Create the most powerful ship in the galaxy piece by piece, take it into battle and then lose your ship to a traitorous crew in an endless cycle of punishment and revenge.
User reviews:
Mostly Positive (24 reviews) - 75% of the 24 user reviews for this game are positive.
Release Date: Jul 28, 2016

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Recent updates View all (29)

September 26

Build Patch Notes v1.0.23054

  • Added more built-in ships to survival mode.
  • Added talking animations to Zeke, Pwny, Borld and defectors.
  • Changed the way scrap is attracted to ships (easier to pickup now, especially small ships with the tractor beam).
  • Made Mines 101 and Space Force One a bit easier.
  • Changed the default controller next/previous direct control item to face buttons.

1 comments Read more

August 22

Build Patch Notes v1.0.23025

  • Newly defeated defectors now can be fought against by everyone! Added ‘All’ option to challenge mode enemy selection. This chooses from everyone’s shared ships, rather than just friends’.
  • Added paging through friends’ and everyone’s ships (50 at a time).
  • Added ‘out of scrap’ warning to the shipyard.
  • Updated the ordering of sub-types in the Direct Control list.
  • Removed some mid-mission camera cuts and zoom changes.
  • Fixed Tomahawk Express and Punch Stopper bonuses (and therefore achievements) not working.
  • Fixed shared ships with fighter decks using the default fighter instead of the one chosen by the creator.
  • Fixed warp in bugs where it could get stuck warping in forever. Reported as Assault Pig invincible in Survival mode.
  • Fixed Runaway crashing into asteroids.
  • Fixed Stash crashing into asteroids on hard difficulty in Stash mission.
  • Fixed Carriers mission black screen if die after carrier gets away.

2 comments Read more


“Knowing that you’ll lose a ship and have to take it down allows for all kinds of tactical trickery, and suddenly the Death Star’s Thermal Exhaust Port makes perfect sense.”
Rock, Paper, Shotgun

“Defect has an uncanny allure to it, gravitating towards those reminiscent memories of playing with your toys as a child oh so many years ago.”
Entertainment Buddha

About This Game

As a lowly captain on a dead-end planet, you must build a ship, complete a mission and wave it goodbye when your crew defects to the other side. Then design a new ship to hunt down those mutinous traitors in an endless cycle of punishment and revenge. Don't make your designs too good, because odds are you'll be fighting them pretty soon.

  • Unprecedented freedom of creation - Create the most powerful ship in the galaxy piece by piece, with more than 180 components available and many more to come.
  • Exploit your designs - Create the perfect design to complete the mission, but remember to build in a weakness you can exploit later when your crew inevitably turns against you.
  • Epic scale - Unlimited combinations available from tiny fighters up to battle stations the size of a small moon.
  • Fight your friends' ships - Upload your successful ships and take on the best designs the community has to offer.
  • Dynamic Music System - Compose a distinct musical theme for your ship based on the components used to build it.


The game has two phases: Construction and combat. The construction phase involves placing a power core that determines the size of the ship that can be built, and then adding a selection of ship components. These can be placed, scaled and rotated in any arrangement and will operate according to game rules/physics, affording you a high degree of creativity.

Ship components have a range of stats and behaviors based on their main function. There are three main visual styles; TriStage components are very industrial and mass produced, SSN is a streamlined vision of the future and 2255 is a retro throwback to the days of pulp magazines and the space race. New styles and themes are planned and will be based on feedback from our community.

Build your dream space craft from key components:

  • Core - Install the power source of a ship and also the ultimate weak point.
  • Weapons - Choose from lasers, blasters, missiles, torpedoes, mines, rail guns, turrets, flak guns, point defense guns and much more.
  • Crew - They're just going to turn against you and chuck you into space, but sadly, you still need crew to run your ship.
  • Hull - This is where a ship gets most of its armor from.
  • Wings - Despite what 'scientists' will tell you, space dynamics is a real thing and wings will help you to design a much more agile and maneuverable ship.
  • Engines - The real difference between a good ship and floating space garbage.
  • Special - Certain components will boost or specialize the abilities of your ship. Fighter decks, shields, radar, heat sinks, exhaust ports, ion intakes, flares and counter measures can all be used to give you an edge, but can also leave you vulnerable if you can't protect them.

The combat phase involves you controlling your ship from a top-down 2D perspective and taking on enemy ships. If victorious, you move on to the next mission. If you fail it's back to the drawing board to design a new ship that might fare better.

