Unlock the full Homeworld experience with all 8 main races, each fully playable with their own unique units, abilities, and playing styles. The FXmod adds depth and increased tactical options to the base game, and comes with new HD units, animations, fx, content, and unique features to bring you closer to the ultimate Homeworld experience.

Report RSS Getting Started: FXmod Races & Playing Styles (upd. Mar'19)

Space awaits. This reference work elaborates on the FXmod's races and their playing styles to help you on your way.

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Note from the Author
There is no prescribed way of playing the FXmod. What is written below is an observation of the races' key characteristics and traits, and is here to act as a point of reference so you can you map out your own playing styles in the (expanded) Homeworld Universe.

If you would rather gradually uncover the FXmod's races yourself do check out our unique Single-player Challenge Mode. The Shimmering Path is a series of 33 matches that will acquaint you with the FXmod's races, and allow you to hone your skills as you go. Naturally, Skirmish Mode can also be played after reading the contents below.

In addition I can provide the following tips:

  • The races in the FXmod were designed around Homeworld lore. This reflects itself not only in their unit designs and abilities, but also the race's strengths and weaknesses.
  • The AIs in the FXmod were designed to be challenging, and should not be underestimated.
  • Rather than matches being decided by who has the larger fleet, the FXmod is more about fully utilizing what you have. Unit abilities play a bigger role and can turn the tide of battle, as can utilizing other advantages such as range or rush tactics.
  • Past Homeworld experience will always be useful. Remember that building a unit via shift-click will queue 5 of them, pressing [Q] button will display all your production, and strategies such as crippling enemy economy early on are highly effective. More gameplay tips can be read here.

Everything that a unit does has also been included in its in-game description (building menu). Especially during your first few playthroughs it may help to just hit that [Pause] key sometimes and take your time going over them.


Races Index

I. Hiigaran (HGN)

II. Vaygr (VGR)

III. Kadeshi (KAD)

IV. Progenitors (KPR)

V. Taiidan (TAI)

VI. Turanic Raiders (TUR)



Six Balanced Races

One of the goals of the FXmod is to provide a model of six balanced races for multiplayer. These are main races from the Homeworld Series, which have all received new units, abilities and also play very differently from each other, adding more strategical options and depth to the base game.

Rather than simply unlocking these races, we sought to expand on them while staying true to the Homeworld lore (and feel). This is reflected both in unit designs and tactics. For instance, you'll find that the Taiidan are the production/"armada" race in the FXmod, which is based on how the Taiidan Empire pretty much ruled the galaxy up prior to the events of Homeworld1 with outposts and large fleets scattered everywhere. The Turanic Raiders on the other hand are masters of deceit and sabotage, which has led to the creation of some crude-looking but highly effective units.

Please note that the FXmod is still under development, and the contents below are subsequently subject to change.


I. Hiigaran (HGN)

"The Age of S'Jet is upon us"

Difficulty: Easy


The Hiigarans are pretty much the same as their vanilla HWRM counterpart. They remain the technology-based race, which manifests itself in their hyperspace technology (faster, cheaper, more efficient), unit abilities (Ping, EMP, Defense Field), and unit weaponry (Ion beams, Pulsars, Defense Fields). Changes to the Hiigarans are mainly related to their Research and Production, but some units were also revised or swapped out.

Changed Units:
Some units have always been obsolete as they were never really used outside of the campaign. In other cases units were removed for balance reasons.
- Gunship: Replaced with the Multi-Gun Corvette (new).
- Pulsar Gunship: Received an additional barrel (1→2) and a small damage vs. fighters.
- Minelayer Corvette: Removed.
- Probes: All probes were removed, as well as the Adv. Sensors and Hyperspace Sensors. The Scout received the {Speed Burst} ability like it had in HW1C.

New Units:
- Multi-Gun Corvette (Corvette) - A single-unit Corvette that is highly effective against strikecraft.
- Light Cruiser (Capital Ship) - A hybrid between a Destroyer and a Battlecruiser. Its unique feature is that it can build one of two turret types, and swap between the two for a higher effectiveness vs. a specific ship class (Frigates or Capital Ships).

See the patch notes on our {forum} tab for other changes.

