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 (182 reviews)
Release Date: Jan 20, 2015

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Recommended By Curators

"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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Recent updates View all (24)

April 14

Tesers sought for Mini-Sandbox DLC

Hey guys!
I'm looking for some Void Destroyer fans to help out testing the upcoming "Mini Sandbox DLC"

Mini sandbox DLC? What's that? You ask...
Well its a planned free DLC to Void Destroyer.

Its basically what the name says - a fairly small and basic sandbox - set in the Void Destroyer universe (after the events of the main story).

I want to keep this brief because there will be a larger post/announcement as the DLC gets closer to release but here's the basic info:

As I started working on Void Destroyer 2 - I realized I could release a sort of a proof of concept/prototype of it as it is fairly playable - though simplistic game (in the general scope of sandbox games). Simplistic for various reasons - for example there are no civilians (due to not having assets to have a civilian faction) and just getting started on the sandbox route.

Anyway - I thought you guys might enjoy the mini sandbox so I hope that becomes the case and this DLC adds to the value of the game and your enjoyment.

Back on topic

I'm looking for a few dedicated testers to donate about an hour or so of their time testing the initial build and then a few more hours for later builds. If you are interested and if you have racked up a bit of time on Void Destroyer (so that I know that you'll be ok being tossed into the DLC at its earlyish state).

Post a message on this forum: http://steamcommunity.com/app/259660/discussions/11/

We'll go from there.


Thanks - and thank you for supporting the project.

Paul

3 comments Read more

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:
https://www.youtube.com/watch?v=VBg9h1enyDA
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.

Difficulty:
  • 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:
[/list]
  • 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

15 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.

Features:

  • 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

    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. DRM free.
    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
    • Additional Notes: DRM free.
Helpful customer reviews
97 of 101 people (96%) found this review helpful
1 person found this review funny
94.3 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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58 of 77 people (75%) 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.

Summary:
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.
Was this review helpful? Yes No Funny
29 of 32 people (91%) 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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25 of 26 people (96%) found this review helpful
1 person found this review funny
11.3 hrs on record
Posted: January 25
A wonderful mish-mash of Battlezone and Homeworld. The UI can feel awkward, but that's more a symptom of the game being a hybrid of two genres that are typically fairly heavy on the controls, and generally the game does a good job of preventing this from becoming a serious inconvenience. The intial learning curve can seem a bit on the steep side, but this only hearkens back to the days of Homeworld, a game that was no pushover by any means.
To the developer's credit, both aspects of Void Destroyer (I'll try my best to refrain from using the acronym), RTS and space sim, feel tight and function how you would expect them to, and there's satisfaction to be had in the immediate availability of a variety of vessels to pilot at your discretion, each with enough differentiation to make hopping between them more than worth the player's time.
Also to the developer's credit has been his conduct on the Steam forums: always-courteous and informative responses, that are, very frequently, remarkably prompt; it's the kind of behaviour that should be help up as an example to any other developers and publishers that may wish to exhibit their wares on the Steam store, and to all those that currently do.
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27 of 32 people (84%) found this review helpful
3 people found this review funny
29.4 hrs on record
Posted: January 18
An absolutely fantastic entry into the very short list of games who are RTSs but can be played in third person. (And are fast and fun that way.)

Seriously, what else is on that list? Battlezone? Hostile Waters: Antaeus Rising?

We get a new game like this about every 5 years, so it's reassuring to see the care and attention and just plain love that was invested into the development of this one.

I can confidently recommend this game for RTS fans and also for space combat fans. You really can play it either way, and the freedom to hop back and forth means that it never, ever gets dull.
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19 of 20 people (95%) found this review helpful
4.6 hrs on record
Posted: January 23
This developer is awesome. I've made two overly rude complaints about something I don't like about the game, and suddenly there's options to make it work. This guy seriously listens. Just starting to play the game now as it seems the blockers (for me, anyway) that made me complain were fixed, and it looks awesome and rich. Ver much recommend.
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16 of 16 people (100%) found this review helpful
1 person found this review funny
7.7 hrs on record
Posted: January 21
Amazing mixture of RTS and Space Simulation, neatly presented in the for of Void Destroyer, a game to enjoy, with beautiful sights, and explosions, if you are interested let me just tell you, that it won't fail you.
Very fluid, gameplay never dropping below 60 FPS, with slick transitions bettwen many rich modes, and even when your ship dies, the camera just pans to the next one, so that you can keep on rockin!
I strongly Reccmoned it for everyone who loves SPAAAACE!

