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 (131 reviews) - 83% of the 131 user reviews in the last 30 days are positive.
Very Positive (888 reviews) - 82% of the 888 user reviews for this game are positive.
Release Date: May 17, 2016

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Early Access Game

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

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

What the developers have to say:

Why Early Access?

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

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

Approximately how long will this game be in Early Access?

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

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

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

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

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

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

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

Tuning, Tuning, Optimization, Tuning.

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

What is the current state of the Early Access version?

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

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

There are 200 persistent and unique AI captains.

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

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

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

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

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

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

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

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

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

September 20

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

Hi Everyone,

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

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

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

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

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

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

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

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

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

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

-Shooters now do 3x more damage

-Zappers now do 2.5x more damage

-Decreased fighter build time from 10 seconds to 6 seconds

-Fighters much more careful about damaging parent ship.

-Fighter incidental friendly fire vs allied ships greatly reduced.

-Fighters much better at docking on fast moving ships.

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

-Fighters don't launch in ship building level

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

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

-Ramming damage lowered.

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

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

-Fixed round off issue in surrender cargo menu

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

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

-Zombie respawn pods travel 50% faster

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

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

-Fixed fleet training mission if had broken strike craft.

-Missiles prevented from firing in ship building level

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-Increased Minigun damage

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

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

-7 Star part icon added for the lottery winners

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

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

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

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

-Texture optimizations (less memory use)

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

-Faster, more subtle menu sweep effect.

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

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

-Super interesting spelling fixes.

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

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

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

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

53 comments Read more

August 18

Expanded Synergies v0.6.1

Hi All,

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

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

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

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

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

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

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

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

We hope you all enjoy the Expanded Synergies!

Andrew(Blorf) and Richard(Narlak)

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

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

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

About This Game

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

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

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

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

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

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

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

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

System Requirements

    • OS: Windows XP/Vista/7/8/10
    • Processor: 2.6 Ghz Dual Core
    • Memory: 2 GB RAM
    • Graphics: 1GB 3D DirectX 9 Compatible video card
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • OS: Windows XP/Vista/7/8/10
    • Processor: 3.1 Ghz Dual Core
    • Memory: 4 GB RAM
    • Graphics: 2GB 3D DirectX 9 Compatible video card
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
Customer reviews
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Very Positive (131 reviews)
Very Positive (888 reviews)
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773 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
10 of 15 people (67%) found this review helpful
106.1 hrs on record
Early Access Review
Posted: September 27
ok. its been a long while since i played.
but i did play for a lil over 100 hrs.
even tried to write a guide to help players.
i fell in LOVE with ramming, even made a "special" Ramming Ship

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

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

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

still. I recomend this game.
I'm looking forward to its full release.
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4 of 4 people (100%) found this review helpful
4 people found this review funny
57.5 hrs on record
Early Access Review
Posted: October 4
> Playing the game, doing pretty well.
> Getting pretty cocky.
> Get into a fight with a zombie guy 30 threat levels higher than me.
> AlrightLet'sDoThis.leroyJenkins
> Disbatched the strike crafts using my ion missles and SRMs
> Managed to lure out and take out his lackies one by one
> 1v1, just you and me now.
> Cycling him for 30 minutes
> Missles flying towards him
> I'm dodging all of his bullets
> DodginAndWevingLikeAPro.gif
> I manage to take down his shields after another 10 minutes of strafing
> I celebrate a bit, my plan working
> Lost sight of my front
> My ship face plants an asteroid, stops dead
> A zombie ball hits my ship
> My shields deplete in one second.
> YouGottaBeFrikkinKiddingMe.jpg
> My hull fades rapidly
> My ship dies
> I sit there staring for a bit
> I can believe these explosions
> My ship breaks apart
> I swear I can hear that zombie ♥♥♥♥♥♥♥ laughing
> I let out a short sound of frustration
> Rage quit

10/10 will rage again
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3 of 3 people (100%) found this review helpful
38.0 hrs on record
Early Access Review
Posted: October 1
36 Hours in the game so far. worth every penny. i would compare it to Mount and Blade in that you roam arround and kill things with your mothership and smaller strike craft and can attack starbases and make your own empire. there is a deeper layer of combat in that different weapons kill shields/armor/health at different rates. basicly HE=health Lasers=shields. I cant wait for more updates and content. A+, would play again (and prolly will)
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4 of 5 people (80%) found this review helpful
22.4 hrs on record
Early Access Review
Posted: September 28
Even if it's early access the game is already flawless. I had 0 crash and very few(understandable) fps drop that in no way affect gameplay.
It's different from the first SPAZ, but it keep consistence over the gameplay and in the end it's fun like the first.
The developers are also very friendly to the community and are always listening to us.
If you enjoed the first spaz, buy it. You will not regret it.
If you didn't, buy both, since they are actually different they are still nice to play!
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2 of 2 people (100%) found this review helpful
1.3 hrs on record
Early Access Review
Posted: September 28
My intial impressions tell me, this game has the potential to be a classic. Very polished and detailed so far. Can't wait to see the final product. Well done devs!!
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2 of 2 people (100%) found this review helpful
74.4 hrs on record
Early Access Review
Posted: September 29
SPAZ was one of my favorite space games a few years back. When I saw that there was a sequel coming out I was extremely excited.