Changes to Research & Production:

  • Both Research Modules [both Normal and Adv.] must now be constructed on the Mothership or Shipyard (no longer Carriers).
  • Each production subsystem is now a prerequisite for unlocking the next tier (Fighter>Corvette>Frigate>Capital).
  • Some units can be built by any production vessel in the fleet as long as a copy of the respective subsystem exists anywhere in the fleet.
    For example, Pulsar Corvettes can be build by all ships as long as you have a Corvette Facility anywhere in your fleet.
  • As part of balance adjustments, all Research (Chassis, Imp.Production, Speed) has been replaced by firepower and armor upgrades.

II. Vaygr (VGR)

"Bring our might to bear"

Difficulty: Medium


Vaygr are likewise similar to their HWRM counterpart. They remain a swarm-based race, relying on (large) squadrons with powerful but single purpose units. The Vaygr's Research & Production systems were completely overhauled however, and they also received a couple of new units for some more options.

Changed Units:
Some units have always been obsolete as they were never really used outside of the campaign. In other cases units were removed for balance reasons.

- Command Corvette: Removed.
- Gun & Missile Platforms: Merged into Cluster Missile Platform.
- Hyperspace Gate: Now move as fast as probes, and no longer require a Platform Control Module (unlocked via HS Module).
- Probe & Sensor Distortion Probe: Removed.

New Units:
- Artillery Frigate (Frigate) - Long-range firepower support. An alternative to the Heavy Missile Frigate that trades in some firepower for longer range and the ability to more quickly change targets & lay down supportive fire.
It excels at harassing Resource Collectors, pummeling Frigate groups, or even chipping down Capital Ships from a safe distance. An offense that is supported by Artillery Frigates has a higher chance of succeeding.
- EW Frigate (Frigate) - Fleet Support. This unarmed utilize frigate disables several abilities and functions of nearby enemy ships, including boarding (capturing), deploy minefields, repairing, and entering/exiting hyperspace. It also has a passive Sensor Distortion effect.
- Cluster Missile Platform (Platform) - This highly effective, multi-purpose platform replaces the Gun and Missile Platforms. By itself it excels at taking out strikecraft, but in numbers can also significantly wear down Frigates

See the patch notes on our {forum} tab for other changes.

Changes to Research & Production:

  • All Subsystems have been grouped into a new, separate "Subsystem" tab (no longer in the respective ship class tab).
  • The four main subsystems (Fighter/Corvette/Frigate/Capital Ship) must now be constructed on the Flagship in order, putting a greater importance on it as the core of the Vaygr fleet.
  • Carriers are no longer restricted to building one specific ship type based on its built subsystem (e.g. Frigate Facility = Frigates). Instead it works like this:
    (1) All Vaygr Carriers can build the basic units of each ship class as long as one copy of the relevant Production Subsystems exists anywhere else in the fleet.
    Example: Having a fighter facility on the Flagship will unlock the production of basic fighters (Assault Craft) on all Vaygr production vessels.
    (2): All Vaygr production vessels can now specialize in up to 2 advanced units of choice. These are the units that use advanced weaponry, such as the Lance Fighter, Laser Corvette, and Artillery Frigate.
    These units can only be build by building their respective Weapons Module subsystem on the production vessel you want to build them from. It is possible to construct these on all production vessels, in any combination (so e.g. 3 carriers can specialize in Laser Corvettes).
  • The Platform Facility has been retired:
    - Cluster Missile Platforms are automatically unlocked through the Research Module.
    - Hyperspace Gates are automatically unlocked through the Hyperspace module.
  • As part of balance adjustments, all Research (Chassis, Imp.Production, Speed) has been replaced by firepower and armor upgrades.

III. Kadeshi (KAD)

"There is no...withdrawal from the garden"

Difficulty: Easy~Medium


The Kadeshi are in many ways a hybrid of the Hiigarans (technology) and the Vaygr (swarm). Survivors of the Kushan passage through the Nebula have gathered and, in time, rebuilt their units using cutting-edge technologies. For the first time, the Kadeshi have steered away from their ancient home to exact revenge upon the defilers.

As in regular Homeworld, the Kadeshi's main strength lies in their strikecraft. Their fighters are corvettes are powerful and versatile, and come in large squadron sizes. Their advanced weaponry can be upgraded via research and/or augmented through the presence of nearby Support Pods to make them even more lethal. Even the largest ships will ultimately succumb to the might of a fully upgraded Kadeshi swarm.

