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.
Đánh giá chung:
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Ngày phát hành:
22 Thg9, 2016
Nhà phát triển:
Nhà phát hành:

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Trò chơi truy cập sớm

Truy cập và bắt đầu chơi ngay lập tức; tham gia vào quá trình phát triển trò chơi khi chúng đang được hoàn thiện.

Chú ý: Trò chơi truy cập sớm này chưa hoàn thành và có thể sẽ có sự thay đổi. Nếu bạn không cảm thấy hứng thú với trạng thái hiện tại của trò chơi, bạn nên chờ đợi để theo dõi tiếp quá trình phát triển của trò chơi. Tìm hiểu thêm

Điều nhà phát triển muốn nói:

Tại sao Truy cập sớm?

“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.”

Trò chơi này sẽ ở trạng thái truy cập sớm trong khoảng bao lâu?

“The goal is to stay in Early Access until a well polished and fully featured product is ready. The game won't be rushed to meet any artificial deadline, as there is no publisher or outside pressure to force an incomplete release.”

Phiên bản đầy đủ sẽ có sự khác biệt thế nào so với phiên bản truy cập sớm?

“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.”

Tình trạng hiện tại của phiên bản truy cập sớm là gì?

“Updated - 6-24-2019

Void Destroyer 2 is currently in a "Beta" state where I'm mostly focused on play testing, polish and balancing the game play! Exciting times!


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!

Liệu trò chơi sẽ có giá khác nhau giữa và sau khi Truy Cập Sớm?

“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.”

Bạn có kế hoạch tương tác với cộng đồng trong quá trình phát triển của mình như thế nào?

“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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Mua Void Destroyer 2


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16 Tháng 7

Dev Video - Big Beta Patch

Hey guys!

Excited to release a big beta patch. Usually my patches are small and frequent - but this time around I needed more play testing, tweaking and adding code to properly implement the new changes.

Dev Video:

Two major items - war fleets and the reserve system.

Let's start with the reserve system.

What it is? Optional system (you can toggle it off to have the game function as before) - where ship counts are limited (per fleet), more ships will reinforce the fleet (if available) every 60 seconds.

Why? Goal is to have better frame rates, better stability and a better game play experience. Players too often complain about crashing - I believe allowing unlimited ships causes many of these issues, hence the limit with reinforcements based on ship losses.

This should also allow for a less messy fleet versus fleet warfare and longer battles overall, giving you a greater sense of triumph (or defeat!).

And now onto war fleets.

What are they? Non-player factions generate "war fleets" - fleets in space that will help in base defense and attack the faction's enemies while at war.

Why? Many players gave feedback that the current "at war" mechanic was too intense, with fleets incoming seemingly out of no where. War fleets are visible in space and thus can be attacked. War fleets properly depend on shipyards and base resources.

This should give a better sense of a base/faction capabilities before going to war, and thus allow for a more strategic approach to faction warfare for the player.

What else?

While adding these two major features, many smaller items were added, including a more efficient way to build and manage ships while docked at a base. You can now select a base which to build ships in and have multiplier buttons to save on mouse clicks.

To add the war fleet mechanic - I've had to look at quite a lot of base economy and production elements to ensure that they can properly get to the point of building war fleets.

I've also looked at several elements related to assaulting a faction, including adding delays/timers to give a player more strategic choices. For example - if a player destroy's a faction's shipyard, it will be a good amount of time before it is re-built, giving the player a chance to take advantage of their victory.

What's next?

I'm going to continue play testing and polishing up middle to end game features.

Thanks for your incredible support!


-- Full patch notes --

Reserve Mechanic ------

Fleets are now limited to a certain number of ships.

Current limits - 20 fighters, 15 gunships, 10 corvettes, 5 frigates, 2 destroyers, 1 cruiser
If there are more ships than this in your fleet (or any other fleet including enemy fleets) - they will reinforce losses every 60 seconds.

