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:
Recent:
Mostly Positive (22 reviews) - 77% of the 22 user reviews in the last 30 days are positive.
Overall:
Very Positive (1,182 reviews) - 82% of the 1,182 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 (24)

June 14

V0.9.8 The Dark Cycle Update!



Hi All,

The goal of this update was to sneak in a couple final features before 1.0 code lockdown as well as to get a start on our remaining Early Access goals, voice acting and localization.

We need to get the build as solid as we can for the v1.0 release, so going forward we will be focusing on tuning and bug fixing to ensure a great 1.0 release. After 1.0 we will again be able to look at new features, and we will hopefully see a lot of new faces joining the community with great ideas.

In this update we have added a new 100 territory map “The Clockwork Void,” as well as the “Dark Cycle,” a system of rebounding ever increasing zombie infection for the sandbox mode. Behind the scenes, we have now cast our voice actors and begun localization.

Now for the details!


The Clockwork Void:


We have added a new 100 territory map! Richard and I decided that we needed something between the 53 territory Micro Spiral and the 200 territory Milky Colossus.

We are now using this new 100 territory map as the basis for the story mode.

The original map (now called the Micro Spiral) has had years of testing with the Story, but this new map has had maybe a dozen hours. So there may be issues, please report them if you see them.

It is scary to make a change of this magnitude this late in the project, but from a high level the 100 territory map seems like the best galaxy size for first time players.

For those of you familiar with playing the story mode, a comparison to the old story mode with the smaller map would be great!


The Dark Cycle:

We have added a system of rebounding zombies to the Sandbox Mode. This has been an ongoing request from marathon players, that they want ever increasing challenges. Well the rebounding zombies should fulfill that and then some. Here's how it works...

Under the “Zombe War” section of the Sandbox Tuning menu you can now activate “Rebounding Zombies.”

One important note, we made it so that you can even activate Rebounding Zombies in old sandbox saves, so you don't need to start from scratch to bring the zombie menace back!

Rebound strength is based on the zombie generation. The sliders show how bad the next incoming generation will be. This means the values on the sliders will increase as the generation increases, but you are still able to fine tune how bad each next incoming generation will be (until it arrives)

You are also able to turn off rebounding zombies as long as the dark infection count down has not started for the next round. So, if you are fighting the zombies and need a breather between outbreaks, you can turn off the rebound for a while. It is kind of a “self serve apocalypse.”

Rebound Level Increase:
For each zombie generation this is how much higher level the Zombie Alpha will be than you when it arrives. Note, this is multiplied by the current zombie generation. So if 10 levels at generation 1, then 20 levels at generation 2 and 100 levels are generation 10.

Extra Underlings:
This dictates how many of the AI controlled captains will instantly become infected on the next outbreak. This is also multiplied by rebound generation.

How this works is that the weakest captains will fall to the new infection. They then have their levels buffed to somewhere between your level and the Alpha's level. So this means there will be a continuum of nasty zombies to fight and the weakest captains from the Galaxy now become highly relevant conflict wise.

In general the weakest captains will be the neutral captains, so the factions will take less of a hit than the neutrals, until you run out of neutrals... Filthy neutrals.

Extra Territory:
This is how many territories the zombie outbreak will spread to on a new infection cycle. The territories are picked such that they will try to take empty territory first, but will spread into faction territory if they have to. This is also multiplied by the rebound generation.

Timer Decrease:
This is how much shorter the zombie arrival timer will be for the next rebound. So the rebounds can come faster and faster based on the current generation.

Minimum Zombie Time:
This sets some minimum time for rebounds, so you don't end up with zombies respawning every 10 seconds (unless you want them to)


Localization Begins:

This month we also made big strides with our localization system. We have hired translators for French, German, and Russian versions of SPAZ 2. It took some time to get the translation pipeline in order, but now the translators are busily localizing the 30,000+ lines of text.

Going forward we hope to release a system that will allow fan translations of SPAZ 2 using a system like Steam Workshop. This current round of official translation is a test bed for that future fan based system. So if someone someday wants a Latin version of SPAZ 2, then they will be able to make one by editing some XML files.


