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 (84 reviews) - 82% of the 84 user reviews in the last 30 days are positive.
Very Positive (810 reviews) - 81% of the 810 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.

42 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 (810 reviews)
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710 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
310 of 341 people (91%) found this review helpful
9 people found this review funny
21.4 hrs on record
Early Access Review
Posted: September 3
After playing this game for 19 hours learning all about the game since this is the first spaz game i bought i came into a troublesome bug that the dev team replied quickly and did thier best to help fix this problem but sadly couldnt due to it getting corrupted and the bug not able to be replicated. So the devs sent me a fixed version of just past the mission where it bugged out and gave some recources for lost progress after they did that i had to write this review and just say thank you to the devs for thier support and keep building an amazing game have a nice day :D
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128 of 138 people (93%) found this review helpful
35 people found this review funny
42.7 hrs on record
Early Access Review
Posted: September 12
I can't describe how much I love this game. There is an amazing amount of polish and balance, from the visuals and the strategic depth, all the way to the raw and dirty visceral depths that combat can descend to.

Let me tell you about the combat; It is good. My most memerable battle so far was a 2v2 where I aided a weaker captain vs a bandit, only for a high level bandit to join in.

Bandit capital ships are weaker but they have an insane number and reserve of strike craft, which increases by level (not fighters, those are different). My ally engaged the motherships while I thinned the swarm but he was being overwhelmed, so I rammed the strongest enemy and kept thrusting to push him away (ramming is a big mechanic, more on it later).

Freed to 1v1, my ally succeeded in destroying the first pirate, but at high cost; his shields down, his nose and two wing modules torn off and floating free, a core destroyed and his health but a sliver. Sensing blood, the swarm of strike craft pounced. There was nothing I could do to save him. He exploded magnificently, destroying many of his attackers who were too slow to flee.

The remaining pirate and I circled while exchanging broadsides, each deadly piroette bringing us closer to a field of asteroids. His strongest weapons were on his nose and he fought to bring them to bear. I, meanwhile, was slightly more manoeuverable and clung on the the relative safety of his rear, while picking of the remaining swarm. Our shields failed at the same time.

Shields, armour and hull are not just 3 interchangeable stats in SPAZ2. Shields are the most familiar, a flat, regenerating, protective field. Armour is different. Every single non core piece of the motherships have their own armour, some of which is shared to the core. If a part loses all its armour, it is torn off, and sometimes destroyed. Hull, or health is only relevent to the cores of the ship and when that is gone; boom. So unlike other games, it isn't destroy shields>armour>hull with various piercing weapons, it is shields>tear them to pieces or shoot straight for the core.

We tore each other to pieces. I took his right wings out but clipped an asteroid at speed, destroying my left. Caught against it, he was able to bring his nose to bear, shreading off my remaining wings and one of my engines. Now he was more manoeuverable.

In despairation, I boosted, smaller asteroids tearing into my hull until I placed a large one between us. Frustrated momentarily, he stopped and reloaded. Seizing this last opportunity, I came out of hiding behind him, my last weapons pounding his engine, trying to even the score. But it wasn't enough. He began to turn and rained fire on my last engine. Before I could be left helpless, I once more boosted, this time straight at his exposed engine, knocking it into the void while my nose crumpled and exploded.

Both helpless now, no engines, but still he had weapons and he slowly, ever so slowly, turned to bring that hateful nose to bear. With nothing left, I had a moment of inspiration and grabbed the astreroid chunks with my tractor beam. In space, surrounded by the refuse of awesome technology, I beat him to death with a rock.

A narrow victory, I collected the refuse of our 4 ships to just bearly rebuild 1, and then jumped to the void.

All actions described above REALLY ARE IN THE GAME. If two things collide, they do armour type damage (very weak vs shields, weak vs hull) to eachother based on their mass and speed. If you can get an enemies shields down while yours are still up, boost at him/her, smash their bits off! Beware of ramming with your shields down, as you can wreck yourself. Finally, you can rebuild your mothership WHILE IN COMBAT. A wing came off? Try and grab it before it goes to far, and reattach it! Enemies powerful weapon came off? Remove your own and replace it!

Did I mention I love this game?

Also, there are so many viable ways of building your mothership, and none are perfect for all situations. I keep parts in storage to swap forms when dealing with different kinds of threats (General flying, starbases, pirates, mining) but my general form is the ION shield ram: Huge shields/thrust and some ION weapons or lasers to take down shields so I can ram them. It is weak to strike craft and starbases however, and is hard to mine with.
Was this review helpful? Yes No Funny
26 of 32 people (81%) found this review helpful
2 people found this review funny
16.3 hrs on record
Early Access Review
Posted: September 10
Currantly have only 4 hours in Game but what an eventful four hours of excitment adventure and being stalked by pirates Very happy i bought this title even though it is VERY different from S.P.A.Z.1 it still has the charm and humour and its own uniqueness and replayability...the fairly regular updates..

