
Space Combat in virtual reality in single player mission campaign and multiplayer dogfight up to 6 players with AI spaceships under the command of each player. Play in TDM, Conquest or Capital Domination Modes.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
TL;DR: I was a beta tester, single player mode OK, multiplayer mode awesome. Biased review here I was one of the beta testers for Space Ranger. mainly the multiplayer mode I am not paid to review this game and it is not part of my job. I Was never a big fan of space games or flight sims so I was a bit skeptic for the amount of fun I could produce from playing this game. The single-player mode as it exists in it's current form today (in early access stage), is OK, It's not awesome, It's not greatness, It's OK. I think I finished the campaign in about 2 hours. Have nothing much to say about the single player, maybe if you're a flight sim fan you will dig it. it was not really my cup of tea. The true source of happiness in this game is reveled when you go online to the multiplayer mode. You actually have to gain true experience as a pilot to be able to dogfight anyone else on multiplayer and I friking love it. I found myself spending hours in the game trying to find new maneuvers to surprise my opponent from the back, or from the front in a head on encounter. There are a lot of variables to take into account while chasing someone in a dogfight or running away from them in one (warping, speed, distance, engine trail, gravity of other ships etc...) so, there is always some way for you to either kill the other guy or out maneuver him when he is chasing you. It's like every time you kill or get killed, you learn a new skill or a new way of action that you could not think of before. This true gain in experience you get from each dogfight is worth the entire game for me.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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