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Void Destroyer

Void Destroyer

65 Pozitif / 224 Derecelendirmeler | Sürüm: 1.0.0

Iteration 11

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Void Destroyer'i GameLoop Emulator ile PC'ye indirin


Void Destroyer, Iteration 11 tarafından geliştirilen popüler bir buhar oyunudur. PC'de oynamak için GameLoop ile Void Destroyer ve en iyi buhar oyunlarını indirebilirsiniz. Al' düğmesini tıkladığınızda GameDeal'deki en son en iyi fırsatları alabilirsiniz.

Void Destroyer Steam oyununu edinin

Void Destroyer, Iteration 11 tarafından geliştirilen popüler bir buhar oyunudur. PC'de oynamak için GameLoop ile Void Destroyer ve en iyi buhar oyunlarını indirebilirsiniz. Al' düğmesini tıkladığınızda GameDeal'deki en son en iyi fırsatları alabilirsiniz.

Void Destroyer Özellikler

Please note:

Void Destroyer is a mix of two genres - both of which tend to have a higher than normal learning curve, many controls, features and challenges. If considering a purchase, please be ready for a learning curve and challenging game play. Thank you for visiting, and I hope you enjoy the game.

Combining the best of space combat and real time strategy. Victory can be tactical, a dogfight or capital ship slugging match - depending on how you decide to achieve it.

A desolate asteroid field on the edge of the solar system erupts in war. Your forces rely on you to take the battle to the enemy. Build up defenses and fleets, repair and upgrade your command ship, lead your forces to reclaim and conquer territory.

Game play:

The seat of a fighter, the bridge of a cruiser and a tactical battle map are your tools of war. Void Destroyer puts you in command and gives you ultimate freedom over the your forces and the art of war.

If you ever wanted to directly control your forces in a real time strategy game or be able to build ships and command to your wing-men and fleets in a space combat simulator like you can in a RTS - this is the game for you. Void Destroyer combines elements from space combat simulators and real time strategy games. No longer are you limited on how to control and command. Battles are waged on your terms, you are given the tools. How you use them is up to you.

Jump into a fighter to engage in dogfights, then switch into a frigate to take out an enemy corvette. Build defensive platforms to augment the security of your base. Issue commands to your attack ships to distract enemy defenders to allow your marine frigates to board an enemy's base. Defend and oversee asteroid mining craft to have the resources necessary to support your fleets.

By combining elements of two genres, enemies can be more brutal, fights can be larger and you can overcome greater challenges.

Think there's not enough time? Use time dilation (slow down time) to make time for tactics.

Features:

  • A mixture of space combat and real time strategy games - two games in one, how you play is up to you

  • Tons of features, control options, challenges and a learning curve

  • A story line, opportunities, plot twists, boss fights, and many surprises

  • Pilot ships - from small drones to heavy cruisers

  • Instant ship switching - all ships are pilot-able

  • Multitude of weapon systems in the hands of both friends and foes

  • Tactical Mode - easily issue orders and manage your forces

  • Build platforms

  • Build ships

  • Research new technology

  • Upgrade your command ship

  • Combine the use of command ship abilities for devastating tactics, use a tractor beam to pull an enemy closer then annihilate it with a upgraded main gun

  • Asteroid mining

  • Flight engine combines six degree of freedom with Newtonian physics, balanced to allow for dogfights

  • Pilot via joystick or mouse (mouse flight - includes two different modes)

  • Multiple controllers (HOTAS and other) are supported

  • Command view - camera and mouse controls optimized for controlling turrets and piloting larger ships

  • If the role of a pilot isn't your thing - you can let the ship's crew do their job

  • Capture enemy bases and ships

  • Mod support - "mod nearly everything" philosophy

  • Instant Action scenarios - unlocked via playing the main game/story mode

  • Arena (dogfight) and Skirmish (RTS maps) modes

  • Battle Editor - create your own maps, unlimited game play on your own terms

  • Unlock system - as you research new ships and defeat enemy ships, they become available for use in the battle editor

  • Formations - pre-defined and custom

  • Community input valued by a responsive developer

  • In game guide/manual and tutorial system

  • Difficulty options - make the game more forgiving to get through a tough spot if you so chose

  • Made for the PC and PC gamer market, no "consolization"

Daha fazla göster

Void Destroyer'i GameLoop Emulator ile PC'ye indirin

Void Destroyer Steam oyununu edinin

Void Destroyer, Iteration 11 tarafından geliştirilen popüler bir buhar oyunudur. PC'de oynamak için GameLoop ile Void Destroyer ve en iyi buhar oyunlarını indirebilirsiniz. Al' düğmesini tıkladığınızda GameDeal'deki en son en iyi fırsatları alabilirsiniz.

