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:
Overall:
Mostly Positive (226 reviews) - 71% of the 226 user reviews for this game are positive.
Release Date: Jan 20, 2015

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Reviews

“Did the blend of various genres melded together worked? I will say yes. Paul has got the balance of each perfect so you feel the game flows well from space combat elements to strategy.”
Space Sector

“Void Destroyer rewards those who manage to blast their way through its challenges and find themselves hungering for more.”
IGN

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
    • Storage: 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
    • Storage: 500 MB available space
    • Additional Notes: DRM free.
Helpful customer reviews
50 of 62 people (81%) found this review helpful
3 people found this review funny
52.2 hrs on record
Posted: February 26
SO on the fence about this one! Short version: Homeworld meets X3, with big bugs and frequent crashes, but frequent auto-saving and short loading times to partially compensate. There are achievements for each of the endings - highest is 0.4%, total is 0.9%; that means less than 1% have even finished the game... Maybe the fact I have will add a little authority to my review.

Update: You know, I might go so far as to say ignore the positive reviews because they don’t know what they’re talking about. If you look at them, notice how many hours played and the fact these reviewers haven’t finished the actual game: xsmasher, Morally Bankrupt, templelord, and Cyrus (90 hours, must be a beta tester). I know this makes me look stuck up “I've finished the game, I'm H@rdc0r3!”, but we can see the highest-rated helpful positive reviews are likely beta testers. And if anyone else gets the game, they’re less than 1% likely to finish.

Longer:

Graphics: Cell shaded. Nothing special, but the models don't get boring or look ugly. Good.
When contolling ships (only in the first few levels) the ships will shake alot, like when you try to glitch through a wall and your character oscillates rapidly between two positions. The dev says this is due to "Intel graphics chips". Well I have a graphics card, but almost everybody has an Intel processor. Bad. When placing stations, icons for some items are very small (and the build method is unintuitive).

Story is alright, gets into improbable coincidence territory, but alright. Need to find if there's info on the character/faction backstories.

Ship-to-thip combat is ok. Like a flight simulator. Flight modes are kind of whacky. Cockpit, camera chase 3rd person, and 'command' view where you control the turrets. For fighters, cockpit view. For everything else, chase view. Command view is pretty worthless since you won't be dodging fire well that way. Turrets do auto-track with Shift+A, I think. There's also a view to move the camera around your ship and admire it. There are some command ship specific issues I'll address later.

Tactical mode (Homeworld) is eh. An issue that only appeared toward the end is that engagement rules and ship orders will revert. You'll see dudes fly halfway to a target (target's still alive), and they just turn around and go back. I don't know what causes engagement rules (tiny buttons!) to revert, but I've given the same order 5-6 times to a group only to watch them stop caring until I gave up. Ouch.

The command ship is also iffy. At least 4 of its abilites are worthless except a few parts in the story. Command: take over enemy ships! Except about 1/3 the way through enemy ships stop being capturable. Radiation field: damage yourself and anything right next to you! Useful for two engagements where enemy drones are trying to saw their way through your ship. Quick-ish reverse: accellerate backwards sorta fast. Rarely could that benefit you. Right side shield: temporary energy shield on the right side of your ship. By the time you get this, the enemy laser weapons seem to ignore the shield. Worse than having a million bucks on a desert island. The other abilities are also iffy: tractor beam the enemy, but make sure they don't hit your ship; rapid repair, but lose control of engines and inertia takes you to wherever. The ship does passively repair, too, which is way more useful. The main gun of the ship is only useful when upgraded 5/5 during the last 1/3 to 1/4 of the game.

Extra: The game is continuous - your fleet, ship upgrades, etc are preserved between areas/levels. It does feel like one big activity - first fighting miners, then running from overwhelming aliens, then fighting back against those aliens that were supposed to be overwhelming. Upgrade progression is awkward. Would have rather gotten most (except shield and the main gun) as soon as you got the command ship. Instead it's "you're at this point in the game; here is some research that should already have been done and some upgrades/repairs you should have already been able to access". The game is supposedly focused on numerical superiority, but your fleet usually forms up with the command ship and it feels like your fleet is really just one really big gun turret. The rare few times you send ships away from the main group is so you can control one of them, to act as distractions, or two instances where enemy fleets just sit there and you can irradiate part of them to death with a Bear. You'll lose/reload a lot, part from crashing, part because the game gives you a bunch of "FU" situations - the digger Cruiser you can't control, and figuring out how to keep it from drilling you to death (hit 'F'); Teardrop drones that latch onto your ship, and figuring out how to keep yourself alive (you die fast); aliens that can warp into the map wherever, and realizing they just completely bypassed your defenses. You do get an additional cruiser and carrier through the story, and the carrier's pretty boss, but they'll mostly chill far away from the fight so they don't die.

Awesome idea, but ultimately you just end up loading a lot to argue with your units that refuse to reposition correctly. And the dev is working on the second game so these issues are here to stay.

Thumbs up if the review is helpful.
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7 of 11 people (64%) found this review helpful
24.3 hrs on record
Posted: December 7, 2015
Awesome game. I had it on my wishlist for a while and finally had the extra money to buy it and I'm really glad I did. There is a lot of control given to you in the game. You can move your entire fleet with ease, set up formations multiple different ways, pilot each ship in your fleet or fire an individual turret. The dev gives you multiple different control schemes; each one has benefits depending on the ship you're piloting.

The campaign has been challenging so far but you learn a lot in the earlier missions and you'll apply this knowledge to the missions to win. You can tweak the difficulty if needed too.

There is a skirmish / quick battle mode with a bunch of scenarios. You can set up base battles or just a 10v10 epic dogfight bonanza! Go nuts!

A guide is accessable in-game to check up on topics while playing. It's pretty in-depth and reviews almost everything in the game. Part of the fun is also figuring out how things work and experimenting. I had fun sitting in a ship, equipped with a flamethrower (yep a mutha♥♥♥♥in' thrower of flame in space) clearing out an area of space while I parked the rest of my fleet back at the gate, told them to rest up for the next big fight. There's a few ways to accomplish each mission, are you an RTS player? Fine, go HAM on the Tac Map and RTS the ♥♥♥♥ outta this game, or you can #quickscope420blazit and pilot a fighter to go all Maverick on the enemy. You can do both, almost at the same time. Speaking about time, you can slow it down. Well, you actually speed your brain up which gives the illusion of everything else slowing down, think NEO in the Matrix. This bullet-time lets you set up your RTS strategy and then resume rocking enemy's worlds in a turret on your capital ship.

The dev is also very active in the forums/discussion boards, so drop him a line and you'll get a response. (Well I can't guarantee that because I don't know the guy, but he responded to me within a few hours).

Great game, check it out. I don't know of any others that give you this amount of control.
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1 of 1 people (100%) found this review helpful
13.6 hrs on record
Posted: April 23
For an indie game this is pretty intense. It's very old-school though, so save often and be prepared to learn things the hard way. The autosave feature is useless and I wish I could tamper with it. No mods either, which is a shame because the HUD's choice of grey as a colour makes the game a bit harder than it already is. Biggest downfall of the game is that the vast majority of it is dead silent. There's a neat soundtrack, it just doesn't play very often.
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139 of 151 people (92%) found this review helpful
2 people found this review funny
94.3 hrs on record
Posted: January 20, 2015
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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107 of 124 people (86%) found this review helpful
8.3 hrs on record
Posted: January 16, 2014
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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