
An indie space-sim and strategy game featuring ship and fleet combat mixed with RTS elements. Complete contracts and Claim sectors for your faction in the near-future, where resource exploiting corporations are in a state of constant conflict over territory control.
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About
Represent your Corporation as you fight for control over resource-rich part of space. Engage in ship to ship combat, complete randomized missions and claim sectors, expand and upgrade your fleet and take on more difficult enemies.

Directly control any ship in your fleet, switch between them anytime and make sure to maximise their potential.

Fly agile and speedy fighters from inside a cockpit and experience thrilling battles in a first-person perspective.

Take control of large ships and their powerful weapon systems in third-person perspective.

Issue orders from a RTS-like view, organize and manage your fleet ship by ship.

Buy new ships and customize their loadout weapon by weapon, create a flexible fleet fitting multiple roles based on your needs, or commit your fleet to a specific task and playstyle.

Complete randomized contracts of various types in gradually more difficult sectors.

Capture Control Points and build defenses in more complex Conquest sectors which require a more strategic approach
Genres
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
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Been following and playing this one since probably the 0.6 to 0.7 builds, playing nearly every update and unfortunately I cant say I reccomend this one, not yet. This game should be right up my alley, but unfortunately in its current state, I cant say it is. I want to say to the devs: you should be very proud of what youve made so far. Theres a strong base here that with a lot of refinement can turn into something amazing, but in my opinion you went into the full 1.0 version too soon, and with no easily visible roadmap, nor promise of content to come (that I'm aware of at least), I sadly cannot reccomend this, much as I want to. In short: There isnt enough content here for a 1.0, (or recently 1.1 release) Too few weapons with any meaningful differences, too few ships with too few guns on them at such a short engagement ranges, with too few highly repetetive mission types and no story to speak of. Sectors feel just about dead/empty except for a couple mining ships and an occasional transport that flies from point A to point B, sometimes getting blasted. That combines with fleet restrictions that dont allow for true build diversity, even at maximum level with all weapons/ships unlocked, and its a particularly painful grind to get there in the first place. Hell, you cant even customise the paint job on your ships, though you can at least name them, upgrade them a bit, n level them up. Though being honest even those systems still feel undercooked and somewhat meaningless. Extra health is nice, but what if we could say, unlock extra gun slots for the ships, or even choose different builds with those slots. Say, swapping out a size 2 weapon slot for two size 1's, or a size 3 weapon slot for two size 2's or four size 1's, letting you add weaker but extra more weapons. Additionally, the largest ships especially are gigantic, and theres often an insane amount of empty space where there *could* be extra guns or even utilities. Repair bays, or attack/repair/salvage drone launchers, or inbuilt missile silo's/rocket pods. Hell, even tractor beams or shield projectors to protect yourself and your fleet if you REALLY want to lean into the sci-fi angle. Just, something to make each ship have a unique factor beyond its stat block. The ships also lack proper individual identity, with the larger ships especially all feeling more or less the same except for the amount of guns onboard and a few barely notable speed, health, and turn-rate tweaks. Theres also unfortunately no modding support either, something the game desperately needs if it wants to survive, and to truly leave a mark. Modders have historically had no qualms fixing, adding to, or entirely changing entire sections of the game, improving and adding their own spins and tweaks. For example, modders enabling players to drive boats and tanks in nuclear option. It completely changes the gameplay, while still keeping to the core of the game itself. I mentioned it briefly, but the complete lack of story leaves players such as myself lacking context on why we should really invest into this world. Building our fleet and OBTAINING WEALTH is all well and good, but...theres only so much *to* that. The consistent use of synthesised AI voices also gets rather grating, with the same voice lines playing over and over and over, while the user interface can also bug out fairly often. Ships will