You will cycle between the construction and combat phases, creating and fighting in a continual progression through better and bigger ships as the missions and the story progress. After each mission, however, you will lose your ship to defection and will be forced to defeat your former crew in the following mission. This creates an Achilles heel conundrum for the player. Build the perfect ship, but build in fatal flaws you can exploit later.


Planet Asbestos - Fighting has broken out between corporations, governments, pirates and private citizens over the rights to prospect for a theoretical particle that exists in only one place in the universe. Theoretically, that's planet Asbestos. The research and mining costs have already bankrupted several planets, thus inflating the value of the probably-nonexistent particle and creating a stock bubble that supports the entire economy of the galaxy.

Your job - Defend the planet for the Suppressed Systems Navy. Your crew has been drafted from prison, which is turning out to be a less enticing policy than was promised. Morale is low. Mutiny is inevitable.

Missions - Consist of a primary objective, after which your mutinous crew will turn up in your previous ship and try to finish you off. Primary objectives include a wide range of scenarios, including taking on simple waves of fighters, capturing space stations, evacuating passengers off a burning cruise ship, and building a ship that looks enough like an enemy ship that you can fool your way past their shields and drop a nuke on their stupid face.

Challenge Mode

Challenge mode gives you the ability to fight against ships designed by other players, be it friends or anyone in the community. It’s not direct multiplayer, as the opposing ship will be AI controlled. The missions can be quick skirmishes based on core size or a chosen enemy, or fight for survival against waves of enemies, or complete one of the campaign missions with no scrap limitations.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows Vista or later
    • Memory: 2 GB RAM
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • OS: Windows 7 or later
    • Memory: 4 GB RAM
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • OS: OS X 10.9 or above
    • Memory: 2 GB RAM
    • Storage: 1 GB available space
    • OS: OS X 10.9 or above
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
    • OS: Ubuntu 12.x or above
    • Memory: 2 GB RAM
    • Storage: 1 GB available space
    • OS: Ubuntu 12.x or above
    • Memory: 4 GB RAM
    • Storage: 1 GB available space
Customer reviews
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Mostly Positive (24 reviews)
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20 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  Overall
50 of 59 people (85%) found this review helpful
1 person found this review funny
Not Recommended
1.1 hrs on record
Early Access Review
Posted: April 2
The core concept is great, and the ship creation system is one of the best I've seen.

However, the game falls apart after that. The missions are short, boring, and frankly, annoying. The core mechanic is that you build a ship, do one mission, and then it gets taken away, and you have to build a new ship to do exactly one mission and then fight your old ship. Rinse, repeat...l I played long enough to know it wasn't worth $15 to me.

This game could be great, if the linear mission system was stripped out and replaced with a sandbox world where you slowly acquire scrap and unlock upgrades to keep improving your ship. I'd play that game for hours.
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16 of 21 people (76%) found this review helpful
1 person found this review funny
0.9 hrs on record
Early Access Review
Posted: December 3, 2015
Welcome to Rage Simulator 2015.

- Unique Concept
- Unique Scoring System (I'll mention this later)
- Solid Execution
- Game encourages you to design ships dedicated to solving a particular mission

- Controls require a fair amount of co-ordination (which I don't have)

The ship building controls are ok. Something really interesting (and I found this out after I had recorded my sneak peek), when you are placing components to the ship, you are actually creating the completely custom music track that will play while you are flying it. I thought that was completely cool. Each ship has its own "mood" or "atmosphere".

Definitely a title to grab. They've done a great job with the game and it should only get better from here!
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14 of 18 people (78%) found this review helpful
1 person found this review funny
62.6 hrs on record
Early Access Review
Posted: December 22, 2015
Defect: SDK is one of the most fun games I've played in a while. Honestly, it's simple, fun, yet complex when you actually get into it.

So, let's get to the meat of the game, shall we?
The game focuses on you building ships to complete various missions, however, you may be tempted to make the best ship, and that's where Defect is unique: you fight your own ships.

You see, you're a terrible captain, and the crew (also terrible) throws you out of your ship and claims it as their own in the end of each mission.

The missions at this current state are pretty fun, and seem to be tweaked constantly. The game is really dynamic because of how you build the ship, is how you will play. It's also really satisfying, when you finish that mission that took you so long, or that ship you built that was a great challenge to face.

