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:
Mostly Positive (21 reviews) - 76% of the 21 user reviews in the last 30 days are positive.
Very Positive (1,089 reviews) - 84% of the 1,089 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.

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

Tuning, Tuning, Optimization, Tuning.

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

What is the current state of the Early Access version?

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

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

There are 200 persistent and unique AI captains.

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

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

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

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

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

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

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

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

We have maintained and active forum presence over the last two years while SPAZ 2 has been on the coming soon list. As we have brought new features online, we have discussed them with the community and have gotten their input. Some suggestions have even already made it into the game. We have tried to be as open as possible with our ideas and progress and will continue to do so throughout Early Access and beyond.”
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Recent updates View all (21)

March 1

V 0.9.0 The Merging Is Complete. (Engine Upgrade)

Hi All,

We have finished upgrading from Unity 5.0.4 to Unity 5.4.4. The last time we upgraded the engine was before we entered early access. This is a huge change and is the first major SPAZ 2 engine update that you will have been exposed to.

The main reason to upgrade the engine was to stay compliant with the ever changing operating systems and technology. The last engine version was already two years old, and we feel it is critical to stay up to date to ensure SPAZ 2 continues to work for years to come.

We tested the build as best as two people can, but there may be issues here and there. Please keep your eyes out for bugs and weird issues, and if you see them, please report them on the bug forums here:

So this update isn't about new stuff, in fact ideally the game looks and plays identically to v 0.8.8. The goal was to get everything working as it was in v0.8.8 and then build on that foundation for the rest of the project. Since gameplay didn't change between v 0.8.8 and v0.9.0 we can roll back to v0.8.8 without breaking saves. We want to ensure that we don't disrupt peoples' progress.

First a note about dual monitor setups:

So between Unity 5.0.4 and Unity 5.4.4 somewhere monitor 0 and 1 became swapped in the engine. What this means is that your monitors may be swapped next time you play. We tried to make this as painless to fix as possible and have added an in game display switcher to the Display Menu.

Beyond that, we also detect if you have dual monitors and place a one time helper button on the main menu to fix the problem. The big yellow button will go away as soon as you start a game, and it will never return. We wanted to make sure people wouldn't be frustrated by the unintended swap.

Loading/Spawning Performance Improvements:

As discussed in the v0.8.8 announcement, multiplayer wasn't going to work. See:

Although experimenting and trying multiple methods to bring multiplayer online ate most of the time between v0.8.7 and v0.9.0, we were able to make some improvements. Also, again, thank you all for your amazing understanding and kindness about this.

After v0.8.8 we began to remove the Unity 4 legacy networking hooks from the game (took 3 days, there were tons). This means that all of our spawning routines and level loading now flow directly from function calls instead of traveling through a virtual network layer and object lookup system before reaching their eventual destinations.

What this means to you... Speed. You should notice that there is much less hitching when ships spawn and level spawning should be really fast. Everything is essentially on a direct pipe now.

DirectX11 Support:

SPAZ 2 is now DX11 capable. If your card only runs DX9, don't worry, the game will default to DX9 if DX11 is not present.

People with DirectX11 capable video cards can expect frame rate improvements. Visuals wise, the game should hopefully look identical, just faster.

There were rendering improvements for everyone across the board, especially on the map due to some shader changes.

Please report any rendering issues you see. We tried to catch em all, but there is a lot of stuff out there.

Camera input standardized:

We found a really odd bug that has been around forever and fixed it. It turns out when vysnc was off and frame rate was really high in some cases, like the ship assembly level because there is almost nothing in there, the mouse input would slow way down. What was happening was the mouse input was being divided by the frame speed. This meant higher frame rates, slower mouse.

What this also meant was lower frame rates, faster mouse. The mouse input changing based on frame rate is just bad so we fixed it.

Since we played with vsync on we never noticed the issue until now.

Now at low and high frame rates the mouse input should be consistent.

What this means to you: You may need to readjust your mouse sensitivity, but once you adjust it, it will be consistent.

The Starmap Background:

This was an artistic change that would not effect save games, so we let this one in. The Starmap now has a cool 3D background. It adds a lot of depth to the Starmap... Badum tish... I will see myself out.

Going Forward:

The next version will focus on the sandbox and improving tuning and replaybility.

We hope to release a large set of game mutators for the sandbox.
We want to make missile builds more viable.
A new map for the Starmap!
A first crack at a really hard insane difficulty mode for experts.

Beyond that there will be a focus on physics and script performance improvements. Rendering wise we probably have done all that can be done, but we think we can squeak out some more frame rate by taking a bit more load off the CPU. Never hurts to try anyhow.

Thanks everyone!

Andrew (Blorf) and Richard (Narlak)

33 comments Read more

February 16

V0.8.8 Progress Update. Some Bad News.

It has been a hard month upgrading from Unity 5.0.4 to 5.4.4 and there have been some really unexpected road bumps. We still aren't fully 5.4.4 ready, but one thing has become clear, the Arena multiplayer isn't going to work.

Between Unity 4 and 5.1 Unity's multiplayer backend fundamentally changed, but we always thought we could transpose our multiplayer code into the new system without too much difficulty. But we can tell you after 4 weeks hard at it, we have made no progress... at all.

We have tried four new multiplayer solutions as well as made a good try to resuscitate the legacy networking from Unity 4 but at this point we feel that the mounting wasted time and dead ends are really hurting development progress.

There has been considerable interest in a coop multiplayer mode. In the past we have posted why that would not be possible, as it would be like running a 300 player server on a local machine. So coop multiplayer wasn't part of the plan, but Arena was...

The Arena multiplayer which we had hoped to deliver was at least something, but so far it has received very limited interest on the forums. So now we have hit this multiplayer upgrade road block and we need to make a hard decision.

Do we keep pressing ahead on Arena multiplayer which likely will only have a small following and will take many more months than expected, or do we spend that time making the single player better. We think it is more important to make the game better.

We have tried to make it very clear on the store page that in its current form SPAZ 2 is a single player game and we requested that people not purchase the game for multiplayer features not yet implemented, but we know many of you are still going to be quite disappointed.

First of all, we are very sorry and embarrassed at this failure to deliver on our part. We let our enthusiasm get ahead of us.

Secondly, we have contacted Steam and have asked them remove the two week since purchase time requirement for refunds. We are still waiting to hear back from Steam about this, but it should be possible. So if you picked up SPAZ 2 early and sat on it waiting for multiplayer, and didn't elapse the two hour playtime limit, you should be able to refund it soon.

EDIT: Update from Steam: Their system is unable to remove the automated 2 week ownership time limit, but our Steam contact has kindly offered to handle the refund requests by hand. If you meet the refund requirements above and want a refund, please contact us at with a link to your Steam profile, and we will forward your link to our contact for a manual refund.

Thirdly, we plan to use the time we recover to double down on content and replayability. We can get to these features sooner now and make them bigger. We are going to build new maps for the sandbox mode, release an greatly expanded set of sandbox gameplay mutators, add a much more difficult insane difficulty level, and we will focus on making the end game more challenging once you have that massive battleship.

We hope that this will in some way make up for our failure with the multiplayer Arena mode.

Currently we are still working on the upgrade to Unity 5.4.4 and it will feature DirectX 11 support as well as quite a bit of rendering optimization. Removal of the legacy networking hooks should also lead to CPU performance recovery. Once that is ready, we will dive back into work on the single player campaign at full speed to make SPAZ 2 the best it can be.

Thank you for your support and understanding
Andrew (Blorf) and Richard (Narlak)

272 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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