Outposts Unknown: My Thoughts on the Demo

A Star Trek-themed spoiler warning

Spoiler Warning: Beware of minor spoilers for Star Trek: Outposts Unknown and Star Trek: Strange New Worlds.

I did not expect to be talking about *another* brand-new Star Trek video game so soon after covering Shadow Frontier, but here we are! Paramount Games – Skydance-Paramount’s newly-established interactive media wing – is clearly going all-in on the Star Trek franchise, which is great to see. After the announcement of a third-person horror title, “Summer Games Fest” has just introduced us to a top-down strategy game also set in the Star Trek franchise: Outposts Unknown. And there’s a free demo available to play right now!

Here’s a question which might cement your Trekkie status (or leave you questioning whether you can really call yourself a “true Star Trek fan” any more!) – do you remember a game called Star Trek: New Worlds? No, not “Strange New Worlds,” just simply “New Worlds” – it was a similar colony-building title which was released in the year 2000. Outposts Unknown is, as you might expect, light-years ahead in terms of graphics, and takes advantage of a quarter of a century’s worth of improvements in game design… but there are echoes of that older title, I felt. I had a blast playing New Worlds shortly after the turn of the millennium, so to get another game in that same kind of space all these years later? It’s just a lot of fun!

If you missed it, by the way, I’ve already taken a look at Shadow Frontier, so click or tap here if you want to check out my thoughts on that title.

Still frame from the Star Trek Outposts Unknown demo showing a cutscene
The player’s ship in a cut-scene.

Last time, I said that Bloober Team – the developers of Shadow Frontier – was a studio I’d heard of and that has a good reputation. Their 2024 remake of Silent Hill 2, for instance, won several top industry awards. Outposts Unknown is being developed by Magic Fuel Games and published by Playstack, neither of which I’m familiar with.

However, Magic Fuel Games seems to have experience in developing city-building games, which is a positive thing, and Playstack published Post-Apocalyptic Courier Service, which is a game I’ve at least heard of! Cityscapes: Sim Builder – developed by Magic Fuel Games – seems to get good reviews on Apple and Android, too. So there are reasons to be positive, even if the developers and publishers aren’t big names in the industry yet.

Still frame from the Star Trek Outposts Unknown demo showing beaming down
Beaming down at the start of the game.

But that’s for the future, and while I *hope* that the finished game will be good… the demo had a problem. In short, after I’d played for almost three hours (on a single save file), the demo locked up and wouldn’t let me progress any further. In-game characters came to a standstill, the in-game clock stopped advancing, and while the music kept playing and I could move the camera around, I couldn’t do anything. I tried all of the usual things to unlock a locked-up game: closing the programme, re-loading the save, even rebooting my PC. But nothing helped – and with no other save files (that I could find, anyway) my three hours of progress seem to have been for nought.

I appreciate that “game development is hard,” and that this demo version represents an unfinished game that’s still being worked on. Bugs are expected. But… I don’t think it’s unfair to ask Magic Fuel Games and Playstack to make sure that the *demo version* is playable and free from this kind of issue. Is it? I would’ve liked to at least get to the end of the part of the game that the demo allows, partly for my own enjoyment and partly so I could relay that experience to you via my website… but I couldn’t. There’s a serious bug in the current version of the demo, as of mid-June 2026, which prevented me from going beyond in-game day 21. And so, with great regret, I have to recommend *against* downloading the demo unless and until that issue can be fixed.

Still frame from the Star Trek Outposts Unknown demo showing a bug
This was as far as I could get before everything locked up.

That is a major caveat, as you can see.

But I did spend close to three hours with Outposts Unknown before I was locked out of progressing, and I have some thoughts. I’ve tried not to let the run-ending bug colour my impressions, because there are definitely things to enjoy about Outposts Unknown.

First of all, I really like the game’s art style. You might say it’s got a kind of “mobile game” aesthetic, but I don’t necessarily mean that as an insult. I like the less-than-realistic style used for character models, buildings, and so on, and I especially enjoyed the bright colours in the environment. Outposts Unknown is vibrant, and that gives the alien planet a truly “otherworldly” feel. Sometimes, even Star Trek on TV can mess this up, with too many planets feeling samey, like they’re all filmed on the same handful of sites in Southern California or Toronto! So to get a planet that looks genuinely alien and different was pretty great.