Things i Like:
Modular ships
Smart enemies
Being able to trade with everyone(at a loss for fellow captains)
Ramming ships
Throwing debris at an enemy and seeing them explode

Thing i deslike:
The voices
The universe size

Things i would like to see(if possible):
Unique Ships designs that drop blueprints(if possible)
an expanded Galaxy(custom sizes if possible)
More control over colour schemes(perhaps and RGB style would work)
Special attacks(with a cooldown of once per battle)
Goon transport for sabatage and mayhem(transfer limit determind by core size)

as i play more i wil probably find more stuff i like/dislike/would like to see

Will happiliy RECCOMEND this game to anyone who likes fun
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25 of 32 people (78%) found this review helpful
22.6 hrs on record
Early Access Review
Posted: September 19
A fantastic game. Think sid meier's pirates and mount and blade had a wonderfull kid. You feel like a small fish in a big pond, trying to make a name for yourself in a vast and unforgiving world. Combat is thrilling and deep as you pilot your mothership, comand your strike craft, and even assume direct control as needed. Parts of enemy ships take indavidual dammage, allowing you to take out their wepons or sheilds is a ton of joy customosing your ship.

Was this review helpful? Yes No Funny
12 of 15 people (80%) found this review helpful
1 person found this review funny
86.4 hrs on record
Early Access Review
Posted: September 20
I have one rule: Never buy an early access game.
I broke my rule for SPAZ2 as I enjoyed the first SPAZ so much that I felt that I could trust them.

It did not go unrewarded.

SPAZ 2 has a lot of the flavor of the original but taken to a new level.

I really enjoy the mothership building system. Hell, even shopping for parts is fun as you can go around and do whatever you want to do, and they arrive safely by courier from whatever port they were purchased from.

The fighing is definitely more intense for me, as well as all those other npc captains out there doing the same thing as me, sometimes with me, sometimes against me.

All in all, I look forward to seeing how the game develops, but in my mind I've already got my money's worth.

Whatever develops next is just gravy :P
Was this review helpful? Yes No Funny
12 of 16 people (75%) found this review helpful
44.6 hrs on record
Early Access Review
Posted: September 28
Honestly I was very excited to see this was coming out. I did not expect to see SPAZ 1.5 or a direct clone with new features from SPAZ.

Sadly SPAZ 2 fails to deliver in most areas.

This review highlights the features that I found lacking.

I reccomend this game to SPAZ fans who want to support the devs in a game that has ALOT of potential of truly being great.

I knew all of this going in and still bought the game to support the developers.

That being said this game is in ALPHA needs MASSIVE work before it is finished.

Bland space map, boring fights (little in the way of tactics needed), Main ship is SLOW in everything it does, controls seem half done(though they can be remapped helps a little), building your ship is very unrewarding, very generic cookie cutter parts(I am sure this will get better with time), and the AI of your companion ships is just beyond awful(lack of actual tactial options is pretty bad).

There is little you can do as of the moment I posted this review. GO destroy other captians, Destroy bandits, Get mats in game, level up you can make a starbase, you can fight in a virtual Arena. That is about all there is.

Even with all the negative features I have alot of hope that when finished, they will address all the probems and lack of content.

If the game is on sale honestly pick it up if you loved spaz and or you simply want to support the devs.

Edit: At the start you are hoplessly outgunned. Do not fight bandits or capt's untill you are given the quest to fight. This turns ALOT of players off quickly. If you play smart and attack bandits that are already in fights you will have Another NPC and all there lesser ships to help you.

I was able to beat main story line in about 20 hours. Ended up with about 100 threat.This being said the first SPAZ seemed to take alot longer. I am sure more content will be added to lengthen the main story line. Sandbox mode is where it is at if you want a VERY long play through.
Was this review helpful? Yes No Funny
8 of 12 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.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
21.0 hrs on record
Early Access Review
Posted: September 30
I gotta tell you I had fun with this. It's so much fun to play. Just finished the campaign at 21 hours in. Getting geared up to try the Sandbox mode. It's fun to make a ship that just looks so weird and yet destroys everyting in its path.

Likes: Ships, pirates, zombies, space, guns.....lots of guns. A good dash of humor and the ability to name my crew "Serenity".

