A desolate asteroid field on the edge of the solar system erupts in war. Your troops rely on you to take the battle to the enemy. Build up defenses and fleets, repair and upgrade your command ship, lead your forces to reclaim and conquer territory.
User reviews: Very Positive (79 reviews)
Release Date: Jan 15, 2014
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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?

“As a "solo developer" - Early Access is the best way that I can receive feedback, suggestions and bug reports from players. This involvement is invaluable to finishing the game and preparing it for release.

Early Access gives me - as a developer - the opportunity to reach a wider audience, more community feedback, additional funding and media attention. I see Early Access as an incredible opportunity that has to be maximized - I won't waste this opportunity by dishonesty, apathy or laziness. I will continue to actively develop the project and listen and interact with the community.

Early Access gives you - as a player - the opportunity to enjoy the game (right now). See and help it grow via your support, both financially as well as on the community level.”

Approximately how long will this game be in Early Access?

“Void Destroyer is reaching a nearly completed state. However estimating launch dates is incredibly difficult for many reasons. In addition to the usual - it takes time - Void Destroyer is a "labor of love" type of a project. This means that I often see a need for a new feature, improvements and polish. This factor adds to the length of Early Access.”

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

“Because Void Destroyer is nearly complete - its current state won't change dramatically at release.

A greater degree of polish, additional assets and bug fixes are the primary focus. Adding new content (new story missions, new ships, and some new features) is the priority, in addition to the resolution of the issues encountered via the by the community.”

What is the current state of the Early Access version?

“Void Destroyer is approximately 70% to 80% complete. The majority of the story/mission based game play is completed. The majority of features are in and at nearly release ready quality. The majority of ships, sound and music assets are in.

It is actually easier to say what needs work.

  • Community feedback
  • Finish up story line
  • GUI polish and improvements
  • Additional features and polish
  • Bug fixes

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

“Void Destroyer is an indie project with a very small team, keeping this in mind and other aspects I believe that the current pricing is fair and gives the player a high return for the investment.

I want players to feel a sense of great value and thus promote the game to their friends. I would rather that more players play the game, rather than less but at a higher price.”

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

“Via direct requests and communication in the forums, bug reports, story and mission feedback. The forum aspect of the community has open threads seeking feedback and bug reports.

Issues have been resolved, features tweaked and added via community feedback. Many community requests have been implemented.”
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Recent updates View all (18)

December 15

Secondary Weapons and Other updates - development video log

Hey guys.

Recently there's been quite a lot of changes and since some of them are very cool to show off I created a video update.

To summarize - many ship secondary weapons have been added/changed. With the goal of them being unique, tactical, hard to use, powerful, and most of all fun.

For example - as far as I know Void Destroyer is the only space sim with flame throwers (a new secondary weapon) - does that make it the greatest space sim of all time? Yes it does... of course opinions vary, but it has my vote ;)

Check out this (rather long) video update and as always let me know your feedback.


Direct link: here

Thank you for supporting the project!


PS: if you want to skip to the flame thrower part try this - http://youtu.be/_DG5y0mwNj0?t=9m43s

4 comments Read more

December 6

Command ship - upgrades and abilites

Hey guys - I just uploaded the first pass of the overhaul of the command ship upgrades and abilities. They are available as part of the story/mission game play and eventually will be available in custom maps created via the battle editor as well.

As some examples:

You can use the "Tractor Beam" ability on an enemy ship to pull it closer to you, then blast it away with an upgraded main gun.

You can use "Azu's Gambit" to trick enemy ships to focus their fire on the command ship and use "Return to Sender" to return incoming missiles back to their mommas.

You can lay down a "Radiation Field", and then quickly thrust backwards using "Withdraw" so as to take minimal damage from it. And why not lay down some missile mines while you are at it?

Once you are at a safe distance, use "Rapid Repair" which quickly repairs damage, but leaves the command ship extremely vulnerable to weapons fire.


The goal of command ship upgrades is that they fit the "theme" of the command ship - a lot of the abilities are based on controlling the enemy or the battle. Another goal of these abilities is to provide synergy with other abilities like the examples I listed above.

The main goal - as always - is to give you the player a cool and unique experience. Command ship upgrades/abilities strengthen the play style that likes to focus on piloting the command ship.