The weapon diversity is there, you have turrets, beams, beam turrets, just pew pew laser weapons, torpedoes, missiles... A NUKE! (not yet avaliable to build though), shields to protect you from pew pew lasers and specialized shields that block missiles and torpedoes.

The game offers great variety in terms of building, because each component has an unique feel about it and can be rotated to look absolutely different.

So far so good, I'll continue playing this game and update this review as I go.

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12 of 15 people (80%) found this review helpful
0.7 hrs on record
Early Access Review
Posted: June 7
Product received for free
✔ Pretty graphics
✔ Fight your own creations
✔ Ships of various scales
✔ Controls are good
✔ Linux support!
✘ Levels are not procedurally or randomly generated.

Solid and neat concept so far.
Runs very well on low-end specs and on Linux!
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11 of 14 people (79%) found this review helpful
2.8 hrs on record
Posted: August 2
What is Defect?

Defect 'Spaceship Destruction Kit' pits you as a captain that is located on a dead end planet. As the game opens you build your very first spacecraft, fly it through a mission and then watch in horror as your crew defects to the enemy. You then start the game from scratch. At its heart Defect places you as ship builder, spaceship captain and mercenary in an indie space action-strategy game.



The first and the standout feature of the game is the construction of your spacecrafts. This can be a lot of fun although it often comes down to simple mathematical equations. You have to be wary of how much power and crew that you have at your disposal. You cannot go into the negative in either stat as you wont be able to fly your ship. As a result this places a reasonable limit on what type of ships you can construct. Of further consideration within this feature is the fact that not only do you need to consider power and crew but also armor, speed, maneuverability and of course your attack systems.

Most noteworthy, however, is the fact that you will have your ship stolen from you by your crew on a regular basis. In fact, the 'boss fight' at the end of each mission is you against your old ship. Therefore you are advised not to make your ship too strong. In my opinion this twist on the game limited my enjoyment of this feature. I was always someone who liked creating LEGO spaceships and vehicles with friends. We would then see whose ship was made of the right stuff as we'd smash them to smithereens. Consequently, knowing that I should never make the strongest and best ship possible stripped much of the fun away.

As a result of this feature, however, you the replayability of the game is extended. You can play each mission multiple times with different set ups.

Space Combat

The weakest component of the gameplay, in my opinion, is without doubt the space combat. I've played a number of space shooters this year and something feels a little lacking. The combat outside of the direct control is not rewarding. This is because when not in the mode your crew fires your weapons for you. Your job is simply to guide the ship into the right direction and watch your crew shoot for you.

In direct control mode I feel that the game lacks the fluidity of other space shooters. I would love to tell you that this is based upon just choosing the wrong components for my ships but having attempted a number of varieties they just feel clunky. However, it does feel and play like a twin stick shooter. Left thumbstick controls the direction of your ship, right thumbstick allows you to aim your shots while the right bumper allows you to shoot. One of the best aspects of direct control, however, is the ability to advise your crew which components of your ship they need to concentrate repair efforts on. This increases the strategy involved in the gameplay substantially.

Arguably the strongest component of the combat is the fact that different components of the ships can be destroyed. These include the engines, the guns, etc. This is a nice feature that also increases strategy. If you have the opportunity to aim at the core then this should be your primary target. However, there are times where the protection of the core may make for sense for you to take out the enemy's weapons.

Scrap Collection

When you do destroy an opponent's ship they drop scrap. This is the in game currency. You'll want to collect as much of it as possible. Scrap also enables you to repair your ships while in combat. Therefore, it is safe to say that scrap should be treated like gold. You're going to need as much of it as possible and wasting it will limit your ability to win.



The graphics are relatively basic but that is all that they really need to be. They get the job done. Missions are played on an isometric 2D board. There is enough flashiness about the spaceships to give it that true feeling of it being a space game. However, the developers did go a little overboard with the neon and the over-saturation of the graphics. However, sometimes this is nice and not necessarily as bad as you may think. Therefore, I'm not going to be overly critical here. Besides, the GUI is a polished deal and that's something so easy to get wrong.


They are far from memorable yet they are far from bad. They appear to have been an afterthought in the development of the game. Arguably the greatest weakness in the audio department is that there is no voiceover work. Had the developers been able to add quality voiceover work it would have added depth to the atmosphere and allowed for a far more immersive experience. Therefore, the sound of the game is arguably the most forgettable part of the game.

Is it Steamified?

