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:
Overall:
Very Positive (644 reviews) - 80% of the 644 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 (11)

June 21

The Better Ship Building Update! v0.3.0

Hi Everyone,

Well it has been a very busy two weeks since the Shopping Update, and we think you are going to really appreciate these changes. We reworked the entire ship construction system based on extensive user feedback, and here is what we came up with. The TL;DR is, you don't need the tractor beam to build anymore.

Important note:
The initial building tutorial is not yet aware of these changes, and we plan to change its flow to teach the new methods listed below. We figured that people would want to get their hands on this new tech right away though, so we are releasing it now.

Also, there may be some bumps with this new system. There was a titanic amount of code and rework to get this new building method in there and unlike the old tractor version which had almost 4 years of testing, this has had about 5 hours of testing. As we find problems we will hotfix as usual. Also the old tractor construction method is still intact and can be used as a fallback.

Here we go!
(this is pulled directly out of the ship building tips button in the inventory level)

SET COMPARE MODE:
Click any part with the Right Mouse Button/Right Click Stick.

The part will glow green showing that it is selected as the compare part.

When in compare mode, if you hover your mouse over any other part, it will show how the stats compare.



CLEAR COMPARE MODE:
To clear compare mode, Click empty space with the Right Mouse Button/Right Click Stick.



SWAPPING IN A PART:
Find a loose part that has the desired stats.

Set that part into compare mode.

Hover the pointer over the part in the current ship design that you wish to replace.

Click the Right Mouse Button/Right Click Stick.

The compare part will swap places with the selected ship part.



SWAPPING OUT A PART:
Set a part on your ship to be in compare mode

Hover the pointer over loose parts.

Click the Right Mouse Button/Right Click Stick.

The compare part will swap places with the selected loose part.



SWAPPING SIZES:
It is possible to swap a large part for a small part and vice versa if space is available.



SWAPPING TYPES:
In some cases it will be legal to swap an engine or a wing for example into the same position. Swapping supports this.



HOT SWAPPING:
Compare parts can be swapped with other parts currently attached to your ship.



INSTA-SNAPPING PARTS:
When selecting a compare part that is floating in space, arrows will appear in all locations where that part can attach.

Move the pointer to the desired attach location, and the compare part will snap to this position.

Click the Right Mouse Button/Right Click Stick to confirm the new position.



INSTA-MOVING PARTS:
When selecting a compare part that is attached to your ship, arrows will show all valid locations where that part can be moved instantly.

This is a great way to quickly reconfigure ship spine shapes.



SMART BREAKING:
Instead of removing parts one by one with the tractor beam, if you select a part to remove using the tractor button, all parts that rely on that part will be automatically removed as you hold it.

Selecting the mothership root core will cause all attached parts to be removed in a cascade.



CLEANUP AREA:
Pressing this button will reset all the positions of all loose parts in the current level.



AUTO FILL SPINE:
Pressing this button will fit the best loose parts into empty slots on your current ship spine.

This is very useful to snap on the remaining parts once you have placed your key components.

The auto fill algorithm tries its best by weighting 192 different construction variations and is usually able to find spots for all your parts, but not always.



CLEAR TO SPINE:
Pressing this button will remove all noses, wings, and engines as well as causing a cleanup area.

This is useful for quickly adjusting spine shapes for your ship.



CLEAR SHIP:
Pressing this button removes all parts from your ship and causes a cleanup area.


We hope you all enjoy this new update, and thanks very much for all the feedback! It has given us the clarity we needed on issues like the building system being too unwieldy as well as the need for the catalog. Please stick with us, we are committed to making SPAZ 2 better and better.

Here's a list of what is next on the agenda:
https://steamcommunity.com/app/252470/discussions/0/364042262889515926/

26 comments Read more

June 7

The Shopping Update! v0.2.0

Hi All,

We have just released our first big feature based on player feedback. As such we are incrementing the build number to 0.2.0 from 0.1.20.

