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 (56 reviews) - 91% of the 56 user reviews in the last 30 days are positive.
Very Positive (777 reviews) - 81% of the 777 user reviews for this game are positive.
Release Date: May 17, 2016

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

Early Access Game

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

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

What the developers have to say:

Why Early Access?

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

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

Approximately how long will this game be in Early Access?

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

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

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

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

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

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.”
Read more

Buy Space Pirates and Zombies 2

MIDWEEK MADNESS! Offer ends September 30


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.

34 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
See all discussions

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


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

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

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

About This Game

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

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

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

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

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

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

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

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

System Requirements

    • OS: Windows XP/Vista/7/8/10
    • Processor: 2.6 Ghz Dual Core
    • Memory: 2 GB RAM
    • Graphics: 1GB 3D DirectX 9 Compatible video card
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • OS: Windows XP/Vista/7/8/10
    • Processor: 3.1 Ghz Dual Core
    • Memory: 4 GB RAM
    • Graphics: 2GB 3D DirectX 9 Compatible video card
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (56 reviews)
Very Positive (777 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
682 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
150 of 167 people (90%) found this review helpful
4 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
Was this review helpful? Yes No Funny
53 of 56 people (95%) found this review helpful
16 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
14 of 16 people (88%) found this review helpful
22.1 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
11 of 13 people (85%) found this review helpful
14.3 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
Was this review helpful? Yes No Funny
5 of 6 people (83%) found this review helpful
73.0 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
6 of 8 people (75%) found this review helpful
10.2 hrs on record
Early Access Review
Posted: August 31
Awesome game, If you like to be able to create a ship and place weapons on it any way you like you should buy this game.
The travel system is top down like in the screenshot on the store page and the combat is kinda like ship combat style (meaning portsides and broadsides) i really like this combat style.
Also the other captains in space remeber the actions you done against them, if you harrass and anoy a captain alot then he will put bounties more often on your head and he might even attack you on sight when he sees you.

I would definintly recommend it for the price they offer it.
Was this review helpful? Yes No Funny
6 of 8 people (75%) found this review helpful
8.4 hrs on record
Early Access Review
Posted: September 20
As a huge fan of SPAZ1, I really could not hold back my excitement for SPAZ2. I constantly checked in, and then even still check into the Steam Page when it popped up, checked the forums, and just couldn't wait. I mean, really, I had no choice, so I waited, and much to my surprise, it is everything AND THEN MORE, that I wanted, when I saw they were making the jump to 3D. I don't have as much time in it, as I really would like to. Though I do intend to dump far more. But for now, even at this point in Early Access, I feel it is a step above a lot of Indie Games, and for Space Exploration and Combat, there is nothing like it, in my opinion, with the same feel and ease of picking up and playing.
Was this review helpful? Yes No Funny
5 of 7 people (71%) found this review helpful
98.4 hrs on record
Early Access Review
Posted: September 2
From the two man team that gave us the wonderful Spaz 1 we get its vastly bigger and imho better brother/sister game Spaz 2. It's been a long time since i've enjoyed a game as much as i have this one. I cant tell u how much fun i've had just in the customisable sandbox game alone,tweaking the many game options if u want a more challenging or simplier game slide the bar and its done. I think the developers have done a wonderful job so far,it looks fantastic in the ship battles and the game has the right feel to it. Look forward to future updates andfinal release.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
64.4 hrs on record
Early Access Review
Posted: September 20
10/10 game, one of my favorites. The devs keep in contact and listen with the community. The game was great to start and gets better with every update. this game is well worth over like $40, so anything under that is a steal. These guys are what devs should strive to be.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
32.6 hrs on record
Early Access Review
Posted: August 29
Bought this five days ago and have logged 32 hours already... some paused while looking after our baby, but still, I'm loving this game.

I really loved SPAZ, but wished i could have more control over ship configuration. The devs have addressed that in SPAZ2. While there are some areas that could use a bit more balance, the devs are very active, and I imagine my concers will be addressed. That said, even if they're not, i've already got more than my mony's worth!
Was this review helpful? Yes No Funny
Recently Posted
2.1 hrs
Early Access Review
Posted: September 27
I'm not sure where to start. I loved SPAZ, and was looking forward to SPAZ 2 when I heard about the release of it. I would have loved to recommend the game, but I can't. I'll give you a brief run down of the issues i've been having with it.

Started off by doing the story mode, rather than sandbox, as I like to know how to play the game, before I just jump right in. The dev team starts out by giving you the option of turning off their annoying and very bad voice overs, and they let you know they'll be fixing it (this option should be off by default, I tried playing with it, but after a few convos, you can't understand half of what's said without reading it, and it becomes a distraction more than anything). So I went in and turned off the voice overs, and of course, the setting doesn't save for the next time you launch it.

