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Interview with X Series Composer Alexei Zakharov

The X-Universe is vast and beautiful. No matter where you are in the game, or what pursuits you are involved in, music is omnipresent. The music composed by Alexei Zakharov plays an integral part in creating the atmosphere of the universe and breathing life into its different locations and situations, from calm explorations to massive battles.

Today, we want to give you a glimpse into the mind of the artist behind the music, so we welcome Alexei for a short interview about his art and work for the X4 soundtrack. Enjoy!

[h3]Welcome, Alexei! How did you get into composing music?[/h3]
I think that I always loved music. Even though none of my parents were musicians, music was always playing in our house. My dad was a fan of classic rock and was listening to Queen, Pink Floyd, Deep Purple, Uriah Heep… and little me was happy to be around that. My dad later told me that instead of lullabies, he was singing metal songs to me when I was born. Though I have never had a chance to get a proper music education, I was eager to play all musical instruments I saw, like old detuned and distorted sounding pianos at friends and relatives' houses, my granddad's broken balalaika (which I inherited), and every good sounding surface to use as a drum. When I grew up, I think that it was at the age of 13, my friend and I discovered our first music software, and I think that was one of the Trackers, probably Fast Tracker. There were many other software tools we tried back in the days, it was more out of the fun and I never thought that I would end up producing music professionally.



[h3]What are your biggest musical influences?[/h3]
There have been many and they were changing throughout my life. As I have already said, I was really a fan of classical rock and I'm still listening to it. Also, some much heavier metal music. It always gives me energy, not always positive, but every energy and emotion is good for producing your own music. I also love to listen to some classical music: Sveridov, Tchaikovsky, Rachmaninov. Movie soundtracks too, but I am not a fan of modern soundtracks, when the sound is more important than the melody. Howard Shore is great in that regard, an amazing composer of an old school of soundtrack writing. As for games soundtracks, a lot are also way too generic these days. I can probably note Gareth Coker as one of the best composers in the games industry now. That guy rocks!

[h3]How did you come to create music for the X games?[/h3]
It was a mix of luck and coincidence. Back in the day, I think it was the summer of 2003, I was already a fan of the X series and just on a whim decided to write an email to Egosoft, saying how much I love their games and how good the music in there was. I also mentioned that I am producing electronic music and would love to write something for them. A couple of days later, I received an answer from Bernd, the boss himself! I was shocked and happy at the same time, but he said that they don't really need any techno music, but that I am free to send whatever I have. I decided to write something completely new and after two days I had a track that I sent to him. He seemed to like it a lot and said that it will definitely end up being used in X2. This track was "Aurora" and you can find it on the X3: Albion Prelude soundtrack, which was released much later. After that, I composed several additional tracks like this and Bernd asked me to do music for a Rolling Demo, which was supposed to be released just a couple of days after his request. I composed four tracks for it on a very tight schedule, and the music was added to it just an hour before it was released. That was my first work for Egosoft. The rest is history.

https://music.youtube.com/watch?v=rcFj8DKWPJM&si=kn7SJEj82y-xrwGA

[h3]Your music provides the X games with a strong identity. How do you explore the themes of the X-Universe musically?[/h3]
I just play, explore and see myself... but trying to do that in small pieces. For example, we needed music for the HUB in our newly released expansion - X4: Timelines, I was just starting the game and making it run on a desktop for some time and was trying to imagine and feel what could fit each place there. After some time, I had a strict idea of what I should compose and how it would sound. After putting the tracks inside the game, I am also spending some time running around or just standing still and listening to the music and how it feels to be inside the game. Then I am showing the stuff to the team and listening to the feedback. That's my algorithm.

