Take command of Naval Strike Group 7 and lead your fleet to victory in full 3D tactical space combat. Star Hammer: The Vanguard Prophecy is a sci-fi strategy saga that will test your skills as both capital assault ship Captain and naval fleet Commander.
User reviews:
Overall:
Very Positive (70 reviews) - 82% of the 70 user reviews for this game are positive.
Release Date: Jun 4, 2015

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July 5

Award!

An excellent news coming from Space!

Star Hammer has been awarded as "the Best Game in the Western Australian Screen Awards"!

A huge congrats to Black Lab Games for having brought a breath of fresh air into the sci-fi panorama, with some of the best 3D tactical space battles ever made!

http://store.steampowered.com/app/337680/

5 comments Read more

Reviews

“One of the finest indie games so far in 2015”
9/10 – Digitally Downloaded

“For those space-based strategy buffs like me, Star Hammer: Vanguard Prophecy is definitely a title to pick up”
8.25/10 – Chalgyr

“It’s a fairly robust little title that manages to put an interesting spin on a genre that doesn’t get a lot of love, outside of 4X titles (Preview)”
Aussie Geek

About This Game

In the 22nd century, we left a dying earth so that a fortunate few could settle the new home we call Novus. In time, we would learn that life on a frontier colony is neither prosperous nor peaceful. Our first encounter with the nautilid started with hostilities and confusion, and ended with sacrifice. Fourteen years later, our leaders remain politically entangled and unable to see the threats that linger, both afar and within our own walls…

Star Hammer: The Vanguard Prophecy is a game of 3D tactical space battles. Play your part in the Second Contact War in a campaign with a branching story and over 60 missions, or create your own scenarios in skirmish mode battles.

Give your orders, and watch the results in explosive pausable real-time. Tailor your arsenal of crew abilities and assault class ships as your fleet grows with your command. Exploit the enemy’s weaknesses with superior positioning and flanking manoeuvres to inflict devastating damage.

Six classes of assaults ships are yours to command. Make precision strikes with the swift Swordfish Raiders, or lead from the bridge of a hulking Kraken Dreadnought. Change your tactics as you order reinforcements with stun guns, guided missiles, unmanned fighter drones and single-focus DEW beams.

The nautilid threat is as varied as it is innumerable, however, and they will not surrender. Use your wits to overcome the threat of disruption fields, bio-missiles and proximity mines. And not all opposition to your command comes from outside. Raise the shields of your capital ships and engage in devastating broadside combat with the renegade military conspiracists who call themselves the Remnant.

Will you obey the chain of command and strengthen Novus’ defenses, or take your opponents head-on by yourself?

FEATURES


  • Fight for Novus and decide the outcome of the Second Contact War with a branching story that boasts over 60 missions.
  • WeGo tactical combat in 3D space, with gameplay that rewards strategic positioning and fleet coordination. Give your commands, then watch the results in pausable realtime.
  • Take command of a range of heavily armed assault ships, including Raiders, Corvettes, Frigates, Destroyers, Battlecruisers and Dreadnoughts - each with with their own weapons fitouts and unique functions.
  • Balance the energy core of each ship to focus on impenetrable defences, breakneck piloting or devastating assaults.
  • Manage your crew’s personalities and morale to tailor your flagship’s advantage in battle. Every crew member you enlist has their own personality traits, abilities and stories.
  • Measure your actions against the War Scale. Will your command be a legacy of calculated tactical bombardments, or aggressive and reckless assaults
  • Take part in an ongoing war with no turning back. Choose who will be saved, order reinforcements to replace destroyed veteran ships, and shape the future of mankind’s second home.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Vista, 7, 8
    • Processor: 2.0Ghz or higher
    • Memory: 1 GB RAM
    • Graphics: 256Mb DirectX 9 Compatible Graphics Card
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Sound Card: DirectX Compatible Sound Card
    Minimum:
    • OS: 10.6 or higher
    • Processor: 2.0Ghz or higher
    • Memory: 1 GB RAM
    • Graphics: 256Mb Video Card
Customer reviews
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Overall:
Very Positive (70 reviews)
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Most Helpful Reviews  Overall
125 of 138 people (91%) found this review helpful
3 people found this review funny
Not Recommended
9.2 hrs on record
Posted: March 26
This review is a tough one, because I wanted to like this game - a lot.