I follow the instructions of story mode and it gives you info about bandits and it seems like it wants you to fight so I did. That was a mistake. There's nothing you can take out, period. I screw around collecting from un-owned resources and so far, it seems pretty dull. Click and grab, nothing special, no skill, no real customization, it's lacking so much that the original had. (I know it's early access, but at this point, it shouldn't be. There was a countdown release on their store page, that stated when it would be out, not when it would be early accessed). I end up quitting as I had real life things to take care of and I come back and start over, re-reading everything just to make sure I didn't miss anything, and the entire story mode universe changed. It got easier, there weren't tons of bandits everywhere, stopping you from doing anything. I actually spawned in a friendly sector with unclaimed next to it, so i gathered up some resources and tried out the arena. I'm going to state this, COMBAT is a JOKE. I did the first and second without an issue, then tried the third and lost horribly. Then tried ramming the ship and almost won, 1 shot away from winning. Went back and tested out the second arena and couldn't win again. I tried having it chase me (as you are supposedly some sniper bs class) and it didn't work, just gunned me down. Tried getting it's shields down and ramming it, and that almost worked but lost. Tried reverse firing, tried rotating the ship while firing to keep it from damaging just one system, tried keeping the shields up and only firing when i knew it was reloaded (by un-boosting shields). nothing. It seems that they went from an awesome, layout ship game to just utter crap. It feels so much like a crappier but prettier version of Pulsar, but with inconsistent combat. They went from a 2d to a 3d game, and have no clue on how to build a 3d space game. Also, even though it is 3d, you are still on a plane system, so it's more like table spaceships, than actual space. Shipbuilding has also been a joke. The best way to build a ship is in a straight line. Really? No customization of layout, so everyone's ship looks the same? There's no more skill or strategy involved in this series anymore, and it’s a huge disappointment. One last thing. By far, one of the dumbest things that has been added to a space game. Build your ship while in combat…… Not only, is this system done by changing a camera view, (to a top down version, while you fight in a 3rd person over the shoulder type), but you have to drag the pieces to an empty slot, in the meantime getting shot at. Granted, you can do all of this after the fight, but you start losing pieces, if you don’t do it right as it blows up. It’s a horrible game mechanic, and the devs seem to pride themselves on the crap that it is.
Helpful? Yes No Funny
Necro Liqued Flesh
59.7 hrs
Early Access Review
Posted: September 27
This is a really alsome game!!!
Helpful? Yes No Funny
106.1 hrs
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.
Helpful? Yes No Funny
[BBG] ak3120
27.3 hrs
Early Access Review
Posted: September 27
A worthy successor to SPAZ 1 (Not spiritually, mind you. Game is more of a mixture of Mount and Blade's map with up to 4 capital ship battles)
Helpful? Yes No Funny
11.8 hrs
Early Access Review
Posted: September 27
great game missing multiplayer tho
Helpful? Yes No Funny
26.5 hrs
Early Access Review
Posted: September 27
Finished ^_^. Good game, but a bit easy for me. Very good dialogs, and black humor. Very good ship editor, it allows to place spare parts and replace them with right mouse button. This methos is fast. And there is a second method with CTRL key. I used them both. Wide selection of ship parts and configuration forms for mothership. But I'm stick to one simple line.
But I'm never used some types of weapons, espesially close combat types, because in many battles you should keep distance to be alive. Final battle was fanny ^_^.
Helpful? Yes No Funny
23.4 hrs
Early Access Review
Posted: September 27
It's taking shape very nicely.

*Will be edited once game officially releases / major feature updates happen.
Helpful? Yes No Funny
>{GHS}< THD-Bob
33.2 hrs
Early Access Review
Posted: September 27
I bought this game the moment it was out due to I really enjoyed SPAZ 1. This game didn't disappoint me at all, but don't go into this game expecting the exact experience as SPAZ 1. It is different and familiar at the same time the way you can customize your ship is a very nice feature since in the original you could swap out some parts not build an entire ship. Though this game is in Early Access still it has alot to do and I can't wait to see how much they add to this game making it that much better.
Helpful? Yes No Funny
3.8 hrs
Early Access Review
Posted: September 27
I told my friends to buy this game.
Now my friends have dissapeared and won't leave their house.

10/10 would lose friends to this game again.
Helpful? Yes No Funny
71.3 hrs
Early Access Review
Posted: September 24
As of update 0.7, the game is mostly playable and shows of the core mechanics. If you are looking for a mothership to mothership space combat game, its mostly there!
Helpful? Yes No Funny