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 (24 reviews) - 83% of the 24 user reviews in the last 30 days are positive.
Very Positive (1,149 reviews) - 82% of the 1,149 user reviews for this game are positive.
Release Date: May 17, 2016

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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.

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

Tuning, Tuning, Optimization, Tuning.

Stretch goal: VR. 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.”
Read more

Buy Space Pirates and Zombies 2


Recent updates View all (23)

May 9

V0.9.5 Deadspace Territory Update!

Hi all,

This update is centered around further expanding the sandbox gameplay as well as tackling many of the larger player tuning requests. There is a lot of stuff to cover, so lets dig right in!

At a high level, here are the major features/changes:

  • Deadspace Territory! (A way to set galaxy generation options that change its layout)
  • New higher starbase threat levels. (starbase threat works a lot more like captain threat now)
  • Missiles got a tuning boost (the continuing effort to make them relevant)
  • Personality based AI retreating (they tend to flee less often now)
  • Better in combat part attachment (fix your ship in battle hopefully with less fumbling)
  • Large strike craft health tuned to be less tanky. (6 star larges are less insane)
  • Ship Construction Undo (in construction level, back out changes when experimenting)
  • Zombies worth hunting (parts now have stars, they drop a lot more rez)
  • VR Beta (our first crack at a public VR build)

Deadspace Territory:

So one huge player request has been custom player galaxies. Creating custom maps in Maya and importing them into the game won't work because of the huge amount of connection work they require as well as the requirement to add hooks to other internal game systems for the AI. We wanted to answer those requests and deliver something that served the same purpose, so Deadspace territory was born.

A Deadspace territory is a territory with no starbase controller. This means no one owns it and no one will ever own it. It can almost be thought of as the water on your typical strategy game map. It does not restrict travel, but it does stop trade lines and acts as a natural neutral zone between empires.

Now lets delve into the settings so you can make the most of this new galaxy generation ability.

Deadspace Clusters vs.Veins:

A Cluster will form like a blob. It always tries to form in a position that connects it to the most of its own territory, but it hates to touch other deadspace. The blobs pinch factions together creating high conflict zones.

A Vein (cluster mode off) is the opposite. Veins still don't want to intersect other deadspace, but they also want to touch their own territory as little as possible. This ends up generating string like veins throughout the galaxy, forming natural empire borders. Veins create discrete pockets of territory.

Deadspace Resources:

This setting tells the galaxy generator to allow resource nodes and lore to spawn in deadspace, or to keep it totally empty.

Empty deadspace won't attract captains, so regular space will have a much higher population.

Resource filled deadspace provides more opportunity to harvest full and unowned resource nodes.

Deadspace Volume:

This is how much of the galaxy can be filled with deadspace territory, up to 50%.

Deadspace Scatter:

This is a 0-1 value of how many separate deadspace pockets you want. 0 means one big pocket, and 1 will mean the maximum number of pockets, each pocket being 1 territory. To get 2 deadspace territories, set the slider to 0.01-0.03ish area. It is a bit of a weird concept, but luckily we have pictures!

Example Layouts:

Cluster: On, Volume 50%, Scatter 0.01

This shows two large blobs of deadspace. This is due to the very low scatter value.

Cluster: On, Volume 50%, Scatter 0.25

Now instead of two big oceans of deadspace, we have a series of small lakes due to the higher scatter.

Cluster: On, Volume 50%, Scatter 1.00

Now with the scatter maxed, we have essentially a shotgun of 1 territory wide deadspace pockets.

Cluster: On, Volume 20%, Scatter 0.05

Here is an example with less overall deadspace in the galaxy. Only 20% here, so we have a lot more play area left intact.

Cluster Off, Volume 50%, Scatter 0.02

One huge set of veins has covered the entire galaxy, creating a series of small islands to seize.

Cluster Off, Volume 50%, Scatter 0.20

Now we still see lots of islands, but the veins are now not touching.

Cluster Off, Volume 20%, Scatter 0.20

Finally we have only 20% of the galaxy veined into deadspace. Look at that ripe territory on the bottom right... Only two connections in.

Hopefully with these examples you will be able to make the most of the new deadspace generator. Each galaxy should now be a little different and you won't know what was generated until you uncover those territories, so this should add a lot to early exploration. We hope you like it.

