Average Playtime: 7 hours

Space Pirates And Zombies 2

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In SPAZ 2 you must survive in an evolving post apocalyptic Galaxy. The zombie threat is defeated, infrastructure has collapsed, fuel is scarce, and scavenging means survival. Initially the Galaxy contains hundreds of fleets, each trying to survive. AI captains do everything the player can. The player is not special and is not the center of the Galaxy. As resource scarcity becomes critical, ships come into conflict just to survive. Factions may form for protection or split due to starvation. Old friends must become fodder. Stronger factions establish and defend territories, set up resource hubs, and establish star bases. Weaker factions may resort to banditry. Each captain is unique, persistent, and shapes the Galaxy. When factions meet, combat is usually the result. While the strategic side of SPAZ 2 is about exploration, territorial control, and faction building, the action side of SPAZ 2 is about ship construction, tactics, and salvage. Combat creates damaged ships and dead crew, but it also provides new salvaged parts. All the parts in SPAZ 2 are modular and randomly generated. If you see something you like, break it off an enemy, grab it with your tractor beam, and connect it to your ship. Ship construction can be done live during battles, though sometimes beating an enemy to death with their broken wing is also fun. Back on the star map, battles will attract other captains looking for salvage. Take your new parts and run. Upgrade, repair, and prepare to fight another day, for darker threats are about to emerge. Key Features: Two hundred persistent Captains that are able to do everything the player can, including forming dynamic factions, building structures, controlling territory, and going to War. A true living galaxy that is not player centric. It will develop differently each game through the interactions of the agents. Build your own faction from nothing. Randomly generated modular parts. Build the mothership that suits your play style, on the fly, in seconds. Every part has its own unique stats that contribute to the mothership. Every part has its own hull integrity and damage states. Every part is a real, working, ship component. Strategic ship building. The mass, location and shape of parts all matter. If a part blocks a turret, it will not fire. If a ship is too long, it will turn slowly. Too many engines will mean too little power for weapons. Every design choice counts. A fully physics based 3d environment where everything is destructible, takes damage from impacts, can be grabbed and even thrown at enemies with the tractor beam. Natural movement and controls. Movement is on a 2d plane and screen relative, much like an FPS. The combat feels like huge pirate ships battling on an ocean. Focus on tactical positioning and manage system power to unleash hell at the right moment. Epic ship to ship battles. Tear the enemy apart piece by piece over minutes, instead of seconds.
Platforms
Release date
May 17, 2016
Developer
MinMax Games Ltd.
Publisher
MinMax Games Ltd.
Age rating
Not rated
Website
http://www.spaz2.com

System requirements for macOS

OS X 10.9+
Processor: Intel Core i7 3.1 GHz+
Memory: 8 GB RAM
Graphics: OpenGL 3 Compatible GPU with 2GB Video RAM
Storage: 4 GB available space
Mouse, Keyboard
Additional Notes: 64 Bit Only

System requirements for Linux

Ubuntu 16.04 or newer
Processor: 3.1+ GHz Quad core
Memory: 8 GB RAM
Graphics: OpenGL 3 Compatible GPU with 2GB Video RAM
Storage: 4 GB available space
Mouse, Keyboard
Additional Notes: 64 Bit Only, Other Linux versions should work but are not officially supported.

System requirements for PC

7 / 8 / 10
Processor: 3.1 Ghz Dual Core
Memory: 4 GB RAM
Graphics: 2GB 3D DirectX 9 Compatible video card
DirectX: Version 9.0c
Storage: 1 GB available space
Mouse, Keyboard
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Last Modified: Sep 17, 2019

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Space Pirates And Zombies 2 reviews and comments

Translated by
Microsoft from Deutsch
Early Access Review Hello together, so after 96 Hours of detailed gameplay I can say that While Spaz 2 is worth seeing and quite fun, I won't elaborate on it any further unless something changes drastically. Spaz 1 was addictive, especially with all The Mods ... Spaz 2 will never get to this Level simply because the Game Mechanics are not designed for it at all. During the Kampangne, I realized, at least relatively quickly, that it's a pretty annoying grind game. Fly to A, B, then go back to A or just stay on Point X and slaughter anything that even approaches you. Collect Resources, eventually complete the Missions and take care of your Stations. Basically, you can make your Ship as strong as you want, but for me a Tactic has clearly crystallized itself again. Maximum Shields, A Bische Shield Damage, Many Sniper Guns, Speed And Agility. From about 40% of the Game I practically fought just like that, whether against Bases or Ships; That was a matter of no matter. Thruster pure, first Enemy Ship to head, Look that the Shields are down and ramming To dull. You win every Fight, no matter what Level Of difficulty is simply out of hand. Even Bases can't counter this Tactic. I found the Weapons relatively boring throughout. The Lot (line of Sight) practically dictates the Construction of his Ship. Funny Shapes are Double productive, because often many Weapons can not even begin to develop their full Strength. I miss a lot of the old Spaz Guns .. The Canons Or Omniblasters are practically useless The Pulse cannon far too inaccurate or slow The Shotgun, is quite funny, but later it doesn't even travel against Escort ships anything. As in Spaz 1, the Missiles are already relatively pointless:) What bothers me a lot is that the Torpedoes/Bombs with a Flak Gun are totally easy to destroy. 3 well-placed Turrets can cover the whole Ship and even shred bomb/torpedo swarms of 30 Pieces within Seconds. This is really free Of Sense when you Consider that a Lvl 3 Drive or Nose already has 3 Flak guns, but only a Bomb:) Krul-witty but far too weak Chainsaw Beam, too short Range Long Range Beam Was ok. Missile Pods are also nice, but the Reload Time is too extreme. Why would I want a Pod with about 12 easily defensive Missiles that takes 20 Seconds to Reload if I can have a Gun that practically always hits and shoots over half the map. If you could shape the Ships according to your Will, then you could certainly make more of it. Parts like connection Shafts are missing without these Slots fading. That's how you could adjust the Shape. If I compare Part 2 with Part 1, I do not have the big Addiction Factor here. -too much Grinding-too much care (Bases)-Unbalanced Equipment-too many Stats ... You compare and compare. I felt like I was at my best WOW Times .. Gsource every Quince. At some Point, annoying, especially when the best Parts seem totally random. -Gameplay is constantly the same, it repeats itself from Mission to Mission-Other Ships are also always Pi times Thumbs the same. I've never had to defeat any real Chunks-The great open World is a measly universe with an Estimated 40 Sectors, but they themselves are often far too big and empty. -The Recengine Will get annoying at some point ... In the End I was on the road with 3000 Rez and 5000 Goons and within a few Minutes my Rez were consumed, The Consumption does not coincide in any Way with the Supply. So I often sat In one Place for an hour and shot everything there short and small, until I had enough to fly on again without having a Snail's Pace at my Disposal. What we would be back with Grinding ...-Dipping during a Fight to steal and adjust doesn't really work, because in the Hustle and bustle you don't have Time to spin it and place it properly. In the Worst Case, even the old Part is gone after the fight ... But well I could keep writing here forever. I think for many it will have Potential, but for me the Legend here has come to an End-unfortunately:(
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