You can turn this mechanic off in the "Difficulty/Balance" menu (while in game - hit ESC key then click "Difficulty/Balance")

This mechanic is intended to put in a base line for me to balance against and to hopefully prevent many crashing issues due to a huge # of ships players tend to bring to the field.

War Mechanic ------------

War Fleets -
Instead of massive attack fleets coming out of no where - bases will "build" "war fleets."
These will appear in space (allowing player to attack them/see their status/etc)
War fleets will be built - despite the faction being at war (think of them as armies)
War fleet count per faction - number of bases owned / 2 + 1
So a faction with 2 bases would have 2 war fleets, a faction with 4 bases would have 3 war fleets. A faction with 6 bases would have 4 war fleets, etc.
In "peace time" war fleets are capped at 3 (to prevent player being mobbed right at the start of a war)
War fleets will properly take shipyards into account - eg: if a base needs a shipyard to build a frigate and doesn't have a shipyard... the war fleet won't be built.
To accomplish this - Pirate and BH factions will now build shipyards

A Base's war fleet will respond to a base being blockaded and assist - becoming part of it's defense fleet.

In the factions screen - can now buy "intel/asset locations" - by paying 250k per unknown asset (base/platform/field) of a faction. This is to help players locate those pesky platforms (to be destroyed during war or pre-war) - for a price.


Late Game Base Polish/Improvements:

New function - base management - convert 3k ore to 1k energy - sacrifice ore for energy - for concurrent ship building and mobile base speed boosts. Ore might actually be easier to get than energy, as it comes from asteroid fields - and there's a good amount of them near every base. You can consider that mined ore would have some radioactive properties - so converting to energy could be explained in this way.

Non-player bases low on funds for ship/defense platform building will convert their production resources (if they have plenty) to credits.

-- Sell price is 33% of base price
-- Will sell 10% of stock if it has at least 25% of max stock.
-- Goal is to help ship production for defense which then allows for war fleet production.

In the case above (not enough credits to build) - non-player faction bases will "share" credits - if baseA has over 5 mil - it will give 1 mil to a base low on funds.

Blockade check - now only tests for built platforms (without this - could seem like there are no platforms - but base isn't being blockaded - due to platforms in the process of being built being hidden before a certain % complete).

Added 5x, 10x, 20x check boxes to ship purchase/buy screen - letting you buy/build up to 20 ships per mouse click - versus clicking mouse 20 times.

Added "owned base" list while docked in the ship purchase/buy screen - letting you build ships in remote bases that you own.

Owned mobile bases - Instead of a checkbox to use energy while moving and a small boost to speed.
A selected owned and mobile base will let you toggle primary/secondary burns like ships can.
Boosts are much more powerful than previous boosted base speed and use up energy much more than before for the increased speed.

Owned mobile bases will respond to the "hold command" (h key by default) - stopping their movement.

Non-player bases - destroying platforms will cause a delay to building additional platforms.
Defense platforms - 1 minute
Production/shipyard platforms - 10 minutes
In the case of "far" platforms - the nearest base takes the delay hit.
Delay adds up until 15 mins max.
This is to allow the player some breathing time between bases re-building platforms. Giving the chance to do hit an run missions on base shipyards.


Bug fix - allowing auto dock with military/bounty hunter bases while wanted
Bug fix - Kind faction didn't properly build base defense ships
Oversight fix - way point traders will sell/transfer all cargo pods on docking with a base - to prevent being stuck with cargo that isn't intended for trade and not picking up the proper cargo for their next leg.
Bug fix - player trading ships would buy resources from player bases - versus getting them for free... enjoy the proper profits!


Base defense ships - increased production amounts.
Base defense ships - will launch 2 wings of fighters and 2 wings of gunships - and 10 corvettes - if there are more fighters/gunships/corvettes "in reserve" - will launch those if those 2 wings/corvettes are destroyed - the reserve units will launch.
8 bình luận Đọc thêm

24 Tháng 6

Beta Progress!

Hey guys!

Thought I'd update you how Beta is going.