Starbase Threat Changes:

One problem since the big strike craft update (v0.8.0) was that starbase threat became too low due to the new increased threat being brought to the table by the beefy strike craft. In short, 80 used to be a lot, but now it isn't so we needed a better way of measuring Starbase threat and more importantly keeping AI captains away from the big ones longer.

Starbase threat now maxes out at 150:

But it wasn't just a number change. We have changed how starbase threat is calculated. It used to be a flat rate per expansion level, but now it is a combination of expansion level and the owner's level since the starbases inherit the perks of the owner.

So what this means is early on a fully upgraded base may be around threat level 100 or so, but at the owner levels up and gets new perks, that starbase's threat will also increase. We now show a starbase's level when you mouse over it as well so you better know what you are getting into.

The last four starbase expansions cost an increased amount of scrap:

This was to offset the new higher threat levels for starbses. So it takes a little extra work to get the starbase maxed out.

Starbase health now matters:

Starbase health now impacts threat so captain can whittle down a base by damaging it and running away.

There was also a bug where starbase health was not being saved and would reset to 100% each time you reloaded. This has been fixed. Health really matters for starbases now.

Also, Starbase health is properly taken into account when you start a battle with them now, so attacking weakened starbases will be a lot easier. Use those bounties to soften the bases before attacking yourself.

Starbase Notes:

Starbases inherit their owner's perks as well at strike craft star levels. So we now adjust the max threat level of their starbase based on that. This means not all fully expanded starbases will be of the same threat level, but higher leveled captains will have higher threat leveled bases. So as you level up, the bases you own will increase in threat. Another good reason to place the highest level captains in charge of bases.

Missile Tuning:

Missiles have been a hot topic for a while now, and we wanted to improve them further based on continuing feedback. So here's what we did.

First off, there were requests for a better faster missile. We re-purposed the old starter missile for this. It is now a very fact intercepting missile. Here are the stat changes:

Normal Missile:
  • Damage increased 25%
  • Reload 20% faster
  • Range increased 33%
  • Speed 33% faster
  • MUCH more agile and has 10x the thrust. (its faaast)

Ion SRM damage increases 33%
Torpedo damage increased 36%, speed up 33%, range up 33%
Cloud torpedo damage up 33%, speed up 33%, range up 33%
SRM damage up 25%

Personality based AI retreating:

Raise your hand if you are tired of chasing retreating captains. So the retreat mechanic is good, but it is used way too often by the AI, so we decided to make retreating heavily personality based.

Captains have a bravery trait. ( Note: It will be invisible when it is normal)

  • Cowardly = Retreat very likely (even more likely than before)
  • Timid = Retreat likely (about as likely as pre v0.9.5 was for all captains)
  • Normal = Less likely retreat than before v0.9.5
  • Courageous = much less likely retreating.
  • Fearless = almost never retreats.

So overall there should be quite a bit less retreating, at least right off the bat. They will still run if the odds are stacked way against them, but it takes much higher odds for some captains now.

Better in combat part attachment:

Attaching parts while in combat has been a problem for a while. It is just hard to do while being shot at. Here's what we did.

Snap distance for attach points increased in combat levels to improve on-the-fly building. This means that the parts are MUCH more magnetic in combat. We realize you probably aren't fine tuning a design while a particle hose just removed your engine, so they snap right on now if they see a good spot to attach nearby.

We also added a much stronger auto-levelling system to the ships when the tractor is on. One problem was that you cant attach a part while the ship is banked because the attach points don't line up with the combat plane, now we un-bank you when the tractor is on using a good dose of physics.

Strike Craft Tuning:

Large strike craft are too strong. This comes up a lot as well. If you have been around since launch you would have never thought those words would be uttered, but they are too strong.

First off we lowered large strike craft health by 33% so they don't take forever to kill at high star levels.

If that isn't enough we have further ideas to lower their health tanking, but we want to see how this sits with players first.

Second and more importantly, strike craft now take a bit of splash damage when they are medium and large, depending on size. This means area of effect weapons will impact them more. It still is no where near as much AoE damage as a large mothership takes, but it keeps warheads somewhat useful against the big and slow ones.


Small strike craft health up 33%
Small strike craft armor up 17%

Ship Construction Undo:

In the ship construction level, you can now undo changes made while experimenting with your design. This system will remember the initial ship configuration you had when you first entered the construction instance and you can always revert to it.

Hopefully this combined with the root core hot swapping from last update will make design experimentation a lot less painful.

