Alone in space, light years away from your family, armed with only your Fistcannon™; you are Cargo Corps' latest recruit, a Cargo Commander.
User reviews: Very Positive (606 reviews) - 84% of the 606 user reviews for this game are positive.
Release Date: Nov 1, 2012

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Recommended By Curators

"A hidden gem from space -- with extraspecial music."

About This Game

Alone in space, light years away from your family, armed with only your Fistcannon™, Platform Drill and the meanest cup of coffee in the sector; you are Cargo Corps’ latest recruit, a Cargo Commander.
Your responsibilities are simple: travel through the vast reaches of wormhole-filled space salvaging priceless cargo from alien infested containers. The work, however, is hard, honest, and hairy:punch and shoot deadly mutants in the face, while traveling between your ship and containers. Jockey for promotions with thousands of other Cargo Commanders in the galaxy, collect over 80 different cargo types, all the while earning your way back home.

Key Features

  • Randomly generated levels based around names. Choose any name to generate a new custom sector and share with your friends to compete for high score!
  • Fully destructible environments; create your own path with your Platform drill and explosives
  • Compete with other players for promotions; each sector has an online leaderboard
  • 2 different play modes: Career and Journey
  • Loot the dead corpses of other players' vain attempts at beating your score
  • Upgradeable weapons and tools

System Requirements

Mac OS X
SteamOS + Linux
    • OS:Windows Vista/7
    • Processor:2 GHz (or 4 GHz for CPUs like Celeron/Duron)
    • Memory:2 GB RAM
    • Graphics:DirectX 9.0c compatible; integrated or very low budget cards may not work
    • DirectX®:9.0c
    • Hard Drive:200 MB HD space; 256 MB Video Memory
    • OS:Snow Leopard 10.6.3, or later
    • Memory:2 GB RAM
    • Graphics:OpenGL 2.0 compatible graphics card, 256 MB video memory
    • Hard Drive:200 MB HD space
    • OS: Ubuntu (and most other distributions
    • Processor: 2 GHz
    • Memory: 2 GB
    • Graphics: DirectX 9.0c/OpenGL 2.0 compatible graphics card, 256 MB video memory
    • Hard Drive: 200 MB space
Helpful customer reviews
67 of 71 people (94%) found this review helpful
2 people found this review funny
17.6 hrs on record
Posted: August 24
Cargo Commander is a simplistic, yet addictive, 2D-platformer with some interesting game mechanics. The game itself is relatively bare-boned, as it does not have many different enemies, weapons, or environments. What makes it an interesting game is the randomly-generated-world dynamic and the addictive, goal-oriented meta-game that involves collecting items (cargo). Cargo Commander is one of those games that is fun to pick up and play on those occasions you want to play something with simple mechanics and that doesn’t require too much attention.

Cargo Commander is considered by many to be a rouge-lite game because it has randomly-generated worlds and a (quasi)single-life mechanic. The randomly-generated worlds (sectors) are created uniquely based on the name given to them. You can type in any series of alphanumerical units to create a new sector. Once it is created, it remains the same forever. This includes for all other players. You also can visit old sectors which have already been created by other players. I thought this was a fun and interesting dynamic; but be aware that this functionality of the game only works in online mode (as well as leaderboards and achievements).

I think the way “death” is handled in the game is perfect. It is not the kind of game where one mistake and death means the past two hours of gameplay meant nothing. You still keep all the cargo you collected— and since the whole meta-game revolves around collecting cargo, that means that you get to keep your progress even after dying. That said, dying isn’t completely irrelevant or immaterial. In each randomly generated sector you must reach at least a certain point without dying so you can retrieve the “sector-pass,” and gain access to a new area. If you die, the sector restarts. It generally takes 5-10 minutes to reach the “sector-pass” in each.

The environments are bare and repetitive, so don’t expect to be awed by the graphics. But the soundtrack is rather catchy and fits the addictive nature of the game. The gameplay is also quite simple and unvaried; the first hour of gameplay will be basically the same as the tenth. But it is also this simplicity that makes the game enjoyable and addictive.

Put simply, Cargo Commander is styled to have simple mechanics and not require that much concentration, but with a long and “grindy” meta-game. That common underlying style is then refined into a 2D-platformer with rouge-lite elements. If that sounds like the kind of game you generally enjoy, then you will probably enjoy this thoroughly. For others who are on the fence regarding the genre, you will probably get a few hours of enjoyment from this, but may then get bored.

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9 of 9 people (100%) found this review helpful
29.6 hrs on record
Posted: June 24
Cargo Commander was definitely fun, though not a masterpiece. CG was the second Rogue-like game I played, the first being Dungeon of the Endless.

-Fun gameplay
-Acceptable and fitting graphics, albeit not awesome
-The types of cargo and their descriptions provide a bunch of laughs
-Since the sectors are procedurally generated, but the name is the seed, you can both play places others visited (including discovering and looting their corpses) as well as creating entirely new sectors
-While unfortunate impossible encounters are probably possible, they're extremely unlikely, so dying is at least your fault
-If played strategically it should be possible to discover every type of cargo (with help of the scanner for the last pieces) without needing a walkthrough (I only needed a hint for 1 cargo type, because I spent my scanners too early)
-Journey allows to infinitely travel a sector without pesky scroungers (those annoying flying space drills)
-Weekly Struggle gives one random sector each week which can be played only ONCE, so it's nice for competitiveness (though there don't seem to be many players left)

-Short life span: The game can be finished with every achievement and trying out everything there is in less than 30 hours
-Low replay value. Since you can't spend the cargo you find on anything after you received parcels, the replay value drops drastically down to Journey and Weekly Struggle
-While at first it seemed rather polished I manged to find quite a few bugs in the end
-At times the gravitational orientations can create annoying circumstances, requiring unconventional paths to circumvent
-Supbar music (in my opinion at least, I'm sure others can like it more than I do)

