All you have is a basic ship, barely fit for combat, with it you'll start your journey and empire. A space sandbox, inspired by the classics and standing on their shoulders.
User reviews:
Very Positive (93 reviews) - 90% of the 93 user reviews for this game are positive.
Release Date: Sep 22, 2016

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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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“As a "one man dev" player feedback, input and criticism are crucial. I'm making a game for you (gamers like me) and I want you to enjoy it.

I've been incredibly lucky, making games is now my profession. That alone is incredible and a life long dream come true. It gets even better when players play the actual game, give feedback, criticism and we improve the game together.

Players are a true test of a game, to be the best that the game can be - Early Access is a critical step in the game's development.”

Approximately how long will this game be in Early Access?

“The goal is to stay in Early Access for around a year. The game won't be rushed to meet any artificial deadline, as there is no publisher or outside pressure to force an incomplete release.”

How is the full version planned to differ from the Early Access version?

“The full version is planned to have:

  • Many more assets - space ships, stations, and bases.
  • A larger sandbox with more events and life.
  • An optional story line and side quests/missions.
  • Territory, base and property capture and ownership.
  • A "scrap" faction whose economy revolves around debris fields.
  • A whole lot more polish.

Because I tend to frequently update - you won't have to wait for long stretches of time to enjoy and test new features.”

What is the current state of the Early Access version?

“Void Destroyer 2 is about a year and a half into its development. However original game's (Void Destroyer) code base has been copied over and then branched into Void Destroyer 2. Meaning that many features and polish already exist.

Because the original game was a linear mission/story based game and the sequel is a sandbox game - the sandbox elements are the majority focus of development.

In regards to the new sandbox elements - the current state has the majority of the basics of the game play, though some are in very early and rough stages.

The majority focus of development up to date has been on the "single ship" game play and initial building of a small group of wing men.

  • You can explore a living sandbox, with various factions and events.
  • You can do basic missions for civilian, bounty hunter, mining, military and pirate factions.
  • Buy and upgrade ships for yourself or add to the fleet (fleet management is very bare).
  • Hire help for combat, trading or mining.
  • Basic piracy, pay ransom to avoid death or demand ransom from those weaker than you.
  • You can setup a basic trading/mining/economy system to further earn credits.
  • And more!

Will the game be priced differently during and after Early Access?

“The price is unlikely to change.

Having different pricing during early access and release - can sometimes have negative consequences among the game's community. Its simpler for me to just have the same price.”

How are you planning on involving the Community in your development process?

“By being available and receptive to any and all feedback.

I really mean this - I'll answer forum posts, emails and friend requests related to discussing and improving the game. Just like I did during Early Access of my first project, and continue to do so now.

I'll also post updates and seek out feedback on specific features, additions, and changes.”
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Recent updates View all (20)

June 19

Dev Video - Base capture - blockades

Hey guys!

Here's what's been happening.

Short Summary:
  • Improvements to base capturing - blockades and response
  • Mobile bases
  • Mining platforms
  • Indie pirates

As usual I've prepared a "Dev Update" vid:

Direct Link: YouTube

Base capturing:

I'm very excited about updates to the base capture mechanic. Prior to this, the only option to the player was the brute force approach. Now with new mechanics in place, base capturing can be a lot more strategic.

Here's how it works - when a base's defense ships are destroyed and enemy ships are near - the base is under a "blockade". While under a blockade several things happen. The major ones are - base morale having a chance to drop and a nearby friendly ships coming to the base's help. The lower the base morale, the less effective a base is at defending itself from capture ships. So, if you chose to use tactics to lower a base's morale, you won't need as many capture ships to capture it.

You can lower morale via several ways - some examples include - destroying platforms, blockading a base (the longer the blockade lasts the longer morale drops), destroying faction ships while the base is under a blockade and sending in base capture ships.

Mobile Bases:

Some bases can be mobile now - allowing you to give them move commands in the overworld. Use this defensively ( go some place safer), offensively (go near your enemis) or economically (go near better asteroid fields or trading bases).

Mining platforms:

You can now build mining platforms on asteroid bases, allowing you to increase a valuable resource.

Indie pirates:

A new faction similar to the "indie civilians." The indie pirates are meant to be a sort of a "living sandbox" and "wildcard" type faction. These are outlaws that aren't particularly aligned with any other pirate faction creating another threat or potential allies.

The unique thing about this faction is that - committing crimes increases your standing with them as does defending yourself from them. So if you are a criminal, you'll soon have some new allies, or if you show that you aren't an easy target, they'll respect that and not attack.

However over time they will go back to being hostile.

What's next?

This is a bit harder to answer this time around... I'll most likely work on fleet related elements then hopefully work on the "story/mission" line.

Thank you for your support!


6 comments Read more

May 5

Dev Video - Little stuff

Hey guys!

Here's what's been happening.

