
Evolve from simple drone to massive dreadnaught in eXoSpace! Explore a vast galaxy, design custom drones, and battle diverse factions. Defeat epic bosses in thrilling missions, or unleash your creativity in Sandbox and Arena modes.
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About
eXoSpace Combat Engineer combines the gridless spaceship building of Reassembly, the intense combat of Nova Drift, and the unpredictable hyperjump encounters of FTL.

Using a fully gridless, intuitive snap-and-rotate designer, you balance weapons, thrust, energy and armor, use advanced mechanical parts like pistons and hinges to build transforming warships, or install hangars to deploy swarms of custom-designed drones.

Take your custom vessel into Bounty Hunt mode, navigating asteroid storms, pirate ambushes, and random encounters as you evolve your ship from a basic drone into a true dreadnought to survive intense, bullet-hell boss fights.

Mission-based game loop: complete missions to increase in rank and build even bigger ships to hunt more dangerous targets.
Gridless spaceship designer that lets you easily snap parts together in any angle, allowing you to quickly try out new designs or upgrade your ship.
Design your own drones and deploy swarms of them from your hangars.
Intuitive engineering constraints: balance thrusters, weapons, energy and armor to create an effective warship.
Bullet-hell boss fights: each mission ends with an epic phased boss-fight. Find weak points while dodging projectiles.
A fully-featured sandbox allowing you to build any ship, create your own faction, and share it with a click on the Steam Workshop. You can even build your own boss!
The Galactic Arena: face design and piloting challenges ranging from 1 vs 1 drone skirmishes to cruiser battles.
More than 600 different ship designs to discover, including many community creations.
More than 200 parts to build your ship with, including powerful faction-specific weapons.
5 playable factions with their own tech tree, powerful unique parts, and crew.
And more is added in regular updates!
"Again, awesome work. Been a while since I've been this impressed with such a hidden gem."
“This game is ingenious, amazing and AWESOME! Something that fills the gap between Reassembly, Cosmoteer and Starsector.”
“I like how here, I can quickly design something and experiment. I can iterate quickly and comfortably."
eXoSpace is developed by Bas (@ Fantastimaker), a solo developer. No generative-AI was used to create this game.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i really liked the game, however after i completed my bounty i lost all my unlocked blocks. and my uniques. also my ship i spent hours designing..... only to be hit with a starfield like gimmick,,,, of new game plus........ dude this game would be perfect if you could keep your ship and progress from one bounty to the next but to have to completly restart all over agin is a game killer for me.
Pretty good in most aspects, though I do wish there was a little more freedom with the connections you can make with different parts, as since not every piece is a uniform shape, you're bound to run into weird disconnects that subtly split your ship into pieces where one armor piece makes you lose everything attached to it, when it looks like certain parts should be connecting it back to the whole. I feel like there should be a part (maybe the structure parts, the weak lattice ones,) that can automatically connect minor bits like that, but that's just me. Still a functional game without it, but it's still a major gripe I have just because of how regularly it comes up. Also long, flat faces feel like they should be able to connect even if their connectors are off slightly, like the 222-metal heavy armor brick, but that's still something I can live without if it's actually that unbalanced or whatever. Yeah I basically only have issues with how pieces connect.
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Languages: English, Dutch
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
a new take on reassembly that puts you as a lone bounty hunter and has a more balanced weapon system
Pretty good. And the Persistence Update where you actually get to keep your stuff is great too, having played it, I figure that without that, I probably would have refunded. I don't think the full creativity of being able to build your ship block by block is a good fit for the rogue-like format so it's nice that the dev listened and changed how the progression work. Basically now no matter what you keep your ship and your ship building resource. Though you still need to complete a bounty, i.e. kill the boss, to get exp to level up so you have a higher cost limit for your ship. But otherwise, at the beginning, even failures still gives progress, as long as you've been collecting/looting resources. The ship building here is simpler than Cosmoteer. For example, turrets can fire through each other for one, and I can't remember, but I'm fairly certain that your guns can also fire through the hull, they are located up top I guess. No crew so you don't have to plan their route and all that. I like it though, finally now I can build ships that look good and play good instead of another brick with some edges. Relative simplicity aside, it does have a bunch of stuff that isn't in Cosmotter. For example, it has joints! The trailer might show it, but there is this enemy ship that's an eel, and it moves like one because it has joints. There are also enemies with jaws that open and shut as a melee unit, piston attacks and even rowboats. More practically for ranged combat though, there is an aiming joint that allows you to turn fixed guns into a player created turret. One of the inbuilt ships even have that, where it turns a fixed forward