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

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

But, that said IT IS FUN. I'm realy enjoying it so far and given how the devs seem to be treating things, I can guess that by release those things I mentioned above will be fixed. SPAZ2 is a really well made sequel to SPAZ and hits all the right notes so far. If you played the original and got sucked in, you'll love this one, too.
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2 of 2 people (100%) found this review helpful
15.1 hrs on record
Early Access Review
Posted: September 28
Yeah, it's cool.
2D space shooter in a 3D engine.
Gunning is fun and the rpg mechanics keep you playing.
Plenty of charm in the script (even if it is a chore sometimes).
It's in a very playable state, but not sure how deep the rabbit hole goes.
The first one is well worth a look too.
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2 of 2 people (100%) found this review helpful
13.8 hrs on record
Early Access Review
Posted: September 21
Extremely fun, and progressively getting more fun. The combinations seem to be getting better as the game progresses.
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2 of 2 people (100%) found this review helpful
13.9 hrs on record
Early Access Review
Posted: October 2
First you think it's pretty simple, then the next moment you're stuck deciding the best layout and equipment for your ship. Also, super addictive.
Request to devs: allow us to keep current voiceover, we don't need no human actors. Or make it an option is settings.
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2 of 2 people (100%) found this review helpful
9.9 hrs on record
Early Access Review
Posted: October 1
It's a fresh take on the universe introduced in SPAZ 1. The writing and characters is great as expected. The game frequently had me in stiches.
At first I didn't really like that as of right now dialogue is only available as text-to-speech but over time it grew on me. So much so that I wouldn't mind text-to-speech remaining as an option even after voice acting has been added.
Which brings me to the Early Access. Aforementioned lack of voice acting is one of the only things that seem 'unfinished' about this. Core gameplay is absolutely solid, nothing seems amiss.
The core mechanic of redesigning your ship out of parts

In conclusion, definitely worth a look if you're into the idea of a game in which you can broadside another spaceship, shoot parts of it off and then slap them onto your own ship on the fly. Or just literally throw space rocks or explosive barrels at the enemy ship (an actual recommended strategy).
Was this review helpful? Yes No Funny
Recently Posted
21.3 hrs
Early Access Review
Posted: October 21
Made with gobs of slimey passion and festering heart.
Helpful? Yes No Funny
90.6 hrs
Early Access Review
Posted: October 21
It says something about SPAZ 2, that the synthesized voices used as placeholders have now been promised to be available as an option, once the "real" voice work has been done. There's something about your ship's computer saying "Kill! Kill! Kill!" in a totally exuberant, yet totally robotic voice that about makes my hurt myself laughing every time I hear it.

Gameplay: Basically, "Captain Forever Remix" and the original "SPAZ" had a love child.

- Nice look and graphics style, imo.
- Pretty funny characters and plot that ties in well with SPAZ 1.
- Pleasantly meaty combat. Several strategies are viable, although some may not be optimal for all situations (starbases and multiplayer, specifically)!
- Weapons are fun to use, and many let you literally dismember your opponents. You can even grab those dismembered components and attach them to your ship mid-combat (or reattach them if they where yanked off of you), if they aren't destroyed! You can even use the same tractor beam to grab rocks and debris and smash it into your enemy, which never really gets old.
- Ramming is a completely workable, and in fact, rather strong tactic =D .
- Cool "Starmap" light strategic layer in the single-player game (sandbox or campaign).
- Like Captain Forever: Remix, you build your ship from "Lego" modules in any way you choose (if you have the parts ^^ ).
- The sandbox mode has many adjustments, if you care for a (much!) harder game (or easier, for that matter).
- Active, responsive devs.
- Multiplayer support is otw!

Cons (it's a work in progress, Bugs Happen™):
- The AI is...a bit, er...challenged at times. So far, that's my only real beef.
Helpful? Yes No Funny
16.1 hrs
Early Access Review
Posted: October 19
I like this game, it reminds me a lot of Mount and blade: Warband. I can't wait to see where this game ends up by release.

Imo: there should be more ways to actively command, or request aid from allies, and perhaps a territoryial boost, such as an extra strike craft in a well developed friendly starbases controlled area, or just something territoryial-wise.
Helpful? Yes No Funny
2.4 hrs
Early Access Review
Posted: October 19
I adore this studio, SPAZ 1 made me get into open space games!
However in SPAZ2 I can really tell many things have changed, better? yes.

It feels like an really solid new game, with exciting progression and easy flow.

I recommend it because it's a game that's fun, easy, and friendly enough not to really confuse you.
If you are new to space games, this game is the one, it's not very complex game like some of the ones out there.