The concept is a really nifty thing: Deliver tactical-pause mechanics to the same genre occupied by, say, "Homeworld." In a trailer it looks VERY cool. Guide the trajectories of fighters, use 3D space to your advantage, set up some killer pincer movements, and just generally have some real control.

That's the promise. The reality is slow, clunky, and - strategically - just like everything else. Mass your firepower, and just hammer the problem until it goes away.

The 3D nature of the game IS important. You should organize your fleet such that your ships are unlikely to bump into each other. Past that, though, maneuvering for the optimal shot is a giant pain, and a waste of time. WIth any decently mobile enemy, chasing them down and specifying them as a designated target is an exercise in near futility. You'll end up just going around in circles or "S" curves, all the while being chewed up by whatever is not the designated target. The "turn-rhythm" of the game is such that it tends to produce stalemate, with designated enemies in and out of firing arcs long before your ships decide to actually shoot at anything.

You're far better off just allowing your fleet to fire at anything they think they can hit, while keeping your ships able to support each other. This means that all the fancy maneuver mechanics can be reduced to a few variations: Everybody turns in a clockwise circle, everybody turns in a counterclockwise circle, or some ships turn one way and the other ships go the opposite way. (The "movement limits" represenation was actually done really well, by the way, even if it could be hard to click on the ship you actually wanted if a big crowd had formed.)

A major contributor to the "clunk" factor is that all non-movement commands go through the HUD interface, with basically zero provision for "context." For instance, designating an enemy to chase down and fire upon should be a matter of right-clicking the enemy and selecting something from a short menu. Instead, it's a chore involving finding the enemy you want, finding the designated fire button, clicking on it, and not really getting much helpful feedback as to what's going on. Shortcut keys do help a bit, but the whole thing realy ought to have been more direct. Missile fire is even worse, with a target designation system which zooms into an enemy (completely breaking your contextual sene of the battle). While you can click directly on a foe to designate them, the "enemy to shoot at picker" is designed around two buttons: Previous and Next. That's fine when there are a few enemies on the map...and horrific when there are tens of them.

And, of course, the auto zoom from the target picker often means that finding the target you want becomes a ponderous, multi-step process instead of a snappy one.

Another thing that drove me pretty crazy was that every mission required the manual rebalancing of energy systems for each ship. Since shields don't regenerate by default, avoiding the loss of a fleet member pretty much demands that you rebalance your power use towards shields. Doing that for each ship, over and over again, was a bit of tedium that could have been done without.

The metagame also has problems. "Star Hammer" doesn't allow saves during a mission, which creates an all-or-nothing type of scenario that punishes mistakes, bad luck, and the sometimes vague win-conditions far too harshly. It also makes glitches very, very frustrating, especially when a long mission has been going on. More than once, I ran into a situation where the game never fully exited the realtime portion of a turn, and my only option was to restart. What finally soured me completely on the experience was almost finishing a long, difficult engagement...only to have my fleet suddenly refuse to fire at anything.

"Star Hammer" actually does a decent job with its setting, with your bridge being inhabited by real, identifiable characters who converse through text boxes. The humanization of the game is good in that sense, but the wider context tends to get lost. The "world" is actually a spiderweb of various organizations and people - and that's a cool idea - but the way it all comes across is as a confusing mash of names that don't end up meaning much.

I feel like "Star Hammer" might contain the seed of something that's really first-rate. It didn't clear the bar of recommendation for me, but doing so doesn't seem like it would be out of reach for the developers. The way the experience works as a whole needs quite a bit of polishing-up, though, before I would want to try it again.
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140 of 193 people (73%) found this review helpful
16 people found this review funny
Not Recommended
4.4 hrs on record
Posted: June 6, 2015
I wanted to like this game, but there's certain things missing from it which I can't forgive in a game like this.

All the weapons fire look the same, just with different colours. It can't be difficult to design a different shape salvo for different weapons. As it stands most battles look like a few ships with a rainbow crying in the middle of them.

There's a crap load of salvage missions, mostly escorting some frigate to a wreck through a series of waypoints that are entirely irrelevant because everything on the map moves to attack you from the very start, and when they're all dead the mission is complete, making them waypointless. However, you don't actually hear about anything that's been salvaged. You get no equipment or new tech or anything from it.