Outside of their strikecraft the Kadeshi have limited options, but these should not be underestimated either. With the Multi-Beam Frigate they house the most powerful Frigate-class ship in the game, and their Needleships (you can have up to 3) carry with advanced PDS along with a powerful frontal cannon akin to the Dreadnaught.

Kadeshi Playing Styles
As a Kadeshi player you'll want to use your various Swarmers early on to set yourself up in an advantageous position for the remainder of the match. Doing hit-and-run raids on enemy resourcing operations, keeping their strikecraft population in check or pummeling early Frigates are all tactics to employed towards that end. Invest in firepower upgrades and bring Support Pods along on your raids to enhance the swarm's firepower to awe-inspiring levels. Since most of the Kadeshi potential comes from their smaller ships, you'll need to do some micro-managing to draw out their full potential.

At mid and late game you'll want to keep a few wings of Multi-Beam Frigates and Adv. Assault Swarmers at hand for when the time comes to push. The Nagual can nullify the enemy's strikecraft, while your upgraded Motherships both reinforce the fleet at the front lines and support the offense with their frontal cannons.

A vital weakpoint as a Kadeshi player is the Khar-Toba. It houses all your technologies and progress, and your production chain will collapse if it is destroyed. It comes with a permanent cloaking ability to aid in its survival, but be careful - a sense of safety can lead to neglect, and smart enemies may distract you while they seek out the Khar-Toba with anti-cloaking units.

Strengths & Weaknesses
+ Best strikecraft in the game (firepower, squadron sizes, build costs).
+ Strongest frigate in the game.
+ Best anti-strikecraft unit in the game.
+ Can support 3 (combat) Motherships.
+ Khar-Toba (carrier) has permanent cloak.

- Destroying the Khar-Toba collapses the entire Kadeshi production chain.
- Each Mothership requires 3 subsystems before it is fully operational, which costs time and RUs.
- Limited and squishy Frigate/Capital Ship options.
- Few anti-cloak units; weak vs. cloak/ambush tactics.
- Medium to close-combat race; weak vs. long-range attacks.

Special Units

  • [Support Pod] - This Frigate can one-time augment the weapon systems of all your nearby swarmers. It also has a built-in micro AA laser (anti-fighter) that is activate whenever the unit is idle.
  • [Nebula] - The Kadeshi can support three Motherships. Once all three subsystems have been constructed the Nebula will upgrade into a "Bright Nebula", which will unlock its frontal cannon.
    They are mobile combat motherships, meaning that they can freely 'roam' the map and reinforce their fleets at the frontlines.
    TIP: Press [Ctrl+Z] to switch between defensive mode (default) and offense mode. In offense mode the Nebula will utilize its frontal cannon, but the ship's speed will be significantly lowered and auto-regeneration disabled.
  • [Nagual] - This unit controls 6 hi-tech drones (super swarmers) that devastate enemy fighters. While it is incredibly powerful against smaller craft, the Nagual has a rather limited range and is squishy on top of being expensive and slow to build.
  • [Fuel Pod] - An advanced version of the Resource Controller, exclusive to the Kadeshi. It can dock 6 Resource Collectors at once (instead of the usual 2), and also serves as a mini-production vessel as it can both produce & dock Fighters and Platform units. Fuel Pods allow the Kadeshi Motherships to freely roam about the map.

Research & Production
The vast majority of subsystems are constructed on the Khar-Toba. Each of these will automatically unlock one or more units for production. Additional modules (to power-up the Needleship or unlock other units/subsystems) must be constructed on the Needleships throughout the game. In order to unlock all units and technologies, you require at least 1 fully upgraded Needleship as well as a second Nebula summoned.


IV. Progenitors (KPR)

"Bring Sajuuk to Bear"

Difficulty: Medium-Hard


The Progenitors can be played in a number of ways. Their trademark style is that of the "Sniper" or Capital Ship race, but their production capabilities and high unit specs also allow them to be played as a production race. Survive the slow start, and once others are capped at Battlecruisers you can go two steps further still with the Dreadnaught and ultimately Sajuuk itself.

