Combining the best of space combat and real time strategy. Victory can be tactical, a dogfight or capital ship slugging match - depending on how you decide to achieve it. Space combat on a RTS scale with space sim savagery.
User reviews: Mostly Positive (171 reviews)
Release Date: Jan 20, 2015

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"A brutally challenging yet fun space combat game that needs a lot of attention from the player, but offers a lot of rewards...or so I hope. ;)"
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February 16

Void Destroyer - First Month - Update

First I want to say that - Void Destroyer - being an indie project, relies on its player base for far more than just money. I want to thank you for your support, patience and feedback. Together we've made Void Destroyer a better game!

Void Destroyer's launch went so well - that I decided to quit my day job. Thanks to you I am now a full time game developer - this is something I dreamed about during the years of Void Destroyer's development. And now its here! When I look back and reflect - I am left speechless, so lets leave it at that.

Here's a short list of issues/items:
  • 23 suggestions and requests added/changed.
  • 7 difficulty tweaks/changes/additions/improvements.
  • 10 crash bugs fixed.
  • 11 non-crash bugs fixed.

Pretty Mode:
Most of all I want to highlight "pretty mode" - during Void Destroyer's development, many players asked for the option for "tactical mode to look like ship mode." I've kept this in the back of my mind for a few reasons, now that the game has been released it was a good time to look into this and (although there were many challenges) it went better than expected :)

Here is a video update with more details:
Direct Link

Thank you once again! There's more planed - but I ran out of room!


Full patch notes:

Suggestions and Requests:
  • On screen messages (eg: ship build/destroyed) now show faction colors.
  • Tiny tweaks to dialog to better inform player of possibility of resource sharing.
  • Added toggle "all turrets auto control" and "all turrets player control" by player request. Player didn't want to press F5 repeatedly when in F5 mode to shut off player controlled turrets - instead have it as one button. Default / key.
  • Re-enabled - "turret target only" in command mode. Splits up ship targeting and turret targeting. SHIFT + T by default. This is for players that want ship crew to pilot, but want to do targeting and firing by themselves - without it impacting ship orders.
  • Color blind assist HUD - check box added to Options menu for Color Blind Assist. Changes HUD markers (non targeted ships) friendly to blue. Changes friendly ships on radar to blue as well.
  • Ship mode - additional feedback via GUI messages and color coding.
  • Improvements to Command mode - toggling turret groups (better feedback and prevention of same turrets selection). Additional feedback via GUI messages.
  • Sped up tactical/ship mode transition.
  • F5 to select all combat ships, SHIFT + F5 to select all non combat ships.
  • Command ship abilities - using them when outside of the command ship (support/additions - based on player feedback).
  • In during move command - moving mouse to the edges of the screen will move the camera like in "mouse GUI" mode.
  • Can now toggle on/off the "auto mouse move helper" - now default off. Hold down the CTRL key to toggle on.
  • Oversight - pressing M key (to initiate move command) now works just like right clicking on empty space (first marker is at mouse's position).
  • Guard command.
  • Mouse "GUI" toggle - hold down CAPSLOCK key (by default) (CTRL key is a modifier and thus problematic when you take your finger off of it - it doesn't exist any more to be tested against - long story) to be able to click GUI elements while in ship mode, when released mouse flight control (or look if in turret/command modes) will be re-enabled.
  • Toggle all turrets primary/auto added to cockpit/chase modes.
  • Select all ships of a particular class - go to the "fleet" GUI, double click on the ship class buttons to select.
  • "Tactical mode that looks like ship mode" - can be set as default in Options - Game play - then check the "pretty mode" check box.
  • New "tactical mode that looks like ship mode" - added toggle to "highlight" (changes the outline color) to faction colors to help recognize which ship is on which side. Default key - CAPSLOCK - might tweak the effect to be less ugly.
  • Camera improvements- can now zoom in out while the camera is changing focus. It feels a bit jarring... but hey the camera feels less static, and its optional.
  • Camera work - when "attached" camera zoom will be slower/faster depending on distance to attached object (command mode and orbit/attached in tac mode).
  • Sped up "focus tactical on other object" camera movement.
  • Added gamma slider (slight performance loss if used).
  • Mod support - added "always on particle effects" to ships.
  • Not being able to have more than one sun in one map.
  • Sound engine improvements - more sounds, less pops, and possibly improved performance.
  • Cloud saves enabled.
  • Repair ships - better management of repairing orders - via guard and patrol commands.