So the first pass might be imbalanced, lacking sound and visual fx, some upgrades/abilities might be too weak, some might be too strong. I'd prefer them to be too strong rather than too weak so that they aren't a waste of time. Keeping that in mind I'm looking for feedback from you guys. Adding in these abilities is actually very easy, the more challenging part is merging them with the game play/story and balance of the game.

What's next on the horizon? Next up is overhauling the way that the abilities are presented, instead of a list have a "sort of a" action bar like interface for them. After that I'm going to work on adding many alternate fire options for ships - to strengthen the - "piloting other ships" aspect of the game.

As always thanks for your support.


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About This Game

A desolate asteroid field on the edge of the solar system erupts in war. Your troops rely on you to take the battle to the enemy. Build up defenses and fleets, repair and upgrade your command ship, lead your forces to reclaim and conquer territory.

Game play:

The seat of a fighter, the bridge of a cruiser and a tactical battle map are your tools of war. Void Destroyer puts you in command and gives you ultimate freedom to control your forces and wage war.

If you ever wanted to directly control your forces in a real time strategy game or be able to build ships and command to your wing-men and fleets in a space combat simulator like you can in a RTS - this is the game for you. Void Destroyer combines elements from space combat simulators and real time strategy games. No longer are you limited on how to control and command. Battles are waged on your terms, you are given the tools. How you use them is up to you.

Jump into a fighter to engage in dogfights, then switch into a frigate to take out an enemy corvette. Build defensive platforms to augment the security of your base. Issue commands to your attack ships to distract enemy defenders to allow your marine frigates to board an enemy's base. Defend and oversee asteroid mining craft to have the resources necessary to support your fleets.

By combining elements of two genres, enemies can be more brutal, fights can be larger and you can overcome greater challenges.

Think there's not enough time? Use time dilation (slow down time) to make time for tactics.


  • A mixture of space combat and real time strategy games - two games in one
  • A story line, opportunities, plot twists, boss fights, and many surprises
  • Pilot ships - from small drones to heavy cruisers
  • Instant ship switching - all ships are pilot-able
  • Multitude of weapon systems in the hands of both friends and foes
  • Tactical Mode - easily issue orders and manage your forces
  • Build platforms
  • Build ships
  • Research new technology
  • Upgrade your command ship
  • Asteroid mining
  • Flight engine combines six degree of freedom with Newtonian physics balanced to allow for dogfights
  • Pilot via joystick or mouse (mouse flight - includes two different modes)
  • Command view - camera and mouse controls optimized for controlling turrets and piloting larger ships
  • If the role of a pilot isn't your thing - you can let the ship's crew do their job
  • Capture enemy bases and ships
  • Mod support - "mod nearly everything" philosophy
  • Instant Action scenarios - unlocked via playing the main game/story mode
  • Battle Editor - create your own maps, unlimited game play on your own terms
  • Unlock system - as you research new ships and defeat enemy ships, they become available for use in the battle editor
  • Formations - pre-defined and custom
  • Community input valued by a responsive developer

Void Destroyer is a "labor of love" a project that I can't envision not working on. I will continue adding new features and content to the game even post the "official release." And hope to create a lasting impression on gaming history.

System Requirements

    • OS: Windows XP
    • Processor: Intel Core i3 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 9800 or later
    • DirectX: Version 9.0c
    • Hard Drive: 500 MB available space
    • Additional Notes: Works with most Intel graphics cards, but not recommended.
    • OS: Windows 7
    • Processor: Intel Core i5 or better
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 550 or better
    • Hard Drive: 500 MB available space
Helpful customer reviews
2 of 2 people (100%) found this review helpful
2.8 hrs on record
Posted: November 28
Early Access Review
This game is getting better and better. The dev is involved with the community and updating it frequently. This game went from frustrating to fun over time and I can see where its going to be really good.
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2 of 2 people (100%) found this review helpful
1.9 hrs on record
Posted: December 7
Early Access Review
GREAT GAME Combines space RTS with ship flying for mega space battles. The cool thing is that this whole game is being produced by one man. Paul is awesome he's really thinking about the players and the game play. I cant wait to see what comes next.
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12 of 15 people (80%) found this review helpful
1.6 hrs on record
Posted: August 19
Early Access Review
A Homeworld/X-wing mash up. What's not to like here!?! If your even remotely a space sim fan you should check this out. Command other ships, an optional Newtonian flight model and massive star systems to rage about in. This game has a lot going for it and deserves success.
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9 of 10 people (90%) found this review helpful
16.4 hrs on record
Posted: September 12
Early Access Review
This game is a total must buy for all homeworld fans out there. Also, the dev is commited to the community and his game, unlike other games in the Early Access program.

