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 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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Recent updates View all (14)

September 29

Another quick update

I just put out another story update, it is about 30 minutes to an hour worth of game play. It features 1 new ship (with a variant) and as usual intense space combat. The new mission addition has a "sort of" a boss battle - I'm particularly excited about it because it is a big battle without being big in ship numbers and has a unique flow to it.

Story/mission wise the game is nearly complete - the next mission update should include the conclusion of that aspect of the game. But before I start working on that I'm going to revisit the rest of the game and see what needs to be improved.

One aspect that I kept seeing that needs a look at is ship build times - I'm not sure whether I'll just decrease them, add in an "research upgrade" to decrease them, or allow bases to build more than one ship at a time or some combination of the above (or another solution).

I'll see where there is a need for music in the earlier game and add it in (now that there are a lot more music tracks than when I started).

I will most likely also add in a few features - for example the ability to get resources via gates (versus just nearby bases).

Finally I'll see where the earlier story could benefit from game engine improvements and from things I learned over the more than a year that the story game play has been in development. I'll try to make battles bigger without necessarily increasing the difficulty.

So I hope to work on the above for the rest of the week, and then continue towards release.

Thanks for supporting the project!

PS: once the above are done I'll post a "what is left to do" type of an update.

0 comments Read more

September 20

Quick update - new story content

Hey guys - the latest mission is in. It is about an hour to an hour and a half of game play. It features 3 new ships, 2 new platforms, new command ship upgrades, other new elements and as usual intense space combat. I'm very proud of this late game mission and hope that you enjoy it.

Going to spend the upcoming week or so polishing this new content and then continue working on the next segments of the story.

Thanks for supporting the project!


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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.


  • 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

    • 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.
    • 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
9 of 12 people (75%) found this review helpful
1.2 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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6 of 7 people (86%) found this review helpful
14.8 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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4 of 5 people (80%) found this review helpful
7.6 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)
1 of 1 people (100%) found this review helpful
14.8 hrs on record
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
Posted: September 15
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A developer has responded on Dec 31, 1969 @ 4:00pm
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1 of 1 people (100%) found this review helpful
17.8 hrs on record
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.

Posted: September 1
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A developer has responded on Dec 31, 1969 @ 4:00pm
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95 of 102 people (93%) 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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