  • Wardrum gets a 21% heal when reaching the Palm, first wave is delayed by additional 60 seconds.
  • AI bases don't max out their attack numbers when an enemy ship is nearby (this seems to have caused a lot more than intended frigates in the Hub mission).
  • Difficulty tweak - AI bases have 50% chance of adding additional unit to the next attack wave (before was 100% chance).
  • 2 new platforms added to early game.
  • New Tutorial - "Self Paced Training Mission" - a fairly complete mission covering, command ship upgrades, building, combat, research, and some tactics. Combining these elements to put them into context.
  • Difficulty help - the "you died" screen now has a button for the tips/hints section.
  • Additional damage setting added (25% less damage to player ships).

Bug fixes:
  • Tiny fix to control mapping GUI (section not automatically appearing).
  • Queued music wouldn't clear on load - causing big saved file issues and probably other random anomalies.
  • When having targets queued, issuing a "regular" attack command (non queued) wouldn't clear targets.
  • Tiny scripting error fix.
  • Late game mission scripting oversight.
  • Autosaves - incorrect timing potentially caused issues.
  • Sound engine - UI sounds would sometimes be cut off in big battles.
  • Carriers without turrets/weapons didn't function properly.
  • SPROG fire mode not working properly in military parade formation (WIP).
  • "New leader" button in formation GUI - old leader would leave formation instead of joining as follower - messing with formations is scary because its formations which are a bit source of crash bugs (but this seems pretty safe).
  • Part of mission sending some ships away didn't take them out of unit cap.
  • Gravity drive position offsets (resulted in ships oddly jumping to far off spots).
  • Bug fix with target queues.

Crash Bugs:
  • Formations- auto leaders and military parade formations.
  • Formations - selecting leader.
  • Automatic naming of ships -conflict resolution code wasn't enough (trading ships entering/leaving bases on cargo delivery triggered this).
  • Issuing a go to command then issuing another command in the meantime.
  • Mouse over while shipyard being built.
  • Transfer station destroyed while a cargo pod was being delivered.
  • Loading a game where a ship entered a gate causes an anomaly in loading.
  • Entering gate while ship was being produced - on map transition base was deleted and when shipyard wanted to return resources.
  • Ships exiting gate trying to form up with lead ship that exited gate - in case the leader died.
  • Loading game twice or more then interacting with command ship abilities GUI (old GUI events not cleared properly).

New Objects:
  • Platform - Radiation Field generator - a area of effect bomb in space.
  • Platform - Gun

13 comments Read more

January 20

Void Destroyer - Release Announcement

Over a year ago Void Destroyer launched on Early Access, now I feel it is ready to officially launch. To kick things off I created two new trailers, they are on the store page, but I'll link them here as well:

The mega music trailer:
Direct link

The more subdued mechanically focused trailer:
Direct link

I hope you enjoy watching the trailers as much as I enjoyed making them (playing the game).

Void Destroyer is a unique project, there's simply not many (any?) games like it out there. This makes it a challenging game to sell - in an already challenging and competitive environment. It takes a bit of time to understand all the possibilities that it offers to the player and the two genres. So if you are part of gaming communities or know someone who might be interested in the game, please let them know about it (for example: chose the trailer you like the most and pass it on).

At launch I'll be focused mostly on release issues - hopefully this will be a short list. After that I plan on putting in some features and tweaks that I've been saving - so that they don't delay the launch. And after that I'll investigate and pursue longer term plans, I'll keep you guys informed.

I feel the need to express some gushy stuff, so if you start rolling your eyes, feel free to safely skip reading the rest.

It's been an incredible journey, and whatever happens - this is a realization of a dream.