Still frame from the Star Trek Outposts Unknown demo showing combat
I really like the bright colours and the game’s overall aesthetic.

Something I thought to myself several times while I was playing the demo is that Outposts Unknown is the kind of game I could easily see myself sinking hour upon hour into. Although the game isn’t a true “sandbox,” its procedurally-generated elements give it a certain amount of replayability – assuming that the main story will be solid enough. Gameplay reminded me a little of titles like Banished, and if you know me, you’ll know I’m a huge Banished fan. I’ve sunk hundreds of hours into that game, and I can see the potential in Outposts Unknown to become a similar kind of obsession!

If you’ve played games like Banished, you’ve got a starting point for understanding how Outposts Unknown works. You have resources to collect, buildings to construct, upgrades to unlock, trades to manage, and individual workers (referred to here as “crew members”) to keep happy and healthy. Basic resources can be used in construction, or they can be refined into new variants, which in turn are needed to unlock more advanced buildings and to replenish supplies. Balancing all of this will be something that takes some figuring out; I wasn’t perfect at it in the demo by any stretch!

Still frame from the Star Trek Outposts Unknown demo showing construction
A building (the security office) under construction.

This kind of gameplay naturally means that there are going to be times where you have more to do and times where you have less to do. Waiting while members of the crew gather enough resources to progress with construction, or waiting for enough refined materials to be produced may, to some players, feel “boring.” I didn’t really get that impression most of the time, but I think it’s worth noting that – *especially* in the opening act – games like this can feel slow-paced.

One thing that I felt really *didn’t* help in this regard, though, was Outpost Unknown’s crew shift system. In brief, the game is split into a day-night cycle, and during the day, your crew will be on the ground, doing their jobs, keeping your little outpost running. But at night? They all board a shuttle and fuck off back to the ship. That *would* be fine… except the in-game clock keeps ticking, and you’re just sort of… sitting there, looking at the screen, waiting for them to come back. Nothing can happen at the outpost without crew; there’s no way (that I found, anyway) to automate things like resource extraction or refining, and there also doesn’t seem to be any way for the crew to rest on the planet. Even speeding up the in-game clock to its fastest setting still meant several minutes of just… nothing at all happening. I’d love to see an option to skip these dead night sections by the time the game makes it to its full release.

Still frame from the Star Trek Outposts Unknown demo showing crew boarding a shuttle
The entire crew just fucks off for several in-game hours, and you’re stuck with nothing to do…

I was also a little confused by the ship itself; in brief, you have a few things aboard your ship (in orbit) that you can upgrade and manage, even though you don’t spend any time there and only see it on a menu screen. This wasn’t particularly well-explained in the demo, and I found that my ship, for instance, complained about running out of hyposprays at one point. But… why? And also, why should I care? I mean, it *sounds* like it could be an issue, right? But… with no explanation for what I need hyposprays for, or what their absence may do to the crew (nor how to manufacture them, either) it just kinda… passed me by.

Games like this can feel like they’re throwing a lot at you, especially when you’re just getting started, and in some ways, that’s just how it goes when you boot up a brand-new strategy game. Figuring out the intricacies of the rules and which resources to prioritise – especially when you don’t have the manpower to do it all – is part of the fun of playing! But, especially in a demo version, I guess I just expected a little more guidance on getting started.

Still frame from the Star Trek Outposts Unknown demo showing the ship menu
The ship menu.

I like that Outposts Unknown is set in the Strange New Worlds timeline, and that the game is clearly leaning into the aesthetic of that series. Unfortunately, it comes along a little late – Strange New Worlds has been cancelled, sadly, and will end with a truncated fifth season that will probably air next year. But it’s nice to get at least one video game set in the Strange New Worlds era before the show fully wraps up. And yes, I’m still upset that Strange New Worlds was prematurely cancelled by Star Trek’s new corporate overlords!

Admiral Robert April, who appears in Strange New Worlds, was seen briefly in the demo; I don’t know if any other characters from the show will cross over, nor even how prevalent Admiral April’s role will be further into the game, but it would be nice to get even just a couple of short missions or cameo moments from familiar faces. Does the game *desperately need* that? Arguably not… but if it’s a game made to appeal to existing Trekkies, why not include a handful of familiar characters at key moments in the story?

Still frame from the Star Trek Outposts Unknown demo showing April
Admiral April kicks off the game’s story.