Partially. While, as of writing, there are no trading cards there are Steam achievements. There are a total of 16 in all. The majority of them are unlocked as you play through the game the first time. However, there are some that demand you to achieve certain goals in specific levels that may frustrate the achievement hunters out there.


Defect is a game that was made in my hometown. I tend to be a little more critical of things that are made from my hometown so as to show no favoritism or positive bias. What generally ends up happening is the opposite a small negative bias. However, in this case I feel that my review is fair on most points. I would recommend the game to space combat/adventure enthusiasts. Although the game has its fair share of flaws it is a solid game and will provide gamers with a solid experience.

For similar reviews and our highly popular giveaways (including hardware) please consider visiting Steamified
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17 of 26 people (65%) found this review helpful
2 people found this review funny
5.9 hrs on record
Early Access Review
Posted: December 1, 2015
FULL DISCLOSURE: I received a press copy of the game from the developers.

If you’d prefer a video review, have a look here:

There are a lot of modern video game consumers out there who love designing things. And not just designing things, but designing things that work. Games like Minecraft, Cities: Skylines, and Prison Architect, all very succesful, put a focus on creating something productive, or at the very least functional. So what if there was a game that rewarded you for designing something great, but even more so, rewarded you for creating fatal flaws? Defects, if you will. What if in Cities: Skylines, one day a rift opens up in your city, and if you can’t destroy or stop the rift from spreading within a few months the entire planet gets sucked in and the game ends. Say, you knew it was going to happen at some point in your playthrough. What would you do about it? Put a nuclear device underneath your wonderful city, and the only way to set it off is if you press the button only you have access to? Would you build a dome that could completely cover your city and prevent the rift from spreading elsewhere? What if a huge focus of the game, is sneaking the cleverest Death Star like weakness into your design that you possibly can?

Then you get defect, a sci-fi game where you can build your own ships. The gimmick is that after every successful mission, your crew turns on you and steals your ship. That stolen ship becomes the boss for the next mission you take on. At the very beginning of the game you can get away with creating better and better ships to take on the previous models. But eventually there might be a mission where you have to create the tankiest ship you can. Much tankier than any ship you’ll be making any time soon. That’s when you need to begin putting failsafes into your designs.

Before I get into the meat of the review, I want to mention that this game is in early access on stream, which means it’s unfinished at the time of this review. If you’re watching this at or after the official release, then you’re watching an out of date video. I plan to make another review of the full game which is scheduled for around May 2016, so have a look around my channel for that. The game on release may be unrecognisable from the game I’m reviewing now so bear that in mind, but I doubt that’s going to be a problem for a game that’s as close to being finished as this one is. I’ve put about 6 hours into the game, and there’s easily, just looking at the number of missions, 20-30 hours of content here and probably much more. I think most of the reason for the early access on this game is for getting feedback on the balance, because in Defect much of the game relies on the player not being able to exploit the stats of their ships.

I’m a fan of the way the game’s presented. The missions are all played on a 2D plane that has the illusion of being 3D. The art direction certainly fits with the sci-fi theme, though the character designs are a little strange, I like them. I really liked the dynamic music in the game; as you’re playing a mission, the music will be relatively soft in the beginning, but as you fight more and more enemies it gets more intense. It even changes based on the way you build your ship. There was one time where I think the music messed up, if that wasn’t a bug, then that was some horrible sounding music.

The gameplay is kind of interesting. By default, you’re using the left and right keys to turn your ship and the forward key to go forward, when you get near an enemy your guns fire automatically, and your job is simply lining up the shot. But as the captain of your ship, you can take direct control of a single part of the ship at any time. You can take control of the engines to speed up the ship, the hull to increase defenses, the guns to increase accuracy and fire rate, the wings to increase maneuverability. Basically you are choosing where to delegate your resources as you fight other ships. And it all depends how you’ve built your ship; maybe you built a super light fast ship that needs extra protection, so you take direct control of the hull most of the time. And the game does a really good job of forcing you to build different kinds of ships. Maybe there’s a mission with a super fast ship you have to chase down, or you need a certain type of weapon on your ship. It’s all done very cleverly, and all the while whenever you build your ship you need to consider the fact that eventually you’re going to have to take it down.

The story is as good as it needs to be. Some of the writing is kind of entertaining, but for all intents and purposes there isn’t really a story. Think X-Com, the story is there but that’s not why anyone is playing this game.

