A spaceship building and universe-exploration game. Collect resources, expand and grow your fleet, and conquer your personal galaxy. Stellar ambience by Peaks.
Recent Reviews:
Very Positive (35) - 94% of the 35 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,000) - 92% of the 2,000 user reviews for this game are positive.
Release Date:
Feb 19, 2015

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Recent updates View all (39)

October 21, 2018

October 21st Update

Update time!

* Add support for OSX Mojave.
* allow dragging blocks with the middle mouse button after cloning (thanks Jolt for the suggestion)
* don't load save slots until they become visible in the menu, for those of you with 50 save slots.
* import menu enhancements: Add link to reassembly data directory and save slots. Add sorting and an icon size toggle.
* optimize ship load time
* players can now place agent into the "agents" directory inside the save directory (controllable with kAgentDirectory cvar). Agent in this folder will be used instead of downloading from the wormhole server, if available. Import menu support coming soon.

Bug Fixes:
* Fix bug where lasers could sometimes carve through several blocks suddenly. Fix laser-related game hang.
* Fix issue where ships could sometimes pass through buildings and plants
* Fix issue where ships would randomly take the name or colors from other recently deleted ships.
* Fix crash when exporting mods

Modding additions:
* add cvars kModExportFactionStart and kModExportBlockStart to allow modders to control which faction and block ids the "Export Fleet from Save" function uses.
* load blocks.json from mods, if you prefer JSON format to lua
* new block fields control turret aesthetics: barrelSize={x, y}, barrelCount=N
* allow transparent blocks - block fill colors can now contain an alpha value in 0xAARRGGBB format. Cannon projectiles can also have an alpha value.
* improve handling of concave custom block shapes - the game will now automatically calculate the convex hull of these shapes instead of spewing errors.
* add cannon spread pattern flag ABSOLUTE (e.g. cannon={pattern=WAVE|ABSOLUTE}). Projectiles with this setting will not inherit the velocity of their parent. Particularly useful for fragments.
* add explosive flags FRAG_PROXIMITY, FRAG_FINAL, and FRAG_IMPACT. By default, fragments fire on both FINAL (the projectile reached the end of its range) and IMPACT, but you can use these flags to make only one or the other happen. FRAG_PROXIMITY is analogous to the existing PROXIMITY explosion parameter and also uses explodeRadius to determine the how close to get before exploding.
* add new block field "sort" which can be used to change the order of blocks in the palette. The default value for mods is that blocks will be sorted in the order defined in blocks.lua. Set sort=-1 to use the old automatic sort order.
* add "lifetime" console command to change the lifetime of blocks.
* new cannon field "rangeStdDev" allows adding random variance to the range of projectiles.
* new block field explodeStdDev allows adding random variance to radius of exploding blocks.
* add teleporterRadius field to control the maximum range of teleporter blocks
* Use fuzzier matching when spawning fleets in the world generator. Should avoid a situation where certain ships are inexplicably rarely or never spawned.
* Add shield power field which adjusts shield regeneration power (power usage when regenerating is shield.regen * shield.power per second)
19 comments Read more

September 30, 2018

September 30th Update

This is the first update in quite a while and it's a BIG one.

TLDR; rebalanced block P costs, lots of new weapon types for modders, significant optimizations for better frame rate and a smoother ride.

General Improvements:
* Block P costs have been re-balanced
* Significant performance, precision, and stability updates when editing very large structures.
* 'x' now properly stops the player ship from rotating when in key rotation mode
* tooltips are now properly updated after scaling a block
* World streaming and generation is now smoother. Improve performance when copying clusters and when allocating new clusters using a new port connection copying algorithm and pooled allocator for cluster structures.
* Use a different, more accurate method for sleeping between frames and update steps (smoother animations).
* Improve targeting for cannons and rockets, particularly when the velocity difference between the firing ship and target is significant.
* update Chinese translation (Thanks to community members Uiharu, Fgdfgfthgr, tang hao, liilili, Magnus siiftun1857 Frankline, and others). Improve Chinese and Japanese text wrapping.
* Significantly reduce the memory used by each game block by moving constant fields into a central, shared location. This also makes it easier to add new block fields in the future.
* Significant physics engine cpu and memory optimizations.
* Graphics transformation optimizations. Particle effect spawning optimization
* Significant healing laser optimizations
* New block sleeping optimization reduces CPU usage of inert blocks.
* Fix several rare editor related crashes
* Weapon ranges are now displayed in the binding screen
* Lots of random crash fixes

* The AI now ignores weapons bound as either "point defense" or "auto-fire" when determining what range to engage at. Players can bind auxiliary weapons to either of these two binding slots to prevent them from interfering with AI positioning.
* AI will now use the fire mode ("fire all" or "ripple fire") from the primary weapon binding for its weapons.
* Weapons bindings are now easier to edit in sandbox mode. Just press 'b' without closing the console.
* AI now properly considers weapon boosters when calculating weapon range/damage in several places.