I’m not the *greatest* player in the world when it comes to strategy games! And I give that as a caveat because I felt a few moments in the demo were either confusing, not sufficiently explained, or just set up in such a way as to take a long time. At one point, relatively early in my run, my next objective (the game gives you objectives in a linear fashion) was to unlock something from the tech tree and synthesise five refined materials called Tech Data. But the demo didn’t explain how to do this or where to get these from – and it was actually a pretty convoluted process.

To get Tech Data you need some kind of advanced science lab (I forgot its name, sorry!), but you can’t just build one. In order to build this lab, you first need refined metal, which means harvesting enough raw metal to build a metal refinery, *then* even more metal to get enough to build the lab. But the refinery and the lab both need power, so you need to build a power generator, *and* wire up the generator to both buildings. All the while… I still only had eight crewmen to get anything done. It took multiple in-game days to achieve this one task when every preceding task had been much quicker. And I just… I didn’t like that, to be blunt. Not for a demo. If I was playing a full campaign, then sure – that kind of thing is par for the course. But to take, like, forty minutes or more of real-world time (at the game’s full speed, too) just… waiting? It didn’t leave a great impression, to be honest.

Still frame from the Star Trek Outposts Unknown demo showing a colon
My small colony. The advanced science lab is the building with the blue roof.

There were a couple of other bugs in the demo besides the one that killed my run. At one point, two different crewmen were killed by one of the planet’s weirdly aggressive plants – but they didn’t fight back, and I didn’t get any kind of alert or warning. I didn’t see the first one happen, but the second one was in the exact same location, so I think it was the same issue. In brief, both crewmen were attacked while harvesting a resource, and they seem to have prioritised continuing to work over defending themselves, leading to both of them being killed.

And this leads nicely into my next point: it takes *forever* to replace even one dead crewman! You only get “resupplied” once every four or so in-game days, and when this pops up, you get the chance to add one new crewman (or to choose to add some rare resources). But this is *painfully* slow, especially in what feels like the early game; there’s gotta be a better way to replace dead crewmen than just waiting around for days on end while your colony’s efficiency drops.

Still frame from the Star Trek Outposts Unknown demo showing a resupply
Getting re-supplied gives you a chance to expand your crew roster (or replace dead crew members).

That being said, I liked the characters. I *adore* any strategy game that lets you rename your workers – your crew, in this case! And it’s just a bit of fun to give them silly names (or, perhaps, to pick real names from Star Trek’s extensive history if you wanna go lore-accurate!) And the crew were pretty diverse – a good mix of humans, Vulcans, and Andorians, though it would be nice to see a few other familiar races represented, too.

And, like I do in any game like this, I found myself getting attached to some of the crew! When they were in danger – and when the game worked properly and *informed me* that they were in danger – it could feel genuinely tense. Combat, such as it is, is pretty minimal, with crew members firing phasers and wearing down the hit-points of mysterious alien flora. But it looks pretty good, and the game has a photo mode if you’re into that kinda thing.

Still frame from the Star Trek Outposts Unknown demo showing a crew member close up
A close-up look at one of the crew members.

I think I’ve waffled on for long enough.

Think “Star Trek does Banished,” and you’re not a million light-years away from Outposts Unknown. If you like slower-paced base-building games, or if you enjoyed New Worlds back in the day, I think there’s a lot of potential in the game. But, at this stage, I have to recommend caution because of the game’s bugs. Being forced to end a three-hour run, with seemingly no way to go back and salvage things… that’s kinda annoying, and I would’ve liked to have made it to the end of the demo so I’d feel more confident in issuing a recommendation.

If Magic Fuel Games and Playstack keep working on it, and can successfully quash these bugs, then I can see Outposts Unknown becoming a real time-sink for me. It’s the style of game that generally appeals to me, especially with my arthritis limiting my reflexes in some other, faster-paced titles. And as a Trekkie… I’m always going to be interested in a game like this. It’s a genre I like and a franchise I love coming together. As long as the game actually works by the time it launches, I’ll be happy.

Still frame from the Star Trek Outposts Unknown demo showing resource gathering
A crew member gathering resources.

