Design and then improve the ultimate mothership. Explore a persistent living galaxy populated by 200 unique captains that can do everything you can do. Survive the zombie infection and then fight them back. Make allies and start your own faction. Build your empire. Also includes Sandbox Mode.
User reviews:
Very Positive (137 reviews) - 83% of the 137 user reviews in the last 30 days are positive.
Very Positive (899 reviews) - 82% of the 899 user reviews for this game are positive.
Release Date: May 17, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Important Note: SPAZ 2 is not a direct sequel to SPAZ 1. It is a new game with brand new gameplay mechanics but is set in the same universe with the same cast. SPAZ 2 is themed around scavenging and survival and the mechanics reflect that. Those looking for a direct SPAZ 1 sequel will not find it here. Those looking to try something new, certainly will find that. :)

We have been working on SPAZ 2 full time for almost 4 years. The single player campaign and sandbox modes are working, but we would like community suggestions for the tuning and for methods to improve the campaign flow. SPAZ 2 is built on an emergent living galaxy with 200 persistent captains, and the two of us here at MinMax just cannot explore all the dark corners of a galaxy on our own. In just the first week, we have already implemented many community suggestions that have made the game even better.”

Approximately how long will this game be in Early Access?

“We estimate between 6 and 12 months, but we won't mark SPAZ 2 as released until we feel that it is a complete game that we can be proud of. We are excited to see what players think of SPAZ 2 and to hear their ideas for improvements.”

How is the full version planned to differ from the Early Access version?

“A big focus right now will be doing a better job of teaching the player the many gameplay systems, particularly on the Starmap. So the tutorial content now as well as early progression is definitely in an Early Access state. Some people get it right away, but others struggle and we need to work on that.

Right now, the main cast voices are all synthesized. We expect to hire voice acting talent for most of the main cast for final, though if everyone loves the synthesized voices, this may change.

Throughout Early Access we will also be working on localization and will attempt to bring the game to Mac and Linux.

A vs. mode multiplayer. The ship to ship combat side of SPAZ 2 is just begging for multiplayer, and the preliminary work is done. We will spend time coming up with multiplayer modes with the community and a matchmaking solution. We will also likely have to rewrite the current multiplayer back end so expect this to take some time. Please do not purchase for multiplayer until multiplayer is ready.

Achievements and Trading Cards will come on line throughout Early Access.

Tuning, Tuning, Optimization, Tuning.

Stretch goals: VR and local coop. We have done a huge amount of multi layer gfx compositing that MAY make double camera rendering impossible now, but we will investigate solutions near the end of Early Access.”

What is the current state of the Early Access version?

“SPAZ 2 already has an ocean of depth and content. The combat mode and starmap mode are fully functional games in their own right, and all the systems are interacting with one another.

There are over 90 ship and station parts as well as over 30 weapons.

There are 200 persistent and unique AI captains.

The AI captains remember, make friends and enemies, join and leave factions and do just about everything the player can. The AI captains already have over 90 relations events that they can monitor on the starmap.

There is a full levelup perk system that is unlimited at the top end.

There is a lore system that bridges the gap between SPAZ 1 and SPAZ 2.

You can join a faction, build your own, or just remain a filthy neutral.”

Will the game be priced differently during and after Early Access?

“The price may be increased on release from early access.”

How are you planning on involving the Community in your development process?

“As with SPAZ 1, the community will be a vital part of the completion process for SPAZ 2. We at MinMax do not have a monopoly on good ideas and had a great experience upgrading SPAZ 1 with community ideas and support.

We have maintained and active forum presence over the last two years while SPAZ 2 has been on the coming soon list. As we have brought new features online, we have discussed them with the community and have gotten their input. Some suggestions have even already made it into the game. We have tried to be as open as possible with our ideas and progress and will continue to do so throughout Early Access and beyond.”
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Recent updates View all (16)

September 20

Better Bombers, Funky Fighters, and Realistic Ramming! v0.7.0

Hi Everyone,

It has been a busy month since the big synergy update. Richard and I both took a staggered week off before the end of summer to get some much needed rest/family time. It was great to recharge, and we are right back at it full force now. It has already been 4 months since our initial Early Access release and there have been huge improvements thanks to your suggestions and support.

