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 (197) - 90% of the 197 user reviews for this game are positive.
Release Date:
22 Sep, 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 (35)

20 November

Dev Video - War!

Hey guys!

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


War! -
  • There is now another player to faction state - at war!
  • War state is triggered when the player captures another faction's base
  • War state can also be trigged via declaring war
  • When at war with a faction - that faction will deliberately attack you
  • The faction will attempt to destroy your trade ships, platforms, take your fields and blockade your bases
  • Will also try to re-take any lost bases (of theirs)
  • You can weaken a faction's ability to send out these attacks by destroying their platforms, taking their fields and blockading/taking their bases
  • During war - other faction's relations won't deteriorate as a result of the war (eg: the military won't dislike you for destroying civilians - if you are at war with civilians)
  • Comms platforms can be built in base space or empty space
  • They will alert you to incoming enemies(base) or nearby enemies (open space)
  • You can now abandon a base (might be better than losing it)
  • Abandoned bases will return to their original faction's control after a time
  • You can "make peace" with a faction you are at war with


The past few weeks I've focused on fleshing out the mid to late game where the player is starting to expand their territory via capturing bases. When you capture another faction's base that is considered a declaration of war.

During war - the faction will deliberately attack your assets and try to re-take their lost territory (bases). This adds another layer of a dynamic sandbox to the game - something I'm always very excited to do.

In the past - if you've engaged in base warfare - things were far too easy and without enough consequence. You could take another faction's base, then kill some of their enemies and be back to good terms. Those days are gone, so who you chose to attack must be carefully weighted on how well you can defend yourself against their counter attacks.

Once you are at war the layer of hostility increases - you will be attacked - but you also have a chance at strategy and lowering your opponent's ability to fight. Destroying the enemy's platforms, taking their fields, blockading and capturing their bases will reduce their ability to send out attacks against you. So before you cross that red line of war - you might consider a first strike against a faction's platforms.

When you are at war - other faction's scores won't decrease as a result of the war. So for example - if you are at war with the civilians - the military won't turn hostile (if they weren't already). This allows you some control over who you fight and when. Although it might not be easy to accomplish this - since before being at war - the military won't like you fighting civilians.

This is my attempt in guiding the player's path through the base conquest portion, whiel still giving them the freedom to do anything they want. I (as a developer) want the player to start conquest slowly and not immediately attack the civilians or the military (the two factions with the most bases). This system allows for that while being consistent with the game world's logic.

I hope to add to this system and further enhance it - please let me know your thoughts via feedback!

What's next?

I'll most likely focus on bug fixes and improvements to this new system, I'll likely change the way that capture ships can be bought/built - making them a bit more significant to obtain.

Also I'll do a pass on the faction's and their relations - I'll likely make it so that destroying bounty hunter ships isn't a crime nor does it increase the wanted timer - after all bounty hunters get paid to hunt you - they don't post bounties. These types of twekas will be with the new "at war" mechanics in mind.

After that?

More work on story missions!

And after that?

Work on adding carriers to the game and giving them some unique mechanics (ship/fleet building) - with the goal of making them something like mini bases.


As always - Thank you for your incredible support!

8 comments Read more

30 September

Dev Video - Platforms

Hey guys!

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


Working towards better implemented platforms -
  • Platforms take time to build (versus being instant before)
  • A base can only build one platform at a time
  • Bases will build "far away" platforms (defense, production, repair, refuel)
  • Production platforms will generate cargo pods
  • These can be bought by the player for a low cost
  • Or stolen!
  • Far away platforms will build defense platforms to defend themselves
  • Some factions will sell production platforms to the player
  • Auto traders will check nearby platforms for better opportunities
  • Player can build far away platforms - via building a builder ship at an owned base.
  • Indie transports will ferry cargo from production platforms to bases (including player bases if so requested)
  • Player can assign ships to patrol a far away platform

More implemented platforms:

I've decided to put the story missions on hold and work on better implemented platforms. The current progress of story missions takes the player to where they might consider dabbling in elements related to bases - which includes platforms.

The big idea was to make platforms more "solid" in terms of game play, some platforms were fairly useful, like repair platforms, but others were just for show (production platforms). Now production platforms offer trading and piracy opportunities - as they actually produce something.

Bases will now build "far away" platforms - this means that there's no longer the possibility of wiping out all platforms - and not having them come back. This should make the game world feel more alive and logical.

The player can buy and build far away platforms to support and expand their empire - and sort of "customize" their area of control.

I hope you guys enjoy the new possibilities with platforms and post feedback!

What's next?

I'm likely to add a few more elements to platforms - like having ships run towards defense platforms for aid, having platforms participate in overworld combat and related items.

After that?

More work on story missions!


As always - Thank you for your incredible support!

11 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 2018.

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.
  • 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.

What Curators Say

6 Curators have reviewed this product. Click here to see them.
Customer reviews
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:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
Hide graph
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...