Voice Acting Casting:

Well, 300 voice auditions later we have our Elsa, Carl, and Jamison. 8 years we have worked with these characters and they finally have voices!

Casting was a huge learning experience for us, because in our combined 28 years of video game development experience, we have never directly handled acquiring voice talent. Now that we have the cast, we are excited to put on our director hats :)

We will be keeping the option to use the old Text To Speech version of the cast as well for posterity, but we think that once you hear these voice actors that it will be really hard to go back to TTS. We love you TTS, but these professional voice actors are just so, so... much better.


Additional Fixes/Changes:

  • Changed minimum armor repair rate to 0.1% for Sandbox mode. Setting 0% was causing armor break-off updates to be skipped, preventing parts from ever breaking off.
  • When ramming, less of the damage is transmitted through the skeleton of the ship so fewer parts will break off that weren't directly impacted by the ram. So your engine won't break off when you ram with your nose anymore.
  • Lowered the reflected back damage to the rammer when ramming by 20%
  • Fixed connection helper arrows remaining on when the part being connected is destroyed due to being used to smack other ships.
  • Made tractored parts less likely to be destroyed when they hit enemy ships while being tractored.
  • Fixed VR zooming on the starmap when pressing RB with the controller
  • Added Vertical menu offset slider for VR
  • Added menu distance slider for VR
  • Reversed combat zooming in VR mode with the controller
  • Custom part price multiplier slider for sandbox mode.
  • Fixed the auto deploy button on the tactics panel so it wouldn't be disabled when a strike craft is currently active.
  • Fixed controller not being able to advance dialogue in the final mission.
  • Fixed case where the level set dressing asteroids could get too close to the play area and look like intractable asteroids.

Going Forward:

This next update will be about tuning and bug fixing for v1.0. Schedule permitting, we will also be recording and adding the new voice acting. We also hope to have the French, German, and Russian translations completed.

VR wise, we will be getting the motion controllers working and finalizing as well so it can be tested for hopefully a parallel release with version 1.0.

So we are really really close now. Thank you all so much for taking this 13 month Early Access ride with us!

Andrew (Blorf) and Richard (Narlak)

34 comments Read more

May 9

V0.9.5 Deadspace Territory Update!



Hi all,

This update is centered around further expanding the sandbox gameplay as well as tackling many of the larger player tuning requests. There is a lot of stuff to cover, so lets dig right in!

At a high level, here are the major features/changes:

  • Deadspace Territory! (A way to set galaxy generation options that change its layout)
  • New higher starbase threat levels. (starbase threat works a lot more like captain threat now)
  • Missiles got a tuning boost (the continuing effort to make them relevant)
  • Personality based AI retreating (they tend to flee less often now)
  • Better in combat part attachment (fix your ship in battle hopefully with less fumbling)
  • Large strike craft health tuned to be less tanky. (6 star larges are less insane)
  • Ship Construction Undo (in construction level, back out changes when experimenting)
  • Zombies worth hunting (parts now have stars, they drop a lot more rez)
  • VR Beta (our first crack at a public VR build)


Deadspace Territory:

So one huge player request has been custom player galaxies. Creating custom maps in Maya and importing them into the game won't work because of the huge amount of connection work they require as well as the requirement to add hooks to other internal game systems for the AI. We wanted to answer those requests and deliver something that served the same purpose, so Deadspace territory was born.

A Deadspace territory is a territory with no starbase controller. This means no one owns it and no one will ever own it. It can almost be thought of as the water on your typical strategy game map. It does not restrict travel, but it does stop trade lines and acts as a natural neutral zone between empires.

Now lets delve into the settings so you can make the most of this new galaxy generation ability.


Deadspace Clusters vs.Veins:

A Cluster will form like a blob. It always tries to form in a position that connects it to the most of its own territory, but it hates to touch other deadspace. The blobs pinch factions together creating high conflict zones.

A Vein (cluster mode off) is the opposite. Veins still don't want to intersect other deadspace, but they also want to touch their own territory as little as possible. This ends up generating string like veins throughout the galaxy, forming natural empire borders. Veins create discrete pockets of territory.