The latest patch was all about tuning and fixing high priority quality of life issues. Thanks very much for your understanding on letting us prioritize this vs new features for this push. That being said, a couple of fairly major improvements happened so we decided to call them out.

Fighter Upgrade:
There was a great discussion thread about the problems with fighters and some good solutions to make them better, so we implemented them. Fighters are now a LOT more potent, but also are on a leash. This means that though their range is that of a long range weapon, and you need to be in range to use them. So more boring picking a ship apart for 30 minutes at massive long range with no threat. Get fighters in range, and they go to work, get out of range, and then return home to defend, rearm, rebuild. Bombers do quick heavy damage and then need to return to the ship to rearm, Fighters stay and fight a lot longer, but do less damage. More detail in the notes below.

Ramming Upgrade:
Another hot topic has been ramming. It was fun but overpowered. We didn't want to lose the fun, but we wanted to add a little more realistic risk to the ram. So since ramming is hull to hull impact, we wanted both hulls to take appropriate damage. This means that you as the rammer will now need to be a little more careful what you ram and with what part of your ship. Think of a part's armor as its hardness for the sake of a ram. If a hard nose, hits a soft wing, the wing takes a lot of damage and the nose not much at all. So the ramming is more part based now. Ram with your most armored parts into their least armored parts to do the most damage to them and the least to yourself.

Build Notes:
-Fighters now have limited range to prevent boring ultra long range kiting over long periods of time to take down almost any target. Instead, we want you to now fly near max weapon range and be in some danger while using the fighters, in return, fighters can now do much damage, much more in tune with other large size weapons.

-Bombers and Ion Bombers shoot twice as fast and their bombs do 4x as much damage. They have to reload more often now. Bombers now complete fast/heavy strikes, and then return to the hangar to reload.

-Bomber and Ion Bomber hangars now support 6 fighters instead of 4.

-Shooter Fighters now have 8 per hangar instead of 6.

-Shooter Fighters can now shoot 20 times before reloading (vs 10 before)

-Zapper Fighters can now shoot 25 times before reloading (vs 16 before)

-Shooters now do 3x more damage

-Zappers now do 2.5x more damage

-Decreased fighter build time from 10 seconds to 6 seconds

-Fighters much more careful about damaging parent ship.

-Fighter incidental friendly fire vs allied ships greatly reduced.

-Fighters much better at docking on fast moving ships.

-Bandit hives have 1 fewer strike craft defenders to offset the stronger fighters they now have.

-Fighters don't launch in ship building level

-Fighter bay controls don't clutter ship building level tac pan

-Ramming damages Station cores and Bandit Hives armor AND health now.

-Ramming damage lowered.

-Ramming with high armor parts now does much more damage vs low armor parts

-Ramming damage now reflected back on the rammer as well, but at a lower rate
For most effective ramming, outfit a high armor nose and hit at high speed on low armor parts like engines or wings.

-Fixed round off issue in surrender cargo menu

-Fix for a goon rounding case where it seems you have enough goons but are an arm and a nose short and thus your ship takes slight damage over time.

-If player's current faction destroyed, player now starts their own faction with their existing starbases.

-Zombie respawn pods travel 50% faster

-Fixed respawn pods moving at top speed when game loaded.

-Turned off part size rarity as a rarity factor in trading prices. (was pointless + confusing)

-Fixed fleet training mission if had broken strike craft.

-Missiles prevented from firing in ship building level

-Fixed bug where number of bounties on a captain was dictating the number of chasers.

-Max bounty chasers at any given time is 1 for easy, 2 for normal, 3 for expert.

-Added 15 second safety time after winning a battle where you wont get ganked.

-When not defending their territory, Very large ships won't bother with much smaller ships anymore.

-Removed tactics panel buttons for Fighters/Krule. Not needed anymore with fighter changes and need room for future strike craft updates.

