// ABOUT · WHO + WHY + WHAT-TO-EXPECT
About XWARS
// WHO
XWARS is being built by Ray Renteria, indie developer in Los Angeles. Solo on the game. The stack is Phaser 3 + TypeScript on the client, Node + Socket.IO + Postgres on the server, all deployed to Railway as a single service. The full tour is in devlog #001.
// WHY
The space-sim genre got photoreal. That's beautiful, but it also got heavy — long installs, longer tutorials, paid early-access loops, and a vibe that says "this game is a commitment". XWARS is built for the other thing — the feeling of standing in front of a Tempest or Asteroids cabinet at 11pm in a pizza parlor. Neon lines. Instant feedback. No install. Push the button, play.
// WHAT "OPEN ALPHA" MEANS
Open alpha is the honest label. Translation:
- It works. The core loop — fly, fight, mine, talk, persist your loadout — is shipped and live every day.
- Rough edges exist. Sometimes a fix ships the same day a bug is reported (it has). Sometimes a feature changes shape based on feedback (it has). The patch notes are the unedited log.
- The core loop stays free. Sign in, fly, fight, mine, talk, level your loadout up with credits you earn in-flight. A separate catalog of optional customization is on the roadmap, but the core flying loop will always be free to play. That's a design constraint, not a marketing line.
- Your feedback shapes the game. The in-game feedback button has already routed three batches of bugs and one rebalance directly into the patch log. Use it.
// HOW TO GIVE FEEDBACK
In priority order:
- In-game feedback button. One click, ships your current game-state snapshot so we can repro. The fastest path from "this is weird" to a same-day fix.
- Email hello@xwars.ai — for longer-form feedback, ideas, "here's what would make me stick around".
- X @xwarsai — public conversation, tag us in your dogfight clips.
// THE BRIEF
XWARS is small. It is honest. It is free. It will get better every week. Open alpha is the moment to be early — your callsign is one click away.