The catalog allows players to set a large set of search criteria to scour all the starbases in the galaxy for just the right part, or the closest facsimile that the current factions are able to produce.

You have two options once you search the parts.
#1: Set in a course to that starbase and hope the part is still there when you arrive. Store restocking as well as other captain's purchasing the part may mean the part will not be there when you arrive.

#2 Hire a courier to send the part to your mothership. This guarantees you the part, but you have to pay a premium of +50% of the part's price for delivery.

Since this update was all about shopping, we also added the ability to remotely view starbase inventories. So say you don't know exactly what you want, but you want to do some window shopping. Now you can click on any starbase and see what they currently have available to trade.

We prioritized this feature due to player feedback wanting more control over how their build their mothership and the desire to get the parts they want. We think that the catalog is a great addition because it will really show players how the territory a faction controls will directly dictate what a faction can build. The catalog also empowers the player to much more readily find those juicy high tier parts.

The Catalog button is the shopping cart on the starmap's lower hud.

Now on to hotfixes. We have been quite busy since the last update and here is a list of all the tweaks and fixes.

HOTFIXES: v 0.2.0

- Fixed demands coming from factions without provinces causing empty trade menu

- Cap info page now shows perk levels properly for the infinite perks

- AI no more bounties on members of your own faction , even if you hate em

- Fix for skirmishes not transferring their owner when their owner is zombified

- Raid reward callout on starmap

- Bandit Hive reward callout on starmap

- Fixed tractored parts hitting player ship sometimes breaking

- Added a province under attack warning callout

- Fixed damage sometimes piercing shields

- Fixed spamming continue on death spawning multiple wreckage nodes.

- Fixed Projectile Pool bug that has been hiding for 3 years. Fixes projectiles being reset mid flight. No more warping pulsars,

- Pile of spelling fixes

- Bandits won't interrupt a hive attack unless they can win

- Can now quit the Arena while a ship is in the process of exploding.

- Added tip to levelup and return later when player fails the Arena

- Fix for when pay reparations the relations setting goes to 0 if already positive.

- Standardized starbase threat levels for base expansions.

- If part breaks off a ship, missile should de-lock that part and go after new current ship lock instead

- Fix for odd “Is Helping you” case when AI is actually attacking you.

- In campaign mode, Zombie faction respects the player faction's ability to get a start (3 provinces) Zombies get same benefit so it is fair. In sandbox, no story safety net.

- Zombies will never cheat to win sim battles vs player faction when getting first few zombie converts.

- No “chronological inevitability warnings,” when the zombies are turned off in sandbox

- Bounties on bandit hives will now reward properly and clear.

- Bandit hives take twice as long to regenerate themselves after destruction

- Can sort and view captains by threat level in faction viewer menu

- 3rd person and sniper camera invert option in Options/Gameplay

- AI captains and zombies will not intercept wingman. It is annoying. Wingman is considered part of player fleet.

- Friendly (Green) captains will not steal from friend's resource nodes or wrecks.

- Bounties much more damaging to relations, especially on starbases

- Bounties on allies extra extra bad.

- Faction leader gets angry is any bounty is placed on any base in their faction.

- Faction leader much less likely to take over the player base if they lose their capital and player is a member of their faction.

- Added captain info button to the hud, players sometimes missed clicking on their own ship to get access to this menu.

- Save/Load game menu now shows the date and time for the save games.


So this was a big patch as you can all see, and we are rolling it out quickly so there maaaaay be issues with some of the fixes breaking thinks elsewhere. SPAZ 2 is a highly emergent game, so poking it in one place sometimes has weird results in other systems. There is a lot of butterfly effect potential in a game like this :). We will be monitoring the bug forum in case we inadvertently broke something somewhere else, and if we did, you can expect a counter hotfix to that to come quickly.