Progenitor Playing Styles
The Progenitors have limited strikecraft options, and while they house several powerful Frigates they mainly rely on their Capital Ships. With access to the Dreadnaught and even Sajuuk they house the two most powerful ships in the game, but their other vessels should not be underestimated either.

As a Progenitor player Light Movers will be your best friend early game, but the other units should not be underestimated either. Wasps may move slow but are incredibly powerful, and can demolish larger ships in a few volleys once upgraded. Phase Prisms are light and versatile production vessels, and can also act as Hyperspace Gates once Core-Hyperspace Force has been constructed. Establishing a network via strategic deployment of your Phase Prisms will allow you to nearly instantly move strikecraft between locations.

Rushing for the Capital Ships is a move that is best saved for team matches and/or open maps, as this takes time and is bound to require both financial and military support from allies. The Progenitors are able to reach their full potential on large, open maps. Be sure to keep your Pyramids hidden from enemies as well, as without them you won't be able to build your units.

For production or rushing purposes invest in some Phase Prisms and a The Hand That Shapes to keep a steady flow of Movers, Frigates, and other units. There is little that a wall of Guards stacked with some Arbitrators cannot demolish. Individually the Progenitor units are squishy, but in numbers (and with a couple of Arbitrators nearby) they quickly turn into a force that can keep the enemy's forces at bay or even overwhelm them - all while your Arsenal Ships snipe and take out their major production vessels from a distance.

Strengths & Weaknesses
+ Strongest Capital Ships in the game.
+ High base firepower units.
+ Not restricted to Subsystem Modules that need to be build on key units (except Balcora Gate).
+ Access to the "Ping" ability (late game).

- Limited strikecraft options.
- Expensive units.
- Slow building rates.
- Slow start syndrome.

Special/Exclusive Units

  • [Partner] - An advanced version of the Scout, exclusive to the Progenitors. It can shoot further than other reconnaissance units, making it particularly effective at taking out Scouts, but due to the Progenitors' high unit specs it can also dub as a powerful, lightweight Interceptor.
  • [Arbitrator] - This Utility Frigate employs an energy field that boosts the damage of your ships by 25%. It also serves as an adv. cloaking generator, being able to cloak both itself and nearby friendlies when they are not in combat (hotkey: C).
  • [Keeper] - The trademark Progenitor unit hosts two AI drones that will automatically launch and attack nearby targets. It also comes with the {Energy Shield} ability, which will nullify all incoming damage for a short period (hotkey: T), and counts as a Hyperspace Inhibitor effect. Use these to spearhead the assault and soak up damage while your other ships get within firing range.
  • [Arsenal Ship] - This unit can 'snipe' Capital-class Ships from extreme range (7.5km, biggest range in the game). If fired from outside an enemy's sensor range it will be hard for them to track where the beam came from. Keep this unit under the cover of dustclouds or cloaking units to fully utilize its potential.
    The Arsenal Ship's on-board sensor systems are weak however, so you'll need some sort of eyes near your targets to be be able to hit them. It is also easily captured if left undefended.
  • [Phase Prism] - These mini-production platforms can summon all but the largest ships and come with the {Hyperspace Delivery} ability. While active, constructed units from any and all [Phase Prisms] will appear at that one particular [Phase Prism]. Units that dock with said prism while the ability is active are also stored in hyperspace, and can be summoned to any desired [Phase Prism] later by activating the ability on it.
  • [Balcora Gate] - Your "mothership" is static and can't move outside of hyperspace, but comes with a built-in {Hyperspace Inhibitor} effect (once Core-Hyperspace Force has been built). It also receives the "ping" ability at late game (hotkey: X), which will briefly reveal all enemy ships on the map for a short period of time.
  • [Adv.Probe] - The Progenitor Probe can be moved again after deployment, just like any other regular unit, and also has a permanent cloaking ability.

Research & Production
Research is done by constructing special platforms known as Pyramids (standalone subsystem units) from Balcora Gate. There is one Pyramid for each weapon system the Progenitors utilize (e.g. Pulsar, Photon Bomb, Phased Ion Array), and having these units up anywhere on the field will unlock their respective units for production. Pyramids mostly need to be build in order (one will unlock the other), and will need to be rebuild if destroyed. So be sure to send them far away and keep them hidden from enemies, as smart players will try to hunt them down to slow down the Progenitor's development.

