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 (75 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 (16)

November 23

Final Story Missions

Hey guys - exciting news. I just uploaded the final story missions. As usual they may be in a bit of a rough state and some final touches are needed (one thing I can think - adding achievements for completion).




If you want to provide feedback on them read below - if you don't want even the tiniest bit of a spoiler stop reading now. Or potentially finish the story missions then read the below :)




---------------




Here's the thing - the game has multiple endings, they are designed to allow room for future games/expansions/etc, endings are hard.

I'm looking for feedback on what you guys think of the endings since at this point they can still be changed/improved/etc.

My goal was for them to make sense in terms of the rest of the story and the game's setting and again - to allow for future games/expansions/content etc. Ending things in a somewhat open ended manner might have the annoying feeling of watching a movie and knowing that part 2 will come next year and you can't wait, some players might feel - "hell yeah!", while others might feel "dammit!"

I've personally been in both camps myself in terms of both movies/games/etc.

Anyway - I've rambled long enough - looking forward to your feedback and the nearing release.


thanks for supporting the project!


Paul

0 comments Read more

October 27

New development video

Hey guys - here's what's been happening.

I'm nearly done with the "quick pass" of the story - I've taken a bunch of detours along the way, adding very important (but minor in terms of coding features), tweaking existing ones and adding loads of polish.

Some of the features/polish is the ability of bases to have a dedicated fighter slot (making fighter production much faster). Adding to the "resource request" system so that it works via gates and finally enabling/giving the "ship posture" controls to the player. Letting the player control how their ship(s) respond to enemies. These items became an obvious need to add/tweak when I did the story pass through.

I've added 10 new instant action scenarios - these are simple dogfight type missions. Letting players have space combat without some of the real time strategy elements getting in the way of enjoying the ship to ship combat engine. Instant action scenarios are a great opportunity for me to give players a challenging battle or a unique perspective on the game world (via being able to pilot other faction ships).

There's been loads of tiny polish given to the game, many issues were looked at and I've tried to finalize them versus putting them off like I tended to do before. For example I'm pretty sure that the sound "pop" issues are a thing of the past, and tactical mode to ship mode toggling has had a few bugs fixed. Issues like - when a map first loads - a single frame would render without the visual "outline and toon" effects added have been fixed - while small are an important step towards reaching full release.



Anyway - I've put together a development video for those interested in a more visual demo:

https://www.youtube.com/watch?v=1tnIczGCiJc

Link to Video on YouTube


What's left:

Finish up the story pass through (about an hour to two hours worth of story to go). Finish up the story. Add about 4 or more instant action scenarios. Finish the GUI elements (this unfortunately depends on outside artists). Finalize and finish up command ship upgrades. Most likely add in a "base versus base skirmish" type "addon" (letting you setup a quick base versus ai base battle) to the Instant Action mode of the game. And that's it - we would be at the "released" stage - and then go beyond that.



The above seems like a lot - but as usual... I'm pretty optimistic and the above are mostly finishing touches.



I mentioned this in the end of the video, but I'll mention it here as well - I'm nearly a year behind schedule. It is pretty obvious that I'm unable to estimate time very well and I constantly think about that - and to cheer myself up I think that the game is a much better game as a result of a longer development.



Once again thank you for supporting the project during Early Access.

If you have any issues or feedback please let me know.

Paul

2 comments Read more
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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.

Features:

  • 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

    Minimum:
    • 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.
    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
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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11 of 14 people (79%) found this review helpful
1.2 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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8 of 9 people (89%) found this review helpful
16.3 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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4 of 4 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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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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5 of 6 people (83%) 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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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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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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4 of 7 people (57%) found this review helpful
1.0 hrs on record
Posted: June 25
Early Access Review
Its fantastic game!
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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.

https://www.youtube.com/watch?v=0Ns-WLarsBI

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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0 of 8 people (0%) found this review helpful
0.4 hrs on record
Posted: August 15
Early Access Review
This game has truly great potential, and though I cans ee what theyre trying to do with the control scheme, it is simply a failure. rendering the game almost unplayable, even with a controller; wether Xbox style of flight stick style...
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A developer has responded on Aug 15 @ 6:32pm
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1 of 12 people (8%) found this review helpful
0.4 hrs on record
Posted: July 11
Early Access Review
Do not buy this game. It is not worth the money. I bought this game several months ago, and I have not been able to launch it correctly. Every time I reinstall I launch and it crashes. Only if you edit an audio file, which makes the sound disabled, can you actually play the game.

Don't buy it, this bug has been here for a very long time with a horrible solution. Not worth a penny.
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A developer has responded on Jul 14 @ 4:29pm
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0 of 11 people (0%) found this review helpful
3.0 hrs on record
Posted: June 19
Early Access Review
It's good but you need better controls.
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A developer has responded on Jun 21 @ 6:19pm
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0 of 12 people (0%) found this review helpful
5.2 hrs on record
Posted: June 21
Early Access Review
The game need a free play mode and sandbox before I will ever like this game i saw it and it looked cool but there is only campaign make a freeplay mode and sandbox i will give a thumbs up and will actualy play it again
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A developer has responded on Jun 21 @ 6:17pm
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96 of 103 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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35 of 38 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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