The game is $15 on Steam. I mentioned earlier that someone could easily get 20-30 hours out of this game. It’s fun, it’s an original idea, and it’s challenging. The thing that might put you off are that it’s pretty difficult, but for most people that’s not going to be too much of an issue. It’s also in early access and that’s a dealbreaker for most people, and I don’t blame them for that. For what it’s worth, the game played absolutely fine with me, and there is so much content here that you wouldn’t know it’s an unfinished game. That said, if you’re going to wait for release, try not to forget about it. This is a special game, and one that you should look out for. Defect gets a glowing recommendation from me.
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9 of 11 people (82%) found this review helpful
5.2 hrs on record
Early Access Review
Posted: January 30
Like most others I really like this game. It is well made and one of those early access games that feel more complete than others ever will.
It is really really really frustrating sometimes. I don't know if I'm just too dumb to get what I'm supposed to do but I simply cannot win some missions. I spend hours building and min-maxing ships specifically designed for that exact mission. But I die. Every time.
I really am no rage quitter normally but Defect got me to lose my ♥♥♥♥, which then again might be a hint to the devs to balance to game out in the future or maybe just offer a teeny weeny bit of help for people like me who just dont get it.
But still, I am loving (hating) this game, 666/10, would rage again.
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7 of 8 people (88%) found this review helpful
Not Recommended
3.5 hrs on record
Posted: August 27
I really wanted to like this game. I have an unhealthy love for building spaceships that blow each other up. The conceit, that the end boss of each level is your previous ship, is an awesome idea.

Ultimately, though, I can't recommend it.

First and foremost, you're continually fighting with the camera to see anything. The game automatically zooms in and out with the range to what it thinks is your target. Missions regularly zoom way out and away from the ship to show you new ships entering the mission, while sometimes also blinding you with a giant white "warp drive" flash- without pausing the game or restoring the camera to where it was when done.

Secondly, the missions aren't very fun. They're constantly filled with very tightly-timed insta-fail conditions. Get used to restarting because something you were escorting got blown up or something you were chasing escaped. Combine this with the hostile camera and fidgity controls, and expect a lot of frustration. I assume this mission design is an attempt to help mix up the combat, which is somewhat limiting because the AI mostly seems to be limited to doing jousting-style weapon passes at you, but it's no fun at all.

It also sometimes feels like completing mission objectives too promptly can render later mission objectives much harder by causing enemies to spawn near something you're defending sooner and closer. Finding the sweet spot between instant failure and failing the next objective because I succeeded too quickly isn't particularly fun- some events seem like they ought to occur at fixed times and distances instead of relative to the player's progress and position.

Controls aren't great. Imagine steering a car with a keyboard where you can only turn the wheel as hard left or right as possible with nothing in between. Now imagine you're doing this while trying to shoot at targets under a tight time limit using a gun bolted to the front of your vehicle. Also, although a tractor beam mitigates this, you're trying to fly around and pick up items on the ground. All while also being under the constraints of the first two complaints: you're fighting the camera and racing instant-fail mission conditions.

Another control issue is that the game also emphasizes using "manual control" to boost and repair components, but does a very bad job of making this manageable for all but the smallest ships, given that you've got the number keys and a relatively short scrollable list on the right side of the screen to select what you want to boost but a lot more than ten components and very little free time with which to micromanage. I see what they're trying to do, but a more classic guns/engines/shields/repair ship-wide boost probably would have been far more manageable. At a minimum, though, it needs better ways to display and select the components you can be boosting.

The ship design itself is OK, although the game does a very poor job of explaining the mechanics. What's that green +125% aura parts get and under what circumstances do you get it? How is damage distributed when your ship gets shot? What's stability? Is there any reason not to just stack all of your parts that aren't armor on a block safely in the middle of your ship and then build a framework of armor around it? How can I tell if a weapon has any sort of firing arc, and how big that arc is? I've got figured out partial answers to most of these, but the game doesn't tell you much about the core bit of the game: ship building.

The final fight mechanic is a bit undermined by bad controls and limited AI, but I still appreciate it because it forces you to design against two constraints- the requirements of the mission and the ship you last designed. This helps encourage you to avoid settling into a single design you use over and over a bit.

Overall, this feels fix-able, but at the moment it's just not enjoyable. The camera, the controls, and the mission design all serve to undermine the core awesomeness of building and fighting with spaceships and against your own designs.

