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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.
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 may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until 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.”

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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Buy Void Destroyer

$14.99

Recent updates View all (12)

Achievements are in!

September 11

We are a step closer to release - a portion of the planned achievements have been added to the game and can now be unlocked.

The first batch of achievements are "story" achievements - achievements that are unlocked via playing through the game's story. They are in a way - fairly obvious - though there are a few that are branches of the main story and/or somewhat unusual player actions/choices. There are also a few that are unlocked via playing instant action scenarios. More will be added as the story aspect of the game gets completed and instant action scenarios are finalized.

Achievements are in a basic state - a few of them aren't possible to unlock yet. I have to tweak some missions and code to watch for the event(s) that unlock them. That will be soon fixed along as well as - hopefully - the addition of achievements that are more "game play mechanics" based, unlocked via playing a certain way, defeating enemies and other stats.

I know that value of achievements can vary greatly among players, even to the point that some of you don't care about them at all. Still I hope that for those that do care about achievements - they are an added value to the game and a increase of your enjoyment of it. The game offers challenging missions so I hope that seeing an achievement pop up after a conquest gives you guys an added boost of satisfaction.

As always thank you for supporting the project.


Paul

PS: I haven't spent a great deal of time thinking of achievements and what value they bring to players (reletively speaking - compared to the time I've spent thinking about other aspects of the game) . So I mainly have my own game playing as a guideline and what I imagine they mean to other players, so it would be greatly appreciated if you let me know your thoughts through feedback on the forums.

2 comments Read more

Void Destroyer - Iteration 21 Update

August 22

Hey guys - here's what's been happening since the last update rollup.

  • New story content - about 2 hours worth
  • New instant action scenario
  • Earlier story content revised/updated/improved
  • Story/dialog/mission writing updates/edits/tweaks thanks to an outsider writer
  • 5 new ships (3 new ships - 2 variants)
  • Added new build able defensive platforms for the "rock guys" faction
  • "Mines" can be "built" the way that stations are
  • New HUD elements (target related)
  • Resource request system - have more than one base? Transfer some resources via cargo ships
  • Multi controller support. For those with HOTAS and/or wanting to use a two joysticks at the same time
  • Redone station upkeep
  • Numerous enhancements, tweaks and bugs fixed - change log

What's next:

We are about 2 or 3 more updates until the story line is complete - I'm not entirely sure because I'm not exactly sure how it all ends. Once the story line is complete - focus will be given 100% to art related assets polish and misc issues. Also I'm hopeful that Steam Achievements should be nearing the horizon.

Other happenings:

Check out this new art:

http://steamcommunity.com/sharedfiles/filedetails/?id=300193174

This is the basis of new Steam banners/capsules for the store and related pages. I have it set as my desktop background :) If you want the 1080p version here's a link to download it.





Thanks for supporting the project!

Paul

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About the 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.

Gameplay:

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 customizable
  • Community input valued by a responsive developer

Post Commercial Release Planned Features:

The initial commercial release focuses on a single player experience with a story line, however with resources from the commercial release planned updates include:

  • Sandbox mode - non-linear game play - become a privateer - pirate, bounty hunter, trader, or warlord
  • First person shooter elements - taking base invasions to a new level
  • Multi-player support
  • Continuous improvement of features and game play elements - support doesn't stop just at release

Note: some of the above might take the form of a paid DLCs and expansions

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
6 of 7 people (86%) found this review helpful
0.9 hrs on record
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.
Posted: August 19
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3 of 3 people (100%) found this review helpful
4.4 hrs on record
Early Access Review
i'm really looking foward to this game, dude do you have playerd homewolrd2 ? yep ? cool that is for you ! some kind of Homeworld 2 + fps and the and with a future "Sandbox mode" mode incoming thats awesome!
Posted: April 3
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3 of 3 people (100%) found this review helpful
13.6 hrs on record
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!
Posted: September 12
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2 of 2 people (100%) found this review helpful
1.1 hrs on record
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.
Posted: August 24
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2 of 2 people (100%) found this review helpful
7.4 hrs on record
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
Posted: June 28
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A developer has responded on Dec 31, 1969 @ 4:00pm
(view response)
95 of 101 people (94%) found this review helpful
8.3 hrs on record
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.
Posted: January 16
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