Deadspace Resources:

This setting tells the galaxy generator to allow resource nodes and lore to spawn in deadspace, or to keep it totally empty.

Empty deadspace won't attract captains, so regular space will have a much higher population.

Resource filled deadspace provides more opportunity to harvest full and unowned resource nodes.


Deadspace Volume:

This is how much of the galaxy can be filled with deadspace territory, up to 50%.


Deadspace Scatter:

This is a 0-1 value of how many separate deadspace pockets you want. 0 means one big pocket, and 1 will mean the maximum number of pockets, each pocket being 1 territory. To get 2 deadspace territories, set the slider to 0.01-0.03ish area. It is a bit of a weird concept, but luckily we have pictures!


Example Layouts:

Cluster: On, Volume 50%, Scatter 0.01

This shows two large blobs of deadspace. This is due to the very low scatter value.


Cluster: On, Volume 50%, Scatter 0.25

Now instead of two big oceans of deadspace, we have a series of small lakes due to the higher scatter.


Cluster: On, Volume 50%, Scatter 1.00

Now with the scatter maxed, we have essentially a shotgun of 1 territory wide deadspace pockets.


Cluster: On, Volume 20%, Scatter 0.05

Here is an example with less overall deadspace in the galaxy. Only 20% here, so we have a lot more play area left intact.


Cluster Off, Volume 50%, Scatter 0.02

One huge set of veins has covered the entire galaxy, creating a series of small islands to seize.


Cluster Off, Volume 50%, Scatter 0.20

Now we still see lots of islands, but the veins are now not touching.


Cluster Off, Volume 20%, Scatter 0.20

Finally we have only 20% of the galaxy veined into deadspace. Look at that ripe territory on the bottom right... Only two connections in.


Hopefully with these examples you will be able to make the most of the new deadspace generator. Each galaxy should now be a little different and you won't know what was generated until you uncover those territories, so this should add a lot to early exploration. We hope you like it.


Starbase Threat Changes:

One problem since the big strike craft update (v0.8.0) was that starbase threat became too low due to the new increased threat being brought to the table by the beefy strike craft. In short, 80 used to be a lot, but now it isn't so we needed a better way of measuring Starbase threat and more importantly keeping AI captains away from the big ones longer.


Starbase threat now maxes out at 150:

But it wasn't just a number change. We have changed how starbase threat is calculated. It used to be a flat rate per expansion level, but now it is a combination of expansion level and the owner's level since the starbases inherit the perks of the owner.

So what this means is early on a fully upgraded base may be around threat level 100 or so, but at the owner levels up and gets new perks, that starbase's threat will also increase. We now show a starbase's level when you mouse over it as well so you better know what you are getting into.


The last four starbase expansions cost an increased amount of scrap:

This was to offset the new higher threat levels for starbses. So it takes a little extra work to get the starbase maxed out.


Starbase health now matters:

Starbase health now impacts threat so captain can whittle down a base by damaging it and running away.

There was also a bug where starbase health was not being saved and would reset to 100% each time you reloaded. This has been fixed. Health really matters for starbases now.

Also, Starbase health is properly taken into account when you start a battle with them now, so attacking weakened starbases will be a lot easier. Use those bounties to soften the bases before attacking yourself.


Starbase Notes:

Starbases inherit their owner's perks as well at strike craft star levels. So we now adjust the max threat level of their starbase based on that. This means not all fully expanded starbases will be of the same threat level, but higher leveled captains will have higher threat leveled bases. So as you level up, the bases you own will increase in threat. Another good reason to place the highest level captains in charge of bases.


Missile Tuning:

Missiles have been a hot topic for a while now, and we wanted to improve them further based on continuing feedback. So here's what we did.