Quick Summary -

  • Focus is on play testing, polish and balance.
  • Loads of small changes.
  • Currently doing a complete play through of the game.
  • Check out the change log - Link
  • Check out the "Road To Release" forum - Link

Currently I'm in the process of doing an entire play through of the game. Then as I see issues I either make a note for later or address it. For example yesterday I noticed that pirates weren't aggressive enough in taking asteroid fields. This means that auto generated missions linked to asteroid fields weren't as plentiful as I'd like and that the game world was far too "friendly" than my intention.

I started my play through in a peaceful way as a law abiding citizen, doing missions for various factions to be able to buy bigger and better ships, when I'd hit a wall in the missions I added a new auto generated mission. I then played story missions until I hit another wall - where I needed a bigger fleet and so I decided to go pirate and play test their missions as well. For a while I was able to skirt the law - I'd do a mission for the pirates - killing scouts and couriers - then murder other pirates to stay in the neutral range. When my next task was to destroy civilian transports - my ability to stay lawful ran out.

So I decided to capture ships. Including some mining and transport ships - which I put to good use to test the balance tweaks on pirate attacks of these and their response.

Gotta say! I'm having fun! I can't wait until I get my own base and get it setup for capturing other ones!

And it's very satisfying to polish the game and feel the satisfaction of many small improvements.

Hope you guys are feeling this too!

Thanks for your support!

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Đánh giá

“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

Về trò chơi này

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 2019.

What's the hook? What's unique?

Like in most space sandbox games - in Void Destroyer 2 you start with a single ship then work your way up in the world. What's unique - a single ship isn't the end, the dominance of all you can see is. Your first ship is just a step on the path to a massive fleet, from tiny fighters to massive capital ships. Your thirst for power doesn't have to end there, you'll own bases and territory, hard won from their original owners. Use them to build fleets to expand and conquer. From a tiny fighter, easily destroyed, to a immortal space god! That's Void Destroyer 2.

What will you - the player - be doing?

  • Do easy "milk runs" in your starting ship.
  • Upgrade it and buy better ships to do more dangerous assignments.
  • Hire temporary wing men, then start building your fleet via buying additional ships.
  • Leave fighters behind, upgrade to a gunship, then a corvette, then a frigate, and beyond. As your power grows, so do your opportunities.
  • Fight from the cockpit or bridge of your ship and command your forces via a tactical interface.
  • Branch off into trading and mining, take over a asteroid field and be paid for your protection, or be a ruthless pirate demanding ransom and taking cargo.
  • At some point, the only way to grow your strength will be by taking things from others. Capture ships and build up a fleet capable of taking a base.
  • Owning a base expands your power even further, you can now direct your forces from it, no longer are you tied to a single ship or fleet.
  • Use your base to build defenses, and ships - soon you'll have more than one, and after that you'll have them all.

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 (that you can dock with! and they can build and launch fighters!).
  • 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 - asteroid fields, bases and platforms.
  • An engaging story line, with unique missions and boss battles.
  • Be a pirate, demand ransom and cargo. Raise your pirate rep through following up on threats.

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.

Yêu cầu hệ thống

    Tối thiểu:
    • HĐH: Windows XP
    • Bộ xử lý: Intel Core i3 or equivalent
    • Bộ nhớ: 2 GB RAM
    • Đồ họa: GeForce 9800 or later
    • DirectX: Phiên bản 9.0c
    • Lưu trữ: 1 GB chỗ trống khả dụng
    • Ghi chú thêm: Works with most Intel graphics cards, but not recommended. DRM free.
    Khuyến nghị:
    • HĐH: Windows 7
    • Bộ xử lý: Intel Core i5 or better
    • Bộ nhớ: 4 GB RAM
    • Đồ họa: GeForce GTX 550 or better
    • DirectX: Phiên bản 9.0c
    • Lưu trữ: 1 GB chỗ trống khả dụng
    • Ghi chú thêm: DRM free.

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