-Game breaking after playing Journey: After I played a Journey round I couldn't play another, and the game didn't exit properly so I had to manually kill the process
-Red Cargo Commander: Sometimes when being hit your character turns red, but doesn't turn back normal anymore
-Bad clipping: Occasionally enemies and other stuff can glitch through walls

All in all I think playing this game was worth it. Maybe I'll come back for another Struggle or some Journeys, but due to the low replay value I guess that's mostly it for me.
If there ever would be a Cargo Commander 2 though, the potential for a masterpiece is definitely there.
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4 of 6 people (67%) found this review helpful
1 person found this review funny
2.6 hrs on record
Posted: June 14
I give it a 6.5/10. It's a well made and fun game. One of the main and only real reasons I didn't give it a higher rating is because it gets VERY repetitive. I like it though and i do recommend it. If you're thinking about getting it I just say that being willing to only play short sessions at a time is vital.
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1 of 1 people (100%) found this review helpful
8.6 hrs on record
Posted: July 19
Cargo Commander is a very interesting game, to me. It has some more serious aspects in its setting and story, but it covers it all up with tongue-in-cheek humour. It also has a very slow and game-y progression system, seemingly in place to justify the 10€ price tag.

If you look at the top reviews (both positive and negative), you'll see that the negative ones have considerably more playtime than the positives. There's a reason for that. The game gets very monotonous, completely desynchronized with its progressions pacing. It's one of those games that uses procedural generation and rare items to collect to extend its playtime in a ridiculous way. Reprisal Universe is a game that did something similar: the content is so sparse that the game loses a lot as a result.

Anyway, this review will not be of much use to most people. If you want to know if the game is mechanically good, or whatever, you can check all the other reviews. I mostly agree.
I liked the game, the execution is well done! Aside from the progression, anyway. The game has some little tricks that you have to learn, and it's a nice thing to pass time with. For a while.

What is this review about, then? It's about how the game explores the darker themes.

In this game, you're stranded in space. You accepted a job of collecting cargo from containers lost deep in space. You're away from you family, with them not knowing what your job actually is. To top that, you're also victim of a big corporation, who has little to no regard of its employees, and uses a gamification system to keep them working, ranking up and give the illusion of progress. All that while doing the very menial work of collecting cargo.

There's a lot to think, with this premise. The game takes a humorous approach to it, though, which, in my opinion, leaves a big part of the game unexplored. It's a very mechanically oriented game: you're constantly trying to achieve something in the game, which doesn't leave much space for thought.

How does the game explore its themes, though? Well, there are mainly 2 aspects that I noticed. First, is how you encounter other cargo commanders -- players -- dead in some containers. You loot them for ammo, caps (upgrade currency), and the like.
The enemies also seem like mutated players. Confirming that you're not the only one out in deep space, and also that the company simply abandons its employees after death.
The other aspect is the mailing system. Every so often, you'll receive emails. Some are tutorials for a newly introduced system, some are from your family, and others are from the company, congratulating you on ranking up. Apparently, you'll also receive an e-mail from a lost employee asking for help -- but this one is very deep into the game, and I didn't get to that. Which goes to show how sparse the content is...

The most interesting aspect of these e-mails are SPOILERS how, eventually, the companies emailing system malfunctions, revealing the automated responses. They have <insert random compliment for - Obedience> instead of "we appreciate your loyalty" and things like that. When that happened, it gave me a very portal-esque feeling. Of how the company may have even ended, and there you were, still in space, now without any hope of every returning to your family... It can be a really dark game, at times. And that's awesome!

While I do really like these aspects of the game, I don't think it takes a big advantage of them. For once, as I've mentioned several times already, the content is veeery sparse. Most players will probably not even get to that point, for the simple reason that the game doesn't really evolve much. It's interesting and new during the first couple of hours (perhaps a bit longer), but then it gets really stale. And getting an email every couple of hours really isn't enough to keep the interest high -- especially since the actual game, while random, gets a bit too formulaic.

Then, there's the fact that these aspects are very disconnected from the action. It's a side thing, and players will treat as that. It's too game-y for it not to be like that, I guess.
Also, the fact that death is meaningless, kind of defeats the whole point, although this is a very feeble subject, for the time. I've seen a game called The Flock a few days ago -- apparently, it's a multiplayer game with actual perma-death. If you die, you can't play anymore. If everyone dies, the game closes.
It seems like a bigger game, so I people were very skeptical of paying for it. I'm assuming the skepticism would translate to small indie games as well. It's also a horror game, so that choice ends up influencing the game in a different manner... ANYWAY, I'm rambling.

I'd like to see actual permadeath in some games. That would certainly make the player far more conscious of his choices, and hopefully enhance the experience, overall.

In this game, it doesn't happen, although it would have been a cool approach. Then again, not at all marketeable, so I understand why the game is like this.

Yeah, this was not a review at all. It was me rambling about some aspects that aren't even about the main game. On the positive side, I think I highlighted something that other reviews mostly fail to mention, so yeah.

P.S.: I was experimenting with this idea of perma-death and multiplayer used as a "history"/mark, instead of competitive/cooperational play -- you know, finding dead players, sharing tips -- or traps -- like in Dark Souls...
If you're reading this, I'd like to know you opinion about it. Permadeath is risky, but I'd say it's worth it, if the game is explained accordingly -- and priced, I guess.

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1 of 1 people (100%) found this review helpful
17.7 hrs on record
Posted: November 8
Nice Game. May have only played a few hours but I won't be forgetting it in a heart beat.
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