-Save game name length limited to 30 characters to prevent loading failures.

-Captain's friends will not steal from their resource nodes

-Captain's faction members will not steal from their resource nodes.

-Resource nodes become attractive for ransack at variable richness now, not just at 50% full.

-Battles will block any resource nodes underneath them so AI captains can't swipe the contents while you are battling to protect them.

-When the player defeats a captain, they will be afraid of the player for a while so they won't just respawn and come running right back after the player anymore. They take time to build up a bit first.

-Dropping junk parts into space does not create a junk field anymore since they have no value.

-Zombie ships don't take infector ball damage anymore. They are already infected :)

-AI captains, including wingmen, know how to evade area hazards now. Infection clouds, toxic clouds, ion clouds, mass bomb gravity wells.

-Zombies can level up like other captains to keep them competitive.

-AI Captains with positive relations with the player won't run from the player anymore.

-Increased Minigun damage

-Fixed current/reserve strike craft meter on the hud, was misreporting in some cases.

-Fixed rogue menu sometimes appearing when a courier made a delivery.

-7 Star part icon added for the lottery winners

-New battle ring icon for battles involving starbases to better differentiate them. Also visible from high zoom to find trouble spots more quickly.

-Fixed broken off parts being lost forever in all Bandit Hive attacks, including “The Signal.”

-Fixed player strike craft being invincible in the final story mission

-Scavenging bonus defaults to 10% of node total now from 0% so very large nodes don't take forever to scavenge if no one has the scavenging boosting perk.

-Texture optimizations (less memory use)

-Less button lock delay on Faction Members menu (allows faster switching between screens)

-Faster, more subtle menu sweep effect.

-Adjusted game complete text to be more generic, in case you are already playing a sandbox game.

-Added toggle for automatic map target focus in gameplay options.

-Super interesting spelling fixes.

-Custom portrait system for your mothership. Here's how it works.

Custom Portraits:
-- File Path --
C:\Users\YOURUSERNAME\AppData\LocalLow\MinMax Games\SPAZ 2\CustomPortrait\ MugShot.jpg

-add a folder called CustomPortrait if it doesn't exist
-texture must be called MugShot.jpg
-texture must be jpg format
-texture must be a power of 2 texture (512x512, 1024x1024)
-best texture size 512x512

Moving Forward:
For our next update we will be conducting a major rework of the Strike Craft system. This will include implementing a blue print collection system similar to what we had in SPAZ 1. The mothership will now construct strike craft on its own using Scrap. We will also be adding an all new set of large strike craft as well as new unlockable configurations for the existing strike craft as their stars increase. This will be a pretty major change that will require rewriting some of the game flow and dialogue as well, so it will take some time, but we think the end result will be a really exciting addition to SPAZ 2.

54 comments Read more

August 18

Expanded Synergies v0.6.1

Hi All,

Expanded Synergies
We have been tinkering with Synergies due to your feedback since their initial launch last week. The main issue really came down to, why bother using them they don't do much. Well I think we fixed that. Here we go...

First off, we put together a video explaining the system and its new bits and pieces. Please give it a watch.

The biggest change is that synergies now spread to attached wings, noses and engines. The peripheral parts do not add to the synergy, but they do feed off the synergies of the cores that they are attached to.

An additional bonus is now weapon damage is effected by synergies. So if you have a well synergized mass driver for example, it can do up to 80% more damage on top of any subsystem bonuses in the part itself. Synergies can add a lot of punch to a part.

Now this is a really big change and some things will be out of tune. Engines will be faster, turning will be faster etc because everything has been sort of turned up to 11 right now due to the bonuses. That will all be tuned, but we wanted to get this change into your hands for feedback and fun.

Now you have a real decision to make. Create an L with 4 wings that are synergized to 10% or create a well synergized ship with 2 wings, but those two wings are 80% more powerful. When the synergy bonuses of the cores are taken into consideration, there should be a lot of thought involved with making your perfect ship.