I want to thank Kickstarter backers for the funding that they generously trusted me with. Without you I don't know if launching on Early Access in the first place would have been possible.

I want to thank Early Access players, also for trusting me. Without you I wouldn't have been able to accelerate development. Without you I wouldn't have solved a incredible amount of issues and add things that I've overlooked. Without you I wouldn't get valuable feedback on the game to make it a better experience.

I also want to thank future players - I hope that you have a lot of fun playing the game and we have a lot of fun together discussing and improving the game. If you experience an issue - please feel free to contact me, either on the forums, friending me on Steam or through email - paul [at] void destroyer [dot] com

There's a lot more to be thankful to - Steam, the incredible game development communities, the artists musicians and devs who helped me get here. The incredible times we live in where knowledge and tools are so shared, friends and family. People tend to say that this is a one man project - but that is only the case you ignore hundreds.

thank you


17 comments Read more

About This Game

Combining the best of space combat and real time strategy. Victory can be tactical, a dogfight or capital ship slugging match - depending on how you decide to achieve it.

A desolate asteroid field on the edge of the solar system erupts in war. Your forces 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 over the your forces and the art of 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, how you play is up to you
  • 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
  • Combine the use of command ship abilities for devastating tactics, use a tractor beam to pull an enemy closer then annihilate it an upgraded main gun
  • 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)
  • Multiple controllers (HOTAS and other) are supported
  • 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
  • Arena (dogfight) and Skirmish (RTS maps) modes
  • 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
  • In game guide/manual and tutorial system
  • Difficulty options - make the game more forgiving to get through a tough spot if you so chose

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. DRM free.
    • 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
    • Additional Notes: DRM free.
Helpful customer reviews
5 of 5 people (100%) found this review helpful
19.2 hrs on record
Posted: January 29
A game that started early access and actually release. this is what steam is meant for. dev who listens to players, uses their suggestions and makes the game better. awsome game. multiplayer would make it perfect...
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6 of 7 people (86%) found this review helpful
8.2 hrs on record
Posted: February 4
Homeworld with Freelancer style flight controls for jumping in one of your ships and getting into the fight.
Borderlands-esque graphical style. Brutally hard and expects you to learn its rules fast and keeps throwing new challenges throughout the campaign. Mission 1? Angry limped drones. Mission 2? Giang drill ship that chases you through a massive space melee. Mission 3? Minefields. And so on. But to its credit it's fun enough that I keep beating my head against whatever brick wall the game has thrown at me this time until I learn to climb or dig.

Biggest thing I can say in support of this game is the developer has been releasing patches almost daily since launch. DAILY. This game isn't a job or a hobby, it's an obsession. Never seen post-launch support like it.
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3 of 3 people (100%) found this review helpful
49.4 hrs on record
Posted: February 5
Fun game, very tough and doesn't pull punches. Great developer too.
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1 of 1 people (100%) found this review helpful
6.9 hrs on record
Posted: January 29
Pre-Release Review
Great game by a great developer.. Kudos
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1 of 1 people (100%) found this review helpful
19.1 hrs on record
Posted: February 2
Awesome game, love it. But be warned, it can be difficult. Learning curve is slightly steep as well as there are a lot of functions and systems. Often times, all the cool stuff mentioned in the trailer and description is happening all at once. It can get hectic.

Plus, the developer ace. He is a regular in the forums, and promotes bug squashing and modding ideas with game keys. Certainly behavior worth supporting.
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1 of 1 people (100%) found this review helpful
7.2 hrs on record
Posted: January 29
thius game is awsome but it still needs a few minor changes some of the levels are hard but once you learn how to do things the games gets a lot easier
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1 of 1 people (100%) found this review helpful
1 person found this review funny
1.0 hrs on record
Posted: February 7
this game is not for casual players. im Usually not casual..but when it comes to games like this i am..
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1 of 1 people (100%) found this review helpful
14.1 hrs on record
Posted: February 5
This game is pure awsome!
I must say though it has its bugs.
First off joystick control is a bit crap and it is pretty hard to play if you are a noob
But when all is said and done this game has real potential and i really want mods to be created for it.
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1 of 1 people (100%) found this review helpful
8.9 hrs on record
Posted: February 20
An excellent game, and a true dream for space fans.

