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 (81 reviews) - 88% of the 81 user reviews in the last 30 days are positive.
Very Positive (987 reviews) - 82% of the 987 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 (17)

November 15

V0.8.0 Released! (Say Hello To My Little Friends)

Hi Everyone,

We have just released v0.8.0 and it is our biggest one yet. There are quite a few major changes in this update. Lets dig into the details.

The Video

This update was huge. It deserved a video, and here it is. Please give it a watch to provide context to what you will read below.

Configurable Strike Craft and Hangar System

This one was a major player request. People wanted strike craft to matter more and be configurable. We heard you and here is what we did.

The Hangar System

The mothership now contains up to 4 hangars (start with 2, unlock 2 more.) These hangars can be used to build multiples of any strike craft that you can afford, up to the command point maximum. The hangar menu has replaced the strike craft menu.

Command Points

Command points dictate how many total strike craft you can build. Different sized strike craft consume different numbers of command points. So command points dictate your strike craft reserve while hangars dictate how many you have active at a time.

Command points are increased through the perk system.

Hull Selection

Once you select a hangar, you can then select the hull to place in that hangar. Hulls are unlocked through combat using a blueprint system similar to SPAZ 1.

Weapon Selection

Once you select a hull, you select the weapons for that hull. All the strike craft have had their weapon mounts totally redone. Each strike craft has its own unique set of mounts and it is up to you to pick the mount config that best suits the weapons that you want on the strike craft.

The Blueprint System

Its back! So now when you kill a strike craft there is a chance that a blueprint will drop. These blueprints first unlock the strike craft as a hull that you can build, but over time, they are used to improve the hull as well.

So as you pick up blueprints, your strike craft hulls will gain stars which boost their stats significantly. As strike craft get more stars, blueprints for those hulls drop less frequently since they are getting harder and harder to improve upon.

If you had a game in progress, we estimate what your blueprint progress should have been, so you don't need to restart unless you want to.

New Strike Craft Sizes/Features

Strike craft now come in three sizes.


These are the strike craft that you are used to. They drive their weapons off of their reactor (so no reloading) and don't have shields. They are very fast and pack quite a bit more punch than they used to. They are also pretty inexpensive so are great if you are on a budget or want to flood wave after wave at an enemy.


These strike craft are quite a bit larger than the smalls, and some of our old craft have been scaled up to fit this new role. They can field medium sized weapons but are still able to drive them off their reactors (this means no reloading.) The medium strike craft also have weak shields. Mediums can do quite a bit of damage but can't soak nearly as much as their bigger more expensive siblings.


These strike craft are behemoths and can take on smaller motherships by themselves. They use large sized weapons and as such also need to use a reactor and capacitor combo like a mothership. This means that they need to reload and sometimes cannot fire or boost their shields, just like a mothership. By the time you face these strike craft, your mothership better be of a decent size or they will take you apart. Large strike craft have strong shields and can soak a lot of damage.

Junk Class

There are three scrap class strike craft. One for each size class. These are always unlocked and are cheaper than their non Junk counterparts. They also take fewer command points to field, so are sometimes a good option if you need strike craft to distract an enemy. They also get blueprint upgrades and can become quite powerful.

8 New Strike Craft!

The new strike craft size system meant we needed some new strike craft. There are 6 new larges, 1 new medium, and 1 new small.

The Short Bus (Small/Junk)
Our beloved bus is back from SPAZ 1. This is the cheapest strike craft in the game and a great bullet sponge.

The Mule (Medium/Junk)
Also making a return from SPAZ 1 is the Mule, the old mining ship. It fields two small launchers and 2 medium turrets.

The Freighter (Large/Junk)
Another SPAZ 1 alumni. This ship is bristling with small turrets and small launchers.

The Star Spot (Large)
You may recognize this as well from SPAZ. It is a heavily modified Sun Spot, turned on its side. 4 omni turrets for defense as well as a large turret and large dispenser mount.

The Gold Digger (Large)
This is a new beast. It is a heavy carrier capable of carrying two large fighter hangars (or Krules if you roll that way) Up front it has 2 omni cannons and there are 2 small turrets in the back.

The Shatter (Large)
The Shatter is the Bounty Hunter's newest strike craft. It supports 4 medium launchers and 2 medium turrets. It is a dedicated launcher platform with a couple of defensive turrets for anyone getting to close.

The Hammerhead (Large)
Most peoples' favorite ship from SPAZ 1. We had to bring it back. It is a turreted monster as it always was. Two large turrets in the front, and 2 medium turrets in the back. It is just a big pile of nasty.

The Star Cruiser (Large)
You can't have a Hammerhead without a Star Cruiser. So it is back too :) The Star cruiser is the only strike craft capable of fielding warheads, and two of them at that. It also supports two small launchers (put fighters in there) and there are two turrets mainly for point defense.