[h3]How do you approach your work on new X music? What does your creative process look like?[/h3]
I have already partially answered that question in a previous one, but I can try to explain how it goes on a more global scale. On a global scale, it is always going very differently and sometimes even chaotic. Music production is spread throughout the whole development cycle. Since I am doing not just music, but the whole sound in our game, sound effects production and music production stages interchange with each other all the time. Sometimes it is hard to always change the way you work, but in other ways it helps to not be overly bored with doing the same stuff all the time. When it comes to the music composing itself, it is also coming very differently. Sometimes I just force myself to sit and write something, because I have to! But sometimes, I just manically wake up in the night and run to my studio PC to write a theme that just came to me in a dream. Music is such an unpredictable thing that it can get you in very uncommon places and you never know when exactly. And of course, these spontaneous tracks are the best. For example, track "Rise of the Protectorate" was composed like that. The idea of a vocoded robotized sounding choir came to me at night.

https://music.youtube.com/watch?v=8jNsenxtC54&si=Rd1lOHvnHfLW7cMl

[h3]Do you compose only with electronic instruments, or do you also work with analog instruments?[/h3]
I am mostly composing using hardware synthesizers and sampled orchestra. I own 6 synthesizers which I purchased during my career in Egosoft. Not everything at once, of course. My first purchase was a Virus TI, one of the most iconic modern synthesizers, which was sadly discontinued this year. It's one of my favourites for composing space-oriented music and I think that I will never ever get rid of it. Also, I own a couple of KORGs, and the last purchase was a Clavia Nord Stage 4. But if I need to enhance my tracks with live instruments, I contact my friends in the orchestra to record things for me. Whether it's a large-scale orchestra or just single instruments, it always sounds much better. Quite often I am also using real world sounds to enhance my music. For example, for the track "Mission Control" in X4: Timelines, I recorded the sound of my metal door. After working with that sound, I pitched it down and heavily effected it, it turned into this very ominous growling sound that you can hear throughout the whole track. That is just a small example of how these tracks become alive.

https://music.youtube.com/watch?v=sCBL9FvXDIo&si=ueDhHXu74TtvPYKH

[h3]Which track that you have created for X are you most proud of and why?[/h3]
I think that there is not one super specific one. Of course, I love what I do, but there is always room for improvement. We should never stop learning and evolve. So, I would leave that choice to our dear players and listeners.

[h3]Have you ever encountered a creative barrier while composing? How have you overcome those hurdles?[/h3]
Of course, I have and that is a part of the creative work process, when you always have to do something new, but in a way, so that your audience will be happy and not disappointed. I think that is my main blocking factor, not to disappoint, and make it as good so the team and myself are happy with the results. But, as always, most of these blocks are mainly in my head and I tend to give them too much room. What helps? Hmm... maybe walking in the forest, or sitting on a bench at the river, always different stuff. But sometimes, the most helpful thing is just to force myself to sit down and just do it.

[h3]Are there themes or musical influences that you would like to explore further in the future?[/h3]
We are always trying something new. Though in slow portions. But for the future, I would like to make a bigger step in changing music. It could become darker and much heavier, but of course, it will stay melodic.

Kasia, Alexei's loyal assistant.

[h3]What is your single most important advice for aspiring artists?[/h3]
Don't start it, haha. It will take all of your time, heart, emotions and even eats you alive… and it is not guaranteed that you will become successful in any way and make you profit. But if you are not afraid, and have already decided to overcome all of this, it is your first step to becoming successful. Just remember how hard the road can be and that many famous composers were not actually famous during their lifetime. Many of them were unhappy and never believed truly in their work. Only much later have people acknowledged their genius. So, after saying this, my advice would be to believe in your work. Maybe today, nobody listens to it, but if you will be truly faithful to your job, there will be a time when it will be appreciated!

[h3]Besides creating music for a whole universe, what do you enjoy in life right now?[/h3]
Oh, I don't have much time for anything else. Probably just playing games sometimes, since this is my first passion after music. Travelling to mountains, once a year. Mountains give me a lot of energy and inspire me a lot. I would say that this is my place of power.

https://store.steampowered.com/bundle/13520/X_Universe__Soundtrack_Collection/

[h3]Where can people follow you and your work?[/h3]
Sadly, I don't have any website at the moment, since all we need are social networks these days. So, here are my social pages and music streaming profiles:
[h3]Any last words you want to direct to your fans?[/h3]
Thank you very much for being with me for all these years! Love you all!

7.10 Public Beta 6 now available

How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.

[h2]7.10 Public Beta 6 Changelog[/h2]
(visit our forum for the full 7.10 changelog overview)
  • [Beta 6] Added separate icon for collectable ammunition containers.

  • [Beta 6] Improved colouring of drops on map and radar by making it consistent with HUD colors.
  • [Beta 6] Improved visibility of station budget issues when looking at trade offers on map.
  • [Beta 6] Improved readability of upkeep alert text in map.