39 comments Read more
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Reviews

“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.”
ReformistTM

“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

    Minimum:
    • 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
    Recommended:
    • 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
Customer Review system updated! Learn more
Overall:
Very Positive (644 reviews)
Recently Posted
el guapo
( 21.4 hrs on record )
Early Access Review
Posted: June 26
My initial review had me not recommending this. I had only played about 2 or 3 hours and I didn't really like it all all. I stopped for a few days and then I played this another 16+ hours as It eventually 'clicked' for me. My major complaint is, as most people, the combat. I miss the 2D topdown view; it was simplistic, but felt very natural to play and navigate. At this point, I got used to the 2.5D combat (you can go forward & backward, left & right, but not up & down). I still like the first better for combat, but I quickly adapted. Once I got used to it, I found it did not bother me too much at all.

I have a few issues with the game so far. One is that many sections and icons are not well explained and took me a while to either figure it out, or find the answer on the forums. The learning curve is pretty steep trying. Another is that factions suck. What I mean is that faction members will raid your resources. For some rason I wouldn't have thought they would do that, or if they did, some of the resource would be siphoned back to me automatically. What is annoying is that there are consequences for you if you harvest their Rez/Scrap/Goon resources, but none for them if they raid yours. Difficulty reminds me of SPAZ 1. as in it is hard and you will likely die if you are not really careful. I am set at novice dificulty and the game still seems harder than it should be. You have to be at least 5 levels (threat, not XP) above your enemy. Threat is determined by your ship configuration; for example: more damage, bigger threat. The thing is that some configurations may show you as a high threat, but you die super quick. All missile launchers is going to suck compared to all cannons. Also, how you organize your ship cores can make a huge difference.

I am finding this about as grindy as SPAZ 1, but still has a lot of charm to it only in a different way. If you give it a chance and expect a different game than the first, you may just like it.
Helpful? Yes No Funny
Encyclopath
( 13.0 hrs on record )
Early Access Review
Posted: June 25
Everything great about the original has been systematically filtered out and replaced with something different and arbitrarily bad. This has nothing to do with the state of development; this is a fundamentally different game, and not in a good way. I regret supporting it's development with actual money, and would demand it back if possible.
Helpful? Yes No Funny
⎝Stevepunk⎠
( 0.7 hrs on record )
Early Access Review
Posted: June 25
The new update to avoid the tractor beam is all well and good but I'm up to the tractor part [still] in the tutorial and I have no idea how to proceed. I'm holding left control to drag things around but they don't snap onto my ship.

Also, there is very subtle mouse lag and the combat is awkward.

I liked the previous 2D game but this one is completely unweildly.
It would have been better if they just added bases and sandbox play etc to the previous game.
Helpful? Yes No Funny
chrismillsuga
( 48.3 hrs on record )
Early Access Review
Posted: June 24
Great game, very different from the original. Well worth the cost of admission. They will surely add features and content over time also, great devs.
Helpful? Yes No Funny
Kalil
( 20.0 hrs on record )
Early Access Review
Posted: June 23
MinMax took a bit of a risk with this game. Instead of making a direct mechanical sequal to the fun and popular original SPAZ, they chose to reinvent the game pretty dramatically. What resulted was someting new and different and not directly comparable to any other games, so it's a little hard to describe. SPAZ2 has a clever ship construction mechanic that allows for equally clever ship destruction, as well as a sort of mount-and-blade-style overworld with factions and independent NPC actors and economy. It works pretty well, even in its somewhat rough Early Access form, and I find the combat quite enjoyable. They offer a bunch of ways to play the game - I personally quite like the arenas, where you battle with a premade ship, but I can see a lot of attraction in the building mechanics and the 'empire-building'.