I'm sad to be not recommending this game, because the concept is great, the genre is one I love, it's not terrible and irreparably flawed by any means, and the developer seems interested in soliciting feedback and making the game a better game. In its current state, however, I just can't recommend it.
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8 of 10 people (80%) found this review helpful
2.5 hrs on record
Early Access Review
Posted: December 2, 2015
This game is awesome and wildly exceeds my standards for early access.

So far I have yet to encounter any real bugs.

Building ships is awesome. The editor is easy to use, seamless, and you can build some really gorgeous ships. They give you a large collection of parts to play with as soon as you wrap up the tutorial, and you consistently unlock new ones.

Battling is fun, but more akin to jousting then a traditional bullet hell style. To be honest, this is probably an excellent choice for this game.

The game is actually funny. Not just a pile of bad Nathan Drake esque jokes, but actually pretty funny. The game is not shy in making fun of itself a bit, and the dialog and story while simple are absolutely sufficient to allow gameplay.

Great idea, excellent execution, and without doubt worth the price.

I'd love to see in the future a creative mode, and some kind of multiplayer. Especially if those two are combined - it could be very fun.

Don't hesitate, get this game now!
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8 of 11 people (73%) found this review helpful
1 person found this review funny
29.9 hrs on record
Early Access Review
Posted: December 1, 2015
This game is a delight.

Defect manages to cram inn; ship building, action, humor and even David Bowie.

Even though its Early Access, its hard to spot any bugs, and theres plenty of content to keep you occupied.
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Recently Posted
307.2 hrs
Posted: September 4
Excellent game, requiring a different tactic on the "build and conquer" mentality. You have to face your previous ship in every mission, so you have to build them to be good, but not TOO good.
Currently stuck facing off against the super dreadnaught I build previously, just now realizing I lost the money investment when mutineers inevitably shove me out an airlock.
Helpful? Yes No Funny
5.9 hrs
Posted: August 6
This game has some good mechanics. I really enjoy the ability to create your own spacecraft and load it out with your own weapons.
But it got old very quickly.

If you’re not aware, the main principle of this game is to build a ship and control it though a mission, at the end of the mission you fight your own ship from the previous mission, only controlled by AI. Once you beat the mission, you lose your ship and the cycle begins anew for the next mission.

This is the premise that caught my attention, I love ship building games, and the ship construction part of Defect is good fun.
It seemed like a neat and novel idea to fight your own ship designs.

The campaign is hard.
I found myself failing the missions (very early game), over and over. I would try again with a different strategy only to have the same thing happen and to have to watch the same cut-scene repeatedly before once again ending in failure. It began to grind on me. Out of the 6 or 7 missions available, I was completely unable to finish any of them. I would try again and again and again, trying out different strategies and ship designs. It’s very frustrating, and makes it glaringly apparent how repetitive the game is.
When I finally managed to complete one of the missions available, my ship was taken away I was presented with another two missions. The cycle started anew.

“Unprecedented freedom of creation - Create the most powerful ship in the galaxy piece by piece, with more than 180 components available and many more to come.”

Even if you try and unlock new ship parts by going back over previously completely levels, the same thing happens. You complete a mission you have already completed, and bam, ships gone, start over. As someone who likes building ships, the combination of repeated failures and completing old missions meant I was building ship after ship after ship, and boy did it get stale fast. Pieces unlock chronically slowly, meaning you’re using the same handful of pieces for the majority of missions.

“Exploit your designs - Create the perfect design to complete the mission, but remember to build in a weakness you can exploit later when your crew inevitably turns against you.”

The loss of your ship after every mission doesn’t add anything to the game, it’s just a gimmick. You can load up exactly the same ship design for the next mission. Considering how the game requires you to switch up your strategy so often, you would likely never be able to use the same ship twice anyway. I never found fighting my own ship designs difficult, the AI just drives straight towards your guns blazing at the end of each mission. The idea that you can build a ship to complete a mission, defeat the previous ship you built and still have room to adjust your design to make it easier for yourself next time is utterly laughable. I found I didn't have enough components or power early on to have the luxury of choice in the way I designed my ship.

"Epic scale - Unlimited combinations available from tiny fighters up to battle stations the size of a small moon."

I had so much trouble I actually went ahead and watched a video on shipyard construction made by the developer. It showed him making a goliath ship with masses of power available, which is what I wanted from this game, but to me, it would take another 10-30 hours of gameplay just to get to that stage.