And the Rest
All the strike craft have had their weapon mounts/stats overhauled as well, so none of them got away without an upgrade. Some also got a size upgrade. The Triglave for example is now a lot bigger and beefier.

Combat Hangar Management

In Combat you can now use the Tactics Panel (TAB) to call in your strike craft.

Hangars have two modes now, auto deploy and manual deploy. If you set your hangars to manual deploy, then in combat you have total control of when your strike craft arrive on the scene. This can allow you to sweep enemy strike craft from the level and then call in your fleet when you are ready to concentrate on the enemy mothership.

Lots of New Weapons

While we were working on the strike craft upgrade, we realized that some mount types did not have enough weapon variety to make the certain strike craft viable/interesting to configure. This plus a few beers lead to a burst of new weapons, because instead of just solving the problem we decided to go to town a little bit. Weapons are fun to build.

The Particle Hose

We didn't have an Uzi, now we do :) That was pretty much the conversation there. It is a really fun bullet hose style weapon. The bullets do not do much damage individually, but there are a whole lot of bullets. The particle hose is a medium sized weapon so it will only appear on medium and large parts.

Micro Hangars

We really wanted to support people having fighters earlier on in the game. Some people love fighters, so holding them back until large parts appeared wasn't fair. So...

There are three new micro hangars. Small launcher mounts can now fit a tiny hangar that holds two zappers. Medium launcher mounts can hold a hanger that holds 4 zappers or shooter fighters as well.

The Flak Cannon!

It has finally arrived, four years too late for SPAZ 1, but it is here. We now have a turreted version of point defense to complement the minigun. Flak cannons are long range defense systems that will try to pop slow moving targets at a distance. They create a large cloud of flak and can sometimes pop multiple missiles at once.

Flak cannons are not great at short range defense and the flak puffs will not explode too close to the ship as to prevent damaging themselves.

The Cloud Torpedo

The Cloud Torpedo drops ion bomblets as it flies. This serves two purposes. The bomblets fly ahead of and around the torpedo to soak up point defense fire instead of the torpedo, and those bomblets that do hit do ion damage to lower enemy shields before the torpedo impacts to wreck the hull. The Cloud Torpedo is best used at long range to give it the maximum time to deploy all of its bomblets.

The Ion Shotgun
The Ion Shotgun fires long range and somewhat tightly grouped ion projectiles. Its purpose is to take down shields at range. It is a small turreted weapon so it is a great early shield popping solution. Note: The Ion shotgun fires blue (Ion) projectiles whereas regular shotguns shoot red.

The Mac Hammer
It is a medium sized assault shotgun that says go away... loudly. Very high damage and high spread but with a short range.

The Plasma Dispenser
Take a pulse cannon and turn it up to 11. It shoots a multitude of very slow moving and very long range explosive plasma charges. Each plasma charge also explodes on impact causing splash damage. It is a devastating weapon. It only appears on large parts and is quite rare... Thankfully.


We had to capitalize that one. It is the number one requested feature that we have seen. We resisted at first because we felt that it went against the scrounging/empire building nature that we wanted to build for SPAZ 2, but SPAZ 2 is a game about building, and tying your hands is really not fair.

So... Here's how we tie your hands... Custom Order parts are expensive. The most effective way to build your ship will still be to use what is available in the stores and adapt to that. Later, once you have an empire of your own, take territory that best will produce the parts you want. That will always be best.

However, now there is a new custom order panel in the catalog. How it works is whatever you search for in the catalog, if it can be built, someone will be willing to build it for you, but at 5x the cost. late game, when you are swimming in money, this allows you to upgrade more freely, but early game you really need to think about that extra expense.

Sometimes the custom order criteria will come up blank. For example if you ask for a small wing with a chainsaw beam on it, that can't exist so it won't be built. If a custom part can be built though, it will. There are actually over 3000 part/weapon combos it has to search to determine viability of a request.

When custom ordering a part, it will always be built at the space station that has the lowest markup. This means that you will get the best price possible, and it is always delivered (there is no extra delivery charge in this case)

You can set the number of stars you want on a part as well, but it will become very expensive, very quickly.

Final Thoughts

Thanks to everyone with your patience waiting for this update as well as your great suggestions. As you can see, we hear you and we are all making SPAZ 2 better together!

For those of you with games in progress. You should not need to restart. We refunded the price of all your current strike craft as scrap so you didn't lose anything and we also tried to figure out a reasonable blueprint progress for your saves.

For everyone else. This update was major open heart surgery on the flow of the game so there may be issues, especially balance issues. We look forward to hearing from you about them and will tune/fix as quickly as possible.

Now get in there and try this new stuff out! :)

Andrew(Blorf) and Richard(Narlak)

Note: v0.8.2 now released to tune the large strike craft, also syngeries.

84 comments Read more

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.

57 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
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