And also if you are interested here is a video with a first look at the game
https://www.youtube.com/watch?v=kI_P3FKoY7c&feature=youtu.be
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17 of 18 people (94%) found this review helpful
64.6 hrs on record
Posted: January 7
Early Access Review
Don't wanna type much at the moment due to sinusitus so I'll be brief. If your a fan of the "Homeworld" series, this game is what you've been waiting for. A lot of work went into this and it shows. I haven't come even close to finishing it but I find myself thinking of tactics, turrets and lgoistics during time between sessions. Great game.
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A developer has responded on Jan 8 @ 5:03pm
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17 of 18 people (94%) 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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14 of 14 people (100%) found this review helpful
2 people found this review funny
7.4 hrs on record
Posted: January 21
Wow, I kinda didn't expect much until I actually started playing! This is quite an amazing game, especially the battles. Looks really hectic with 28 fighters, corvettes and frigates fighting a force of somewhere around 20. Still a little buggy in some areas like the sound and with the cursor moving on it's own without my control, but that's understandable as it just came out of early access. Hopefully alot of their planned features are placed in and I really wish the developer good luck in his ever-expanding project!

(By the way, the game is at a great difficulty and though the controls seem strange and confusing, they are all very useful mid-battle, once you have learned them over time)
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22 of 30 people (73%) found this review helpful
0.5 hrs on record
Posted: January 19
Early Access Review
If you are a fan of Homeworld or Nexus: The Jupiter Incident then this is an excellent indie colleague to those two games. Considering it was put together by a single developer you cannot love the detail put into action here.
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12 of 12 people (100%) found this review helpful
2 people found this review funny
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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11 of 11 people (100%) found this review helpful
14.1 hrs on record
Posted: March 12
"Void Destroyer" is a stunning achievement. If you ever played one of the "Homeworld" games, and wished you could jump into the driver's seat of a ship - now you can! The game "plays" very smoothly. Once you wrap your head around a few of the interface conventions and shortcuts, you'll be pretty quick at switching between crew and manual control, as well as managing your ship's throttle and picking which ship to actually sit in.

The reality that the developer managed to marry an actual, working space sim with an actual, working, "Homeworld 2 recognizable" tactical mode is a feat to be applauded. It all works about as seamlessly as I imagine is possible, and it's even more impressive when you realize that the strategy simulation can NOT be dumbed down to a "stats battle." The computer has to actually handle ship-to-ship combat with real maneuvering - and it's VERY good at it.

The CPU is so good at ship-to-ship that it actually opens the door to one of my negative points. It's true that the player taking control of a ship does not (and is not meant to) confer "superfighter" status on that ship. However, the advantage conferred by player control is so small that it easily becomes insignifcant. Yes, there were certain situations where human control did make it possible to really beat the pants off an opposing unit, but this was because the opposing unit simply could not handle a ship that was "strafe jinking." Also, the opposed unit did not have the advantage of numbers. This is not the situation the game seems to put you in most often, however, and most of the time the combat will very efficiently grind you up. Actual fighters and turret-bearing heavies will track and hit you very reliably, and "many against one" scenarios where you are at the disadvantage are not likely to go your way - lateral thrust tricks or no.

All of this is to say that I find the game marketing's empahsis on the single-ship control to be a little off the mark. Grabbing personal control over a ship really isn't the key to victory. Managing the RTS scenario is absolutely essential, and with the CPU being as good of a dogfighter as it is, you're often better off just letting the computer fly while you issue the overall orders. This deeply undermines the "fly any ship you want" idea, because it tends to make that ability a mere curiosity.

A "YMMV" point (which I happen to enjoy) is that the game combines a basically manageable learning curve with very little hand-holding. I was especially impressed that the first mission with actual RTS elements did little micro-managing. You have a number of things suggested to you as things to do, but exactly how you go about them is quite freeform. You get space to make your own decisions, and you don't get artificially railroaded into checking off a bullet-pointed list in a certain order. I found it nicely refreshing. (I also found it refreshing that the "get through with minimal casualties missions" allow you enough creative leeway to actually pull off the objective with flying colors.)