This is not a big-budget, “triple-A” kind of title, so you will need to set appropriate expectations. But, speaking for myself, I enjoy the art style, the somewhat less-realistic but still bright and cheerful colour palette and character designs, and the largely text-based interface, with little voice acting, isn’t really a problem for me personally. But as the games industry moves on and more players *do* expect more things like that, it’s something to be aware of before you commit.

I hope this has been interesting. I’m in no mood, frankly, to try again with the demo and potentially kill another two or three hours, only to get locked out again. So unless I see a significant patch, I’ll wait for the game’s full release. And… to be honest, maybe I’ll wait a few days *after* launch to check the reviews! Bugs happen in games, especially games that are still in development – I get it! But this was Outposts Unknown’s one chance to make a good first impression. And despite enjoying myself with the demo much of the time… that bug absolutely ruined it, and it’s definitely giving me pause and making me feel a little cautious about jumping in on day one.

If you decide to try out the demo for yourself… good luck. I hope you’re able to make it all the way to the end! When Outposts Unknown launches – which is allegedly gonna be later this year – I’ll try my best to review the full game, so be sure to check back for that. And if you missed it earlier in the year, I reviewed Star Trek: Voyager – Across the Unknown, which is another Star Trek strategy/management title. Click or tap here to check out my thoughts on that game. And until next time… Live Long and Prosper, friends!


Star Trek: Outposts Unknown will be released on PC and MacOS in 2026. Star Trek: Outposts Unknown is the copyright of Magic Fuel Games and/or Playstack. The Star Trek franchise is the copyright of the Skydance-Paramount corporation. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Shadow Frontier: A New Star Trek Horror Game!

A Star Trek-themed spoiler warning

Spoiler Warning: Beware minor spoilers for Star Trek: The Next Generation and Star Trek: Picard.

I wasn’t planning to cover anything that came out of “Summer Games Fest” this year; none of the rumours about updates, reveals, and announcements prior to the broadcast really leapt out at me – and I still have a backlog of games from the past few years that I need to get through! But I was pleasantly surprised to see that Star Trek: Shadow Frontier has been announced – a new single-player, third-person, horror-focused adventure game from Bloober Team… a development studio that I’ve actually heard of!

Skydance-Paramount is doing some *weird* things with the Star Trek franchise at the moment, eh? After cancelling every single TV series that had been in production at the time of the corporate merger, we’ve since had three new video games announced: the VR-only Infection, the absolutely brilliant Across The Unknown (which I reviewed earlier this year), and now Shadow Frontier. Just as Star Trek seems to be winding down on the small screen, at least for the foreseeable future, in the interactive space, we’ve hardly ever seen this many titles in production at once!

Promotional screenshot for Star Trek: Shadow Frontier (2027)
A new Star Trek game is coming next year!

Paramount Games is Skydance-Paramount’s newly-formed publishing arm, and in addition to Shadow Frontier, it’s also going to be taking the reins of other big franchises and properties that now fall under this growing corporate umbrella. Teenage Mutant Ninja Turtles: The Last Ronin was also announced at “Summer Games Fest,” and there’s a fighting game based on the Avatar: The Last Airbender series, as well as a few other titles. Paramount Games is also taking over the publishing rights for the SpongeBob SquarePants franchise, which has several video game adaptations under its belt, and even (weirdly) the upcoming title Marvel 1943: The Rise of Hydra.

I think it’s interesting, in the aftermath of the corporate merger, to see Skydance-Paramount making a big push in the video games space. Interactive media is a growing and lucrative business, so it makes a lot of sense – and for a big corporation with successful and beloved IP, it’s a no-brainer to develop video games using those familiar names. As a Trekkie, I kinda hope that this means we’ll see more Star Trek games going forward, and I want to support Shadow Frontier as best as I can with that goal in mind. If Star Trek is disappearing from streaming/TV in the years ahead, and perhaps only popping up as an occasional cinematic franchise, video games could be a new frontier for the franchise, keeping the lights on and throwing a bone to the fan community.

Screenshot of Paramount Games' lineup in June 2026
Paramount Games’ lineup.

Very few Star Trek games have ever really taken the gaming landscape by storm, which is such a shame. If you think about it, there should be a huge overlap between Trekkies and gamers, yet most Star Trek games have tended to be relatively low-budget titles that really only appealed to the existing fanbase. The only real exception that I can recall was 2000’s Elite Force, which, for a time, became a darling of LAN parties and the burgeoning online shooter scene.