Zombies Worth Hunting:

Zombies parts now have stars. These stars follow the same rules as regular factions, so larger zombie infections = greater chance of higher star parts. This should make them more appetizing to hunt for parts vs other captains late game.

Note: this also means that zombie ships will be stronger than before. Beware.

Zombies now also drop 100% of their Rez supply on death. Previously it was 25%. So zombies are a decent Rez farm as well now. Just don't get infected.

The VR Beta:

Richard has been spending time on our stretch goal of a VR build and has been making some good progress behind the scenes this update.

One important note is that Richard's VR time is not taking away from regular game development time. Core game development, as above, always takes priority, but at this point in any project when we are stabilizing the game and tuning, content work ceases and usually the art team moves to another project.

In the case of MinMax there are only two of us, and we are not going to split focus with another project so Richard now spends that downtime on the VR build. There have actually been quite a few rendering improvements that have come along into the main game as a side effect of the VR build as well.

Now onto the VR build itself.

Right now we are not “officially” a Steam VR title. Only the two of us here have even tried it, so it is very much a beta. We want to make sure it is decent before we add that tag to the game.

We are going to release it as a Beta build on Steam that you need to opt into.

We will create a new sub-forum for VR topics.

The current build has been tested on the Vive and Rift.

The VR build requires a controller and will not work with a mouse and keyboard. There are plans to get the Vive and Rift hand controllers working for a future update.

Please give it a try if you have one and let us know how it works for you. Literally 2 people have seen this, so we want to know.

VR Beta Password: experimentalVRbeta

Additional Fixes/Changes:
  • Strike craft quick deployment hotkeys: F1, F2, F3, F4
  • Galactic Colossus costs less to fund new starbases so building large empires is not so expensive. Was +500 scrap per base, now is +250.
  • Added Blueprint Drop Rate Multiplier to sandbox sliders
  • Fix for replacing an allied captain in battle, then reloading the game causing a non interactable battle.
  • Removed the limit of max zombie thralls on Hard. So zombies can take over the whole galaxy just like on insane.
  • Bandit strike craft get half the stars compared to captains of the same level. This is more in keeping with their junk part but large fleet theme.
  • Lowered strike craft threat calculation strength by 50%. They were making fleets seem much more powerful than they were, this lead to wild changes in threat level based on the number of strike craft in a fleet.
  • Bandit threat calculation takes 33% less threat from strike craft to better represent that their strike craft are not an issue if you kill the mothership (weak point)
  • Flak cannon chance to hit targets in cloud increased from 50% to 67%.
  • Fixed issue where initial threat level calculation for strike craft was too high, but reset on load which would have lead to early game threat level confusion.
  • Fix for too many spawn crates causing bandit hive to fail to become red.
  • Prevent levelup exploit when using a single core to cheese battles. max levelups now capped to 4 per battle.
  • Added special Alert_EnemyAttack autosave for when the AI attacks the player to prevent loss of regular autosave progress.
  • Fixed case where zombies would attack while player's level was still below the player ignore level when the player was harvesting resources.
  • Fixed a rare bug where you could join a fight against an ally when a captain from a different faction was also aiding your ally.
  • Updated Unity 5.4.4 to Unity 5.4.5 (Tried Unity 5.6.0f3 but it still contains a bug that needs fixing before we can use it (issue: 899009)
  • Fixed bug where faction relations were not being properly capped between -100 and 100.
  • Fixed bug whereby executing captains could increase overall faction relations beyond what losing that captain from the faction should have caused.
  • add base construction hint on create faction that other faction leaders will not be happy.
  • add base construction hint on build rebel starbase that other faction leaders will not be happy.
  • On easy mode, only allow one war on the player at a time.
  • Leech Beams now work on large strikecraft and battlewagon knows how to target them with leech beams properly.
  • Distance numbers now also show on the currently locked target as well as the current contextual action target for strike craft and drones.
  • Added starmap distance number to the enemy bounty list in the captain info page.
  • Fixed starbase tip to report the right unlock level for building when the unlocking is changed for sandbox mode.
  • Wingmen won't trade Rez at stations because the player may have given it to them to help them keep up.
  • Fixed a possible case where it was possible for wingmen to ignore a player battle and not join.
  • Made wars more likely between factions when they run out of space to expand.
  • Fix for having to move that 1 pixel after battle to reach the scavenge field.
  • Captain info on mouse over was not reporting the relations values that took into consideration faction standing. This meant you could see someone with -5 relations being friendly instead of neutral. This is now fixed and shows the final relations which are used for hostility calculations. (Derived Relations)
  • Added gamplay option Toggle Combat Zoom (instead of right mouse hold)
  • Added combat zoom Controller and Mouse sensitivity slider to gameplay options.
  • Only display mouse sensitivity sliders for mouse mode and controller sensitivity sliders for controller mode, less menu pollution.
  • Added Invert Y selector for the combat scope separate from the 3rd person cam to gameplay options.
  • Fixed AI captain joining player faction request text so that when they offer 0 scrap it doesn't show “0 Scrap” as if that was something being received.