  • [Beta 6] Fixed Kaori's station remaining invincible after Timelines epilogue finishes.
  • [Beta 6] Fixed Argon-Boron relations not being taken into account when making final decision in Covert Operations story.
  • [Beta 6] Fixed factory supply missions being offered for factions with no trade offers.
  • [Beta 6] Fixed subordinates mimicking station-based traders or miners not inheriting their manually restricted ware baskets.
  • [Beta 6] Fixed certain player-owned ships docked at a boarded target being destroyed.
  • [Beta 6] Fixed attack preferred target type weapon modes.
  • [Beta 6] Fixed rare case of not being able to move or save game any more after conversation with NPC.
  • [Beta 6] Fixed SETA being active while standing or walking under certain rare conditions.
  • [Beta 6] Fixed characters walking on bridge warping away after loading save.
  • [Beta 6] Fixed incorrect positioning of sticky bullets when hitting surface elements of objects.
  • [Beta 6] Fixed spacesuit jittering in external view.
  • [Beta 6] Fixed incorrect travel charge sound for Xenon H.
  • [Beta 6] Fixed several causes of crashes.

7.10 Public Beta 5 now available

How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.

[h2]7.10 Public Beta 5 Changelog[/h2]
(visit our forum for the full 7.10 changelog overview)
  • [Beta 5] Improved capital ship combat movement for ships that do not have forward-mounted weapons but do have turrets concentrated at front.
  • [Beta 5] Improved accuracy for NPCs firing at Maja Dust production modules.
  • [Beta 5] Improved prioritisation of resource buy offers for special projects like research or terraforming.
  • [Beta 5] Improved station editor by showing station's build storage location.
  • [Beta 5] Improved display of orders on map by always aligning icons towards camera.
  • [Beta 5] Improved display of order queues and paths on map.
  • [Beta 5] Improved readability of slider UI elements.

  • [Beta 5] Fixed upgraded Erlking custom gamestart option not granting equipment blueprints.
  • [Beta 5] Fixed crisis targeting unsuitable story sectors.
  • [Beta 5] Fixed lasertowers in A Return To Normal Order mission being hostile to nearby station.
  • [Beta 5] Fixed ship hull being 99% instead of 100% after loading savegame under certain circumstances.
  • [Beta 5] Fixed not being able to reliably hit shield generator on Xenon Base Module.
  • [Beta 5] Fixed turrets tracking but not firing at targets (problem introduced in 7.10).
  • [Beta 5] Fixed carrier-based fighters not repairing or resupplying at their carrier (problem introduced in 7.10).
  • [Beta 5] Fixed ships continuing to attack player-owned ships or stations after ceasing to be hostile.
  • [Beta 5] Fixed station-based traders belonging to player loading up more product than they can immediately sell.
  • [Beta 5] Fixed being short by one worker for very high habitation capacities when setting Fill whole habitat.
  • [Beta 5] Fixed autopilot refusing to fly to unknown jump gates.
  • [Beta 5] Fixed ships getting stuck when undocking from certain internal docks.
  • [Beta 5] Fixed player space suit colliding with launched bombs.
  • [Beta 5] Fixed transporter room devices sometimes being inaccessible.
  • [Beta 5] Fixed more unscannable signal leaks.
  • [Beta 5] Fixed multi-ship upgrades not working (problem introduced in 7.10).
  • [Beta 5] Fixed loading screen hint text exceeding screen dimensions.
  • [Beta 5] Fixed loading screen proverb not being vertically centered.
  • [Beta 5] Fixed object status bars on map disappearing when zooming in.
  • [Beta 5] Fixed display position of order icon on map if order leads through gate or highway.
  • [Beta 5] Fixed station icons on map disappearing when zooming out even though text filter is active.
  • [Beta 5] Fixed mission target icons not visible if map opened with deactivated Other filter.
  • [Beta 5] Fixed mission radius being displayed incorrectly when in sector Leap of Faith.
  • [Beta 5] Fixed mission guidance not working if target is highway exit gate.
  • [Beta 5] Fixed Unknown Station icon being shown outside of sector on map.
  • [Beta 5] Fixed local highways sometimes disappearing on map.
  • [Beta 5] Fixed some background elements disappearing at certain angles in station editor.
  • [Beta 5] Fixed background lighting in station editor being dependent on view angle.
  • [Beta 5] Fixed planets in station editor not reflecting terraforming changes.
  • [Beta 5] Fixed missing subtitles in some cutscenes.
  • [Beta 5] Fixed build storage sometimes not showing full trade offers on map when there are not enough funds.
  • [Beta 5] Fixed order paths of non-player ships on map sometimes skipping gates.
  • [Beta 5] Fixed Trade menu not displaying available cargo correctly under certain circumstances.
  • [Beta 5] Fixed Teleport shortcut not working on map under certain circumstances.
  • [Beta 5] Fixed Object Info menu not working after Boarding Pod is removed.
  • [Beta 5] Fixed Accept Estimate button in Research menu's Account node not removing Insufficient Funds warning.
  • [Beta 5] Fixed ships not being sorted correctly under certain circumstances.
  • [Beta 5] Fixed rare case of Encyclopedia entries not being displayed.
  • [Beta 5] Fixed missing data from Encyclopedia sector graphs.
  • [Beta 5] Fixed NPCs turning in wrong direction when entering Cobra.
  • [Beta 5] Fixed Cutlass and Odachi locker doors animating when entering cockpit.
  • [Beta 5] Fixed Odachi elevator not being usable by NPCs.
  • [Beta 5] Fixed player and NPCs being unable to reach pilot seat in Plutus (Gas).
  • [Beta 5] Fixed landing gear animations in various small and medium ships.
  • [Beta 5] Fixed Erlking main battery disappearing from certain viewing angles.
  • [Beta 5] Fixed visually scrambled hallway wall on bridge of Shark, Orca and Walrus.
  • [Beta 5] Fixed missing windows on Phoenix E.
  • [Beta 5] Fixed being unable to open hidden conduit in wrecks.
  • [Beta 5] Fixed several causes of crashes.