It is an early access game, so many of the usual qualifiers apply: there are bugs and questionable design decisions that are still being worked out. Game-altering (although rarely game-breaking) patches drop pretty much weekly, with a fairly steady stream of more minor hotfixes. On that note, I want to give a huge shout-out to Blorf and the rest of the MinMax team for being the most responsive and friendly Devs I have ever seen on a Steam forum. They make a point to respond to nearly every thread, they often impelement well-reasoned player suggestions within a day or two of reading them, they take criticisms with a great deal of grace, and are basically everything you could want in an Early Access developer.
Helpful? Yes No Funny
iamacar
( 64.7 hrs on record )
Early Access Review
Posted: June 22
Product received for free
Yes on everything
"ALERT! Need more strike craft!"
that part could be done through catalog plz make it but gud game
Helpful? Yes No Funny
Deleterius
( 25.0 hrs on record )
Early Access Review
Posted: June 22
I love this game. I loved the first one and this one, though different, did not disappoint. I highly recommend it to all my friends.
Helpful? Yes No Funny
YukiAkano
( 24.7 hrs on record )
Early Access Review
Posted: June 22
I am a little bit hesistant to write a review right now since the Game is in EA and there are a lot of new updates coming out quite often ...

So, let us start with the bad things first since the list will be shorter.

It is Early Access.

Yeah that's pretty much it. You don't have the full variety of Content you would have in the complete Game.

I did enjoy Spaz and i enjoy Spaz 2 Even more. To be fair, i don't think there are any Problems with the game. The Performance is great, haven't had a single Crash.

Of course there are some things on a personal level i disliked. For instance the fact that you can't build your own starbase from the get-go. And i don't really understand why. Sure i get it, in the Campaign there needs to be Progression. But in the Sandbox mode? But that's really it.

Pretty much everything else is well done. I just had to read that again, i actually wrote that. Everything else is well done. There weren't much games around i could have said that about.

The Combat feels awesome and the Progression feels quite right, even in Sandbox mode. You allways have "something" to do.

I recommend checking out Spaz 2 if feel like the genre could fit your taste :3

And for everyone reading that on my Friend list ... there is, at some point, a Multiplayer mode coming. :D So gogo
Helpful? Yes No Funny
Malosa
( 24.7 hrs on record )
Early Access Review
Posted: June 22
The one thing that everyone will tell you is that SPAZ 2 is not SPAZ. It's not meant to be; the very first sentence in the 'Why Early Access?' is that it's not a direct sequel, and that it's a brand new gameplay mechanic for them.

In SPAZ 2, gone are the modest armadas of mid-to-large vessels, bristling with every type of weaponry imaginable. You command the mothership itself, with only a smattering of easily destroyed strike craft with a limit placed on how many can be made 'reserve' to spawn in a destroyed strike craft's place. As you advance in levels, YOUR ship becomes longer (or wider) through the use of cores, each of which can host attachments on the edges exposed. Engines in the back, noses on the front, and wings to either side.

Each component TYPE adds to the stats of the vessel: More engines in the back means you can accelerate forward at a greater pace, more wings to the side make turning easier, more noses give you a boost to shields. Not just the TYPE, but the SIZE: As in SPAZ, each component takes up a set amount of surfaces on the core. You can very easily make a hamburger-shaped vessel that hauls ♥♥♥, has great shields, but turns like a boat.

Each individual component ALSO has a weapon: This wing may have a cannon on it, this larger wing has two cannons and can turn faster, this largest wing has six cannons and can turn on a dime. There are no real 'rules' on how the weapons are attached to the equipment, either, save for size; I've had large engines, wings and nose cones each house attack bombers and laser fighters. Each faction has its own M.O. on how it wants to make other ships dead, and prevent their own ships from the same fate, and each piece of equipment has its own intrinsic boosts to certain stats based on a combination of that M.O. and the individual item's rarity. So now you've got size, rarity, weapon type, and stats to focus on, and it starts to make SPAZ 2 feel more like an MMORPG than SPAZ could ever feel.