Bloober Team, though, is a good developer – their Silent Hill 2 remake a couple of years ago was wildly successful and highly-praised. You could hardly have picked a better studio to develop a single-player horror title, and I’m genuinely optimistic and even enthusiastic for Shadow Frontier based on little more than the development studio’s pedigree.

Promo screenshot for the Silent Hill 2 remake
Bloober Team’s remake of Silent Hill 2 won several big awards.

A horror game wouldn’t necessarily have been my first choice – it isn’t my personal favourite genre for video games, films, or TV. But there are two great reasons to be hopeful about Shadow Frontier. The first, as mentioned, is Bloober Team’s track record. Their two most recent horror titles: Silent Hill 2 and Cronos: The New Dawn were both well-received upon release. And the second, to be honest, is that Star Trek can do horror really well.

Recent episodes of Strange New Worlds, Picard, and Discovery have all leaned into horror and horror-adjacent ideas in recent years, and going further back, episodes like DS9′s Empok Nor are rightly heralded as classics. Star Trek may not be the first name audiences think of when considering sci-fi horror, but after telling almost 1,000 stories across six decades, it’s fair to say that the franchise has tangled with the genre on more than one occasion! There are some truly unsettling aliens and monsters in Star Trek’s galaxy, and even if none of them are going to be the main antagonist in Shadow Frontier, I think it’s fair to say that space has all kinds of terrifying monsters and mysteries to explore.

Promotional screenshot for Star Trek: Shadow Frontier (2027)
Sprinting down a spooky starship corridor…

I got the impression, just based on the teaser trailer that Paramount Games released, that players are going to be wrangling with a new alien or monster on this occasion, not a familiar faction like the Borg or Klingons. So my dream “Borg Invasion” idea will have to wait a bit longer! It’s hard to judge from a very short teaser, which was mostly cinematic and seemed to show only the barest teases of gameplay, but I got a kind of Dead Space or Prey vibe from the weird-looking tendrils or “corruption” that seemed to be afflicting parts of the starship.

But there will clearly be room for connections to familiar characters and factions, even if the entity or alien monster itself is new to Star Trek, and I’d really love to see how this new story will fit in with what we already know of this part of the 24th Century. I don’t want to speculate too much, but I think it’s gotta be at least possible that a bigger link to someone like the Borg, the Dominion, or the Romulans will be part of the game’s narrative.

Promotional screenshot for Star Trek: Shadow Frontier (2027)
Objects floating in zero gravity.

And then we have Ro Laren! Ro, who will be voiced by original actress Michelle Forbes, is going to be the main playable character! That just sounds like a really fun idea, and I can see Shadow Frontier potentially filling in some of the gaps in Ro’s story in between The Next Generation and her return in Picard a couple of years ago. Despite the TNG-era combadge, which featured prominently in the trailer, I’m not convinced that this game will take place during or just after The Next Generation, but rather a few years later, perhaps, somewhere in the final couple of decades of the 24th Century.

Ro’s role in Starfleet, which was explained in Picard, makes her a great choice of character for a game like this. If we assume that this alien monster (or whatever it is) will be something that Starfleet needs to send a covert agent to tackle… I mean, the stage is pretty much set for someone like Ro, isn’t it? Above all, I just think it’s so nice, all these years later, to be getting new stories with this wonderful character. Ro was one of the first major recurring characters in the Star Trek franchise, and her arrival also began Star Trek’s expansion, with the Bajorans and Cardassians taking on an important role in Deep Space Nine. I was thrilled to welcome Ro back to Star Trek a couple of years ago, and to get a new chapter of her story in this interactive form… it just sounds really fantastic!

Promotional screenshot for Star Trek: Shadow Frontier (2027)
Ro Laren as seen in the teaser.

I’m also thrilled to see Skydance-Paramount greenlighting a *single-player* title for Star Trek, instead of trying to cram the franchise into a live service or online multiplayer mould. There are too many games like that already, and even massive, well-established brands have faltered when trying to launch that kind of game. You need only look to Marvel’s Avengers or Suicide Squad: Kill the Justice League for examples of that. There must’ve been a temptation to say, “hey, let’s try to make a Star Trek Fortnite clone,” with the ambition of raking in stupid levels of cash. That was never realistic, of course… but when has that stopped a corporate executive from drooling all over their shirt at the chance of making that kind of money?