Having certain combinations of Pyramids on the field will also unlock additional subsystems on Balcora Gate, which in turn will unlock more units or special abilities such as hyperspace and sensor ping.


V. Taiidan (TAI)

"The Empire rises again"

Difficulty: Easy~Medium


The Taiidan are the armada or production race. What they lack in base high unit stats or squadron sizes they make up for with their potential: Taiidan players can bring out the big guns before the other races do, outproduce their enemies with an extra production vessel and exclusive access to dual construction, and receive Lv3 armor and weapon upgrades in addition to the ability to field an additional Heavy Cruiser (3 BCs instead of 2).

Taiidan Playing Styles
With the ability to field a total of 6 production vessels (3 Carriers, 1 Flagship, 1 Shipyard & 1 Research station) and access to dual construction, the Taiidan hold the absolute production advantage. Survive the slow start, and you can quickly build up and maintain a large force. Due to their ability to build the [Sensors Array] unit, Taiidan players often function as the "eyes" of the team, and are hardly caught by surprise.

Playing as the Taiidan is all about keeping constant pressure on your opponents, and making sure you always have production queues going. While one fleet is out there being destroyed, you've got queues going on all production vessels (tip: set a rally point near the action and/or bring a carrier along) to keep the flow of ships constant, whereas the other races will eventually run out and will need to rebuild. In a war of attrition, the Taiidan will almost always come out on top. Beware, however - delay too long between building and sending in the next fleet, and chances are you'll find yourself on the short end of the stick instead.

The Empire welcomes anyone who wishes to partake in its return to power, but only the bravest and most bashful of commanders - those who prefer lashing out fast and overwhelming their opponents with constant pressure - will be able to draw forth the Taiidan's true potential.

Strengths & Weaknesses
+ Very powerful units at late game (once fully upgraded).
+ Production advantage; most construction units out of all races & dual construction unit (Shipyard).
+ Can field an additional Heavy Cruiser (battlecruiser) (3 instead of 2)
+ Fast building rates & relatively cheap units.
+ The Salvage Corvette has the fastest capture speed out of all infiltration units.
+ Great intel/sensor capabilities at mid-late game (Sensor Array).

- More or less bound to the same one playing style (armada).
- Heavily reliant on the (vulnerable) Research Station.
- Heavily reliant on keeping constant pressure to win.
- Slow start syndrome.

Special/Exclusive Units

  • [Defender] - A hybrid between an Interceptor and a Gun Platform, these units don't count towards the Fighter-class unit cap and thus provide an additional source of (anti)-strikecraft firepower early game. They move slow however, and are therefore best used when left near your Carriers or RU Collectors while your main forces are away on a mission.
  • [Defense Fighter] - A unique unit to the Taiidan, this auxiliary fighter can detect cloaked ships and automatically shoots down enemy missiles. Mixing in some of these with your fleets (in addition to Defense Field Frigates - see below) will greatly reduce the damage taken from especially Vaygr and Turanic players.
  • [Salvage Corvette] - The Taiidan Salvage Corvette has the highest capture speed out of all infiltration units in the game. They can sneak in amidst the chaos and rapidly seize key enemy ships to turn the tide of battle.
  • [Defense Field Frigate] - This auxiliary frigate deploys a passive area of effect that reduces the accuracy of nearby enemy units by ~20%. Effect stacks (2 max). It also acts as a hyperspace inhibitor. Another unit to build and keep near your active fleets, although the AI and most players are bound to focus it.
  • [Shipyard] - The Taiidan "Empress" Shipyard functions as a second flagship, and comes with an additional construction bay (1 -> 2). This allows it to build multiple units simultaneously, just like the Kushan Mothership.
  • [Sensor Array] - An exclusive unit to the Taiidan, it reveals all enemy ships within a 25,000 km radius.

Research & Production
The Research Ship is given for free as of the v1.25 update, and will unlock all smaller vessels as you build modules on it. The Corvette Module will unlock the Taiidan Research Station for production from any Carrier, which can build the subsystems that will unlock specific units at Frigate-class and above.


VI. Turanic Raiders (TUR)

"Cloak and Dagger"

Difficulty: Medium-Hard


The Turanic Raiders are the "hit-and-run" or assassin race. They never open the assault, instead sneaking in while the fight is already in progress. They excel at harassing players over time and wearing down their ships or RU operations, and are the masters of sabotage and deceit. While a small force lures the enemy away or keeps them busy, a heavy strike team sneaks in from behind to quickly dispatch key enemy ships - or seize them for oneself.