Going Forward:

We hope to start interviewing voice actors in the very near future and to get a good start on localization. Right now those are the two big tasks keeping up from 1.0, and it is time to start tackling them.

Beyond that we also hope to deliver a medium sized map (100 territories) as well as a sandbox mode to rebound the zombie infection so it comes back stronger each time you kill them until you are finally overwhelmed.

SPAZ 2 is getting really close to v1.0 now and it has been an amazing year of early access. The community interaction has taken SPAZ 2 way beyond where it could have been without you all, and we are so thankful for your patience and insight!

Andrew (Blorf) and Richard (Narlak)

53 comments Read more

March 28

V0.9.1 Super Sandbox Upgrade!

Hi All,

This update was all about replayability. We are going to get right into the guts of the update because there is a lot to read!

At a high level, here are the major upgrades:

  • Flight physics got a big upgrade, which also lead to a 20% CPU savings.
  • Improved missiles to make them a more viable choice.
  • Added ability to hot swap the root core in the inventory level.
  • Changed Fighter energy consumption to be on attack only.
  • Added an Insane difficulty mode for experts who hate themselves.
  • Added Extended core modes (now have up to 21 cores)
  • Upgraded the sandbox mode with 73 sliders and new pre-defined game modes.
  • Added the Milky Colossus (a huge 200 sector map!)

One important note:

This was a huge update, and we are just two people. We tested this as best as we could, but the breadth of changes in this update would require an army to test properly. The old map has had three years of testing and the new map has had about a week. Also, we tried to apply logical limits to the tuning sliders, but there are thousands of permutations to the possible tuning now. So we “think” everything is good, but we expect a few hot fixes to come in the next couple days as you find and hopefully report weirdness. The game just got a whole lot bigger...

Flight Physics Improvements:

One of our big goals was to optimize the physics a little more to allow for more cores and to take some of the pressure off slower CPUs. The end result of this work is that there should be about 20% less physics load on the CPU, and when the load gets high, fps drops will be less noticeable. So it was a pretty big win.

The root of the upgrade is that we now use physics for everything flight related. This means the ship handling will feel slightly different and may be a bit foreign at first. The ship banking used to be controlled by a forced rotation over time that overrode physics (this lead to some nasty problems we will discuss below as well.) This is why the banking could feel a bit robotic, because it was. Now we use some crazy vector math to handle the banking with physics forces.

From your perspective:

Some ships will bank more quickly and others more slowly than before. Since the banking is using real physics the shape along the spine of the ship matters. It takes very little force to rotate a pencil along its length, but a lot more to rotate something with wings sticking out from the center line.

Root core placement matters. This is where the physics is centered (somewhat) So if you put the root core up front you can make turns that can slide out the tail end on fast turns (this feels pretty good) Experiment with a placement you like.

Ships now nose down or up on turns. Ship pitch rotation is no longer locked, so on turns they look a lot more dynamic.

One extremely awesome side effect is that ramming and collisions look fantastic. If you see an arena event with the Krule Intention ship, try it out and you will see what the new physics can do.

Extra physics info for nerds:

So physics and the frame rate update at different speeds. This means that physics needs to interpolate between drawn frames to look smooth. Now when we were doing the robotic banking, it was fighting this interpolation because we were forcibly changing the physics all the time. This lead to a “tick” it was really fast and you may have never noticed it, but you probably heard it (ears are better at picking this stuff up) So if you did a high speed turn in the past your engine sound would kind of warble. That warble was the sound of the physics being reset dozens of times per second. Tick Tick Tick. Drove us nuts but we didn't know what it was until we fixed it. Now the engines hum instead of yodel.