Each update brings new content and refinements to the UI.

If you a space game fan, just buy it!
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5 of 5 people (100%) found this review helpful
6.5 hrs on record
Posted: October 4
Early Access Review
As other people have suggested this has a strong resemblence to Homeworld except you can pilot any ship in your fleet. The developer is also pretty damn fantastic, integrating some additional control options for me within a day and answering my questions on gameplay quickly and in a friendly manner. You can tell this game is a labour of love.

Be prepared to die a lot though :) and don't give up it takes a few hours to learn and get into. I can already tell i'm going to get a lot of enjoyment out of this one.
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6 of 7 people (86%) found this review helpful
7.6 hrs on record
Posted: June 28
Early Access Review
Void destroyer is what it says in the description, a game where you can either control the whole battle tactically or control a single ship. While the gameplay in itself is very fun, my main gripe with this game right now is that the campaign is very difficult, giving you limited time to get back on your feet before swamping you with enemies. One enemy type in particular, the Teardrop, latches onto your command ship (that you MUST keep alive at all costs) and does damage to it, except there are 20 of them attacking your command ship at once. Brutal difficulty, especially for a relatively new player such as myself. Other than the difficulty, this is a very good game overall, with solid visuals and control scheme. 7/10
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A developer has responded on Jun 30 @ 7:34pm
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4 of 4 people (100%) found this review helpful
17.8 hrs on record
Posted: September 1
Early Access Review
This game IS NOT 100% finished, but it is still a fun game to play. Keep in mind that pretty much all of this game has been done by 1 person (if I heard correctly), so my review is rather forgiving. The story is fairly challenging, the UI, however, is rather complicated. There are some things in the game in terms of camera movement and overall functionality that make playing it somewhat of a hastle.

EG: double clicking a unit both centers the camera on it and selects all similar units, which makes you move your camera back to where you want to give them the order to go. Another example of this is trying to give an attack order on a unit that is very far away. You basically can't right click said unit because the detection area is so small (or non existant in some cases), so you have to manually move your camera over so your view is closer.

Clunkiness aside, if (or when) this game gets multiplayer, I will definitly be buying another copy to play with a friend. I like the graphics and the overall feel of the game.

If you want a completely done and polished Homeworld 2 only with the ability to directly take control of every craft, this isn't the game for you. Though it definitly feels inspired by Homeworld, it lacks quite a few finishing touches. Like I said, despite the thousands of hours put into making the game, there is like literally 1 person doing all the work.

Reading all of the patch notes the developer seems really devoted to making this game a success, so I will definitely be following this game as it progresses.

All in all, I am having fun playing the game, and if you like space battles as much as I do, you probably will too. It just needs a few finishing touches, but a lot of the game is there.

8/10, Always glad to put a little extra money in the pocket of an indy dev.

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A developer has responded on Sep 8 @ 8:41am
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3 of 3 people (100%) found this review helpful
17.0 hrs on record
Posted: September 15
Early Access Review
This game is incredible. When I first got this game, I though that the advertised feature, "the ability to switch from fighter to cruiser" was nothing but a gimmick, as I found most of my time in the tactical screen. But as I continued on, I found myself needing to constantly switch from ship to ship to successfully win battles, such as needing to switch to a fighter and lead a squadron to take out some mine launchers which are harmful to my larger ships. It's pretty cool. Not only that, this game also has a time dilation ability, which allows you to slow down time to quickly manage your fleet. That is also pretty cool because most RTS games lack some form of pause feature, which can be inconvinient against the AI since they can instantly manage their units. The only problems I have with this game is a lack of a fast forward system, and friendly AI does tend to ignore orders and go after other units
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A developer has responded on Sep 19 @ 7:29am
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1 of 1 people (100%) found this review helpful
0.8 hrs on record
Posted: August 22
Early Access Review
I backed this on Kickstarter and I am not disappointed, I love the cel-shaded art style, and it balances arcade-y visuals with complex gameplay very well. I have not played it much because I would rather wait for it to be a bit more complete, and I believe an update broke my save-game, but this is definitely one to keep an eye on.
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1 of 1 people (100%) found this review helpful
5.0 hrs on record
Posted: August 24
Early Access Review
Review of Iteration 21.

