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:
Recent:
Very Positive (66 reviews) - 89% of the 66 user reviews in the last 30 days are positive.
Overall:
Very Positive (1,063 reviews) - 83% of the 1,063 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 (19)

January 13

V0.8.6 The New Year Update

Hi All,

Well we have been back at it for the last couple of weeks and it is time to push a new build :) It was great to have a little time with our families over the holidays, and thanks very much to you all for being understanding about that too. We appreciate it!

The goal of 0.8.6 was to tie up the smaller loose ends before we did our big 0.9 engine and multiplayer push. 0.8.6 is by no means the end of work on the single player, but for the next little while our focus will be on getting the engine upgraded to Unity 5.5+ (we are running v5.01 right now) and then to start on the multiplayer game modes. So single player will likely not change for a couple of months as we delve into these new major tasks.

There may end up being an experimental build to opt into as we do the engine changes and very likely for the multiplayer changes so stay tuned for that too.


Fighter Changes

Fighters have been getting a lot of love in the last few builds, and now we think that we are zeroing in on something really workable for them. One of the big issues that has come up in the forums, and our meetings, was how fighters didn't work according to the rules of the other weapon systems.

So fighters took no energy to use and were also able to attack during the reload cycle of the mothership, which is meant to be a battle lull for evasion and positioning. This meant that fighters were essentially a damage over time weapon that was free to use.

A lot of cool ideas have swirled around the forums on how to deal with this, and what we settled on was to make fighter bays consume a small amount of power over time.

This was really important because it works with the next piece of the puzzle.

Fighters return to their hangars and reload when the mothership reloads. So when the mothership reloads, fighters will not be fighting and will instead repair and rearm.

The power consumption over time here is important because a 100% carrier build would never need to reload therefore their fighters could still be fielded forever. Now carriers need to be concerned about power if they want to keep their fighters fighting for as long as possible.

Another fairly major change was the conversion of Shooter fighters to Defender fighters. So there was a lot of discussion on wanting to manage fighter roles, but instead of adding even more interface, we decided to take the underutilized Shooter fighters and convert them into dedicated Defender fighters with a good stats boost.

So if you want fighters that stick with your mothership and form a fighter screen, you choose Defenders. Otherwise, choose other fighter types, and they will kill whatever they find in range, while using your targeting and contextual actions to guide them as well. Defenders will attack enemy ships within their close range and since they are stronger than zappers, they are a good close range choice as well.

Details:

- Shooter fighters converted to defensive fighters that protect their parent ship.

- Defenders 50% more health

- Defenders 50% more weapon range

- Defender damage up 20%

- Fighters do not target exploding ships anymore

- Fighter better at picking secondary targets as primary targets become invalid

- Fighter bays consume a small amount of capacitor power continually

- Fighters come home and dock to repair and rearm while the mothership is in reload mode. This prevents them from creating constant pressure (damage over time) to an enemy ship and gets them back being part of the attack vs. reload cycle like with other weapons.

- Fighter ammo capacity doubled. Now that they are part of reload mechanic, they can stay out a lot longer.

- Fighters launch 50% faster

- Staggered the fighter spawn rates to make the spawn audio not stack


Disbanding Starbases

We have added the ability to disband a starbase now. There was a good post on the forums outlining the reasons why players would want this, and we agreed, so here it is.

The main use is to change the focus of a Starbase, so making the Starbase root be a Militia core for example may be something you want to do to take advantage of the shield bonuses.

In other cases, you may want to clear some space for another faction to grow.

Details:

- Added Disband Starbase button to the Assign Starbase menu.

- Scrap refund (50%) for disbanded starbases

- No disbanding starbases that are waiting for battles.


Capital Transports for All!

Another fairly common topic has been the Capital Transport and how inadequate it was for large empires. We were considering having one transport per 5 provinces, but in the end settled on actually giving each province its own Capital Transport. So this means you will see more of them on the map, and if you see one, it will be full of taxes.

So now you don't need to manage sending them to the right bases at the right times. You don't need to worry about them making stupid decisions on which taxes to pick up either. They launch on a schedule now and you just wait to collect all the juicy taxes.

When/If you start your game in progress, don't be alarmed if you see a large amount of Capital transports incoming on the capital. All the provinces will send theirs right away but will soon settle into a schedule and they will arrive over time instead of in bursts.

