
Build your warship and explore a galaxy full of unpredictable encounters. Master bullet-hell combat and survive multi-phased boss fights to take down your targets. Evolve from a simple fighter into a true dreadnought as you hunt down the galaxy's most wanted!
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About
eXoSpace Combat Engineer is inspired by Reassembly, Nova Drift and FTL. It is a mission-based spaceship building game with bullet-hell style combat.

Use an intuitive snap-and-rotate system to build your ultimate warship. Balance thrusters, armor, and energy systems, or use advanced mechanical parts like pistons and hinges to create transforming warships.
The spaceship designer is gridless, allowing you to snap parts together in any orientation, and has plenty of quality of life features.

Raise the ranks of the eXoSpace Combat Engineers by taking out bosses deep in dangerous areas of space. Each hyperjump brings you closer to your target. Each hyperjump brings a new encounter: an asteroid storm, a pirate ambush, or even a hitchhiker looking for a ride. Who knows what will happen next? You will need to evolve your ship from a small drone to a true dreadnaught to face all bosses.

Satisfying game loop: gather resources and tech to upgrade your ship. Complete missions to increase in rank, improve your crew and build even bigger ships in your hunt for the most dangerous of criminals.
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.
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. Fight intense battles, and set up endless waves of invading enemies for complete chaos. You can even build your own boss!
Get challenged in the Arena: face design and piloting challenges ranging from 1 vs 1 drone skirmishes to cruiser battles. Or create your own arena and share it on the Workshop.
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!
"This game feels like Reassembly if it was designed as a game, first and foremost, instead of a shipbuilding sandbox."
“I like how here, I can quickly design something and experiment. I can iterate quickly and comfortably."
“This game is ingenious, amazing and AWESOME! Something that fills the gap between Reassembly, Cosmoteer and Starsector.”
eXoSpace is developed by Bas (@ Fantastimaker), a solo developer.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Dutch
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Awesome ship building system !
Awesome ship builder roguelike! 🚀👾 Made by a very open and vocal dev that actually listens to player feedback, and keeps pushing great updates and bugfixes. Worth a buy just for actually using Early Access the way it's meant to be used (very rare!!!).
I like this game. It reminds me of Reassembly, but this also has a series of mini campaigns in the form of Bounty Hunting. Sandbox mode included too so you can tinker around. Like the art style and special shout out to the soundtrack. Ship design is pretty solid although there is always going to be a need for new parts. I've had fun with this so far, no major bugs found. So I'm going to play some more to see what I can loot out there. Promising EA title for me. My only minor gripe is that I need stardust or something relative to my ship to help gauge speed as I move around!
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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.
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.
I love the game but I hate how tedious it is to clear out masses of small enemies. Please add either a modifier to fight big boss ships 1v1 in bounty mode or big ship fleets in the tiles. I am so tired already of seeing 20 tiny ships that will fly around me and my guns missing 50% of the ammo because of how ridiculously fast and small the enemy ships are. Most of the time in bounty mode I just fight traders and big fleets/outposts and book it for the final boss. It is so unnecessary to even fight the small ships because of how worthless they are. Though I love the faction Robotic plague and even the small ships just ramming into you, but I absolutely hate The cult. I wish I could just choose the enemy faction when entering a bounty hunt if the small ship issue isn't fixed. TLDR; I wish there was an option to change enemy encounters from fleets of 30 tiny mosquitoes to big fleets with either boss ships/big ship fleets, because of the tediousness the small ships adds to the game. It is a major nuisance because you have limited resources to built anti big ship/anti small ship builds.
Yes, absolutely yes, it may be early access but it is really fun to play now, and it is super satisfying to have a monster ship that can face tank stations
I love playing this game in the sandbox mode, and see how big of a ship I can make. The current project is an Executor. Really nice!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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