change their stance on their own, meaning ships that were otherwise set to aggressive behaviour can sometimes turn their brains off and go passive, or defensive. Additionally, the ai enemies in general lack strategy, with larger ships just tending to float at each other until theyre in range, and unloading everything instead of staying in formation or flanking, or staying at maximum range to snipe at you. Sure you can set your own larger ships to engage at a set range, but...theres no "engage at the maximum range of all your collective weapons" button, for example. Hell, the larger ships dont even rotate to angle the most guns at what theyre shooting at, meaning often less than half the ships available weapons will be firing at a target. On the note of angling things: fighters for whatever reason seem to fly like fighter *jets*, instead of space craft. This also applies to the larger ships, but its far more notable in the smaller ones. Theres an entire axis of directional movement missing across the board for all ships that COULD lead to far more interesting gameplay, and higher skill engagements. God, gigantic paragraphs out of the way, I hope this was at least semi coherent and wasnt harsh, as my intent is to provide feedback without attack. If you're the devs and are reading this, I wish you guys the best with this project. Theres so much potential, but itll be a lot of work to shape it into something iconic. And to you, random person reading this: I hope you have a good day. Thanks for stopping by n giving my rant a read. Good luck commanders, o7
Sadly, I don't think I would recommend this one. To be fair it does have some very good points. The "scale" of the game, the way ships and weapons look and feel, are very good. Watching missiles get ejected out of their silos then ignite their motors and curve away to targets, or watching fighters dogfight eachother is very well done. There's a "Homeworld but you're commanding from the bridge" type of vibe. However while the moment to moment combat feels fairly good, everything else feels under baked. For example, despite the number of different game regions, most of your time is spent just grinding the same "escort this" or "destroy that" single objective skirmishes over and over, which allows you to progress your mercenary fleet's size. There is a more dynamic battle mode which requires you to capture and hold multiple points to win, and that one is more interesting, but again it's copy and pasted multiple times. There's essentially no story, no characters, no unique or memorable locations, no changes in the game world aside from facing a slightly different set of enemy ships as you progress though the regions. There are also things that seem planned but un-finished. Many of the big ships HAVE fighter bays as part of their model, but despite the game letting you deploy fighters in your fleet there is no concept at all of USING your hangars for deployment or repair of your fighters. The large ships also seem like they were modelled to support far more extensive customizations and more gun mounts, which were never added. While there is limited progression for individual ships, it has nothing to do with battlefield performance or earning special modules or upgrades, it's just paying money to click a button a few times and now your ship is 5% better. Overall, Space Reign feels like an incomplete prototype of a game. If this was still in early access and we had 2 or 3 years worth of fleshing out the game's variety to look forward to, then I would be far more enthusiastic. Instead I am left with the feeling that the developer has run out of either money or interest and decided to call what they had the release version. It's not TERRIBLE, but I wish we had seen where this game had the potential to go.
Okish combat. Poor weaponry variety though. And the rest is only grind. Better check Void Destroyer 2, not that pretty but it's a complete game unlike this one.
I enjoyed playing this game. I really think it has lot's of potential. What killed it for me is that it does not save reliably. I will quit to menu from my base, and when I reload I will have destroyed ships that were previously fine. Upgrades to ships missing that I previously purchased. Tech upgrades I bought, gone. So unfortunately for me, this is a no go without further refinement. *If I'm missing something silly, please let me know and I'll change my review.