This added complexity comes with it a sacrifice on the subject of 'perks'. In SPAZ 1, you could easily say from the start 'I'm gonna go lasers. I'm gonna laser in the morning, and I'm gonna laser when I come home at night.' And with that, as you advanced in levels, you could advance the damage of the lasers in your armada. Now, in SPAZ 2, it's oversimplified- 'damage' bonus, 'scavenging' bonus, 'capacitor' bonus, 'trade' bonus, among the bonuses, one bonus for each level. On top of that, the scavenging bonuses don't seem to reflect in any meaningful way in the game, the 'trade' bonus becomes as useless as you'd expect once you begin to rake in the dough, leaving the core 'damage', 'shield', 'capacitor' bonuses to be the only real, viable options. And as you level up, these perks appear randomly in sets of three, so you may be FORCED into picking an inferior option.

All-in-all, as of this posting, I've put in 24 hours, and it's worth the 20 bucks I spent on it.
Helpful? Yes No Funny
Creomant
( 26.0 hrs on record )
Early Access Review
Posted: June 19
The creators asked to not compare SPAZ 2 to first installment, which is pretty hard when we take into account similar story background / world. I personally think SPAZ 1 was mediocre. I've started it couple times and stopped playing somewhere of the middle of the shortest campaign, due to being repetetive and pretty boring... so I've never finished it. The idea was great but game was very simplistic and frankly, quite empty.

SPAZ 2 (on EARLY ACCESS) is already surpassing first installement in many areas, for example:

Graphic - It's purely fantastic experience, especially when your mothership with abutance of light cannons is shredding multiple enemies into space dust. Great lighting effects and amazing battle backgrounds.

Ship Management - Now you don't have to manage your fleet of small ships (which was fun I admit it), instead you have to take care of big ship which you can built from a huge amount of parts you can trade or scavenge in the universe.

Battle - These are actually fun! Of course at some point I just keep turrets automatic and deal with navigation, missiles evadig, shield management or trying tu run but it still gives plenty of fun. In scope mode it was much easier to shot off particular elements of the enemy ships (or base nodes which are outside the shield field).


From the minuses:

Ship editor makes me swear very hardly. Requirement to hold a keyboard key and swing element when you're dealing with multiple pieces is frustrating at best. If you add to that the fact that dragged piece quite often attach to the node you don't want to, and you have to detach it... it's makes me mad and it's really hard to achieve normally.

Element stats are hard to read, there is no comparison between something you want to buy and the element attached.

I don't like Idea of Ship parts with gun nodes (with randomized placeement) of the particular weapon. Personally I would prefer to buy shipparts which have some kind of stats (energy output, available light/medium/heavy nodes) and weapons that you can attach to slot. Yes it would enlarde complexity of build / scavenge / trade, but it would make life easier for people who likes symmetric ships, and would allow to optimise turrets effectivity by placing them in spot we want exactly.

I would also love to see some bigger battles than up to 4 mothership / spacebase with up to 4 support frigates. THe game have potential for incredible fast-pacing and intense battles!



In general Early Access product was incredibly stable, bug free, with ton of fun and fantastic visuals. It has some gameplay issues I mentioned (which are most likely preference) but I believe the creators will workout it and do many many changes to the product before it goes Gold.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
77 of 95 people (81%) found this review helpful
2 people found this review funny
Recommended
45.9 hrs on record
Early Access Review
Posted: May 29
After 45 hours I won the game, such a blast to play. Different than SPAZ1 but funny like SPAZ1, a good mix of arcade space battles along with a great story. I finished the story and I have not even played the Sandbox yet. I could say alot about the game but I do not want to give alot away, just that it is deeper than one would think. Story has some fun twists and turns. It was fantastic to build my ship up, earning experience points to make it strong. I am so glad I played it, great hours spent for me.
Was this review helpful? Yes No Funny
18 of 25 people (72%) found this review helpful
Recommended
39.5 hrs on record
Early Access Review
Posted: June 5
!!!SPAZ2 is not SPAZ!!!
It keeps the spirit of the first, but offers a different experience.