I’ve always preferred single-player games, and I think I always will! So, speaking for myself, I’m really glad to see this kind of game being created in the Star Trek franchise. I’m sure there’ll be a “special edition” with character costumes and that kind of thing, and perhaps even DLC if Shadow Frontier sells well; such things are par for the course in the modern video games industry. But at its core, Shadow Frontier will be a single-player adventure with a story to follow… and I just like that kind of game much more than the open-ended, story-less titles that have become more common in recent years.

Promotional screenshot for Star Trek: Shadow Frontier (2027)
A “corrupted” Federation starship.

There are, I should point out, reasons to be cautious with a new Star Trek game. The franchise doesn’t have a great track record in the video games space more generally, even if some recent titles have done very well. 2013’s Kelvin timeline game is one of the worst games of its decade, being released in a broken, unplayable state. And some other titles, despite seeming to have potential, never really took off in the way I’d have hoped.

The current video games industry also has its unpleasant trends. “Release now, fix later” has screwed over so many titles in recent years, as games are launched too soon, needing a lot of work in order to meet what I’d consider the bare minimum acceptable standards. And there are monetisation problems, not only with titles being overpriced, but also coming with expensive “special editions,” paid “early” access periods, and more. I hope that Shadow Frontier will be priced fairly, and that if there is to be DLC, it’ll be good value for what it is. Above all, I hope that the game will launch in a decent state, and won’t be forced out too soon to meet an arbitrary deadline.

Promotional screenshot for Star Trek: Shadow Frontier (2027)
Red Alert! A new Star Trek game is incoming!

So that’s all for today.

I’m genuinely looking forward to Shadow Frontier, and I think the game has a ton of potential. It’s the first Star Trek game from the newly-established Paramount Games, and of this new Skydance-Paramount era, so I hope the corporation is planning to go all-out and make it special. Star Trek: Voyager – Across the Unknown did really well earlier this year; I think it’s fair to say that that game exceeded expectations. If Shadow Frontier can do something similar… we could be seeing a Star Trek resurgence in the interactive space. And that would be fantastic.

In the 60th anniversary year, things have felt pretty quiet… or even disappointing. Starfleet Academy’s cancellation may have been expected, but it was still a bitter blow to learn that Star Trek on streaming seems to be winding down in its entirety. This announcement may not be as big or bold as a new TV show, but I’m still pleased to see it. And there are reasons for positivity. I’ll do what I can to support Shadow Frontier, and when it’s ready I’ll try to review it here on the website. Thanks for reading, and as always… Live Long and Prosper, friends!


Star Trek: Shadow Frontier is currently scheduled to be released in 2027 for PC, PlayStation 5, Xbox Series, and Nintendo Switch 2. Star Trek: Shadow Frontier is the copyright of Bloober Team and Paramount Games. The Star Trek franchise is the copyright of the Skydance-Paramount corporation. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Five ideas for Star Trek video games

Spoiler Warning: There are spoilers ahead for the Star Trek franchise, including minor spoilers for Star Trek: Discovery Season 3.

The Star Trek franchise has not been particularly well-served in the video game realm, especially in recent years. With the exception of Star Trek Online, which continues to receive updates, there hasn’t been a major release since 2017’s Bridge Crew. Both Online and Bridge Crew are somewhat niche titles, too, with the former being a massively multiplayer online game and the latter being a title designed with virtual reality in mind.

There have been a couple of new smaller games released this year, including free browser game Star Trek: Kobayashi Maru and Star Trek Legends for Apple Arcade, but considering the renewed popularity the franchise is currently enjoying, it feels as though there’s potential for ViacomCBS to do more with Star Trek as a video game franchise.

Star Trek: Kobayashi Maru is a free browser game. And it’s pretty good!

Star Trek Online was originally launched in 2010, and while the game is still being supported at time of writing, surely its lifespan is limited and it will eventually come to an end. The only other significant release really in the last decade has been the awful 2013 Star Trek action/adventure title, which was so badly-received that director JJ Abrams criticised it, fearing it actually harmed Star Trek Into Darkness when it was released that same year.

In this article I’m going to suggest five potential Star Trek video game ideas, and we’re going to consider different ways that the franchise could make a new attempt to score a hit in the gaming realm – something that hasn’t happened in a long time! Two of the biggest and most successful Star Trek video games that I can recall were 2000’s Star Trek: Voyager – Elite Force, which celebrated its twentieth anniversary last year, and the Star Trek: Armada duology of real-time strategy titles which were also released around the turn of the millennium.