This game has all the hallmarks of a classic. I've seen depth to the RTS element - and I've seen depth to the dog fighting, (for example you can fly to keep all your guns on the enemy - and keep most of the enemies guns off you).

The game's UI needs some work at the moment. Sometimes the rotation axes are unintuativly the "wrong" way around. So this game can make you bounce off it quite hard. Bot it is actually worth sticking with it. The game clicks after about six hours or whatever I've just been playing it for now.

The tutorials are good - but weak at the moment - and I know how hard tutorials are to make. . . . But I didn't know untill now how you get fighters to form up on my main ship. Also I don't know how you get more ships in space than the five the main base can spew out. . . . The enemies can launch dozens in one go. I've just got the ships I survived the first encounter with plus the five I can have in space from the main base, , , is that possible?

So - not everything is fully polished at the moment.

Another issue. . .Weird rotational controls seems to swap the axes all the time. F5 is one way - tactical is the other. Also the transition between tactical and and F5 seems to take forever and you can't interupt it. . .Annoying.

BUT. The game seems to be golden. I'm going to leave it for a couple of months now - and I really look forward to what the author does with it. When I do play it - I think this one will be worth it to wait till it is a bit moar better :) And I really will monitor it and look forward to it.

It is going to rock - and I've already had my 5 hours or whatever it was worth of fun out of it. So the current price for Beta access is good.

Can't wait.!!!!
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1 of 1 people (100%) found this review helpful
4.0 hrs on record
Posted: November 3
Early Access Review
I do recomend this game, but I would like it it if there is a sandbox (not sure if there is one or not) in which you don't have a scripted mission, just to survive and mabye have AI that attack you and you can take them over, just a thought. Also I think that the game should have required tutorials, and more direction to it. Overall a really fun game, have not played it too much, but it has made a good impression.
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A developer has responded on Nov 5 @ 5:52pm
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2 of 3 people (67%) found this review helpful
13.6 hrs on record
Posted: June 28
Early Access Review
This game is what I have been waiting for all my life.
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3 of 5 people (60%) found this review helpful
13.1 hrs on record
Posted: August 24
Early Access Review
Very interesting game, It gets my thumbs up. Think of it like homeworld 2 but you can control your warships manually if need be, a feature I love.
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1 of 2 people (50%) found this review helpful
3.4 hrs on record
Posted: August 30
Early Access Review
More than meets the eye is a term that can be applied to this game. It has a lot more depth than you can imagine. It's so deep I've skipped the 2 hour tutorial that shows you how to manged your fleet and build you bases.


If Freelancer,Borderlands and the X series had a child, this would be the result. This video shows the initial campaign mode and it's a joy to behold. It's a dog-fighting heaven for all you space fans out there and it oozes class.
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97 of 104 people (93%) found this review helpful
8.3 hrs on record
Posted: January 16
Early Access Review
A simple review

Contents as for now:
-a lot of ships (in the order of dozens) with 3 graphic styles (3 factions) -correction: 4 factions, 4 styles, about 3 dozens ships-
-campaign mode story-driven with text acting (still can't say how many sub missions) - 6 sub missions until now.
-1 small skirmish battle (ships only, no structures) -correction: other 4 missions came out after campaign progression - with structures too.
-full (probably) tutorial section (several tutorials covering basics)
-mission editor (can place asteroids of different sizes, debries, space dust, mine fields, ships you encountered in the campaign, some structures)

The game has two modes: direct control over a single ship (they are all controllable) and tactical command where you can build and research structures and units.

