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.
All Reviews:
Very Positive (121) - 92% of the 121 user reviews for this game are positive.
Release Date:
Sep 22, 2016

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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 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.”
Read more

Buy Void Destroyer 2


Recent updates View all (25)

October 12

Dev Video - Unit cap, upkeep, credits and logs.

Hey guys!

Here's a new update vid:
Direct Link: YouTube

Short Summary:

  • Unit cap added for trade ships (soft cap)
  • Upkeep added for ships
  • Upkeep/income interface added
  • Log added

Longer explanation:

There is now an upkeep cost to ships, this upkeep is paid per "cycle." To help keep track of cycles a cycle timer has been added, you can see the timer in Overworld mode. Right now a cycle lasts 1000 seconds - but this will most likely change.

Combat and miscellaneous ships - currently cost 1% of their buy cost as upkeep. This is also likely to change in the future.

Trade ships (transport, mining, shuttles) are handled differently. For one there is now a "unit cap" on these ships. The primary way of raising this cap is via gaining levels in trading and mining. The secondary way of raising this cap is via owning bases.

What does the cap affect? It mostly affects upkeep and the ability to buy trade ships. You can buy pass the cap via capturing ships and building ships in owned bases.

Trade ship upkeep is designed to discourage massive spam of trade ships. The upkeep cost rises dramatically as you go over the cap.

If there is an upkeep shortage, some of your owned ships might go on strike and refuse to execute your orders, though they will still defend themselves.


To help keep track of upkeep, I've added two new interfaces to Overworld mode. The first one is the "Credits" interface that will show you ship upkeep cost as well as income. The second is the "Log" interface that keeps track of many events - including upkeep.

Hope you enjoy!

What's the goal of all this?

The goal is to slow down the rate of income generated by trade ships and balance the income generated by trade ships. While I don't want the game to be a grind, trade ship income is way better than any other income, less risky and worst of all much more boring.

What's next?

I'm going to take a look at adding some dynamic elements to the economy and most likely re-balancing resource costs. Adding price fluxuations via supply and demand should further balance trade ships. I will also look into making trade ships more likely to be attacked, especially if they are carrying valuable cargo.

After that?

The goal is to add some scripted missions to the game (versus the auto generated current missions). Most likely these missions will be faction missions, versus story missions.

Once again - thank you for all the great feedback and support!

5 comments Read more

September 27

Dev Video - Ship Commissions and Trade Interface

Hey guys!

Here's a new update vid:
Direct Link: YouTube

Short Summary:

  • Frigates and above are no longer purchased (usually).
  • Frigates and above - need to be commissioned.
  • Commissioned ships require a shipyard to be built.
  • Some factions will build shipyards.
  • New Trade Interface for managing transports and mining ships.

Longer explanation:

The way to "normally" acquire ships sized - frigate and above has changed. These ships will require a shipyard to be built, instead of purchased. Shipyards are now buildable by some factions and by the player (if the base is owned by the player.

This means that the rate of acquiring ships is reduced - as ships need to be built. This means that you can cripple a base's defense capability via taking out its shipyard(s). This means that sometimes you might not be able to get the ship you want via credits.

Hopefully a more engaging and living game world, where larger ships are more substantial and unique.


As I mentioned in the earlier update, I'm planning on introducing unit caps. Before taking something away from you guys (easy access to unlimited ships) I decided to give something first. Hence the introduction of the "Trade Interface."

Void Destroyer 2 - as its name suggests is not intended to be an economy sim or a game heavily interested in economy/trading - instead its meant to be a big pile of small features to create an interesting game world with many possibilities, but without too much complexity and grind.

Still many players enjoy the trading aspect of space sims - and have asked for a better way of controlling/managing what their transport and mining ships do. So in response to this - I've decided to add in a "Trade Interface."

Simply put - this screen lets you create transport loops and assign a particular mining ship to a particular asteroid field and to a particular base.

While trading and mining were in the game before - there are some random elements on the "auto" side - now you the player have more control over your trade ship's behavior.

Hope you enjoy!

What's next?

Up next is introducing a unit cap to trade ships - transports and mining ships. Most likely this will be initially tied to the "trading" and "mining" levels - and later expanded via owning a base. Also I intend to allow the player to override the unit cap of trade ships via ship capturing.

You might say - doesn't that eliminate the unit cap? In a way it does - however if the player is active in the game - capturing ships - I'm happy.

There is also a likely "upkeep" cost somewhere down the line to introduce a "soft cap" on ships as well.

After that?

After trade ships unit caps are in place - I'll most likely focus on revamping the economy as well as introducing some "dynamics" to it, based on simple supply and demand.

Some resources will be cheaper and some will be much more expensive, creating a lower barrier to entry (on the cheap side) and more profit opportunities (on the pricier side).

Once again - thank you for all the great feedback and support!

0 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


“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
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type

Purchase Type


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph

Display As:
Show graph
Hide graph
Showing 105 reviews that match the filters above ( Very Positive )
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...