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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

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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:

“Void Destroyer - Early Access Status - approximately 1/3 to 1/4 of the finished game at very near to release quality.

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.

Since January 2011 Void Destroyer has been freely available for download - in the form of a demo. In its pre-alpha and now Beta states the project has been frequently updated with new features and content. Many issues have been resolved and features tweaked and added via community feedback.

When the project received funding via Kickstarter in July of 2013 and then became Greenlit a few months later, my focus changed from new features to the polish the existing content to be release quality, because I want you - the player - to enjoy the game and recommend it to your friends.

As of January 2014 it is in a state that I - as the developer - feel is ready to be commercially available. Right now approximately 1/3 to 1/4 of the game's "story" mode game play is completed and within this portion of the story, the game offers nearly all of the intended features at "release" and that they are in a fairly polished state (90% to 95% polish).

Adding new content (new story missions, new ships, and some new features) will be the priority post the resolution of the issues encountered via the by the community that Early Access brings. The game is primed to focus on rapid development now that most of the game features are nailed down and release ready.

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.

Risks and Challenges:

Void Destroyer is largely an effort of a single developer - me - the risk inherent in this type of development is not encountering all of the possible bugs. This is because when I play test the game (which I do constantly) I don't always do things that players do. This is because I simply can't put myself into the mind of a player - knowing what I know of the inner workings of the game. Thus some bugs might be overlooked by my testing. If this happens - kindly post the issue on the forums and I will (as I have always in the past) work diligently on solving the issue as soon as it is discovered.”
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Recent updates View all (10)

Quick update - new story content

August 10th, 2014

Once again this is the quick version of an upcoming larger announcement.

I've just added the next segment of the story (and an unlockable instant action scenario) and will now spend a few day polishing it up (there are some potential ways of "breaking" the mission(s) that I have to consider and put in work arounds/branches) and then post a larger announcement.

Feel free to let me know your thoughts on the new story content (especially this - the new mission is fairly elaborate and is a bit of departure from "usual" missions in games) and any other aspect.

thanks for supporting the project!


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Void Destroyer - Iteration 20 Update

June 23rd, 2014

Due to recent updates Void Destroyer is now approximately 50% complete in terms of the story content. New missions have been added (including a boss fight) and earlier missions revised and improved. The boss fight was particularly elaborate and I'm looking forward to your feedback as to how it plays from your perspectives.

For a more exciting look at the update check out this video:
Direct YouTube link: Video 1

For a "developer commentary" overview check out this video:
Direct YouTube link: Video 2

Some highlights of recent updates:
  • 21 new ships
  • New weapons
    • Area of effect damage clouds
    • Heat seeking mines
    • Beams
  • New features
    • Smooth camera transitions
    • Physical attachments to objects
    • Shields
  • New enemy factions
  • GUI and HUD enhancements (still heavily under construction)
  • New missions
    • New instant action scenarios
    • New boss fight
  • Improvements to the existing game missions

And loads of other improvements/additions/fixed - for a full log see here

What's next?
Work will continue towards new story content. The end 50% of the story should go a lot faster - once you climb a mountain - it tends to be easier to get down.

More GUI and HUD work.
More bug fixes and features.

Big issues?
Outside of bugs, the two biggest issues are that the AI still tends to clump and the AI is too independent. Upcoming GUI improvements will give the player more control over their fleet's behavior, making them more obedient or independent depending on situation need - up to the player.

Thank you for supporting Void Destroyer's Early Access - without your support this labor of love would be a greatly diminished.

Thank you for your continuing support and for helping spread the word to other gamers.


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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.


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 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

    • 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
2 of 2 people (100%) found this review helpful
218 products in account
9 reviews
2.1 hrs on record
Early Access Review
This is probably the closest thing to one of my all time fave games - HOMEWORLD and I think that says a lot about VOID DESTROYER. There've been a lot of space rts games that have been released since but always sticking to a 2d plane battlefield. Void Destroyer, like Homeworld breaks that mold and goes beyond it too with the ability to control individual ships.

Controls are a bit clunky for me - sometimes w/out knowing I tend to revert to HW controls, which feel more fluid with this type of gameplay imo, I'd love it if there was a way to have it similar to that.

There's a lot to learn and remember in this game and I found I needed to do the tutorial again to refresh my memory after not playing for some time.

Overall though, I'm really enjoying this game. Love the graphics style.
Posted: February 28th, 2014
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2 of 2 people (100%) found this review helpful
92 products in account
1 review
1.0 hrs on record
Early Access Review
Its fantastic game!
Posted: June 25th, 2014
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1 of 1 people (100%) found this review helpful
122 products in account
5 reviews
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 3rd, 2014
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1 of 1 people (100%) found this review helpful
356 products in account
1 review
23.0 hrs on record
Early Access Review
Great space game, the campain so far feels well thought out and it's more than worth the $15.
Posted: March 4th, 2014
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1 of 1 people (100%) found this review helpful
58 products in account
6 reviews
2.1 hrs on record
Early Access Review
Good game so far enjoying it the ships move a little wonky, But over all fun game.
Posted: March 2nd, 2014
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93 of 99 people (94%) found this review helpful
74 products in account
5 reviews
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 16th, 2014
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