Direct control: each ship has a set of health points (I don't see any reference to armor or shields), and different weapons (either turreted or fixed forward), most ships have a special secondary attack, each weapon does a set amount of damage (I don't see different damage types) and has a certain behaviour/range.
Movement controls are based on mouse+keyboard or joystick, they are quite hard to get (you can remap control keys), but the flight simulation is convincing (feels like space). Some basic commands are there (switch target, target nearest etc.).
There are 4 possible views on any ship (1st person, 3rd person -or chase-, 3rd person with free camera -like eve online-, but the last one is not suitable for direct control, turret control, single one or all). Correction: there's a fifth view, command, that lets you steer your ship with the mouse, select targets and shoot, very dynamic, very similar to eve online.
When a ship has turrets, they track the targeted enemy on their own while you can fly around.

Tactical command: you can view the map with a far camera, the units are re-rendered as green/yellow/blue small ships with some bloom effect, you can give basi orders, like patrol an area, move to a point, attack etc. You can select multiple units and also give formation orders. You can select your main base and adjust three bars with three resources -research/energy/ore mining. Resources are generated/used every given time. You can build structures (like shipyards, weapon platforms etc. around the base, selecting placement on all three axis.

Personal thoughts:
Tactical view UI is too basic, you have little control over what's happening and the menus with ships and objects in space are lists of units you need to browse with your eyes. There is no clear counter of resources spent/used/available/produced, so you have little knowledge of what you need. Camera controls need a lot of improvements in this mode, for now it's quite hard to move, find, select, command units.
There is no research panel nor research tree. You research a shipyard->build one->research corvette->build corvette, switching to main base to each research, all done in a list menu. You have little information on unit types, their characteristics etc.
Campaign is quite difficult, you can save games and there's an autosave but it's quite difficult to win against an enemy that is most always superior in numbers, usually you'll need to repeat missions in order to do what's right to do and do it faster in order to win.
There is a ship cap devided for ship class, but all is moddable.

Overall I like the direct control mode, it switches to another unit when yours die, with a button you can cycle all your ships, you can control any ship. I like the graphic style, the units are well designed and interesting. What I don't like is the sound, too few sounds, too little music, there's a lot to add in this. I like the graphic style although there's little of interest in space, asteroids and some dust clouds, needs a lot. The background space is convincing but quite sterile. The lack of objects leads to disorientation when using a single ship.
An interesting idea that needs new features, polishing of UI especially in tactical control mode, more sounds and a complete soundtrack. The editor is nice, but should be more open since it would let us learn game basics such as base building/progression and test ships with direct control.
Buy it if you want to support the product and give inputs, wait if you are looking for a finished game. Like all early access we don't know when this will be finished, how many patches-builds will come in the future and at what pace.
The game developer is a nice guy who is willing to confront with the crowd, speaks english and is dedicated since kickstarted his project, a true indie.

Update after some more time in game:
I'm experiencing a lot of crashes, random ones, I can't replicate them in any way and there's little I can do to report bugs etc. As regarding the campaign I've reached a stalemate, my progress is frustrated by crashes and extreme difficulty, my side and the enemy's are so well placed we both toss each other small fleets of 8/10 ships (there's a cap of some sort I can't figure out more information) and the attacker loses always. Finally, the interface in tactical mode is quite difficult to navigate, especially when it comes to move commands in the xyz axis, there's no clear way to distinguish the position at the end of the move.
You can upgrade your flag ship with several improvements, from auto-repairs to engine to turrets (additional). The way you do it is quite nice, get the ship closer to a transfer structure, order to move some resources into the ship (this action is shown in game by crates popping out of the structure and flying towards the ship) and then order the upgrades you want (there's a timer).

Update2: after quite some more time.
Looks like crashing bugs were related to something in the 3rd mission of the campaign, maybe attacking some enemy platforms. I still get a crash from time to time.
I have to point out that there are 4 factions I've seen now. The progression in game not only unlocks ships and factions in the mission editor but also adds single missions (scenarios) to be played.

Update3:I managed to unlock all ships via some out of game files, which I opened in wordpad. The game truly is moddable, you can modify practically all ship data, damage, HP, speed, acceleration, even the phisics (reaction controls), ROF/speed of projectiles or missiles, and I looked at their textures too, all of this was very accessible (considering I have no idea how to mod a game), and there is a practical folder for mods, that folder will prioritize loading any mod file named after game files, so you only have to drop your modifications there without touching the vanilla game files.
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36 of 39 people (92%) found this review helpful
0.9 hrs on record
Posted: January 16
Early Access Review
I must say, I am very impressed by this game. It reminded me of one of my favourite simulator called The Babylon Project, which is a fan made space combat sim game based in the Babylon 5 universe running on the Freespace 2 engine.