This game is COMPLEX. If you can't handle complexity, especially complexity of controls, skip this game and don't buy it and write reviews like "This game is too complex / I can't learn all the controls."

The game is complex for a GOOD REASON. Beside the fact that there are TWO game modes strapped into this one game, namely RTS and space sim mode, there are MANY ways to control your ships in space sim mode.

And it all makes sense too! After all, there are different types of ships: single-purpose fighter drones that you point and click (game lets you play point and click), and larger or capital ships that require separate movement, turret, and main weapon control (game lets you play this way too!)

Combined with the ability to queue multiple commands, including waiting, rotating etc., allowing you to do complex formations, and with a time dilation (time slow down) feature to get it all in, what you can basically do is issue all your commands via RTS mode, then jump in and make a difference by controlling whichever ship you want!

Switching between RTS and ship mode is seamless, and switching between ships is good as well (it even automatically slows time during switching between ships so that you won't be missing out!!)

Excellent concept, two game modes marvellously put together into one game with good execution.


Complex amount of game controls. You have to play the keyboard a little like a piano, with multiple ship control modes and commands in ship mode. That said, don't buy this game if you are averse to all that, and are simply going to write a bad review saying "This game's controls are pretty complex." YOU WERE WARNED.
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1 of 1 people (100%) found this review helpful
7.3 hrs on record
Posted: February 22
For the short time i have played Void Destroyer it has been a fun experience while i must say that the learning curve is a bit steep at first but once you get the hang of it you have the feeling that you have accomplished something and the game brings out it's true colours. Also i got to say for a game made by one man it was a great feat not to mention the developer listens to what the playerbase has to say. So all up it is a great game that i recomend to people which don't mind a bit of a challange.
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1 of 1 people (100%) found this review helpful
48.2 hrs on record
Posted: February 11
Game is decent, There are definetly aspects I don't like, but at the same time, its is definetly interesting, and I liked the game, and it is definetly challenging at times. I would like to see more of a base building element, but that personal preferance. The storyline is cool, Very Homeworld feeling. All in all, I think the Developer has some great ideas, but execution could use some work.
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1 of 1 people (100%) found this review helpful
1.6 hrs on record
Posted: February 16
Graphics are not fantastic , ship movement seems awkward. Flight model physics are the envy of Elite Dangerous and Star Citizen player: no compromises.
Idea is brilliant and nicely implemented by a one man team , specially because mixing piloting a ship and real time strategy ended in failure for many big companies. This game offers lots of depth , some may say it's too difficult for the current times. A big point is that the developer is very active and (successfully) tries really hard to answer all the questions. Also he is working in a significant change after reviewers and gamers pointed out they wanted to have a tactical display with the looks of the piloting screen. This game seems to be a hidden jewel. I hope it gets its deserved recognition
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1 of 1 people (100%) found this review helpful
17.1 hrs on record
Posted: February 24
Woke up screaming because of terrifying flashbacks of Death & Destruction of my fleet as the enemy cornered my remaining ships and ate them... ate them all.... The nightmare ended with a giant defeat sign and the drifting of debris from the capital ship.

Rating: 8.5
-Good level design
-Interesting Mechanics
-Slightly annoying fleet grouping (I am more paitient than most too)
-MASSIVE difficulty spikes
-The Ability to command everything you own except structures. *Taking a drone, and flinging it across the map at the highest speed possible, which is none, only to having it ping off an enemy capital ship, in front of the enemy fleet, and get obliterated by Lucifer's fury, is entirely too hilarious.*
-Slightly hurt by the need to replay past levels to complete future ones.
-Cool ship designs.
-Great developer support.
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2 of 3 people (67%) found this review helpful
14.2 hrs on record
Posted: January 31
Puts together the best of space sims and RTS in the best way that an Indie game with a tiny budget could possibly accomplish.
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2 of 4 people (50%) found this review helpful
4.4 hrs on record
Posted: January 30
My God I want to love this game so hard. Starlancer, Freelancer, Freespace 1/2, Homeworld 1/2 - all absolute classics that were utterly perfect in what they wanted. Starlancer through you into the thick of it where you felt like part of a bigger effort in the war immediately throwing you into the middle of intense action. Freelancer was instantly accessible with psuedo-Newtonian physics for tactical action and a super simple control scheme. Freespace allowed you to load out you ships and control every aspect of them like you were a real pilot amidst the chaos of war. Homeworld was, on paper, immensely complicated as an RTS in 3 dimension but the keyboard shortcuts and gui were so user-friendly you could plan some grand strategies and direct ships, research and construction logically and intuitively.