Void Destroyer Özellikler

Please note:

Void Destroyer is a mix of two genres - both of which tend to have a higher than normal learning curve, many controls, features and challenges. If considering a purchase, please be ready for a learning curve and challenging game play. Thank you for visiting, and I hope you enjoy the game.

Combining the best of space combat and real time strategy. Victory can be tactical, a dogfight or capital ship slugging match - depending on how you decide to achieve it.

A desolate asteroid field on the edge of the solar system erupts in war. Your forces rely on you to take the battle to the enemy. Build up defenses and fleets, repair and upgrade your command ship, lead your forces to reclaim and conquer territory.

Game play:

The seat of a fighter, the bridge of a cruiser and a tactical battle map are your tools of war. Void Destroyer puts you in command and gives you ultimate freedom over the your forces and the art of war.

If you ever wanted to directly control your forces in a real time strategy game or be able to build ships and command to your wing-men and fleets in a space combat simulator like you can in a RTS - this is the game for you. Void Destroyer combines elements from space combat simulators and real time strategy games. No longer are you limited on how to control and command. Battles are waged on your terms, you are given the tools. How you use them is up to you.

Jump into a fighter to engage in dogfights, then switch into a frigate to take out an enemy corvette. Build defensive platforms to augment the security of your base. Issue commands to your attack ships to distract enemy defenders to allow your marine frigates to board an enemy's base. Defend and oversee asteroid mining craft to have the resources necessary to support your fleets.

By combining elements of two genres, enemies can be more brutal, fights can be larger and you can overcome greater challenges.

Think there's not enough time? Use time dilation (slow down time) to make time for tactics.

Features:

  • A mixture of space combat and real time strategy games - two games in one, how you play is up to you

  • Tons of features, control options, challenges and a learning curve

  • A story line, opportunities, plot twists, boss fights, and many surprises

  • Pilot ships - from small drones to heavy cruisers

  • Instant ship switching - all ships are pilot-able

  • Multitude of weapon systems in the hands of both friends and foes

  • Tactical Mode - easily issue orders and manage your forces

  • Build platforms

  • Build ships

  • Research new technology

  • Upgrade your command ship

  • Combine the use of command ship abilities for devastating tactics, use a tractor beam to pull an enemy closer then annihilate it with a upgraded main gun

  • Asteroid mining

  • Flight engine combines six degree of freedom with Newtonian physics, balanced to allow for dogfights

  • Pilot via joystick or mouse (mouse flight - includes two different modes)

  • Multiple controllers (HOTAS and other) are supported

  • Command view - camera and mouse controls optimized for controlling turrets and piloting larger ships

  • If the role of a pilot isn't your thing - you can let the ship's crew do their job

  • Capture enemy bases and ships

  • Mod support - "mod nearly everything" philosophy

  • Instant Action scenarios - unlocked via playing the main game/story mode

  • Arena (dogfight) and Skirmish (RTS maps) modes

  • Battle Editor - create your own maps, unlimited game play on your own terms

  • Unlock system - as you research new ships and defeat enemy ships, they become available for use in the battle editor

  • Formations - pre-defined and custom

  • Community input valued by a responsive developer

  • In game guide/manual and tutorial system

  • Difficulty options - make the game more forgiving to get through a tough spot if you so chose

  • Made for the PC and PC gamer market, no "consolization"