Pros
-Emergent storytelling
-Simple yet satisfying faction building
-Solid gameplay
-Devs respond to feedback and fix/improve the game regularly

Cons
-Lack of control over the members of your faction
Was this review helpful? Yes No Funny
36 of 60 people (60%) found this review helpful
2 people found this review funny
Not Recommended
12.4 hrs on record
Early Access Review
Posted: May 26
Honestly, I loved the first SPAZ. This game not so much. Battles are either boring and reptitive, or astromonically hard.

The game just isin't fun, its a grind constantly and flying a slow moving mothership which is painful to watch turn is just not fun.

Game was much better as a top-down arcade, and while I do not fault the game for making this 3rd person adjustment it just doesn't work.

This is my very first negative review. Probably played it for 5-7 mroe hours than I wanted to considering my love for the first game.

Takes forever to fly around, Rez burn is silly stupid. Many mechanics just do not mesh well.

I do not recommend this game, not fun.
Was this review helpful? Yes No Funny
13 of 18 people (72%) found this review helpful
2 people found this review funny
Recommended
46.5 hrs on record
Early Access Review
Posted: May 31
This game has a steep learning curve, but it\'s so worth it. There\'s a delightfully complex meta game that interacts intricately with the combat game. You start out in a garbage can and work your way up to ruling the entire galaxy. The worst part about this game is that I never want to quit. It ruins my sleep schedule and I forget to eat, bathe, and go outside.
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7 of 8 people (88%) found this review helpful
Recommended
20.0 hrs on record
Early Access Review
Posted: June 23
MinMax took a bit of a risk with this game. Instead of making a direct mechanical sequal to the fun and popular original SPAZ, they chose to reinvent the game pretty dramatically. What resulted was someting new and different and not directly comparable to any other games, so it's a little hard to describe. SPAZ2 has a clever ship construction mechanic that allows for equally clever ship destruction, as well as a sort of mount-and-blade-style overworld with factions and independent NPC actors and economy. It works pretty well, even in its somewhat rough Early Access form, and I find the combat quite enjoyable. They offer a bunch of ways to play the game - I personally quite like the arenas, where you battle with a premade ship, but I can see a lot of attraction in the building mechanics and the 'empire-building'.

It is an early access game, so many of the usual qualifiers apply: there are bugs and questionable design decisions that are still being worked out. Game-altering (although rarely game-breaking) patches drop pretty much weekly, with a fairly steady stream of more minor hotfixes. On that note, I want to give a huge shout-out to Blorf and the rest of the MinMax team for being the most responsive and friendly Devs I have ever seen on a Steam forum. They make a point to respond to nearly every thread, they often impelement well-reasoned player suggestions within a day or two of reading them, they take criticisms with a great deal of grace, and are basically everything you could want in an Early Access developer.
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17 of 27 people (63%) found this review helpful
Not Recommended
15.6 hrs on record
Early Access Review
Posted: May 29
Thumbs down, for now...

I really liked Spaz 1 and was excited for Spaz 2, but the game is just too different from the Original. Too much focus on the strategic map. I want to have epic space battles, not hop from one ressource node to the next on a boring starmap.

What i really dislike is the new ship design. In spaz 1 you had premade ship hulls and added weapons and gadgets to them. The ships looked cool and interesting. In spaz 2 you randomly duct tape garbage and scrap together and call it a space ship. Since all the parts have their own health and armor the enemy can just shoot them off your ship and after the battle you have to reassemble your ship again (waste of time and not fun to do). I would rather have premade ship hulls again with one global healthbar. Preferably nice looking ships not pieces of scrap metal.

The shipbuilding interface and tradescreen are too complicated and it's hard to see what the parts actually do since there are like 10 different stats on them.

Not everything is bad of course. The graphics are nice and i also like the new "broadside" mode.

I don't think the problems i have with the game will be gone with the release version, but we will see how the early access will change the game.