Void Destroyer so desperately wants to marry this all together and just doesn't come close. I'm barely 2 hours in and I'm a little regretful. The controls are so insanely convoluted that in the middle of the action and battle you're expected to utilise practically every key on your keyboard - including shift and control functions. The games I've already listed were simplified - you don't need 99% of the abilities the dev has given you. Forget using a joystick or gamepad.

I could go on but I don't want to insult the dev I know he's practically a 1 man team and this game has the potential to be amazing but everything needs scaling back. I don't need a special orbit-cam mode with it's own keyboards-worth of shortcuts, I'm not going to remember them all.

It's like there are 2 games smashed together.

Also the audio is pretty terrible. Half the time I can't hear anything apart from the generic soundtrack (don't expect anything close to Homeworld). I've turned up and down volume controls and it's obvious that the audio is practically non-existant. Every weapon, of which there are no explanations of function or damage yield or range etc, just feels limp and hollow thanks to the sound effects. I want explosions to blow me away, I want the bassy thuds of main-guns to shudder through my ship.

My God there's just so much wrong. This is only my first review of this game and I'm actually gonna keep playing to do it and the creator justice and will amend this as I go.
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A developer has responded on Jan 30 @ 11:53am
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2 of 4 people (50%) found this review helpful
1.9 hrs on record
Posted: February 6
Very good game. Require more time to learn. I will write full review later when i play this game more than 20 hours
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95 of 99 people (96%) found this review helpful
92.4 hrs on record
Posted: January 20
I bought this game as soon as it was released in Early-Access.

Since then the developer constantly updated the game while listening to feedback and staying in close contact to the community. All games in EA should be developed like this game did.

Now that it is finished this game is one of my favorite games.

+ low price
+ lots of awesome ships from drones to cruisers and carriers
+ everything can be player controlled
+ partly newtonian physics (if you want to slow down point your engines in the other direction or use forward trusters)
+ lots of control modes for ships (just take one turret and let the crew do everything else, control everything, fly and let the crew shoot...)
+ great rts part
+ easy to use editor and instant action missions
+ encouraging unlock system for everything to use in the editor
- takes some time to learn the controls (not a problem if you don´t expect to master the controls after 30 minutes)
- very challenging in the later story missions....
+ .... which are awesome if you don´t give up immediately

If you like space games you should absolutely buy this game... if there is going to be a sequel, it´s already on my personal wishlist.

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38 of 39 people (97%) found this review helpful
1 person found this review funny
44.5 hrs on record
Posted: September 1, 2014
Edit: 1/10/2015

Since I started playing the game again after awhile, I thought I'd update my review on this game. (It truely deserves an updated review) First of all, the dev has CLEARLY put in a TON of effort into the game. Although, I find it hard to fault a game that has such a devoted creator, this game gets the best of both worlds with addictive gameplay and constant updates. The game not only runs smoother than in the past, but actually has a battle editor now, with tons of new units and more to come. Even the clunkiness I mentioned in my original review got attention. The only thing I feel is missing now is multiplayer, as I would LOVE to play this game with friends.

So heres a bit about the game:

You are essentially a commander that can give orders like any space RTS style game, only you can take manual control of anything from the largest capital ships, to the capital ships indivdual turrets, to the smallest fighters (Either built or launched from a carrier). The whole feel of the game is very unique, and it has newtonian style physics. The models are all pretty detailed, and the gameplay is what brought me back to check out how this game has been updated. I love games like Sins of a Solar Empire, Homeworld, and Elite Dangerous, and if you like any of those games, you will love this one too. Just be sure to go through the tutorial when you buy this game, as there is A LOT to learn.