Death to the Freeze Bug!
- Rewrote the ship engine sound effects system to finally kill the sound freeze forever and ever and always. If you get a freeze after v0.6.1, please report it to us. We really want to know. We will cry, but we want to know.

- Added a strike craft readout to the hud. Active/Reserve
- Fixed set bounty side objective happening before you can boutny
- Level 1 bandits get fewer strike craft so less overwhelming early on
- Mining Ops are richer in Rez rocks. More/Bigger rocks with more in em.
- Added the Hive Level to the mouse over info on the starmap
- Boosted 3 way synergy 30->40%
- Boosted 4 way synergy 60->100%
- +/- in trade screen no longer reversed
- speleen -> spleen
- Strike craft counts now show up yellow on the map if not in your faction since they are bad things
- Tutorial text and image updates
- Assign starbase menu shows distance in light years from captain to base.
- Fixed brake/reverse hint in into when in screen relative control mode
- Province name shown on scan viewer for starbase comms screen and mouse over.
- The usual spelling fix-o-rama
- Pushing "Back" in controller mode won't change the camera in addition to displaying the icon legend while in the tactical menu.

We hope you all enjoy the Expanded Synergies!

Andrew(Blorf) and Richard(Narlak)

21 comments Read more
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“The combat in this feels very very good you guys. Feels very nice, very fluid.”
Brian Rubin, Space Game Junkie

“Oh Yes, I love the comic relief in the game. Just about everything is oozing with that kind of charm.”

“MinMax Games has slammed down in front of us the most innovative and exciting experiences I have had the privilege of playing in a long time.”
Deluks Gaming

About This Game

In SPAZ 2 you must survive in an evolving post apocalyptic Galaxy. The zombie threat is defeated, infrastructure has collapsed, fuel is scarce, and scavenging means survival.

Initially the Galaxy contains hundreds of fleets, each trying to survive. AI captains do everything the player can. The player is not special and is not the center of the Galaxy.

As resource scarcity becomes critical, ships come into conflict just to survive. Factions may form for protection or split due to starvation. Old friends must become fodder.

Stronger factions establish and defend territories, set up resource hubs, and establish star bases. Weaker factions may resort to banditry. Each captain is unique, persistent, and shapes the Galaxy.

When factions meet, combat is usually the result. While the strategic side of SPAZ 2 is about exploration, territorial control, and faction building, the action side of SPAZ 2 is about ship construction, tactics, and salvage.

Combat creates damaged ships and dead crew, but it also provides new salvaged parts. All the parts in SPAZ 2 are modular and randomly generated. If you see something you like, break it off an enemy, grab it with your tractor beam, and connect it to your ship. Ship construction can be done live during battles, though sometimes beating an enemy to death with their broken wing is also fun.

Back on the star map, battles will attract other captains looking for salvage. Take your new parts and run. Upgrade, repair, and prepare to fight another day, for darker threats are about to emerge.

Key Features:
  • Two hundred persistent Captains that are able to do everything the player can, including forming dynamic factions, building structures, controlling territory, and going to War.
  • A true living galaxy that is not player centric. It will develop differently each game through the interactions of the agents.
  • Build your own faction from nothing.
  • Randomly generated modular parts. Build the mothership that suits your play style, on the fly, in seconds. Every part has its own unique stats that contribute to the mothership. Every part has its own hull integrity and damage states. Every part is a real, working, ship component.
  • Strategic ship building. The mass, location and shape of parts all matter. If a part blocks a turret, it will not fire. If a ship is too long, it will turn slowly. Too many engines will mean too little power for weapons. Every design choice counts.
  • A fully physics based 3d environment where everything is destructible, takes damage from impacts, can be grabbed and even thrown at enemies with the tractor beam.
  • Natural movement and controls. Movement is on a 2d plane and screen relative, much like an FPS. The combat feels like huge pirate ships battling on an ocean. Focus on tactical positioning and manage system power to unleash hell at the right moment.
  • Epic ship to ship battles. Tear the enemy apart piece by piece over minutes, instead of seconds.