First off, there were requests for a better faster missile. We re-purposed the old starter missile for this. It is now a very fact intercepting missile. Here are the stat changes:

Normal Missile:
  • Damage increased 25%
  • Reload 20% faster
  • Range increased 33%
  • Speed 33% faster
  • MUCH more agile and has 10x the thrust. (its faaast)

Also:
Ion SRM damage increases 33%
Torpedo damage increased 36%, speed up 33%, range up 33%
Cloud torpedo damage up 33%, speed up 33%, range up 33%
SRM damage up 25%


Personality based AI retreating:

Raise your hand if you are tired of chasing retreating captains. So the retreat mechanic is good, but it is used way too often by the AI, so we decided to make retreating heavily personality based.

Captains have a bravery trait. ( Note: It will be invisible when it is normal)

Bravery
  • Cowardly = Retreat very likely (even more likely than before)
  • Timid = Retreat likely (about as likely as pre v0.9.5 was for all captains)
  • Normal = Less likely retreat than before v0.9.5
  • Courageous = much less likely retreating.
  • Fearless = almost never retreats.

So overall there should be quite a bit less retreating, at least right off the bat. They will still run if the odds are stacked way against them, but it takes much higher odds for some captains now.


Better in combat part attachment:

Attaching parts while in combat has been a problem for a while. It is just hard to do while being shot at. Here's what we did.

Snap distance for attach points increased in combat levels to improve on-the-fly building. This means that the parts are MUCH more magnetic in combat. We realize you probably aren't fine tuning a design while a particle hose just removed your engine, so they snap right on now if they see a good spot to attach nearby.

We also added a much stronger auto-levelling system to the ships when the tractor is on. One problem was that you cant attach a part while the ship is banked because the attach points don't line up with the combat plane, now we un-bank you when the tractor is on using a good dose of physics.


Strike Craft Tuning:

Large strike craft are too strong. This comes up a lot as well. If you have been around since launch you would have never thought those words would be uttered, but they are too strong.

First off we lowered large strike craft health by 33% so they don't take forever to kill at high star levels.

If that isn't enough we have further ideas to lower their health tanking, but we want to see how this sits with players first.

Second and more importantly, strike craft now take a bit of splash damage when they are medium and large, depending on size. This means area of effect weapons will impact them more. It still is no where near as much AoE damage as a large mothership takes, but it keeps warheads somewhat useful against the big and slow ones.

Also:

Small strike craft health up 33%
Small strike craft armor up 17%


Ship Construction Undo:

In the ship construction level, you can now undo changes made while experimenting with your design. This system will remember the initial ship configuration you had when you first entered the construction instance and you can always revert to it.

Hopefully this combined with the root core hot swapping from last update will make design experimentation a lot less painful.


Zombies Worth Hunting:

Zombies parts now have stars. These stars follow the same rules as regular factions, so larger zombie infections = greater chance of higher star parts. This should make them more appetizing to hunt for parts vs other captains late game.

Note: this also means that zombie ships will be stronger than before. Beware.

Zombies now also drop 100% of their Rez supply on death. Previously it was 25%. So zombies are a decent Rez farm as well now. Just don't get infected.


The VR Beta:

Richard has been spending time on our stretch goal of a VR build and has been making some good progress behind the scenes this update.

One important note is that Richard's VR time is not taking away from regular game development time. Core game development, as above, always takes priority, but at this point in any project when we are stabilizing the game and tuning, content work ceases and usually the art team moves to another project.

In the case of MinMax there are only two of us, and we are not going to split focus with another project so Richard now spends that downtime on the VR build. There have actually been quite a few rendering improvements that have come along into the main game as a side effect of the VR build as well.


Now onto the VR build itself.

Right now we are not “officially” a Steam VR title. Only the two of us here have even tried it, so it is very much a beta. We want to make sure it is decent before we add that tag to the game.

We are going to release it as a Beta build on Steam that you need to opt into.

We will create a new sub-forum for VR topics.

The current build has been tested on the Vive and Rift.

The VR build requires a controller and will not work with a mouse and keyboard. There are plans to get the Vive and Rift hand controllers working for a future update.

Please give it a try if you have one and let us know how it works for you. Literally 2 people have seen this, so we want to know.