7.10 Public Beta 4 now available

How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.

[h2]7.10 Public Beta 4 Changelog[/h2]
(visit our forum for the full 7.10 changelog overview)
  • [Beta 4] Added Timelines racing trophy to player HQ.

  • [Beta 4] Improved chances for ships currently docking or undocking to escape when dock explodes.
  • [Beta 4] Improved dumbfire missile turret accuracy (problem introduced in 7.10).
  • [Beta 4] Improved NPC pathing between docked ships where elevators and transporters are involved.
  • [Beta 4] Improved resource distribution by Xenon transport ships.

  • [Beta 4] Fixed case of missing guidance to remaining enemies in Rise Against the Machine Timelines scenario.
  • [Beta 4] Fixed missing results in Timelines debriefing menu under certain circumstances.
  • [Beta 4] Fixed The Meeting mission of Covert Operations story not progressing if target station destroyed.
  • [Beta 4] Fixed Dagobas Lahubasis Yorilos III running out of oxygen if not rescued in Trade Obstruction mission of Avarice story.
  • [Beta 4] Fixed Deliver Crew missions showing Transfer Crewmember conversation option even though NPC isn't at mission destination.
  • [Beta 4] Fixed confusing mission guidance text for certain mission objectives.
  • [Beta 4] Fixed Accept Estimate button in Station Overview menu's Account node not removing Insufficient Funds warning.
  • [Beta 4] Fixed target monitor sometimes still showing information about previous module after teleporting away.
  • [Beta 4] Fixed aim-ahead indicator not taking own ship's lateral movement into account.
  • [Beta 4] Fixed flickering target monitor when firing HEPT.
  • [Beta 4] Fixed weapon recoil strength increasing with lower framerate.
  • [Beta 4] Fixed invincible surface elements with 0 hull.
  • [Beta 4] Fixed incorrect collision response when colliding with rotating object while in relative movement.
  • [Beta 4] Fixed fast-moving deployables sometimes continuing to move indefinitely.
  • [Beta 4] Fixed nearby objects sometimes not being visible or collidable.
  • [Beta 4] Fixed elevators into ships not working after retrieval from internal storage.
  • [Beta 4] Fixed case of NPCs warping on various ships.
  • [Beta 4] Fixed menu crash in Station Build menu under certain circumstances.
  • [Beta 4] Fixed several causes of crashes.