Daha fazla göster

Ön izleme

  • gallery
  • gallery

Bilgi

  • geliştirici

    Iteration 11

  • En Son Sürüm

    1.0.0

  • Son güncelleme

    2015-01-20

  • Kategori

    Steam-game

Daha fazla göster

İncelemeler

  • gamedeal user

    Jan 21, 2015

    I bought this game as soon as it was released in Early-Access. Since then the developer constantly updated the game while listening to feedback and staying in close contact to the community. All games in EA should be developed like this game did. Now that it is finished this game is one of my favorite games. + low price + lots of awesome ships from drones to cruisers and carriers + everything can be player controlled + partly newtonian physics (if you want to slow down point your engines in the other direction or use forward trusters) + lots of control modes for ships (just take one turret and let the crew do everything else, control everything, fly and let the crew shoot...) + great rts part + easy to use editor and instant action missions + encouraging unlock system for everything to use in the editor - takes some time to learn the controls (not a problem if you don´t expect to master the controls after 30 minutes) - very challenging in the later story missions.... + .... which are awesome if you don´t give up immediately If you like space games you should absolutely buy this game... if there is going to be a sequel, it´s already on my personal wishlist.
  • gamedeal user

    Jan 26, 2015

    It's been a while that I was as frustrated with a game as I am with Void Destroyer. The problem is that I really want to like the game, it has a lot of stuff that it's cool or fun. If it was simply a bad game I simply would uninstall it and forget I ever bought it. But there is so much potential and nice ideas in so it ends in a love-hate relation. That's why the frustration. Void Destroyer is a RTS space combat game very similar to Homeworld so whoever played one of those will instantly feel familiar with it. The interesting part is that you can take direct control of any ship in your fleet and fly it yourself in 1st or 3rd person mode, blasting away at enemies like a space combat sim. At the same time you can use a tactical mode to manage your fleet and bases. You can research new stuff there, build ships or gun platforms, form fleets and have an overall view of the battlefield. However that's where the problems start: The interface, while nice looking, has it's kinks. So you cannot, for example, select all ships of a type to form into groups. The only way to select several ships is by dragging a box or shift-clicking one ship after another. You also cannot remove ships from an already selected group (at least I haven't found out how). The fact that there is no tooltip for anything doesn't help finding out what all the clickable commands really do. Forming formations also is quite tedious as some ships simply ignore that order or they leave the formation at a latter time for no apparent reasons. All in all keeping all your stuff doing what you want them to do is like herding cats. It more or less works but it is way more exhausting that it should be. My biggest gripe though is with the difficulty spike. Since your fleet is consistent from one mission to another and in several you are unable to re-build stuff you are forced to optimize earlier missions to be able to beat later ones. In addition many missions seem to have triggers for enemy reinforcements and if you trigger too many while being not ready no strategic genius will save you from doom. In addition in some missions the enemy bases are so close that the battle turns into a totally confusing free-for-all as you cannot move one step without drawing more enemies after you. Other missions where the enemy is not reinforcing infinitely are then in contrast rather easy and allow you to finish without losing anything. Even while the Dev is trying very hard to be helpful in the forums and seems to constantly answer questions and improve the game this is a playstyle I simply can't stand for long. While there are tactics to deal with certain enemies the only strategy seems to build more stuff faster than your enemy and if you cannot build anything then you have destroy the enemy's capabilities to build faster than your fleet dies. Perhaps it's only me that has problems with that, perhaps I'm too stupid to play Void Destroyer, but this game is simply too much frustration for me. Summary: While it has many neat features and looks interesting there are simply too many frustrating problems I have with Void Destroyer to be able to really recommend it. Which is sad, since the game really has potential and the dev is active and helpful. Perhaps it's only me that has such a hard time with the game but you better make sure which category of player you fall in before you buy it. I do not consider myself too casual a player and I have played strategy games since Dune II or Warcraft I but Void Destroyer gave me The Finger.
  • gamedeal user