As always, caveats apply! I’m not saying that these games will ever be made, and I don’t have any “insider information!” This is just a wishlist from a fan. Nothing more.

Number 1: Star Trek: First Contact

A Borg drone seen in First Contact.

I’ve already proposed a First Contact tie-in once before, but this time I want to hone in on one particular aspect of my suggestion from a few months ago. In short, First Contact – which is celebrating its 25th anniversary this year – would make for an excellent first-person shooter title with horror elements. Think Star Trek’s answer to Doom Eternal and you’re in the right sort of area!

Players would take on the role of a security officer aboard the Enterprise-E during the mission to Earth, and this character could be customisable which would be a nice touch. After arriving in the past, the player character would be one of the security officers tasked with holding the line and retaking the lower decks of the ship from the Borg as they attempt to assimilate the Enterprise-E and prevent first contact from taking place.

An Enterprise-E security officer firing his phaser rifle.

Though the main cast of the film would be present at points, the game wouldn’t necessarily have to follow the entire story directly. This would be a looser adaptation, with a focus on the battle for the lower decks of the Enterprise-E while Picard, Riker, and co. are busy with the main plot of the film. This would allow for maximum storytelling leeway, and I think a fun and engaging story could be written depicting the fight between Starfleet survivors and the Borg, which was something we saw parts of in the film but not the entire thing.

The first mission might take place during the Battle of Sector 001, and the player character could be present for significant moments like the holodeck scene with Picard and Lily, or even the spacewalk to prevent the Borg using the main deflector. In addition, the narrow hallways of the Enterprise-E, as well as jeffries tubes, catwalks, and even areas of the ship we haven’t seen like nacelle tubes would all make for dangerous and scary enclosed spaces to battle the Borg!

Number 2: Star Trek: Discovery

The USS Discovery.

As Discovery approaches its fourth season later this year, it’s not unfair to say the series has well and truly established itself in the franchise! As the series which brought Star Trek back to television after a twelve-year break, Discovery has been flying the flag for Star Trek for almost four years now. Some Discovery characters have been included in Star Trek Online, but it would be wonderful to see the series get its own video game adaptation.

Though there are many different ways a Discovery game could go, I feel like a third-person action/adventure title would be a great fit. Think Star Trek meets Uncharted or Jedi: Fallen Order and you’re on the right track! A game with a strong focus on story and with mysteries and puzzles to solve along the way would suit this game perfectly, and while it could be connected to either the Control story or the Burn, perhaps an altogether new and original storyline would work even better.

Michael Burnham would be the game’s protagonist.

Players would, of course, take on the role of Michael Burnham. However, at points in the game it would be possible to assemble away teams, picking up at least two other characters to join Burnham on her mission. Games like the Mass Effect series worked well with three-person squads, and adapting it to work here would be great.

The game could be set in either of Discovery’s time periods, but the 32nd Century naturally allows for the most storytelling options, as there’s nothing in canon to constrain it. The game could bring back familiar Star Trek races that haven’t been seen since past iterations of the franchise, and all of this could be done without treading on the toes of anything the series wants to do on television. Tying a game into an ongoing series makes a lot of sense, and while it isn’t something we see every television show try to do any more, it would still be a fun idea.

Number 3: Star Trek: Armada III

A sequel to this game would be fantastic!

I mentioned the Star Trek: Armada games earlier, and they were great fun to play around the turn of the millennium. The real-time strategy titles – of which there were two – played similarly to games like Age of Empires, and there were campaigns to get stuck into as well as random matches. Star Trek: Armada II in particular became a LAN party favourite for a couple of friends and I, and we played it regularly!

In addition to starships that could fight, part of Armada II involved base-building and resource collecting, with different kinds of ships and space stations required to research, build, and maintain the fighting ships. There were different factions to choose from as well, which is a must for this kind of title.

A screenshot of Star Trek: Armada II.

Armada III could pick up where the earlier games left off in the early 2000s, with a setting around the 2370s-80s. Or it could be set in the 23rd Century to connect with Strange New Worlds, with factions like the Klingons, Tholians, and Gorn. Alternatively, a 32nd Century setting would be an option, with the rump Federation and factions like the Emerald Chain and Ni’Var.