Even without the voice acting, I made voices for everyone and it was awesome! Characters are amazing. It brings me back to when developers added their own slice of heaven right into the game, especially with the humor

I liked the building, fighting becomes a breeze once you narrow down how you want to use your ship, trading system is simplistic and easy to use, not over crowded with non-essential items you always have to keep track of.

Dislikes: Oh man if this had a bit of multiplayer mixed in this could be one heck of a ride. I see the option grayed out in the menu so it looks like there could be that on the way.

I wish you could move a bit faster on the nav map.

I was hoping for some bigger battles. I can see where that can strain many computer FPS counters but hey, most people have mad decent gaming PCs.

Being a hoarder I tended to always grab everything. Come to find out you can carry too much. So I was over weight and I had gobs of loot and nobody had enough money to buy my stuff.

Ideas: I think there should me a mixer mechanic / gambling where you throw in a ton of junk and then maybe get something good. Like in Borderlands you could mix guns and then get wicked cool effects and upgrades. This idea spawned from everyone not having money and couldn't buy my loot, and the fact that I wanted some upgrades.

In conclusion, this game is going into my favorites category. It's reserved for games I really love and will always have a special place for in my memories. For how cheap the game is I got my money's worth and then some.
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3 of 3 people (100%) found this review helpful
5.7 hrs on record
Early Access Review
Posted: September 29
At this point in time, the game is really warping towards success. For fans of the first installement, SPAZ2 is a great step up. It is essentially the same gameplay with a little more of depth and eye candy. Now, I do miss a couple of features such as fully customizing your little fleet of fighters and specializing your skills. The leveling system is straight forward and offers a lot of less flexibility. On the other hand, your mothership is now the core of the gameplay. There's surprisingly a lot to work with and finding the right balance is actually quite a challenge.

A bit like the first one, this is actually quite a challenging game. I think I died like 10 times during my first 30 minutes. Even after figuring out the intricates of the battles and getting a decent setup, I still found myself dying quite often. I know that in this day and age, instant gratification and easy mode is the norm but I have to applaud the challenging aspect of the game.

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3 of 3 people (100%) found this review helpful
15.1 hrs on record
Early Access Review
Posted: September 29
Downloaded, installed and played for 7 1/2 hours straight. Love this game, love these devs. The first game was pretty fun too you guys should check that out
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Recently Posted
0.3 hrs
Early Access Review
Posted: October 1
Love it! It is not like SPAZ 1, but it is still damn fine. I really like the modular building of ships, the other captains, and the fact that the map feels alive.

Really well done game.
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19.6 hrs
Early Access Review
Posted: October 1
Mount and Blade: Warband, In space.

It's entertaining and it has potential. It scares me that it feels like it's sort of done, story wise, yet it was pretty short. On the plus side you could make it last forever if you want too!

The dialogue is terrible, but it's on purpose so it's kinda fun.

I Recommend it, but I recommend the first game more. This is what I'd call the logical followup to the first game but I still enjoyed the first one a lot more and for a lot longer.
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14.9 hrs
Early Access Review
Posted: September 30
Like what other reviews have mentioned, this reminds me a lot about Mount & Blade, but in a space theme.
You have a big world with factions and non-factions, with members roaming around looking for fight.
As you progress with the storyline, join them in fights to get friendly, and vice versa.

Other Pros includes nice storyline, gameplay, audio, lots of customization available among other things.
I can only see them getting better with more updates, and once proper voice-over this should be even better.

As of now, it's very playable. 8/10.

P.S. Sharlto Copley for Carl dev!
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Donald J. Trump
0.1 hrs
Early Access Review
Posted: September 30
I loved the first game but this is garbage. The combat is awful. The developers should have stuck with 2d top down gameplay.
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klana depp
0.7 hrs
Early Access Review
Posted: September 30
i could write a lot here, but i'll just link this review which pretty much says EXACTLY what i was thinking.

im sorry - i was gonna support you but this game has NOTHING to do with SPAZ1, its flat out terrible. i dont think this is fixable after early access either, its just the whole design is just WTF. i played for 44 minutes in 3 sessions, read all the tutorials twice, and i still have no real idea what i am supposed to be doing to actually achieve anything in the game. lost every battle, no idea why... sorry, ... thumbs down.
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Couch Potato
5.5 hrs
Early Access Review
Posted: September 29
Can't tell how much I love this series. Ive been playing the first game non-stop. So far, this game has delivered what it promised, though it takes some time to get used to the new control schemes.


- Ship customization
- 3rd person view of the ship
- Combat system
- Modular ship


- Clunky xbox controller (might just be me)
- No real voice acting
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1.6 hrs
Early Access Review
Posted: September 29
not yet ready. it's stable, but missing many usability enhancements.
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