Its addictive, its refreshing, and I'm glad I payed $15 for this game. Buy it without hesitation if you see it on sale. If you like space games, you won't regret it.

The devotion the dev has show towards improving his game, as well as the actual improvements made to the game makes me want to update my score out of 10. You don't get many indy devs who will show that they care about their game (if you keep up with gaming current events, you know what I'm talking about). That is why, for $15, I am updating my score to a 10/10 (up from an 8/10). You will probably get more hours out of this game than some AAA titles for a quarter of the cost.

Original 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, 2014 @ 8:41am
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46 of 58 people (79%) found this review helpful
1 person found this review funny
12.7 hrs on record
Posted: January 25
It's been a while that I was as frustrated with a game as I am with Void Destroyer.
The problem is that I really want to like the game, it has a lot of stuff that it's cool or fun.
If it was simply a bad game I simply would uninstall it and forget I ever bought it. But there is so much potential and nice ideas in so it ends in a love-hate relation. That's why the frustration.

Void Destroyer is a RTS space combat game very similar to Homeworld so whoever played one of those will instantly feel familiar with it. The interesting part is that you can take direct control of any ship in your fleet and fly it yourself in 1st or 3rd person mode, blasting away at enemies like a space combat sim. At the same time you can use a tactical mode to manage your fleet and bases. You can research new stuff there, build ships or gun platforms, form fleets and have an overall view of the battlefield.

However that's where the problems start: The interface, while nice looking, has it's kinks. So you cannot, for example, select all ships of a type to form into groups. The only way to select several ships is by dragging a box or shift-clicking one ship after another. You also cannot remove ships from an already selected group (at least I haven't found out how).
The fact that there is no tooltip for anything doesn't help finding out what all the clickable commands really do.
Forming formations also is quite tedious as some ships simply ignore that order or they leave the formation at a latter time for no apparent reasons.
All in all keeping all your stuff doing what you want them to do is like herding cats. It more or less works but it is way more exhausting that it should be.

My biggest gripe though is with the difficulty spike. Since your fleet is consistent from one mission to another and in several you are unable to re-build stuff you are forced to optimize earlier missions to be able to beat later ones. In addition many missions seem to have triggers for enemy reinforcements and if you trigger too many while being not ready no strategic genius will save you from doom. In addition in some missions the enemy bases are so close that the battle turns into a totally confusing free-for-all as you cannot move one step without drawing more enemies after you. Other missions where the enemy is not reinforcing infinitely are then in contrast rather easy and allow you to finish without losing anything.

Even while the Dev is trying very hard to be helpful in the forums and seems to constantly answer questions and improve the game this is a playstyle I simply can't stand for long. While there are tactics to deal with certain enemies the only strategy seems to build more stuff faster than your enemy and if you cannot build anything then you have destroy the enemy's capabilities to build faster than your fleet dies.
Perhaps it's only me that has problems with that, perhaps I'm too stupid to play Void Destroyer, but this game is simply too much frustration for me.

While it has many neat features and looks interesting there are simply too many frustrating problems I have with Void Destroyer to be able to really recommend it. Which is sad, since the game really has potential and the dev is active and helpful. Perhaps it's only me that has such a hard time with the game but you better make sure which category of player you fall in before you buy it. I do not consider myself too casual a player and I have played strategy games since Dune II or Warcraft I but Void Destroyer gave me The Finger.
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24 of 26 people (92%) found this review helpful
1 person found this review funny
20.4 hrs on record
Posted: January 20
My first foray into the hybrid FPS/RTS was Battlezone, and I've not encountered anything that compares to the unique experience it provided - until I played Void Destroyer. The combat feels tight, the RTS gameplay rewarding, and everything in between just -feels- right. Bravo on a fantastic game, a truly worthy successor to my Battlezone experience!
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