Its fun, if you like having semi-sandbox space combat with large ships or even down to flying fighters from the cockpit this is great. My negative review comes from the "campaign" to this. I never expected anything spectacular for $25CAD, but its just kinda doing the same missions over and over again in new zones with very little difference. I had a good amount of fun for what I paid for it, but I feel no drive to really continue after beating most of the first zone. I also have a feeling that all the ships in this are storebought assets, which itself isnt honestly bad, but all the ships have varying styles in weird ways. Some ships look right out of The Expanse, and some feel like theyre out of Rebel Galaxy (some of the ships also look just like one for a mod in arma 3, which was storebought assets and makes me suspect they are). Creating a "Company" is just an excuse to run something to fight stuff, which ties into the issue I have with the ships because your fleet always ends up looking very ragtag, and not being able to recolor any ships kinda ships.
Игрушка с очень хорошим потенциалом, которой было бы неплохо оставаться в раннем доступе еще на год, и быть допиленной с учетом пожеланий игроков. Из плюсов - корабли пяти типоразмеров (истребители, корветы, фрегаты, крейсеры, снабжение), довольно разнообразное вооружение, прогрессия с зарабатыванием очков технологий и денег для их открытия и приобретения, очень приятно сделанные бои. Довольно приятно сделаны секторы для захвата – в них динамично действуют союзники и враги, и надо захватить все контрольные точки. Из минусов – минимум сделанных вручную, чтобы было интересно, секторов, и их содержимого. По сути, 90% игры – гринд 7 типов контрактов в похожих друг на друга секторах с постепенно возрастающей мощью противников. Совсем мало сделанного вручную и запоминаемого игрой контента – захват базы, уничтожение «уникального» врага, поиск контейнеров в каждом из обычных секторов. Но все это тоже однообразное: враги - не уникальные корабли, а просто все более мощные флоты из знакомых классов, в контейнерах - просто очки техники и деньги, а не что-нибудь вроде уникального оружия или чертежа корабля (на заметку разработчику). На удивление порадовал сектор бесконечной битвы – с максимально мощным флотом мне удалось победить 34 волны противников, при том что после 30 волны я потерял половину своих кораблей, а в конце 34 волны у меня остался один на четверть живой фрегат, на котором я каким-то чудом при поддержке базы победил два вражеских фрегата, четыре корвета и три истребителя. Но и в этом режиме есть минус – тратить 2,5 часа на 30 волн очень неудобно. Надо было увеличить количество очков строительства за одну волну и сделать нарастание их сложности более быстрым. Довольно много неровностей и багов. Например, нейтральная или дружественная цель за пределами экрана показывается красной стрелкой (как вражеская). Из-за налазящего текста не видно число выполненных контрактов во второй "главе". После требования выполнить 30 контрактов в первой "главе", выполнение 60, по сути, таких же, во второй, и еще 30 – в третьей, выглядит как издевательство. Хорошо, что сохранения игры хранятся в обычном тексте, в котором можно пририсовать количество выполненных контрактов. Хотя корабли и выглядят достаточно разнообразно, параметры у многих повторяются.
This is a neat game and I enjoy it but I would not recommend it. First off, the game is crazy expensive for what it is. This could be a mobile game and they want $20 for it. The other constraining factor is the overall game design, the best summary I can offer is it feels very organic in a bad way. On the other hand, it is a bit of a monolith. There are very few capital/fleet command games that offer this level of control. If you have been burning for a game like this for a long time, go for it! If not, skip.
I couldn't get past 15 minutes in the game. Inconsistent Control Layout: Fighters and gunships aren't the same. Fighters use WASD+Mouse pretty much how you'd expect, but then gunships (like corvettes in Homeworld) use CTRL+SHIFT+A+D+W+S (i.e. not normal WASD/it's in a totally different way), didn't get a chance to test anything bigger because < 15 minutes but if 2 / 2 don't match... seriously ain't no one got the time to learn different layouts, why not just use the same keyboard controls? It's so weird and it feels unfinished. The Menu UI is awful: Pop-up descriptions go out of the displayable view, boxes don't line up right, lots of things it's hard to tell if they're intentionally going off screen or what, everything feels janky and amateur -- these things are inexcusable for a post-1.0 release. Tutorial: The tutorial bugs out and makes you click and do things that you can't do if you got curious and tried something else in the meanwhile -- more items I would not expect for a post-1.0 release. It feels like there's an awesome game hidden inside, it's just the implementation around the UX is so sloppy.
Could use some more features but on sale I would get it
Love the game, but please add carriers
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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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