TL:DR -Too different from Spaz 1. Not a bad game but i wanted Spaz 1.5
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6 of 7 people (86%) found this review helpful
Recommended
24.7 hrs on record
Early Access Review
Posted: June 22
The one thing that everyone will tell you is that SPAZ 2 is not SPAZ. It's not meant to be; the very first sentence in the 'Why Early Access?' is that it's not a direct sequel, and that it's a brand new gameplay mechanic for them.

In SPAZ 2, gone are the modest armadas of mid-to-large vessels, bristling with every type of weaponry imaginable. You command the mothership itself, with only a smattering of easily destroyed strike craft with a limit placed on how many can be made 'reserve' to spawn in a destroyed strike craft's place. As you advance in levels, YOUR ship becomes longer (or wider) through the use of cores, each of which can host attachments on the edges exposed. Engines in the back, noses on the front, and wings to either side.

Each component TYPE adds to the stats of the vessel: More engines in the back means you can accelerate forward at a greater pace, more wings to the side make turning easier, more noses give you a boost to shields. Not just the TYPE, but the SIZE: As in SPAZ, each component takes up a set amount of surfaces on the core. You can very easily make a hamburger-shaped vessel that hauls ♥♥♥, has great shields, but turns like a boat.

Each individual component ALSO has a weapon: This wing may have a cannon on it, this larger wing has two cannons and can turn faster, this largest wing has six cannons and can turn on a dime. There are no real 'rules' on how the weapons are attached to the equipment, either, save for size; I've had large engines, wings and nose cones each house attack bombers and laser fighters. Each faction has its own M.O. on how it wants to make other ships dead, and prevent their own ships from the same fate, and each piece of equipment has its own intrinsic boosts to certain stats based on a combination of that M.O. and the individual item's rarity. So now you've got size, rarity, weapon type, and stats to focus on, and it starts to make SPAZ 2 feel more like an MMORPG than SPAZ could ever feel.

This added complexity comes with it a sacrifice on the subject of 'perks'. In SPAZ 1, you could easily say from the start 'I'm gonna go lasers. I'm gonna laser in the morning, and I'm gonna laser when I come home at night.' And with that, as you advanced in levels, you could advance the damage of the lasers in your armada. Now, in SPAZ 2, it's oversimplified- 'damage' bonus, 'scavenging' bonus, 'capacitor' bonus, 'trade' bonus, among the bonuses, one bonus for each level. On top of that, the scavenging bonuses don't seem to reflect in any meaningful way in the game, the 'trade' bonus becomes as useless as you'd expect once you begin to rake in the dough, leaving the core 'damage', 'shield', 'capacitor' bonuses to be the only real, viable options. And as you level up, these perks appear randomly in sets of three, so you may be FORCED into picking an inferior option.

All-in-all, as of this posting, I've put in 24 hours, and it's worth the 20 bucks I spent on it.
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11 of 17 people (65%) found this review helpful
Recommended
9.1 hrs on record
Early Access Review
Posted: June 6
Very fun game, nice graphics and active forums. My achievements are not working for some reason, but that's either locked in Early Access or it's a Steam problem.

I would recommend this to anyone who loves space, Black Sails and Walking Dead. :-D
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13 of 21 people (62%) found this review helpful
1 person found this review funny
Recommended
26.4 hrs on record
Early Access Review
Posted: May 28
Mount and Blade in space. 10/10
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15 of 25 people (60%) found this review helpful
Not Recommended
7.3 hrs on record
Early Access Review
Posted: June 2
Like some other people, I was a fan of SPAZ 1 and yet and really don't like this one. I can't help it, I tried but no : this one is completely different and I find it totally boring.
The combats are slow and repetitive, even boring. Playing the all game is just boring to me.

That's a big disappointement because I was so much looking for it. But they changed the recipe so much it has nothing to do with the first one. You keep flying with a useless ship doing uninteresting things in this game....
I am sad.
I got refunded.
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