Details:

- Every starbase now has its own Capital Transport.


Protecting The Loot

We all hate is when some captain ninjas out loot from beneath us. Now there are a couple ways to prevent this.

The first one is the "Get Lost!" button. You need to be in contact with another captain to use it though, because bullying from across the galaxy isn't that threatening.

If your threat is high enough, the other captain will leave the current province for 3 minutes of starmap time (this is a long time) But to prevent abuse, you can only tell a captain to leave one province at a time. Telling a captain to "Get Lost!" has a much lower relations hit than attacking them.

The other way to keep people out of your loot is now to fight them. Battle circles now block scavenge nodes and resource nodes. This means that if you are fighting someone, no other captain can come and sneak off with the loot anymore. So if you see a node you can't harvest and there is a battle nearby, that is why.

Details:

- Added Get Lost Button

- Battle circles now block resource harvesting from nodes


War and Peace

We have upgraded the faction leader logic to do a better job of picking the initial wars when a new game starts. So before initial wars were random, which lead to factions across the galaxy from each other being at war. This was a pretty useless war since the faction members rarely came into contact. Instead, we now ensure that initial wars require border contact. This means that some factions may start with no wars if they are isolated, but as they grow, they will come into contact with other faction borders and wars will happen as they already naturally do.

Peace has also become a little more logical as well. So as factions are separated, they will be more likely to declare peace if their borders are no longer in contact.

Details:

- AI much better at picking initial wars on new game start. Should lead to more logical border conflicts.

- When faction borders do not touch for a while, peace treaties will be more likely.


And the Rest...

What is left was mostly fixes and quality of life stuff that we wanted to get to before we jumped into the engine upgrade/multiplayer. Since we will be away from single player likely for a couple of months we wanted to get these quick fixes in. There are still a couple pages of single player issues we want to deal with before v1.0 but the issues below were either really quick fixes or good bang for the buck type things.

Details:

- Fixed rare captain stuck at starbase case.

- Fixed case where time would progress when not moving on load

- Fixed prev / next ship both going to next ship.

- Fixed rare Miniguns and Flak ignore incoming missiles after parent ship was destroyed.

- Fixed pop in fighter engine sounds on spawn.

- Fixed rare case where ships would move away from the center of the instance trying to track to their warp in start position instead of end position.

- Fixed stores generating parts with multiple small hangars vs. one larger and better hangar. Still possible to add small hangars via the catalog part constructor if you are a weirdo.

- Fixed particle hose continuing to fire after being broken off

- Fixed automated part recovery after battles for: Border Raids, Bandit Swarms, Mining Ops, and “The Signal” mission.

- Fixed upgrading starbases adding scrap to the stockpile.

- Fixed tooltips for slider bars not showing up in mouse mode.

- Fixed bug where the traits for the player character were being shown. We can't read your mind... yet.

- Fixed hot swapping parts losing their icon.

- Fixed case where Start a Raid side objective could not be completed.

- Target lock indicator always available, even without missiles since strike craft and fighters look at it for targeting cues.

- AI faction leaders better at recruiting captains so their factions become more full.

- The loot screen won't be pushed after a battle when there is no loot.

- Profiles can be deleted in the Change Profile menu now (if they are not currently active)

- When exit the trade window with another captain, they will reconfigure their ship with the parts you traded them if they are better than their current parts (good for wingmen and helping out faction members)

- More accurate analog slider when using controller

- Hold SHIFT for slow sliders for keyboard users

- The catalog weapon toggles are more clear overall

- Added a toggle all weapons button for catalog

- Some side objectives now have a “select” instead of a “move to” button when you do not need to be in physical contact to complete them

- Command point perk counting fixed


On to v0.9.0!

Starting Monday (assuming v0.8.6 is all good) we will begin the large task of upgrading Unity from v5.01 to v5.5+. This will be a major task as we expect it to take up to a month due to the amount of game objects that will need to be changed. Literally thousands of them will have now defunct components on them and they will need to be rejigged to the new multiplayer back end.

Probably a week before the official release of v0.9.0 we will open up an experimental branch for people to test out. This will just be the upgraded engine without multiplayer yet, but it will need some testing because there will be over a year of Unity changes in the new engine and some things are sure to go awry over a time span like that.