System Requirements

    • OS: Windows XP/Vista/7/8/10
    • Processor: 2.6 Ghz Dual Core
    • Memory: 2 GB RAM
    • Graphics: 1GB 3D DirectX 9 Compatible video card
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • OS: Windows XP/Vista/7/8/10
    • Processor: 3.1 Ghz Dual Core
    • Memory: 4 GB RAM
    • Graphics: 2GB 3D DirectX 9 Compatible video card
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
Customer reviews
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Very Positive (137 reviews)
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782 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
15 of 20 people (75%) found this review helpful
106.1 hrs on record
Early Access Review
Posted: September 27
ok. its been a long while since i played.
but i did play for a lil over 100 hrs.
even tried to write a guide to help players.
i fell in LOVE with ramming, even made a "special" Ramming Ship

it is NOT like Spaz 1.
Its fun, a little to easy, or insanely impossible ; we get the choice.
Theres ALOT of vids, etc, check them out. You will see for yourself if you would like playing.
They worked hard to fix problems, and listen to players suggestions.

i do intend to play again. got distracted by a couple of other ea games that i like.
especially to test out the changes they've made to ramming. I wonder how she will hold up in a very hard engaement.

i do miss the EPIC scope of Spaz 1 though, alot. Spaz 2's map feels so miniscule *small* in comparison. :(

still. I recomend this game.
I'm looking forward to its full release.
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6 of 6 people (100%) found this review helpful
126.8 hrs on record
Early Access Review
Posted: October 14
Good game and getting better. Its kinda like M&B in space with zombies.
It also has a sandbox mode where you can turn the zombies off if you are absolutely tired of zombies.
Lego ship builder with moderate empire building and 3d space battles.
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5 of 5 people (100%) found this review helpful
74.4 hrs on record
Early Access Review
Posted: September 29
SPAZ was one of my favorite space games a few years back. When I saw that there was a sequel coming out I was extremely excited.

SPAZ2 is advertised as NOT a sequel, but after playing it for a while, it still really does feel like a sequel. The story picks up where the last one left off, most of the core gameplay is the same, and even what is new feels like something beneficially added. I don't know why they say its not a sequel... ?

Anyhow, so far the game is extremely fun...but oddly balanced. Right now (early access) you can level up to level 5 in about 15minutes, but will spend hours getting levels after that. A lot of basics like details on factions and so on are kind of a mystery. But the biggest thing is that dog fights (combat itself really) isn't as rewarding as the many auto-functions on the universe map screen. Why spend 30minutes mining 15 REZ in the 3d dogfight portion of the game when you can easily mine up to 400 from random places on the universe map in a few seconds?

But, that said IT IS FUN. I'm realy enjoying it so far and given how the devs seem to be treating things, I can guess that by release those things I mentioned above will be fixed. SPAZ2 is a really well made sequel to SPAZ and hits all the right notes so far. If you played the original and got sucked in, you'll love this one, too.
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4 of 4 people (100%) found this review helpful
21.3 hrs on record
Early Access Review
Posted: October 5
This game is certainly a step up from the original. That being said, there are a couple things I missed that the first one had.

Modular Ships, this was incredibly awesome
Better Space Battles
Drastically improved visuals for battles
Building your own faction

No more specialist slots (I rather liked that)
Cap on cores you can put on ship after a certain level (this dictates the size and strength of your ship)
Only one ship can have the loadout altered (mothership) unlike all of them in the original

I had a lot of fun with this game and will probably play it for awhile. It seemed less of a grind than the original which could be good or bad depending on what you like.
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4 of 4 people (100%) found this review helpful
63.3 hrs on record
Early Access Review
Posted: October 6
Awesome game even in Early access it is already very interesting and addictive. Colors and battle of ships are astonishing.