* New "fragment" cannon field allows recursively defined projectiles that split into more projectiles.
* New cannon field "pattern" can be set to "random" (default), "spiral", "wave", or "constant" to change the way projectiles are distributed through the "spread" angle.
* New cannon/laser field "barrelTaper" allows modifying turret barrel aesthetics.
* New cvar kSensorRangeMultiplier allows modders to increase the sensor range of all ships (default is 2200 units). Particularly useful for mods that also increase kLiveRadius.
* audio.lua mods can now load sounds from the base game directory without having to copy the sound file into their mod
* Hold down "control" to display the prettier construction mode tooltip when in the sandbox (instead of the more verbose sandbox tooltip)
* level_save command now requires a -f switch to overwrite and existing level file. Add level_remove command.
* Allow setting block "health" and "mass" directly instead of setting "durability" and "density"
* Add new cvar kWriteJSON which causes the game to export ships and write other data files in easily parsable JSON format instead of the default lua-esq format. The game can now import ships and other data files in JSON format.
* Fix issue where multiple glsl shader #includes were sometimes garbled
* Add ability to glue several translation strings together in lua files. For example, blurb=_("foo") _("bar") will translate "foo" and "bar" separately and then glue the results together.
* Add new features ALWAYSFIRE and NEVERFIRE which cause weapons to either always fire or never fire (ignored even by AI). Useful for cosmetic lasers, etc.
* Extend the ONEUSE flag to work with SHIELD, LAUNCHER, and FACTORY/SELFFACTORY.
* Add PALETTE feature to allow placing blocks in the faction palette even if they are not in a ship (see also NOPALETTE).
* Add turretLimit block field to allow turrets that only partially rotate
* Increase maximum custom block scale from 10 to 32. Increase maximum number of vertices per shape from 16 to 32.
* Allow new kCVar += N syntax which helps mods conflict less
* Add new triangle based (instead of point based) particle rendering mode which is slower but works better with very large particles. To enable set kParticleTris=1.
* Add new feature LAUNCHER_BARRAGE which can be added to LAUNCHER to cause all missiles to fire at once.
* Add cvar kMainMenuBattleFactions and friends to allow controlling the contents of the main menu battle
30 comments Read more


“My love of video games partly comes down to not owning enough Lego when I was younger to build spaceships to fight each other. Thankfully, digital Lego is plentiful and cheap. Reassembly has lots and lots, letting you use a variety of pre-constructed spaceship sections to build ever-increasing sizes of ship and destroy others....”
Rock, Paper, Shotgun

“...the real magic of the game is the ability to design, tweak, and reconfigure just like I had fantasized when I was a child surrounded by a moat of spilled plastic blocks.”
Big Sushi

“Kaleidoscopic visuals impart a unique look that has a truly alien feel- simple, clean, and rather pretty.”
Bit Pulse

About This Game

And through the Kickstarter gauntlet we have arrived. Yes, we have a procedurally-generated universe to explore. Yes, we have eye-gogglingly gorgeous vector-based gameplay coupled with particle effects so effortlessly effervescent that you won't have time to wonder if "effortlessly effervescent" means anything coherent. And yes, we have noises and musical moods that take a warm soapy sponge to your brain and massage it into cerebral splendor.


You're too busy crafting the perfect vessel, a spaceship pristine and precise and, perhaps, powerful, agile, and envy-inducing. Your shapes and colors will induce both fear and wonder into the electronic hearts of whatever insectoid, angley, squarish, plantlike race of alien ships that you come across in your digital safari.

And then you grow. And it changes everything. Now your left wing must become your right wing in a lopsided arrangement of fancy new weaponry and mega-buffed shields. You recall thinking when you last were destroyed (and you will be destroyed), that you really needed to buff up that armor. Right? Definitely.

And then you grow again. And again. And now you're a battleship capable of producing your own fleet, and each member of your fleet can spawn it's own fleet, and you need it. Your enemies are constantly changing shapes, sizes, and intensities as ships created and honed through the experience of a thousand battles find their way from their creator's computer to yours, leaping into your universe with all the mercy in the world of NONE AT ALL.

It's time to visit the electronic tide pool.


  • Gorgeous Vector-Based Graphics
  • Procedurally Generated Universes
  • Ridiculously User-Friendly Spaceship Designer
  • A Beautiful and Haunting Soundtrack by Peter Brown (Peaks)
  • More Particle Effects Than You can Shake a Stick At
  • Very Smart and Reactive AI
  • Physics that Give Weight to Your Creations
  • Asynchronous Multiplayer: Universes Populated by Fellow Players

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.1
    • Storage: 150 MB available space
    • OS: Windows 7
    • Processor: 2.3 GHz+, Quad Core
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.3+, 256MB+
    • Storage: 250 MB available space
    • OS: 10.7
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.1
    • Storage: 150 MB available space
    • OS: 10.7
    • Processor: 2.3 GHz+, Quad Core
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.3+, 256MB+
    • Storage: 250 MB available space
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: OpenGL 2.1
    • Storage: 150 MB available space
    • Processor: 2.3 GHz+, Quad Core
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.3+, 256MB+
    • Storage: 250 MB available space

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