At high frame rates the visual tick became visible. The camera is fixed to the ship, so the ship itself never ticked as it rotated because the camera ticked with it, however the entire rest of the environment (aside from the skybox) WOULD tick since the actual thing ticking was the ship with the camera attached. These subtle little tick tick tick when looking at asteroids and turning... All fixed.

Sound and flight are a lot more smooth now. We like smooth.

Missile Upgrades:

The missiles have come up a lot on the forums recently as not being viable, and we agree, so we set out to fix that.

Missiles now shoot twice as often, but do half damage (dps is unchanged)

Missiles get a 3 second point defense buffer before being lockable. This prevents them being popped while next to the parent ship.

Flak cannons now work like flak cannons and are not 100% effective within the flak cloud. Some missiles will make it through the shrapnel, others will be damaged, others destroyed. Expect around 50% to survive with some remaining level of health.

Missiles, Torpedoes, and Warheads have a short warm up time before being fired while in initial formation with the mothership (to prevent friendly fire accidents)

Missiles, Torpedoes, and Warheads have 50% more health.

Ion Warhead clouds now have a 1 second lifespan but do 2x damage. This makes them the shield killers they are meant to be.

Root Core Hot Swap:

In the inventory level, you can now re-position the root core without disassembling your entire ship. Right click the root core, then right click a sub core where you would like to place it.

Please report any anomalies with this. The code to make this work is really fiddly, but we figured the convenience to the player outweighed insanity of writing it.

Fighter Energy Consumption:

In the unending battle to make fighter fun but not overly epic compared to other weapons, we have adjusted their power consumption to only consume while the fighters themselves are actively trying to kill something. This brings them back into line with the power consumption of other weapons systems.

Insane Difficulty:

Its back and less fair than ever. This difficulty mode is about pain, and please do not try this mode with less than 50 hours of experience. It will hurt you.

  • AI does 2X damage.
  • You do 0.5X damage.
  • AI levels MUCH more quickly. You can still out pace them, but barely. They get a base of 97.5% of your experience. Expect the AI to stay ahead of you for a good long while.
  • Zombie provinces can now have 2X as many zombies. They will vacuum factions to death.
  • Zombies will do 2X damage (that is 4X total... there's some hard zombies)
  • Outside of the difficulty slider there are 73 other sliders which are not connected that you can use to inflict pain on yourself.

You have been warned...

Note: Insane mode is still in the works so there is not achievement for it yet, but there probably will be someday once we know it is settled and evil enough.

Extended Core Modes:

The physics improvements above have had the side effect of making the long awaited extended core modes possible. They do eat a fair share of CPU so keep that in mind, and the story will still use the good old 15, but if you want bigger ships, they have arrived...

Note: this applies to the whole galaxy. All captains get the extra cores.

There are 6 modes:
  • Default: normal progression (15 cores total)
  • 3 Early: Your starter ship will now have 6 cores instead of 3, normal progression. (18 total)
  • 3 Late: This extends the end game allowing cores to be added further along in the level tree (18 total)
  • 6 Early: Start with a 9 core ship. (21 total)
  • 6 Late: Greatly extend the end game core perk hunt. (21 total)
  • 3 Early and 3 Late: This one starts you bigger and ends you bigger, and is quite fun. (21 total)

Why the odd number MinMax? 21? What you smokin?
The reason for 15, 18, and 21 is to allow 3 X N brick shapes for synergies without wasted dangly bits. We hate dangly bits...

Super Sandbox Sliders:

So, there are now 73 sandbox sliders, and with great power comes great responsibility. Awesome new modes are at your finger tips, but it is also possible to make a horrible untuned mess. Try for the first option, and please don't blame us for the second.

To help with this, we have made a few pre-built game modes using the sliders to act as helper examples for your own tuning templates.

Game Modes:
  • Default: Good old default. This is what the story uses.
  • All Unlocked: If you want it all and you want it now, well this is for you.
  • Epic War: Brutal marathon conquest.
  • Rising Star: Carve out an Empire... Somehow.
  • Hidden Menace: While bandits rule, dankness looms...

For most players the game modes above will be a great starting point and will add tonnes of replayability.

For those of you who like to get your hands dirty, read on...

Advanced Mode:

When you select a game mode, you can inspect the sliders below in the advanced section to see what they did. This allows you to use a game mode as a starting point and then tweak it however you want.

Once you have the sliders where you want, you can save them and that will become your new sandbox default when loading the menu. There are ways to save multiple tuning files but more on that later...

