my ships, and they moved on without much harm. THE SECOND I LEFT THE ZONE, my ships would get destroyed before they could even make their jump out, because the game arbitrarily decided the turrets were back. This behaviour would stop if I flew back to the zone and the game realized the turrets were in fact destroyed.

- Drone AI is FUBAR. If your ships deploy the drones they have, there's a good chance they will not return to the ship once the fight is over, and the ship jumps out without its drones, causing them to be useless pieces of metal where they were left behind. However, the ship will not recognize these drones as lost, listing them as "in use" forever. Unless you manually find them and shoot them. If you sell the ship's drones, and then buy new drones for the ship, the drones will again be listed as "in use". This problem has been around for a long time, and apparently isn't important enough to be fixed.

- Loading times and mechanisms. You load the game, it gives you a loading screen. Not for the game, but for the intro movie. You skip the intro movie, it gives you a loading screen. Not for the game, but for the menu. You load your save, you finally get a loading screen for the save, which then puts you in the game. Should you get destroyed, you get a game over screen. Once you get that to respond, you get a loading screen. Not for your last save, but for the menu. Once that is loaded, you can again start loading your save. If you are in a tricky situation and get destroyed a few times in a row, this gets aggravating QUICKLY. I'd strongly recommend installing this game on an SSD if you have one, it dramatically increases loading times and performance.

- I-don't-know-WTF-you-are-doing-syndrome, AKA memory leaks. The longer you play this game, the poorer its performance gets. I could launch the game, have fun with fairly well working controls and gameplay. After an hour, I would start to notice input lag on my commands (and there's a lot of button pressing in this game, enough for that to get really irritating). After two hours, I would start to notice sluggish behaviour in nearly all departments. Some googling about this problem revealed that the game uses a lot of memory for behind-the-scenes calculations, and otherwise well working systems with relatively low RAM can suffer. That could be a fine explanation, but when this problem gets progressively worse, it's not a hardware fault, it's the software.

- The game is aesthetically boring. Not initially, the graphics are good, there's a lot of detail on the models, and your first few hours venturing into space (as well as hitting some new areas with distinct styles) will make you ogle your surroundings shamelessly. However, after that, you start noticing that everything actually looks identical. A slightly more red shade of paint doesn't actually make a new ship model. You notice the stations pretty much all look the same, which makes some sense in a space environment, modular designs are effective. But then you notice the planets do too. And the astroids. And the mass traffic, which has no other function than taking up space and making space look more "alive" because mass traffic is a bunch of small ships travelling in a circle around an object, or appearing out of nowhere inside a highway. And after a while, the music, which sounds appropriate enough for a space enviroment, quickly becomes boring.

In conclusion, this game had a lot of potential, and a lot of good ideas, but is overall, fairly poorly executed. You will encounter bugs. The immensely stupid AI will get on your nerves. A sandbox where you cannot meaningfully impact your surroundings, is not a sandbox. A place where every look and sound is repetitive, is not aesthetically interesting. The biggest challenge in the gameplay, is not hitting the wrong button when inputting a needlessly complicated sequence for a command. The plot is a tutorial that doesn't care about the sandbox aspect, since it in no way respects what you've actually been doing. And yet, I have 200 hours in this game, and that is the worst of it all. These problems do not appear until later. My empire of 200 hours, affects nothing.
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47 of 71 people (66%) found this review helpful
1 person found this review funny
5.2 hrs on record
Posted: May 9
That's what I always wanted my space sim not to be like: Flying from sector to sector, scanning generic space stations, landing on cookie cutter ports to walk through awfully designed, boring interiors talking to even more generic NPCs that always offer the same shallow lines of utterly ridiculous dialogue. Thank god a game crash ended my first and probably only foray into this soulless mess of a game. Yes, after 5 hours I have probably not seen much of the game, but it is enough to get a first impression and that first impression is that this game is generic, boring and a waste of time and money.
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25 of 37 people (68%) found this review helpful
1 person found this review funny
9.4 hrs on record
Posted: May 10
I bought this game on release and it was absolutely unplayable. The bugs were terrible. I decided to wait and see if they would clear up some of the problems given time.

I'm sorry to say it's as laggy and buggy as ever. I've just put in one more hour of play and with that I've already come across a bug that made it unplayable. I got stuck on of all things the edge of a door. Well, I'll tell you that alone wouldn't make me put this game down again, but alas! my previos save (which I decided to do often just in case of a bug) is corrupt. Huzzah! My previous loads were all black screens. I could hear the clicking and walking in the background, but could not see. I give up.

I say avoid at all costs!
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18 of 25 people (72%) found this review helpful
1 person found this review funny
59.8 hrs on record
Posted: June 19
This will never be good. Would be better to abandon this altogether and make a real X game. Bought the DLC thinking its fun. Still no jumpdrive. Still no autopilot. Tried to find the sector where the mission starts. Haha flying there takes about 20 minutes manually, found myself playing angry birds while sitting in those stupid highways not to get bored. No thank you. Game deinstalled. Used to be a long time X series fan but they really dropped the ball with this one.
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