    Feb 26, 2016

    SO on the fence about this one! Short version: Homeworld meets X3, with big bugs and frequent crashes, but frequent auto-saving and short loading times to partially compensate. There are achievements for each of the endings - highest is 0.4%, total is 0.9%; that means less than 1% have even finished the game... Maybe the fact I have will add a little authority to my review. Update: You know, I might go so far as to say ignore the positive reviews because they don’t know what they’re talking about. If you look at them, notice how many hours played and the fact these reviewers haven’t finished the actual game: xsmasher, Morally Bankrupt, templelord, and Cyrus (90 hours, must be a beta tester). I know this makes me look stuck up “I've finished the game, I'm H@rdc0r3!”, but we can see the highest-rated helpful positive reviews are likely beta testers. And if anyone else gets the game, they’re less than 1% likely to finish. Longer: Graphics: Cell shaded. Nothing special, but the models don't get boring or look ugly. Good. When contolling ships (only in the first few levels) the ships will shake alot, like when you try to glitch through a wall and your character oscillates rapidly between two positions. The dev says this is due to "Intel graphics chips". Well I have a graphics card, but almost everybody has an Intel processor. Bad. When placing stations, icons for some items are very small (and the build method is unintuitive). Story is alright, gets into improbable coincidence territory, but alright. Need to find if there's info on the character/faction backstories. Ship-to-thip combat is ok. Like a flight simulator. Flight modes are kind of whacky. Cockpit, camera chase 3rd person, and 'command' view where you control the turrets. For fighters, cockpit view. For everything else, chase view. Command view is pretty worthless since you won't be dodging fire well that way. Turrets do auto-track with Shift+A, I think. There's also a view to move the camera around your ship and admire it. There are some command ship specific issues I'll address later. Tactical mode (Homeworld) is eh. An issue that only appeared toward the end is that engagement rules and ship orders will revert. You'll see dudes fly halfway to a target (target's still alive), and they just turn around and go back. I don't know what causes engagement rules (tiny buttons!) to revert, but I've given the same order 5-6 times to a group only to watch them stop caring until I gave up. Ouch. The command ship is also iffy. At least 4 of its abilites are worthless except a few parts in the story. Command: take over enemy ships! Except about 1/3 the way through enemy ships stop being capturable. Radiation field: damage yourself and anything right next to you! Useful for two engagements where enemy drones are trying to saw their way through your ship. Quick-ish reverse: accellerate backwards sorta fast. Rarely could that benefit you. Right side shield: temporary energy shield on the right side of your ship. By the time you get this, the enemy laser weapons seem to ignore the shield. Worse than having a million bucks on a desert island. The other abilities are also iffy: tractor beam the enemy, but make sure they don't hit your ship; rapid repair, but lose control of engines and inertia takes you to wherever. The ship does passively repair, too, which is way more useful. The main gun of the ship is only useful when upgraded 5/5 during the last 1/3 to 1/4 of the game. Extra: The game is continuous - your fleet, ship upgrades, etc are preserved between areas/levels. It does feel like one big activity - first fighting miners, then running from overwhelming aliens, then fighting back against those aliens that were supposed to be overwhelming. Upgrade progression is awkward. Would have rather gotten most (except shield and the main gun) as soon as you got the command ship. Instead it's "you're at this point in the game; here is some research that should already have been done and some upgrades/repairs you should have already been able to access". The game is supposedly focused on numerical superiority, but your fleet usually forms up with the command ship and it feels like your fleet is really just one really big gun turret. The rare few times you send ships away from the main group is so you can control one of them, to act as distractions, or two instances where enemy fleets just sit there and you can irradiate part of them to death with a Bear. You'll lose/reload a lot, part from crashing, part because the game gives you a bunch of "FU" situations - the digger Cruiser you can't control, and figuring out how to keep it from drilling you to death (hit 'F'); Teardrop drones that latch onto your ship, and figuring out how to keep yourself alive (you die fast); aliens that can warp into the map wherever, and realizing they just completely bypassed your defenses. You do get an additional cruiser and carrier through the story, and the carrier's pretty boss, but they'll mostly chill far away from the fight so they don't die. Awesome idea, but ultimately you just end up loading a lot to argue with your units that refuse to reposition correctly. And the dev is working on the second game so these issues are here to stay. Thumbs up if the review is helpful.
  • gamedeal user