Raider Playing Styles
The Turanic Raiders are rather diverse and can be played in a number of ways. What all these ways have in common though is that, for the greatest successes, the raiders are heavily reliant on the element of surprise. To this end many of their units come with Cloaking abilities (hotkey: C). You only get limited chances on the battlefield, and as of such Raider players will need to use their wits to choose the right time and place for their assault.

The Raiders have durable strikecraft, allowing them protection against early rushes, but their Corvettes come as single units and, similar to the Kadeshi, their Frigates and Capital Ships are squishy. Many of the Raider's key production vessels also dub as combat vessels, which is both a blessing and a curse: they can live reinforce the fleet on the frontline and lay down massive firepower. but, once discovered, they are easily destroyed. If their capital ships are destroyed the Raiders need a much longer time to revive compared to other races so again, picking the right time and place for your assault is crucial.

Among the Capital Class the Raiders have two types of core units. The Rancor MK.II [Attack Carriers] serve as the key units on the frontlines, being able to build and dock/repair anything up to Frigate-size class vessels while also functioning as Heavy Destroyer-type vessels by themselves. Meanwhile the durable [Outposts] stay far in the back or may be hidden somewhere else entirely. Their HeavyGun Cruisers can also produce fighters and corvettes without prerequisites as well, allowing the Turanics to reinforce their strikecraft forces at the frontlines.

Most of the Raiders' units are rather slow moving, so in large and open maps strikecraft will typically need to be docked with Attack Carriers/HeavyGun Cruiser in advance and launched when at the target site.

Strengths & Weaknesses
+ Durable strikecraft.
+ Scouts get a permanent cloak ability.
+ All Capital Ships dub as combat vessels.
+ Highly effective capture unit (Siege Drill Frigate).
+ Outposts can dock/repair Frigates & Capital ships.

- Ships have small sensor ranges.
- Vulnerable to anti-cloak units.
- Squishy Frigates/Capital ships (even after armor upgrades).
- Some of the main combat units also dub as your key production vessels.
- Slow (re)build speeds.

Special/Exclusive Units

  • [Azrael Attacker] - A suicide attacker (100hp) that carries a single heavy payload missile. If allowed to hit, it will inflict massive damage on the target and nearby ships.
    Best used when build in large numbers, kept hidden, and then send in to dispatch lone carriers or even motherships during the right moment. Since these ships are destroyed in one hit they have a cloak ability, and should be given the attack order only when in range of enemy ship.
  • [Minelayer Corvette] - While most of the other races have abandoned this idea, the Raiders see purpose still in minelaying. Their minelayer vessel can both lay down and clear enemy minefields, and can even directly attack Frigates and Capital Ships with mines as if it were a regular corvette. It also detect cloaked ships.
    The mines it deploys also have a unique design, exclusive to the Raiders.
  • [Siege Drill Frigate] - The Raider's capture unit benefits from lv3 armor upgrades, fast capture rates, and a high movement speed. They can sneak in amidst the chaos and rapidly turn the enemy's own assets against them. They come with the {Savage Drill} ability, which increases the capture speed while the unit is on Aggressive (F2/F5) mode but significantly damages the target unit in the process - even if they cannot capture a target, they will at least leave it crippled.
  • [Energy Jam Frigate] - An unarmed utility frigate that prevents enemy ships from cloaking and entering/exiting Hyperspace in the area around it. It has less functions than its Vaygr counterpart, but compensates for this by also negating any "improve accuracy/firepower" effects from nearby enemy units (e.g. Command Corvettes) and subsystems (e.g. Fire Control Tower).
  • [Outpost] - The Raiders can build two "motherships". The Outpost can be outfitted with an array of Heavy Guns, greatly bolstering its defenses. Its special feature is that it can dock and repair frigates and capital ships, being the only unit in the game capable of doing so. It also has a higher repair rate than any other repair units.

Research & Production:
The Recycle Station functions as 'non-combat carrier', and the two subsystems that you build on it will unlock most smaller craft & pave the way for the larger units. Once these subsystems are up, players can build the remaining subsystems on the Outposts.

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