Once we are happy that v0.9.0 is stable and working just like v0.8.6, but with the upgraded engine, we will release that build and start multiplayer work.

There will be more details on the multiplayer plans as part of the release notes for the Unity v5.5 engine upgrade. Learning what Unity v5.5 can do may guide some of our multiplayer design, so it is best to wait on that until we see v5.5 alive and running the game.

Thanks everyone for your continued support!

Andrew (Blorf) and Richard(Narlak)



32 comments Read more

December 6, 2016

V0.8.4 Brain Surgery!


Hi all,

Here's what we have been working on for the last couple of weeks. We have been trying to tie up as many loose ends as possible before we make the engine upgrade to support multiplayer in v0.9.0. We hope you like it!


Escape Pod Interactions:

You can now intercept escape pods on the starmap and then do terrible things to them. Messing with escape pods is considered taboo in the galaxy, so expect any witnesses to be unhappy about your pod fishing.

Re-education (lobotomy)
- Costs more scrap the higher level the enemy captain
- Gives the captain the “passive” trait (lobotomy)
- Captain loses all hostile traits.
- Resets the relations to 0
- Only seen in neighboring provinces, so do somewhere secluded
- Good way to install a leader who is neutral toward you (will also be a passive leader)
- Medium relations hit.

Execution
- Is free!
- A new low level captain with a blank slate will spawn elsewhere in the galaxy, same face different captain. (prevents depopulation)
- If the captain was a faction leader that hated you, this can improve faction relations if the new leader doesn't hate you as much.
- Capital will move to the new leader's starbase if you kill the leader.
- Only seen in neighboring provinces, so do somewhere secluded
- Good way to get revenge and be rid of some troublesome captain forever.
- High relations hit

Cure
- Converts a zombie back to being human for a lot of rez
- Everyone in the galaxy likes this. (everyone hears about it)
- Cured captain is very happy with you
- Vaccinated against re-infection for a while (3 starmap minutes)


Faction Neutralization:

When faction members are defeated in battle, if there are no remaining starbases from their faction, they will become neutral. This means that you can now wipe out a faction. Kill the starbases, then kill the captains so they can't respawn into the faction.


Starbase Bounty Increase:

Starbase bounties were far too low, allowing players to wipe out empires far too easily late game simply by using scrap. You can still do it, but it will now be a lot more expensive so you will need to strategize more in how you spend.

The minimum starbase bounty is calculated based on the owner's tech level and the starbase's size.


The Chipper!

We have added what we call the chipper on the inventory screen. You access the screen from the starmap in the bottom button array.

If you want to be rid of parts and don't want to drag them to a starbase to sell, you can chip them on the spot. You will get 50% of the scrap price that you would have gotten at a starbase, so hauling is better. But if you don't want to haul, and don't want the parts to weigh you down, then chip em and make your own scrap.

Select the parts that you want to chip and transfer them to the other side of the inventory screen. There you can either chip them, or drop them into space as before as a scavenge field (good way to get pursuers off your back sometimes, especially zombies)

Infected parts are special, since they have zombie goo all over them, they give you Rez instead of scrap when chipped. So now you need to decide if you want to clean that infected part, or convert it to some much needed Rez.


The Disinfector

When we added the chipper, we also added a much simpler way to clean your stored parts. The Disinfector works just like the chipper, but in this case, you can transfer your stored infected parts and then disinfect them by spending goons. This means you no longer need to attach a part to your ship to clean it of infection.


Battle Wagon Logic Upgrade:

We have changed Battle Wagon's target acquisition logic based on used feedback. So how it works now is that Battle Wagon's guns will prioritize shooting at your contextual target (E), then your locked target, and then anything it can possibly hit.

So Battle Wagons tries first to kill what you told your fleet to kill, then it will try to kill whatever you may be looking or shooting at yourself, then it will scan for anything it can hit.

The reason this works so well is that if you are actively shooting, you override Battle Wagon mode so you will always be hitting what you want if you are pressing the fire button.

A neat side effect of this new system is also that Battle Wagon can now shoot asteroids and junk if you target them with (E).


The Fighter Swarm:

Fighters now work like a swarm of angry bees and instead of needing to be directed, fighters will now seek and destroy enemies within their attack radius. Their target acquisition also takes hints similar to Battle Wagon. So fighters will prioritize your E target, then whatever you are pointing at, and then anything in range.