VR Beta Password: experimentalVRbeta


Additional Fixes/Changes:
  • Strike craft quick deployment hotkeys: F1, F2, F3, F4
  • Galactic Colossus costs less to fund new starbases so building large empires is not so expensive. Was +500 scrap per base, now is +250.
  • Added Blueprint Drop Rate Multiplier to sandbox sliders
  • Fix for replacing an allied captain in battle, then reloading the game causing a non interactable battle.
  • Removed the limit of max zombie thralls on Hard. So zombies can take over the whole galaxy just like on insane.
  • Bandit strike craft get half the stars compared to captains of the same level. This is more in keeping with their junk part but large fleet theme.
  • Lowered strike craft threat calculation strength by 50%. They were making fleets seem much more powerful than they were, this lead to wild changes in threat level based on the number of strike craft in a fleet.
  • Bandit threat calculation takes 33% less threat from strike craft to better represent that their strike craft are not an issue if you kill the mothership (weak point)
  • Flak cannon chance to hit targets in cloud increased from 50% to 67%.
  • Fixed issue where initial threat level calculation for strike craft was too high, but reset on load which would have lead to early game threat level confusion.
  • Fix for too many spawn crates causing bandit hive to fail to become red.
  • Prevent levelup exploit when using a single core to cheese battles. max levelups now capped to 4 per battle.
  • Added special Alert_EnemyAttack autosave for when the AI attacks the player to prevent loss of regular autosave progress.
  • Fixed case where zombies would attack while player's level was still below the player ignore level when the player was harvesting resources.
  • Fixed a rare bug where you could join a fight against an ally when a captain from a different faction was also aiding your ally.
  • Updated Unity 5.4.4 to Unity 5.4.5 (Tried Unity 5.6.0f3 but it still contains a bug that needs fixing before we can use it (issue: 899009)
  • Fixed bug where faction relations were not being properly capped between -100 and 100.
  • Fixed bug whereby executing captains could increase overall faction relations beyond what losing that captain from the faction should have caused.
  • add base construction hint on create faction that other faction leaders will not be happy.
  • add base construction hint on build rebel starbase that other faction leaders will not be happy.
  • On easy mode, only allow one war on the player at a time.
  • Leech Beams now work on large strikecraft and battlewagon knows how to target them with leech beams properly.
  • Distance numbers now also show on the currently locked target as well as the current contextual action target for strike craft and drones.
  • Added starmap distance number to the enemy bounty list in the captain info page.
  • Fixed starbase tip to report the right unlock level for building when the unlocking is changed for sandbox mode.
  • Wingmen won't trade Rez at stations because the player may have given it to them to help them keep up.
  • Fixed a possible case where it was possible for wingmen to ignore a player battle and not join.
  • Made wars more likely between factions when they run out of space to expand.
  • Fix for having to move that 1 pixel after battle to reach the scavenge field.
  • Captain info on mouse over was not reporting the relations values that took into consideration faction standing. This meant you could see someone with -5 relations being friendly instead of neutral. This is now fixed and shows the final relations which are used for hostility calculations. (Derived Relations)
  • Added gamplay option Toggle Combat Zoom (instead of right mouse hold)
  • Added combat zoom Controller and Mouse sensitivity slider to gameplay options.
  • Only display mouse sensitivity sliders for mouse mode and controller sensitivity sliders for controller mode, less menu pollution.
  • Added Invert Y selector for the combat scope separate from the 3rd person cam to gameplay options.
  • Fixed AI captain joining player faction request text so that when they offer 0 scrap it doesn't show “0 Scrap” as if that was something being received.

Going Forward:

We hope to start interviewing voice actors in the very near future and to get a good start on localization. Right now those are the two big tasks keeping up from 1.0, and it is time to start tackling them.

Beyond that we also hope to deliver a medium sized map (100 territories) as well as a sandbox mode to rebound the zombie infection so it comes back stronger each time you kill them until you are finally overwhelmed.

SPAZ 2 is getting really close to v1.0 now and it has been an amazing year of early access. The community interaction has taken SPAZ 2 way beyond where it could have been without you all, and we are so thankful for your patience and insight!

Andrew (Blorf) and Richard (Narlak)

56 comments Read more
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Reviews

“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.”
ReformistTM

“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

    Minimum:
    • 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
    Recommended:
    • 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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