An actually minor, but detail-demanding complaint is that the tactical view is not "AAA" polished. I'm not saying this to denigrate the developer's achievement, but I think it merits pointing out. The tac-view camera is actually given too much freedom, in that you can tumble the view into all kinds of weird angles without having a quick and unambiguous directional reference available to help you get your bearings back. The tumble and rotate control of the camera is very "twitchy," meaning that getting the angle you want can be a real chore. Further (and ironically) scaling the view is VERY ponderous, which is frustrating when you're trying to wrangle a bunch of ships that have run off while tracking a target, or if you're trying to get an overview of what's going on beyond your perimeter.

If I were to make a suggestion, I would ask the developer to make it such that the tac-camera's rotation and tumble were significantly slower, while the zoom and pan/dolly should be signifcantly faster. Also, I would highly recommend that the tumble be restricted to +90 degrees over the "plane of the ecliptic" (overhead view), and -45 degrees below. Full freedom of camera movement seems nice, but actually hurts situational awareness when you get all flipped around and have to re-establish your bearings.

I will readily admit that I'm taking a break from this game due to getting stymied. There's a mission that I just can't seem to crack, because I can't find the course of action that will let me endure the battering my fleet is subjected to. In that, I'm a little disappointed, because I was hoping for a title where "jumping in" to a ship would really allow me to tip fights in my favor. "Void Destroyer" doesn't do that.

But, even so, this game is a brilliant piece of work. It demonstrates that this kind of idea can actually be done, and done very well.
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10 of 10 people (100%) found this review helpful
1 person found this review funny
4.9 hrs on record
Posted: January 20
Excellent game with a ton of features. It has a pretty steep learning curve with a lot of controls to figure out, but once you do and you start using time dilation and switching between your small and big ships and giving orders in the RTS mode it all clicks and comes together. I'm also a huge fan of the art style and the soundtrack. Oh, and it has really nice Newtonian flight physics. And a skirmish editor. And probably some other stuff I've left out.
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12 of 14 people (86%) found this review helpful
1 person found this review funny
1.9 hrs on record
Posted: December 7, 2014
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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9 of 9 people (100%) found this review helpful
1 person found this review funny
3.4 hrs on record
Posted: January 21
Game looks great and has a lot going for it. Very in depth systems in place that will take some serious effort to wrap your brain around. Ship to ship brutal combat, very in depth RTS/strategic options, the capital ship is a beast of its own with some serious control/upgrade/placement options. Strategic interface gives overall battle/situational awareness. Have enjoyed the little that I've been able to accomplish so far (I did say little lol).... Prepare for some frustration, but I truly believe with some effort and will, this game has a lot to offer and should be checked out by any who enjoy the space genre. Dev is straight on top of this game as well which can only be a very, very good thing. All over the forum and bug control. Look forward to not sucking...(me that is, not the game)
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11 of 13 people (85%) found this review helpful
3.6 hrs on record
Posted: November 28, 2014
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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8 of 8 people (100%) found this review helpful
3.8 hrs on record
Posted: January 21
I dont have much time played, but I have been RTSing since dune 2000, and I have to say this game is great by all standards. It doesnt try to be overambitious and still manages to accomplish a great many things. The RTS and space combat aspect are both quality stand alone games on their own, thier intergration here is absolutely seemless and engaging. I would pay double what the devs are asking and still walk away feelig like I came out vastly ahead. If you like RTS or space combat games this is a no brainer. Lets hope there is a number 2 eventually so I can prepurchase.
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9 of 10 people (90%) found this review helpful
1 person found this review funny
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.

CONS:

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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7 of 7 people (100%) found this review helpful
11.8 hrs on record
Posted: January 24
I personally find this game to be difficult at first, but is extremely fun. I would recommend this to anyone who likes RTS's and space dogfighting games.

I did encounter a bug, but as soon as i posted it on the game's forum the game developer gave me a fix to it.

Highly reccomended, due to its fun gameplay, and really active developer.
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