railgun battery into an omnidirectional railgun turret. Combat feels better here, with the boost ability, you'll be zipping around enemies, dodging fire and getting into their weak spots. Most of the earlier enemies would have their core at the rear, and killing it just kills the whole ship. Eventually though as you raise in rank, you'll be building your dreadnaught and be able to just stand and fight your enemies. And with player skill bonuses, even take on entire fleets. Though you probably still need to retreat and repair if taking on multiple dreadnaught class enemies, but with overlapping shields, you'll be near impervious to smaller enemies. The sense of progression there feels really good. Especially since even at high levels enemies do still have the smaller early game ships, like in a real fleet. So you don't really feel like even when you go big, that it still feels like you never really get that much more powerful. You only get the one ship though, so no fleet. But there are confilict sectors where you can join one side to help them fight the other in a fleet battle. But the real star of the show are the boss fights. Every run you do, called a bounty, culminates in a fight with a boss. At the beginning, you'll be dodging fire, sniping off weak points and slowly whitling them down, but eventually you can stand and fight when you reach dreadnaught level. Again, the sense of progression. For higher level bosses, you'll probably still need to pull back for repairs though. Though speaking of bosses, there is also this one other neat thing... And that is the bosses with all their special ability, custom stats, separate phases and also selected invulnerable parts depending on boss... all this are completely afaict built within the in game ship designer itself! Once you've met a boss, you can just go into the sandbox and load up the boss itself and you can see all the special boss stuff in a special boss tab. What that means is that if you have the creativity, you can build your own bosses as well! Without needing any sort of external program or anything, it's all done in game. It reminds me of the good old days when RTSes have map editors and you can do a ton of fun stuff in them. Now it's not that powerful, but it's a start, and still way more than modern games do. Also I'll note that there are 5 factions (3 at start, 2 unlockable) you can choose, each one has it's own tech tree, though you can also get non-faction BPs when you kill stuff. But more importantly, it also has it's own faction skills, this one you cannot change. Depending on the skills, it might shoehorn you into a specific ship design, for example, Shadow Syndicate, they prefer lasers and advanced shields as per description, and that's what their skills show horn you into. Like of the 5-6 skills, two of them are for improving your lasers and you don't have generic damage bonuses. I heard other factions do have more generic skills though. And also unique faction BPs, though I'm not actually sure if those can drop from kills. And they really are unique, you get tech points to unlock BPs for unlimited use, but for uniques, you basically buy a copy of the module, so you need to buy a second one if you want that. I'll also note that of my current 27 hours of gameplay, I've only played one faction, and am about to reach max level. That means I still have 4 other factions with their own skills with different bonuses favoring different builds. Though I guess at endgame for my build style, they'll probably end up pretty similar. Well, missiles have guidance so that is something, and lasers seems to be good for precision and drilling straight for their core, so perhaps there would be some gameplay differences with other less precise weapons. But yeah, it's fairly cheap. Get it if you like building ships. And using them against fun bosses, or even building your own to share. There are 5-6 bosses now, and 1 of them atm even has an Insane difficulty version. Otherwise difficulty just increases enemy fleet sizes, but not enemy stats. Oh and there is also an arena to test cost limited builds or something. Never really done that though, but I guess some people would like it. I prefer just building big.
seen on Nookriums channel literally the day it came out he was playing a playtest he didnt have a key and def wanted it got it and woooo fun
EA offered very little above and beyond what the demo suggested exists. The first boss is a bullet sponge. I almost went over the 2 hour refund limit holding down right click afk watching an HP bar tick down slowly over 20 minutes just to see what I get for being this horrible to myself.
Kind of like Reassembly but including pistons and rotating joints. Actually functional crash damage too, I can make a ship that closes two toothed walls together infront of its self and it actually crushes things! The developer is pretty responsive and open to feedback, which is always great to have
A wonderful rougelike that is very flexible to your tastes. it can be easy or difficult if you want it to be, its had several lovely updates, there has been a lot of thought and effort put into it, 11/10.
this is a tremendous experience, the customization is very fun and deep, and i was the first person to get the space invaders achievement which is better than starting a family
Awesome! Like Cosmoteer but not a laggy pile of crap.. Great game. Come on modders! Where you at? If I were the Devs I'd look up top modders from cosmoteer via steam workshop and gove them free keys to jump start this bad boy. Also Devs, you need to let our stuff carry over from mission. Balance it, do what ever you need to do. Get it done.
Players by region
Where this game's players are, estimated from review languages.
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