Tuning Categories:

Starmap Setup:
These build the galaxy and cannot be changed after generation. These are very powerful and define things like the levelup mechanics and faction spread, the guts of how the galaxy will play out.

Note: the rest of the sliders can be changed in game at any time.

Starmap Meta:
This is how the metagame works. How many systems are needed to make part sizes, how many perks you can pick from on levelup, the levelup speed.

This one is really powerful, and it is the reason alt-F8 exists. You can change darn near everything about combat in here, live. Expect to spend a good while fiddling in here.

Zombie War:
How strong is the infection and how hard is it to overcome.

Feast or famine it is up to you.

Adjust the power, effectiveness, and frequency of raids.

Tune the cloaking mechanics to your liking

This is a little bit of everything else that doesn't fit in a category. There are some cool things in there like determining how much rez parts and goons consume, if any.

Important notes:

In sandbox mode we try not to lock you down, so if a tunable won't break the game we let you tune it while the sandbox is running. If you made a bad choice, and that choice wasn't used to generate the galaxy, just change it :)

To access tunables while the game is running look in the options menu (not available in story mode)
Also if you are tuning ships, you can press Alt-F8 to bring up the menu more quickly.

We also allow you to save your own tuning table. Each time you load the sandbox menu it will default to your saved tunings.

Note: You can even share these tuning files with friends (if you rename them they will appear in the pre-defined tuning lists at the top of the sandbox menu)

Located here: C:\Users\MinMax\AppData\LocalLow\MinMax Games\SPAZ 2\Cloud\Tunables
Just rename MyTunables to something else and it will appear in the game modes menu. The hope is to someday set these via workshop, but there is no reason people can't share them themselves for now.

The Milky Colossus:

Saved the best for last. It is finally here! The giant map! Not much more to say than that. Go, explore, have a new adventure.

Well there is a tiny bit more to say. So the new map is huge and has 1 week of testing. We think it all works, but it is huge and has 1 week of testing. If you see anomalies, please let us know. Did we mention that it is huge and has 1 week of testing?

Other Fixes and Changes:

  • Fixed issue with controller input scaling with frame rate. Now rates are constant like with the mouse.
  • Fixed issue where if you press escape on the select difficulty menu while already in a game it would revert to the galaxy creation screen.
  • Zombies should respawn with a full compliment of 0 star parts. on hard zombies do 33% bonus damage now (offsets their poor parts) on insane 2x.
  • Fixed a bug where in rare cases a save could become corrupted due to a loading timing issue and subsequent save. Sprung up in V 0.9.0.
  • Fixed sound persistence issue where too many looping audio sounds were active on the starmap after loading from a combat instance. Got some CPU back on starmap.
  • Ai captains start with more real parts.
  • In inventory level the firing arcs are now easier to test since guns will always fire instead of only firing if they can hit something.
  • Zombies get strike craft at zombie starbases. Keeps them threat relevant.
  • Zombies levelup more aggressively. To keep them closer to the top of the heap.
  • Zombies wont attack transports on easy and normal, but will on hard and insane.
  • Fixed capital transports returning to parent station after they are attacked.
  • Fixed Join my faction and kick from faction not appearing when an Ai captain is in battle
  • Bandit hive interaction text show when they are blocked by battle to avoid confusion as to why the fight button is inactive.
  • Fixed demand surrender not showing why the option is disabled in some cases.
  • Fix for beeping warning sound going off when a missile wants to fire in battlwagon mode.
  • Added a frame limiter for then Vsync off. 30,60,90,120,144 selectable.
  • Fixed it such that games with zombies deactivated will not spawn zombie roids in missions.

Going Forward:

We expect a few hotfixes to come out as a result of all the changes in this build, but we are on deck to get them out as quickly as possible.

While I am working on script optimization, and an endless mode for the zombie infection, Richard will be exploring our big stretch goal, VR. He will likely make a separate post talking about that in the near future.

Long term the major goals left are VR, Voice Acting and Localization. Beyond that there is the ongoing support of the new systems, bug fixing, tuning, and the addition of features as they are needed or just sound really cool.

Thanks again for your support and great ideas!

Andrew (Blorf) and Richard (Narlak)

122 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


“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 Learn More
Very Positive (24 reviews)
Very Positive (1,149 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
998 reviews match the filters above ( Very Positive)
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...