Regardless, I’d keep the real-time strategy gameplay more or less unchanged, with options for deathmatches and a single-player campaign. There are plenty of real-time strategy titles at the moment, with the genre going strong. There’s no reason why a new Armada title couldn’t be one of them!

Number 4: The Dominion War

A Jem’Hadar attack ship.

If Armada III would be a real-time strategy game, I imagine that the Dominion War could be adapted to make a wonderful grand strategy title. If you can imagine Star Trek mixed with the likes of the Total War series, you’re on the right page.

The Dominion War is perfect for this kind of grand strategy game, and players would have the choice of siding with either the Dominion and Cardassians or the Federation Alliance. The game would depict the entire war from beginning to end, starting with the loss of DS9 and concluding with the Battle of Cardassia… or the Dominion conquest of Earth!

Earth seen in Discovery Season 3. Think you could conquer it if you were in charge of Dominion forces?

Both factions would change as the game wore on, with the Romulans joining the Federation alliance midway, and the Breen throwing in with the Dominion about two-thirds of the way into the campaign. Perhaps, though, these events would not be set in stone, and failing to achieve certain objectives or keep key characters alive would mean the new allies don’t join.

The game would be similar to Total War titles in that there’d be an overall campaign map, but players would also be able to dive in and participate in individual battles. Pre-made battles or randomly created ones could be available to play in multiplayer as well, though the main campaign would be a single-player experience.

Number 5: An open world title

A map of the galaxy seen in Discovery Season 3.

Perhaps the expression “open galaxy” would be more appropriate! It would actually be tricky to create a true open world in a Star Trek game, unless the action was to take place entirely on a single planet. But in the vein of games like the Mass Effect series or Knights of the Old Republic, perhaps a role-playing/adventure game could be created with multiple planets to visit.

Players would have their own starship or runabout to command, along with a variety of potential recruits to join their crew, giving this game a “Mass Effect meets Star Trek” kind of feel. In addition to a main quest, which would see players tasked with defeating some kind of nefarious villain, there would be many smaller missions and side-quests allowing for plenty of opportunities for Star Trek fun.

A Mass Effect-style game in the Star Trek galaxy? Yes please!

I imagine the player character would be a Starfleet officer, given a “covert ops” assignment and sent on their way with minimal interference from Starfleet command, which would account for the large degree of player choice on offer. Though there would be a main story to follow, a big part of the fun of open world titles is exploring the map, discovering fun locations and side-missions, and getting lost in the world.

Star Trek has what I consider to be the best world-building of any franchise, so crafting a game that took advantage of the deep lore that the Star Trek galaxy offers should be something achievable. Giving players a practically blank slate to create a character and take them on their own Star Trek adventure sounds amazing, and I bet a game like this would win the franchise new fans.

So that’s it. Five ideas for future Star Trek video games.

Star Trek: Voyager – Elite Force (2000).

Star Trek video games, unlike comparable titles in the Star Wars franchise, have never really hit the mainstream in a big way. There have been some successes: Voyager – Elite Force had a moment in the year 2000 where it was popular with PC gamers, for example. But I don’t think it’s unfair to say that most Star Trek games have really only appealed to hardcore Trekkies. Finding a way to reach out beyond that is key to the success of any future title.

That doesn’t mean ViacomCBS should jump on some of the gaming industry’s fads or worst trends, but I think it does mean that, if they’re going to go to the expense of developing a video game, it should be one that has more than just niche appeal. I’ve mostly considered single-player games, because those are my personal favourites in most cases, but as Star Trek Online has shown, there is room for multiplayer experiences as well.

Star Trek is currently enjoying a renaissance, and if this continues it’s not implausible to think that future Trekkies might look back on the 2020s as a “golden age” of Star Trek in the same way fans of my generation look back on the ’90s! Video games aren’t essential to Star Trek’s success going forward, but the medium continues to grow and there’s a huge degree of crossover between Trekkies and gamers, so taking advantage of that and producing a high-quality, engaging game that’s fun and easy for new fans to get stuck into seems like a no-brainer to me. I’d dearly love to see a new Star Trek game some time soon – and I’ll be keeping my fingers crossed!

All video games mentioned above are the copyright of their respective studio, developer, publisher, etc. The Star Trek franchise – including all titles mentioned above – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.