Despite all that, this game has a lot of potential. If parts unlocked much faster, you would have more choice in your ship designs and that, hopefully, would make things easier, more diverse and theoretically make it easier to make progress and have fun. At the moment though, for me, it's an exercise in futility.
Helpful? Yes No Funny
8.9 hrs
Pre-Release Review
Posted: August 4
Product received for free
The single-player only game features a branching campaign of repetitive missions where you must design a ship to defeat a series of enemies followed by the last ship you designed. Components for the energy core, crew, hull, engine, wings, weapons, and other accessories can be freely attached, scaled, or rotated in 2-D. Controlling the ship is performed using the WASD keys. While the crew automatically fires weapons, camera control is very inconsistent and it is difficult to aim precisely. You can take direct control of a component to repair it or improve the stats, but this usually leaves the ship vulnerable in other aspects. Scrap dropped by defeated vessels can be used to repair. AI ships is good enough to act as capable adversaries. Although Defect has a very novel concept, monotonous mission design and a cumbersome control scheme reduce enjoyment.
Helpful? Yes No Funny
0.3 hrs
Pre-Release Review
Posted: August 2
awesome concept, beautiful execution. highly recommended!
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6.4 hrs
Posted: August 2
Defect is one of those games that is incredibly frustrating because there's so much here to love, but it's held back by interface design decisions and a massive difficulty curve that leave me simply unable to really recommend it right now.

This isn't because the game is bad, persay - but because after 3 hours of cushy gameplay and having fun with the ship building mechanic, I hit a difficulty spike. 3 hours more, and I've been unable to beat any one of the missions available to make any more progress in the game.

You are going to die a lot in Defect - which is fine. But what isn't fine is how frustrating it is when you die. Not because of how the game chooses to deal with death, but because of how the interface and design decisions of the game make you deal with death.

Build your ship, choose a mission on the map screen, watch the unskippable opening dialogue, play, die, get spat back out to the map screen, watch the unskippable opening dialogue, play, die, etc. If the game didn't waste so much of your time when you died, and allowed you to get straight back into another attempt to finish the level, it may not be so bad.

Later levels feel a little less polished and design-tested than the earlier ones. Early levels feel fairly finely crafted and well-considered, but after a few hours missions rapidly deteriorate into massive waves of enemy ships or torpedos that can instantly destroy you and send you through the cycle of restarting the level all over again.

There's so much here to love. The ship building mechanic is a whole lot of fun, and it makes me wish that they'd gone with a survival mechanic instead of the mission mechanic - survive, destroy enemy ships, gather salvage, upgrade your ship. Instead, the missions get repetetive - complete the objective, destroy your old ship, have your new ship stolen, repeat in the next mission.

The combat is okay, and it feels like tweaking the parts on your ship is hugely important. There is strategy in being a small, fast-moving ship - or a large, hulking one covered in armaments. But the game doesn't seem to fully consider this fact. It may encourage you to build a small, fast-moving ship - only to end a mission by spawning a mass of enemy ships right on top of you.

These are all problems that can be fixed, and I'm willing to give the developers the benefit of the doubt that they will do so. But until then, the game is simply too frustrating to recommend.
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19.3 hrs
Posted: August 1
Love the idea of the game and the degree of customization, but, the difficulty is punishing and the lack of control, lack of pausing during decision making junctures detracts from the experience. Having to beat your previous bad-azz ship at the end of the stage is great, but, most missions I've felt entirely overwhelmed by waves of AI. The difficulty should be less unrelenting. I really, really, really hate to give this a thumbs down. It just needs some more tweaking.
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35.1 hrs
Posted: July 31
What I've played so far, I've loved.
A somewhat standard 2D space shooter with a twist. Every mission, you lose your ship to mutineers and need to build another! There's a real trick to building a ship which is able to finish the mission at hand, but is killable by your next starship generation. Often, I've found myself trying to build in blind spots and weaknesses to exploit.
Amazing fun so far.
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6.3 hrs
Early Access Review
Posted: July 27
Product received for free
Space, the final frontier. Or, somewhere where your prison inmate crew will nick your ship out from under you every given chance. Did you ever enjoy fighting the ‘shadow form’ of your character in all those RPGs? If so, and you also like space shooters, I think I have found something just up your given road designation of choice…
While outwardly simple, Defect harbours a number of complexities that make it a pleasure to lose yourself in.

Check out my full review at:
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