Short Summary:
  • More work on field ownership - pirates more aggressive in getting fields
  • Gate cost, gate permissions and gate hacking
  • Object avoidance in Overworld
  • Base defense ships improvements/threat response
  • Known objects list
  • "Far Objects" HUD enhancements

As usual I've prepared a "Dev Update" vid:

Direct Link: YouTube


For the most part I felt a big need to work on little stuff. mostly on Items that have been recently added, but haven't been refined to the point I wanted. The way I tend to work on the project is in these sorts of "high motivational spurts." Where I'll be super excited to add a feature, but as it gets more and more implemented my excitement wanes a bit and I move on to another exciting new feature - this keeps my motivation up - but often results in features that still need work. The amazing thing about game dev (and the sometimes terrifying thing) is that you can improve things forever. So - in my opinion - it is useful to have a "perfect is the enemy of good" type of a mentality, hop back onto a more motivating item, then revisit when motivation comes back. I think for me this is a very efficient way of doing things - but to each their own :)

Field Ownership:

The previous updates changes to fields - allowing for pirates losing/gaining fields needed some improvements. Mostly in terms of pirates being more aggressive in getting new fields.


Gate use now costs money (1k credits - or free if you have less then 1k credits - or simply fly into it when another sucker pays the activation fee). Gates won't allow hostiles to activate them - unless you have a hack active ability :)

Path finding:

Due to more and more objects populating the map (for example 20 gates!) - ships tended to intersect objects more and more. I've always wanted to do something about this - especially when it comes to escort missions and the sun being in the way, but the additions of the gates motivated me to finally add in basic path finding to avoiding certain objects (especially during missions).

Base defense ship improvements:

There's been a bunch of improvements to base defense ships - most notably, they will now respond to threats and engage them. After the engagement they will go back to the base. Also upgrades, custom names, and health (ships will auto repair automatically when at a base) will now save and load.

Known objects list:

There is now a known objects list, allowing the player to more easily select a known object. For example - looking to go to a particular base? Easily find it in the known base's list and away you go.

Far objects HUD GUI:

Improvements to the far object GUI in the ship's HUD. Bit of clean up and a bit of a better presentation. This GUI shows the player nearby (yet not in "local space") objects - including mission markers.

What's next?
There's a few other "little stuff" I have my eye on - so most likely I'll focus on that for a few more weeks. I'm also planning on adding a tiny bit of story - to the beginning of the game (before the current tutorial segment). To more "dramatically" introduce the player to the game - expect explosions :)

Thank you for your support!


12 comments Read more
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“The main draw for Void Destroyer 2, other than its great aesthetics, gameplay, and openness is its current development position. As it stands within the week of its early access launch, Void Destroyer 2 is a very solid and fun game, but the knowledge that it is only going to get bigger and better the longer it is out and the more people buy it, makes this game a worthy investment of time. The dev is extremely open and active, and this instills great confidence in the ability to bring this game to its true potential.”
Brash Games

About This Game

Start with barely a ship, end with an empire.

Void Destroyer 2 is currently a work in progress (including this page) - with Early Access started in September of 2016 and a planned Release in 2017.

Void Destroyer 2 is a space sandbox game set in a desolate asteroid field. These are dangerous times with many opportunities, for the explorers, the brave, the cunning, and the ruthless.

Chose the path of a mercenary protecting transport ships. The path of a pirate, preying on the weak. A bounty hunter who will settle scores for a price. An entrepreneur, starting your own business as a trader or miner. Become a tycoon with others working for you, protect your assets by assigning escorts.

The path to domination isn't always a straight one, if you fight hard enough, smart enough, nothing will stand in your way.

As your wealth grows you'll upgrade your ship, then purchase new more powerful ones. Eventually being able to build up a fleet of combat and non-combat ships. What's a fleet without a way to tell them what to do? Void Destroyer 2 has a built in real time strategy (RTS) control method optimized for controlling multiple ships and fleets.

Void Destroyer 2 is inspired by classic sandbox games, but is also a response to them:

  • Open sandbox for you to explore.
  • Fly any ship - from small fighters to huge carriers.
  • Multiple control methods. From direct flight to capital ship oriented schemes.
  • Made for the PC (not consoles) and for PC gamers. Learning curve and challenges ahead.
  • Build up a fleet.
  • Own multiple ships? Easily give them orders via a RTS control method.
  • Own multiple ships? Easily switch direct control from ship to ship.
  • Time dilation (slow down time) - make time for decisions and tactics.
  • Missions and events.
  • Conquer territory and own property. (Early Steps - in development during Early Access)
  • An engaging story line, with unique missions and boss battles. (Not currently in build - planned feature during Early Access)
  • Be a pirate, then become a pirate lord.

Void Destroyer 2 emphasizes combat, tactics and strategy, with battles ranging from one on one to fleets versus fleets. With a simple, manageable yet engaging economy and offers loads of freedom to the player on how to play and who to play as.

System Requirements

    • OS: Windows XP
    • Processor: Intel Core i3 or equivalent
    • Memory: 2 GB RAM
    • Graphics: GeForce 9800 or later
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • Additional Notes: Works with most Intel graphics cards, but not recommended. DRM free.
    • OS: Windows 7
    • Processor: Intel Core i5 or better
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 550 or better
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • Additional Notes: DRM free.
Customer reviews Learn More
Very Positive (93 reviews)
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