This game, while still in alpha, is quite playable and in my opinion, very enjoyable. Having played various space sim games, one thing that makes this one stand out is its Borderlands 2 style art, which I love, the fact that it follows newtonian physics, and the ability to switch between roles of being a fighter pilot or a fleet commander.

Having said that, I must warn that this game has a somewhat steep learning curve. If you're one of those people who just wanna plop down and shoot something, this isn't for you. If you've played and enjoyed games like Sins of a Solar Empire, Homeword series, and Freespace, or Wing Commander, I'd highly recommend this (though keep in mind this is an alpha). However, this is more complacated than those games, as newtonian physics introduces new challanges.

Overall, I'd recommend this to people who like RTSes and Combat Simulator games. I can't wait to see what the future holds for this game.
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27 of 29 people (93%) found this review helpful
16.1 hrs on record
Posted: January 17
Early Access Review
I’m still fairly new to the game but I figured I would go ahead and share my thoughts, firstly, the RTS side of this is alright at the moment, although I would like a free mode where I can PvP/PvAI on a PvP map, this is something I think is planed but I’m not sure. I personally love the art style, and I think it works well with the game.
Gameplay wise, the control of ships is really nice but feels a bit float with some ships and slow on others. The tactical view is really good, but an option to turn off the wireframe view and have a real graphics view would be nice. The combat is fun, and challenging, but the controls work well for it.
It has a few tutorials that introduce you well to the game, although some of the tutorial stuff is in the single player campaign.
Bugs wise, there are very few bugs that I can find, especially for a beta, although there is a CTD bug if you have 2 screens.

And just to top off this game, it was made by 1 person (to my knowledge) and it is better then some Triple A titles that came out in the past 5 years, seriously, he is active in the games forums and is offering a free steam key for the game if you find game breaking bugs which is nice of them, and he will deal with any issues you have with the game, and answer questions, very rare to see such an active dev. I hope there is a demo released so I can at least say try it but I would Defiantly recommend this to fans of simpler RTS's and space combat games as it does both of these very well.

Big recommendation from me, and thanks to the Dev for making this, I’m sure it was tough but i thank you for not giving up.

I can’t wait to see a final product.
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44 of 68 people (65%) found this review helpful
0.3 hrs on record
Posted: January 13
Early Access Review
This is your typical 3D space shooter. There's been a lot of them released over the last few years after a drought of almost a decade; I love em all as this was one of my early favorite genres and as far a s I'm concerned, so long as we see new planets and new types of ships with some different missions I'm as happy as Larry. The graphics are Borderlands like in that they look like theyv'e been outlined in black ink then painted with strong watercolors. I like the effect.

If you backed this on Kickstarter the key has been available for a while via your Humble account, tohugh i only remembered when i saw the game in the upcoming games section.

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10 of 10 people (100%) found this review helpful
5.3 hrs on record
Posted: January 18
Early Access Review
There're still a few rough edges and I think the game needs more content. It's early access so this was to be expected!

Nonetheless: I've got my money's worth of fun back already and I'm really looking forward to the next iteration.
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5 of 5 people (100%) found this review helpful
13.0 hrs on record
Posted: January 18
Early Access Review
The idea is great and it works. I love that I can organize a fleet and that I can play as an individual ship. Both parts of the game are satisfying, and the combination is terrific.

I love the art style. It seems a bit like 3D rendering with an artistic post filter. I'm not sure exactly how they did it, but I was sure the gorgeous screen shots were cinematics, and they're all game play. That's terrific.

There's bits of the interface that I hope get fixed. In the ship mode, the locking can be strange. When I select a new target, it'll often pick something thousands of kilometers away and not the thing right in front of me. I might just misunderstand that part of it.

In the tactical view, I wish there was a quick button for "zoom way out". The tactical view is often too close, and I want a much, much broader view than it wants to give me at first glance.
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