    Mar 13, 2015

    "Void Destroyer" is a stunning achievement. If you ever played one of the "Homeworld" games, and wished you could jump into the driver's seat of a ship - now you can! The game "plays" very smoothly. Once you wrap your head around a few of the interface conventions and shortcuts, you'll be pretty quick at switching between crew and manual control, as well as managing your ship's throttle and picking which ship to actually sit in. The reality that the developer managed to marry an actual, working space sim with an actual, working, "Homeworld 2 recognizable" tactical mode is a feat to be applauded. It all works about as seamlessly as I imagine is possible, and it's even more impressive when you realize that the strategy simulation can NOT be dumbed down to a "stats battle." The computer has to actually handle ship-to-ship combat with real maneuvering - and it's VERY good at it. The CPU is so good at ship-to-ship that it actually opens the door to one of my negative points. It's true that the player taking control of a ship does not (and is not meant to) confer "superfighter" status on that ship. However, the advantage conferred by player control is so small that it easily becomes insignifcant. Yes, there were certain situations where human control did make it possible to really beat the pants off an opposing unit, but this was because the opposing unit simply could not handle a ship that was "strafe jinking." Also, the opposed unit did not have the advantage of numbers. This is not the situation the game seems to put you in most often, however, and most of the time the combat will very efficiently grind you up. Actual fighters and turret-bearing heavies will track and hit you very reliably, and "many against one" scenarios where you are at the disadvantage are not likely to go your way - lateral thrust tricks or no. All of this is to say that I find the game marketing's empahsis on the single-ship control to be a little off the mark. Grabbing personal control over a ship really isn't the key to victory. Managing the RTS scenario is absolutely essential, and with the CPU being as good of a dogfighter as it is, you're often better off just letting the computer fly while you issue the overall orders. This deeply undermines the "fly any ship you want" idea, because it tends to make that ability a mere curiosity. A "YMMV" point (which I happen to enjoy) is that the game combines a basically manageable learning curve with very little hand-holding. I was especially impressed that the first mission with actual RTS elements did little micro-managing. You have a number of things suggested to you as things to do, but exactly how you go about them is quite freeform. You get space to make your own decisions, and you don't get artificially railroaded into checking off a bullet-pointed list in a certain order. I found it nicely refreshing. (I also found it refreshing that the "get through with minimal casualties missions" allow you enough creative leeway to actually pull off the objective with flying colors.) An actually minor, but detail-demanding complaint is that the tactical view is not "AAA" polished. I'm not saying this to denigrate the developer's achievement, but I think it merits pointing out. The tac-view camera is actually given too much freedom, in that you can tumble the view into all kinds of weird angles without having a quick and unambiguous directional reference available to help you get your bearings back. The tumble and rotate control of the camera is very "twitchy," meaning that getting the angle you want can be a real chore. Further (and ironically) scaling the view is VERY ponderous, which is frustrating when you're trying to wrangle a bunch of ships that have run off while tracking a target, or if you're trying to get an overview of what's going on beyond your perimeter. If I were to make a suggestion, I would ask the developer to make it such that the tac-camera's rotation and tumble were significantly slower, while the zoom and pan/dolly should be signifcantly faster. Also, I would highly recommend that the tumble be restricted to +90 degrees over the "plane of the ecliptic" (overhead view), and -45 degrees below. Full freedom of camera movement seems nice, but actually hurts situational awareness when you get all flipped around and have to re-establish your bearings. I will readily admit that I'm taking a break from this game due to getting stymied. There's a mission that I just can't seem to crack, because I can't find the course of action that will let me endure the battering my fleet is subjected to. In that, I'm a little disappointed, because I was hoping for a title where "jumping in" to a ship would really allow me to tip fights in my favor. "Void Destroyer" doesn't do that. But, even so, this game is a brilliant piece of work. It demonstrates that this kind of idea can actually be done, and done very well.
  • gamedeal user