For me main thing is missing some kind of better battle music such as rock and techno. Also maybe more different type of events on map. While now there are quite a lot of action, but still I would prefer more different missions/objectives of battles.
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4 of 4 people (100%) found this review helpful
10.8 hrs on record
Early Access Review
Posted: October 7
I started playing Space Pirates And Zombies 2 last night and did 7 hours straight. I couldn't stop even if I wanted to. For a two-man dev team and being in early access, this is a really enjoyable, polished experience. If you liked FTL, think of this as a version with gorgeous 3D graphics and sound.

The space battles are where this game shines. Its a third person battlefield where you have to position your ship to utilise it's firepower. You also have support fighters that will assist you. Through battles and exploration you discover scrap and equipment to upgrade your ship.

You can also design your ship, which is alot of fun. Although at the start your options are pretty limited. It's based on a lego system essentially. You have different looking blocks, which do different things and you get to decide how they're bolted together.

I havent played the first game in the series, but my understanding is that this is quite a departure from it, so you might want to check those differences out before buying.

A really impressive game for an Early Access title and its only at version 0.7 currently. If the theme is something you enjoy, you should definitely check this out.
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5 of 6 people (83%) found this review helpful
22.4 hrs on record
Early Access Review
Posted: September 28
Even if it's early access the game is already flawless. I had 0 crash and very few(understandable) fps drop that in no way affect gameplay.
It's different from the first SPAZ, but it keep consistence over the gameplay and in the end it's fun like the first.
The developers are also very friendly to the community and are always listening to us.
If you enjoed the first spaz, buy it. You will not regret it.
If you didn't, buy both, since they are actually different they are still nice to play!
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5 of 6 people (83%) found this review helpful
38.0 hrs on record
Early Access Review
Posted: October 1
36 Hours in the game so far. worth every penny. i would compare it to Mount and Blade in that you roam arround and kill things with your mothership and smaller strike craft and can attack starbases and make your own empire. there is a deeper layer of combat in that different weapons kill shields/armor/health at different rates. basicly HE=health Lasers=shields. I cant wait for more updates and content. A+, would play again (and prolly will)
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10 of 17 people (59%) found this review helpful
Not Recommended
50.6 hrs on record
Early Access Review
Posted: September 28
I loved the first SPAZ game. I can tell that they are really trying with this one. Its a similar concept but different, kind of like the space portion of Star Wars Empire at War, or SINS of a Solar Empire.

Alot of it is just very un intuitive. For example, the weapon stat icon (colors and icons) system really sucks. I spent half the game having no idea what it meant, and when I checked it, I kept having to go back and double check it. They should just use words (Damage Vs. Shields: 100%, Damage vs. Armor: 50%, etc).

The ship design feature is bad. There aren't really many options. You connect hull core blocks in only one of a few viable ways (I, T or L shape basically), and then connect side weapons and a nose gun, engine part. Thats about it. Its super ugly too. You can skip the design mostly if you just use the trade menu and swap parts in and out. It wasn't really necessary to begin with. They could have had static ships with "gun slots" or something like that and had guns looted diablo style. I can't even recall what design system the first SPAZ had but I think it was way better than this one.

Maybe the deep layer of strategy flew over my head, but it appears to me the game has very little strategy. Its just start battle, blast the enemy ship until it blows up, done. The little ships are just annoying. Especially the raids, because its a small easy battle (just small ships, no capital ship) for a few points, but its just not fun. They should eventually allow those to be automated. Maybe they were and I just didn't see it.

The level up bonuses seem to outweigh any better weapons systems you can find. The bonuses are like +25% armor, +30% health. Those bonuses will outweigh an extra point of damage or armor on a piece of equipment. For any difficult battle, just bait the unit in battle near your allies. Hopefully one or more friendly units will jump in to help. Easy mode.

If combat was fun I could forget about all the other stuff but I don't even think I'll finish the campaign right now because the combat has become quite boring. Its basically 1 ship vs 1 ship and then there are the smaller more annoying ships on both sides as well. Just not as fun as the first SPAZ.