Some effects are that you no longer "need" to use E to send fighters after enemy ships, which will then allow you to keep your Carrier strike craft our of weapons' range more easily.

If there is no (E) target, fighters will automagically sweep to whatever you are shooting at. So if you start shooting at a ship or an enemy strike craft, you will notice your swarm of angry little bees swarming to that target naturally as well.


Mining Op Upgrades

So the Mining Op was underwhelming resource wise vs. time required to mine. We are hoping these new changes will make mining op's more of a treat to try when you see one pop up.

- There are double the resource rocks in the Mining Op now.
- Each resource rock contains double the amount of Rez.
- We added a second tractor beam to the mothership to make pickup faster.
- Rez drops from rocks come in larger denominations, now in 1,2,5,10 (was 2,5)
- Resource rocks won't drop explosive wisps anymore (so you don't risk breaking the rogue miner crates, causing an unwanted battle.


Threat Levels and Strike Craft

Strike craft will now play their proper role in threat level calculations. Large ones in particular will make a big difference, and now the threat levels should be much more reasonable, at least when it comes to a fleet's strike craft factoring in.


Final Battle Readiness:

We noticed a reoccurring problem with players not realizing when the final battle was ready to start, or not knowing what they had to do to start the final battle. We have made this a lot more explicit. Now when the final battle is ready the helper tip tells the player to kill the capital base, there is a callout indicating readiness (also in sandbox which had nothing)

But most importantly we have changed the war meter once the final battle is ready. Once you achieve the threshold for the final battle, the war meter will stop counting and will instead tell you to go fight.


Prestige Command Points

A great player suggestion came up to add command points to the prestige system, so we did. Command points are now infinitely leveling. This means that given a high enough level, you could now field four large strike craft. Prestige command point levels will give you 2 points instead of the usual 8 for main levelups.


Other Tweaks and Fixes:

- Fixed stash showing values with markup

- Fixed long profile names warping in trade window

- Torpedoes and Bombs (and all missiles) got a health boost. Bombs and torps got a bigger health boost.

- Flak cannon damage down 20%

- AI more willing to accept peace if losing badly in a war

- Fix for autosaves being blocked for 15 seconds after a battle.

- Autosaving is forced to happen on game exit regardless of timing of last autosave.

- Accept/Decline on quit to main menu and quit to desktop.

- Large Bounty Hunter engine received a dispenser slot (hangars/krule)

- Fix for possible control lockout when restarting a single player game from in game.

- Increased medium bandit hive threat from 35->40

- Increased large bandit hive threat from 45->55

- Special twiddling of phase 2 final fight ships if > 11 cores. Was causing unwinnable scenarios.

- Fix for non progression if complete final mission without starting a faction

- Small strike craft health + armor up 50%

- Hammerhead has a higher banking angle when turning.

- Clear to spine, and clear ship in the inventory menu don't make a noise anymore

- The following mothership parts now support small turreted weapons.
- Science --Large Nose: Flat Deck
- Civilian -- Large Engine: Camel Back
- Militia-- Large Engine: Horizon Back
- Miners -- Large Nose: Foundry
- Hunter -- Large Nose: Sting Nose

- Added Ion barrels to the final mission in cease players need some extra shield popping potential.

- The whole reticle turns red when a target is in range now, to make it more obvious.

- Player core in scan view will show both total ship stats and core stats.

- Lots of improvement with the controller in menus

- Zombie Capital threat now shows as ??? since it is outside the usual threat assessment system and also MYSTERY wooooh...


Moving Forward

Next, we will be working on v0.8.5 which contains mostly tuning and bug fixing tasks to get us solid for our extended work on v0.9.0.

Version 0.9.0 will be the big engine upgrade and multiplayer rewrite required for Unity 5.5 (We are currently on v0.5.0.2)

Once we upgrade the engine, we will need to rewrite our multiplayer back end to comply with the major multiplayer changes in Unity since v5.1. That upgrade will take us offline for a while, but we will have more details upon the release of 0.8.5.

We don't expect that it v0.8.5 will be ready before January due to us taking a little time off to be with our families over the holidays. We will be pushing fixes to v0.8.4 though as needed.

We look forward to seeing you all again in 2017!

Andrew (Blorf) and Ricard (Narlak)

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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
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