    Jan 16, 2014

    A simple review Contents as for now: -a lot of ships (in the order of dozens) with 3 graphic styles (3 factions) -correction: 4 factions, 4 styles, about 3 dozens ships- -campaign mode story-driven with text acting (still can't say how many sub missions) - 6 sub missions until now. -1 small skirmish battle (ships only, no structures) -correction: other 4 missions came out after campaign progression - with structures too. -full (probably) tutorial section (several tutorials covering basics) -mission editor (can place asteroids of different sizes, debries, space dust, mine fields, ships you encountered in the campaign, some structures) The game has two modes: direct control over a single ship (they are all controllable) and tactical command where you can build and research structures and units. Direct control: each ship has a set of health points (I don't see any reference to armor or shields), and different weapons (either turreted or fixed forward), most ships have a special secondary attack, each weapon does a set amount of damage (I don't see different damage types) and has a certain behaviour/range. Movement controls are based on mouse+keyboard or joystick, they are quite hard to get (you can remap control keys), but the flight simulation is convincing (feels like space). Some basic commands are there (switch target, target nearest etc.). There are 4 possible views on any ship (1st person, 3rd person -or chase-, 3rd person with free camera -like eve online-, but the last one is not suitable for direct control, turret control, single one or all). Correction: there's a fifth view, command, that lets you steer your ship with the mouse, select targets and shoot, very dynamic, very similar to eve online. When a ship has turrets, they track the targeted enemy on their own while you can fly around. Tactical command: you can view the map with a far camera, the units are re-rendered as green/yellow/blue small ships with some bloom effect, you can give basi orders, like patrol an area, move to a point, attack etc. You can select multiple units and also give formation orders. You can select your main base and adjust three bars with three resources -research/energy/ore mining. Resources are generated/used every given time. You can build structures (like shipyards, weapon platforms etc. around the base, selecting placement on all three axis. Personal thoughts: Tactical view UI is too basic, you have little control over what's happening and the menus with ships and objects in space are lists of units you need to browse with your eyes. There is no clear counter of resources spent/used/available/produced, so you have little knowledge of what you need. Camera controls need a lot of improvements in this mode, for now it's quite hard to move, find, select, command units. There is no research panel nor research tree. You research a shipyard->build one->research corvette->build corvette, switching to main base to each research, all done in a list menu. You have little information on unit types, their characteristics etc. Campaign is quite difficult, you can save games and there's an autosave but it's quite difficult to win against an enemy that is most always superior in numbers, usually you'll need to repeat missions in order to do what's right to do and do it faster in order to win. There is a ship cap devided for ship class, but all is moddable. Overall I like the direct control mode, it switches to another unit when yours die, with a button you can cycle all your ships, you can control any ship. I like the graphic style, the units are well designed and interesting. What I don't like is the sound, too few sounds, too little music, there's a lot to add in this. I like the graphic style although there's little of interest in space, asteroids and some dust clouds, needs a lot. The background space is convincing but quite sterile. The lack of objects leads to disorientation when using a single ship. An interesting idea that needs new features, polishing of UI especially in tactical control mode, more sounds and a complete soundtrack. The editor is nice, but should be more open since it would let us learn game basics such as base building/progression and test ships with direct control. Buy it if you want to support the product and give inputs, wait if you are looking for a finished game. Like all early access we don't know when this will be finished, how many patches-builds will come in the future and at what pace. The game developer is a nice guy who is willing to confront with the crowd, speaks english and is dedicated since kickstarted his project, a true indie. Update after some more time in game: I'm experiencing a lot of crashes, random ones, I can't replicate them in any way and there's little I can do to report bugs etc. As regarding the campaign I've reached a stalemate, my progress is frustrated by crashes and extreme difficulty, my side and the enemy's are so well placed we both toss each other small fleets of 8/10 ships (there's a cap of some sort I can't figure out more information) and the attacker loses always. Finally, the interface in tactical mode is quite difficult to navigate, especially when it comes to move commands in the xyz axis, there's no clear way to distinguish the position at the end of the move. You can upgrade your flag ship with several improvements, from auto-repairs to engine to turrets (additional). The way you do it is quite nice, get the ship closer to a transfer structure, order to move some resources into the ship (this action is shown in game by crates popping out of the structure and flying towards the ship) and then order the upgrades you want (there's a timer). Update2: after quite some more time. Looks like crashing bugs were related to something in the 3rd mission of the campaign, maybe attacking some enemy platforms. I still get a crash from time to time. I have to point out that there are 4 factions I've seen now. The progression in game not only unlocks ships and factions in the mission editor but also adds single missions (scenarios) to be played. Update3:I managed to unlock all ships via some out of game files, which I opened in wordpad. The game truly is moddable, you can modify practically all ship data, damage, HP, speed, acceleration, even the phisics (reaction controls), ROF/speed of projectiles or missiles, and I looked at their textures too, all of this was very accessible (considering I have no idea how to mod a game), and there is a practical folder for mods, that folder will prioritize loading any mod file named after game files, so you only have to drop your modifications there without touching the vanilla game files.
  • gamedeal user

    Jan 26, 2015

    A wonderful mish-mash of Battlezone and Homeworld. The UI can feel awkward, but that's more a symptom of the game being a hybrid of two genres that are typically fairly heavy on the controls, and generally the game does a good job of preventing this from becoming a serious inconvenience. The intial learning curve can seem a bit on the steep side, but this only hearkens back to the days of Homeworld, a game that was no pushover by any means. To the developer's credit, both aspects of Void Destroyer (I'll try my best to refrain from using the acronym), RTS and space sim, feel tight and function how you would expect them to, and there's satisfaction to be had in the immediate availability of a variety of vessels to pilot at your discretion, each with enough differentiation to make hopping between them more than worth the player's time. Also to the developer's credit has been his conduct on the Steam forums: always-courteous and informative responses, that are, very frequently, remarkably prompt; it's the kind of behaviour that should be help up as an example to any other developers and publishers that may wish to exhibit their wares on the Steam store, and to all those that currently do.
  • gamedeal user