I'll check back later when its out of early access, maybe by then it will change.
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21 of 39 people (54%) found this review helpful
2 people found this review funny
Not Recommended
13.1 hrs on record
Early Access Review
Posted: September 28
Playing SPAZ 2 is like watching Rambo: First Blood Part 2 after watching First Blood. It's very different from it's predecessor: watered down, mindless, just with added fluff and pretty lights. You may even want a refund on your cinema ticket, screaming: "What the ♥♥♥♥ was that all about?"

It's a very different game than the first. In it's own right, however, it's dull, repetitive and generic, anyway. Ships are made up like wads of random lego blocks stuck together by a blind man who loves to spray his "creations" with neon paint after he slaps them together in his drunken stupor.

Gone is the reverse engineering in order to fly ships, now replaced with mindless hoarding of "modules" (AKA grey cubes with pretty lights stuck on them), be it from salvage or the many (almost identical) shops scattered around the flat, uneventful map. In combat, you'll fly these ships that look like the satanic coupling of lego blocks and cancerous tumours in glorious 3D this time around! ...Although it's not really 3D as you fly your freakish abomination of a ship around on a 2D plane and fire a small selection of weapons that require little more than button bashing to use effectively.... no wait I take it back: you can hold the mouse button continuously and it will achieve an even better result. Go you!

I'm disappointed with this game. It's just plain crap. Play the first. If you already have played the first, play it again. Just like First Blood: Part 2, it was a mistake to make it, let alone make it this badly.
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Recently Posted
9.6 hrs
Early Access Review
Posted: October 26
A little different from Spaz 1 but still retains its catchy personality.
Helpful? Yes No Funny
D3XT3R81 Morgan
119.4 hrs
Early Access Review
Posted: October 25
This game was very fun to play! Quick get into the action game. Ship customization was good and recieving improvements. Loved the updates that the devs have been doing. Will definately play again and suggest to friends!
Helpful? Yes No Funny
27.7 hrs
Early Access Review
Posted: October 24
WARNING: Highly addictive!
In the span of a three day weekend I spent over 20 hours playing this game. I even went to an amusement park one of those days.
About the game. It is early access but it is 100% playable. The voices are synthasized which is kinda cool and fun to be honest but does get old. They plan on getting voice actors before release. Some of the menues could have a smoother flow. For instance I cant give another captian tribute and then return to the main captian interface to interact with him again. Minor issue.
A lot of playability, You can lay out your ship from the ground up. So you can change the style of your ship to suite your style or mood. Go accross the Galaxy finding the best core to mesh with the best wings and engines.
It is just afun game for me. For my 20$ for early access purchase I got more than my monesys worth.
Helpful? Yes No Funny
44.1 hrs
Early Access Review
Posted: October 24
Wow, didnt think Id enjoy this game this much. Its really fun and addicting. Looking frward to future updates. I hope they add more faction building options and some better AI. Would also be nice to be able to give your wingmen orders like Attack my target, form on me, retreat and such.
Helpful? Yes No Funny
38.3 hrs
Early Access Review
Posted: October 23
Great Game! addictive, fun, and is busy
Helpful? Yes No Funny
51.6 hrs
Early Access Review
Posted: October 23
Really good for an Early Access. can't wait for more
Helpful? Yes No Funny
25.4 hrs
Early Access Review
Posted: October 23
I see why it is still in early access, but still manages to capture what a full game can be. A rare gem.
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Princess Cellestia
107.6 hrs
Early Access Review
Posted: October 22
Amazingly fun game. If MinMax were to fully release the game now, as is, I wouldn't see a problem with that. Well polished, very well optimized, and just plain fun.
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24.2 hrs
Early Access Review
Posted: October 22
My ♥♥♥♥in god, WHY? WHY? Why u force us to gather forces??? Conquered all systems, fightin alone final battle against almost endless waves of enemies. What the ♥♥♥♥??? I hate this so much. Defeated the base, next battle goes intantly after the first one. No repair, no restock. Nothing. Just suffer.
Helpful? Yes No Funny
23.3 hrs
Early Access Review
Posted: October 21
Made with gobs of slimey passion and festering heart.
Helpful? Yes No Funny