I would have put more time into it, but I am waiting for the full game to come out, to enjoy the full content/updates.
If you haven't played SPAZ1 you should consider playing it! so much fun and will give you a sight of what happend in SPAZ2.
Helpful? Yes No Funny
Black Tongue
20.2 hrs
Early Access Review
Posted: October 16
Do NOT, under any circumstances, give these people your money. The best word to describe this game is "tedious". I've had more fun at dental appointments. Every aspect of this product is a chore.

There are some truly awful design choices in this game.

You know how in some FPS games you end running backwards and shooting as your primary means of interacting with enemies because you can't jump, roll, or anything else? It's just run backwards shooting because it's your only choice? The SPAZ 2 version of this is turning, constantly turning, because no matter how many wings you put on your ship it is exactly as nimble as a rotting corpse.

No matter how "powerful" you think you've become, no matter how much time and effort you put into scouring the galaxy for RNG-generated parts with "good" stats, the enemies always scale directly alongside you (unless they're specifically flagged not to be). There's a "parts catalog" you can order stuff from (paying a premium to have it brought to you) but there aren't any real choices because, once again, it's more RNG.

Why is there so much ♥♥♥♥ing RNG in a single player game? If you've decided on a mechanic where I "build" star bases why do I not have the option to build the parts that I want? Why am I chained to whatever loot table you made? There just isn't a way to actually get ahead in SPAZ 2. You will always be right on the cusp of getting your teeth kicked in by even random, unnamed bandits because they've got dozens of additional "strike vehicles" in their hangars whereas you cannot build your own and when they're destroyed - yep! MORE RNG! And oh, look! Nobody else has strike vehicles and there's none in the catalog to buy! How's it feel to be crippled?

Which brings me to the point I said the hell with it and decided to write this review: the big battle with the zombie alpha.

The whole point of SPAZ 2 is finding upgrades to get stronger. So if you foolishly invested time and effort loading yourself out with the best you can get before you engage in the "plot" (LOL) missions, you're in for a treat: you get to fight multiple zombie clones of your own ship! Without ever having the opportunity to repair or replace your drones! Doesn't that sound AWESOME? ♥♥♥♥ like this always makes me wonder what game developers are thinking when they implement such bad choices. How do they imagine this is perceived as fun? "Oh, but it's a challenge," you may say. Fair enough. If that falls under the rubric of "challenge" then why not just disable my monitor? If I can't see anything doesn't that make it more challenging? Why not ♥♥♥♥ up the controls so I have to figure out a whole new layout in the middle of a tough fight? Doesn't that make it more challenging? Well, if those choices would be perceived as bad because they cripple your ability to actually play the damn game, how is literally crippling my ability to engage with enemies significantly different?

This ♥♥♥♥♥♥♥t marathon combat comes after you spend time and effort "building up" the galaxy in the form of star bases and newly recruited captains to your faction. They don't factor into the battle at all, which the devs know is a ♥♥♥♥♥♥ ♥♥♥♥ing thing to do which is why they hang a lampshade on it in the NPC text, and then you're in the thick of it perpetually turning, and turning, and turning, because if any of the "zombie torpedos" bursts too close to your ship they eat through your shields in seconds, infest your crew, and permanently lower your total health.

There are no health pickups in the fight. Pieces of your ship break off and are no longer available to be used or calculated in your stats (shields, health, speed, damage). Nothing. You're better off slamming a crescent wrench into your forehead.

All of that having been said there's potential here - assuming whoever writes the dialogue wakes up to the fact they aren't nearly as funny or clever as they think they are, the dev team as a whole re-evaluates their conceptions of "fun" and "challenge", and they implement some things I would have assumed would be a given in a game that's all about customized ships you build yourself. Let me build parts to my specifications. Let me dump cash and "rez" into a line of research, wait for some time to pass, and have the parts I want. I mean, FFS, I have to choose between stats and cosmetics in a single player game that's all about a customized spaceship? Really? Jesus.

Wait till it's five bucks. And maybe not even then.
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13.6 hrs
Early Access Review
Posted: October 16
good game really like it and the direction its going just problems for me is that the zombies are too strong and need to be a little nerfed in my opinon and the second one is there is no way to elimainate a faction
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12oz Jesus
2.3 hrs
Early Access Review
Posted: October 16
Interesting, different, and lovingly created by a small team.
Helpful? Yes No Funny
25.5 hrs
Early Access Review
Posted: October 15
This game is very different from SPAZ 1 and yet it is still awesome!!
Helpful? Yes No Funny
126.8 hrs
Early Access Review
Posted: October 14
Good game and getting better. Its kinda like M&B in space with zombies.
It also has a sandbox mode where you can turn the zombies off if you are absolutely tired of zombies.
Lego ship builder with moderate empire building and 3d space battles.
Helpful? Yes No Funny
64.3 hrs
Early Access Review
Posted: October 14
It's still a work in porgress, but it's pretty good. It's not perfect but it is an early release and updates are coming out fast. It is well worth a play. I like it a lot. It's an innovative game. The devs really have their finger on the pulse of their players. They are very active and resonsive on both social networking and forums.
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