    Jun 10, 2015

    Void Destroyer is an indie FPS/RTS Hybrid that builds off of inspirations such as the Homeworld Series and Battlezone of yore. Overall, this is a very strong game made by a very passionate one man development team that used kickstarter to generate some surprisingly good visuals and art, and I would strongly recommend it. The story premise is as follows: You are a retired veteran commander of a military space force who is thrust back into a command role in response to a surprise attack in an un-named star system far from Earth. A series of gates link these systems. Miners and military folks don't get along. Pretty standard sci-fi space game stuff. Void Destroyer is, however, a unique and interesting execution of this concept, most notably because you can, in fact, win the game in a variety of ways, focusing on your own piloting skills, fleet/strategic management, or more likely, some mixture thereof. Void Destroyer thus allows you to choose between jumping into a big honkin cruiser and duking it out, trying to dodge and prioritize your turrets, or you can hit space and zoom out, ordering your ships to focus fire on an enemy or attacking from a different direction to exploit a weakness. The developer has stated that this is by design, and appears to have accomplished this. The game has campaign, skirmish, and sandbox modes. There is no multiplayer mode. Items used in sandbox or skirmish modes are based off of campaign unlocks, although the developer has posted instructions on how to get around this. The campaign is difficult, and will require some study *You can't simply brute force your way in a "BUILD X OF THIS SUPER UNIT, KILL THOSE GUYS", but there is carry over (Your fleet persists over the campaign). The story depth is about average for its genre, not overly sophisticated, although there is a minor amount of world-building that takes place, but the dialogue (Which is text based, likely due to cost constraints) is surprisingly witty and even funny at times. Base management and resource management is minimal, but well situated (There are only three resources, which run off a percent of crew devoted to producing them). THere is a fleet size cap that varies over the campaign, and some unique units that can filter in, as well as hero and unique units. The centerpiece "Hero" unit is your command ship, a cruiser class ship that can be upgraded in a variety of interesting ways (Such as a tractor beam to to pull objects, both friend and foe) or special engine upgrades. Overall, there is a learning curve, however, there is a surprisingly helpful and frankly worded in-game guide of "If this is too hard for you, don't forget to try X and Y." Developer response and support, from my personal experience, has been strong, with pointed and considered responses over steam and in forums. If you have a serious problem with the game, there is a decent to above average likelihood the developer will respond. A note on downsides: There are situations in the game where the game will put you in unwinnable scenarios, IF YOU SO CHOOSE (Between 2 and 3 times( , without always making it completely clear through dialogue. Some players appreciate this appeal to player decision making, others will be driven up a wall by it. Overall, if you liked Homeworld or similar titles, enjoy fleet or strategic command games, or are simply a die-hard space nut, I strongly recommend Void Destroyer as a worthwhile purchase.
  • gamedeal user

    Jun 8, 2015

    If you want to take control of your ship directly when you play Homeworld If you want to command a whole fleet when you play EVE If you want to pilot a capital ship when you play X Reborn If you want a game realistic enough to consider the retro-thrusters and the sound reduction in space ships If you want a challanging old style game which needs you to think your walkthrough over and over Then don't be fooled by the graphic, this game is your last hope. A really brilliant work, 10/10.
  • gamedeal user

    Jan 21, 2015

    My first foray into the hybrid FPS/RTS was Battlezone, and I've not encountered anything that compares to the unique experience it provided - until I played Void Destroyer. The combat feels tight, the RTS gameplay rewarding, and everything in between just -feels- right. Bravo on a fantastic game, a truly worthy successor to my Battlezone experience! EDIT: Incredibly sorry to hear that VD2 didnt reach kickstarter goal, but I certainly intend on purchasing through steam! Keep it up!
  • gamedeal user

    Oct 16, 2015

    The best Homeworld-like game I've played. The trailers look like pure dogfighting, but I play almost entirely from tactical view. Capruting enemy ships and bases, managing resources, ship upgrades - Void Destoyer really flipped all my switches.
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