7.10 Public Beta 3 now available

How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.10 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.

[h2]7.10 Public Beta 3 Changelog[/h2]
(visit our forum for the full 7.10 changelog overview)
  • [Beta 3] Added icon to newly unlocked Timelines scenarios.
  • [Beta 3] Added message to Open Universe listing unlocked Timelines rewards.
  • [Beta 3] Added information about installed surface elements to Station Build menu.
  • [Beta 3] Added input feedback when trying to change speed of ship with damaged engines.

  • [Beta 3] Improved wording of Timelines unlock notifications.
  • [Beta 3] Improved new player guidance in Timelines by adding hints about tutorials and Open Universe.
  • [Beta 3] Improved enemy behaviour in Tangling with the Teladi mission.
  • [Beta 3] Improved firing range accuracy of turrets.
  • [Beta 3] Improved ship resupply.
  • [Beta 3] Improved guidance on Map if player is not near last controlled ship.
  • [Beta 3] Improved signal leak indicator visibility by adding background.

  • [Beta 3] Fixed ramming speed score in Battle of Omicron Lyrae Timelines scenario not being calculated correctly.
  • [Beta 3] Fixed minerals collected personally in mining-themed Timelines scenarios being counted twice (problem introduced in 7.10).
  • [Beta 3] Fixed Boso Ta not offering Dialogue Option to unlock research while Timelines epilogue mission running.
  • [Beta 3] Fixed Teladi capital ship in Timelines epilogue being invulnerable even after story has finished.
  • [Beta 3] Fixed Call and Response mission of Timelines epilogue not completing properly.
  • [Beta 3] Fixed Kaori's Xperimental Shuttle not being invulnerable in Timelines epilogue.
  • [Beta 3] Fixed Geometric Owl not being sellable after completion of the Terraforming story.
  • [Beta 3] Fixed Nila sometimes not leading player to Leda We's ship in Propositions and Negotiations mission of Boron story.
  • [Beta 3] Fixed Transfer Station missions not being able to complete (problem introduced in 7.10).
  • [Beta 3] Fixed abandoned Sapporo not having main weapon (problem introduced in 7.10).
  • [Beta 3] Fixed player-owned Astrids teleporting out of Leap of Faith under certain circumstances.
  • [Beta 3] Fixed Sedatives not being used as filter for Black Marketeer placement.
  • [Beta 3] Fixed fleet subordinates unnecessarily leaving formation when attacked by something they cannot attack.
  • [Beta 3] Fixed ships continuing to fire on non-hostile targets after having been ordered to attack surface elements.
  • [Beta 3] Fixed ships sometimes being in Travel Drive mode immediately after undocking.
  • [Beta 3] Fixed ships not being able to leave covered dock modules.
  • [Beta 3] Fixed default response not working when some military-only responses are set.
  • [Beta 3] Fixed airlock transition to first person resulting in invalid position.
  • [Beta 3] Fixed external target view persisting when player leaves sector.
  • [Beta 3] Fixed engine status light not showing when all engines are non-functional.
  • [Beta 3] Fixed wares in Map menu grayed out despite Trade Filter being off.
  • [Beta 3] Fixed menu selection in Logical Station Overview storage nodes resetting under certain circumstances.
  • [Beta 3] Fixed incorrect shift selection in Object List or Property Owned menus under certain circumstances.
  • [Beta 3] Fixed inconsistent Station Build menu layout under certain circumstances.
  • [Beta 3] Fixed incorrect radial menu size under certain circumstances.
  • [Beta 3] Fixed incorrect external camera position if activated while paused.
  • [Beta 3] Fixed external view on some stations rotating around incorrect center.
  • [Beta 3] Fixed external view on surface elements such as turrets and engines.
  • [Beta 3] Fixed various minor issues with incorrect or missing animations.
  • [Beta 3] Fixed Thresher engines not lighting up when in use.
  • [Beta 3] Fixed engine boost flames being visually disconnected from ships with integrated engines.
  • [Beta 3] Fixed parts of Heron E fading away too quickly when viewed from afar.
  • [Beta 3] Fixed missing detail on Elite.
  • [Beta 3] Fixed some small ships being unhittable.
  • [Beta 3] Fixed rare freeze.
  • [Beta 3] Fixed several causes of crashes.