There's a variety of different hardpoints on ships with different weapons on them. Good. However, there's no upgrades or chance of anything new or different. What's on them is what's on them until the end. Providing variety for this is an obvious way to increase the tactical challenge (and fun) of the game.

Big capital ships have the same range as a half decent staple gun (basically the same as everything else).

The ships are not what I would call well designed. There's nothing distinctive about them. Stick a couple of engines on a rhombus and you'd have a better looking ship than half the fleet.

The story is too fragmented for most people to follow. I mean, you have to *really try* to immerse yourself in it; it doesn't entrap you in the world. Homeworld pulled you in within three missions; you watched your home be destroyed, and from that point you were onboard for wherever it'd take you. In this, a guy, who it's been made clear doesn't like you that much, dies, and you get to salvage his ship (well, sort of, see above). Oh and your father is someone high ranking. Not exactly mind blowing.
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64 of 79 people (81%) found this review helpful
10 people found this review funny
Recommended
1.6 hrs on record
Posted: June 4, 2015
A fun mix between Nexus: The Jupiter Incident and Flotilla where you go mission to mission manuveuring battleships and frigates in space while trying to outsmart your enemies. Holds your hand enough for you to learn the basics of the game yet isn't afraid to throw you in the fire after a few missions. Features a skill tree full of passive bonuses which boost your fleet's effectiveness, a decent selection of different ships, different factions with different strategies to fight against and a story that actually becomes more interesting the further you go. I actually love the fact that ships can actually Ram against opposing ships assuming your guns just aren't enough. Definitely a recommendation in my book.
https://www.youtube.com/watch?v=t2T_HuBh2Wg
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51 of 59 people (86%) found this review helpful
1 person found this review funny
Not Recommended
13.4 hrs on record
Posted: July 6, 2015
The good:
- Simultaneous turn-based space combat! Was looking for this for a long time.
- Decent AI, with some tough scenarios (played on hard).
- Shield management is actually fun.

The bad:
- The ship variety is limited.
- Fourteen hours in and I never had the chance to customize my fleet. Every mission I have to use exactly what they give me. I never got any points to buy new ships.
- War Scale mechanics is opaque and seems pointless.
- Ammunition is unpredictable from mission to mission. Will I have 12 or 2 missiles this mission? Who knows!
- Crew RPG mechanics seems broken. Couldn't remove crew. Was given crew members I couldn't assign because there were no free slots. Because you can "respec" crew trees at any time, there is no sense of important decisions being made.
- Human ships are interesting, but I found the aliens to be boring (for whatever reason). Just not my thing, and they make up a majority of the battles.
- Screen gets really messy when the spitters start covering everything in their trails.
- No sense of drama during rescue/escort missions. Outcome is pre-determined, and no penalty for failing (you'll see).
- Dialog is boring. No voiceover.

Overall:
- Not recommended.
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67 of 86 people (78%) found this review helpful
2 people found this review funny
Recommended
5.8 hrs on record
Posted: June 4, 2015
It's the Star Wars Armada Miniatures game on the PC and it's great.
I've played the first 3 missions and found it really interesting.
You can rebalance your shields, use special abilities (missiles so far), aimed fire or auto fire for your normal guns and there's firing arcs that you need to position the enemy in while trying to position yourself outside the enemies firing arcs as much as possible.
Turn based combat where the decisions are made and then the results are played out for a set period of real time. accidental collisions must be monitored and avoided and you can use the vertical axis to dodge as well.
With so many well implemented components this is a game to take your time learning and then enjoy playing AI skirmish matches afterwards. Only thing it seems to be missing is Multiplayer. If it had that it would be an absolute must buy game. As it is I still recommend it as a great implementation of strategic space ship combat.
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38 of 50 people (76%) found this review helpful
5 people found this review funny
Recommended
8.5 hrs on record
Posted: June 4, 2015
Do you like Battlefleet Gothic? How about any of the other tactical table top fleet games? Then you'll love this game. I've been waiting SO LONG for a tactical fleet game. There are a ton of 4x games (and they are cool) but I wish their combat was like Star Hammer.

Thank you so much Slitherine for making this game, I will be putting many hours into.
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28 of 33 people (85%) found this review helpful
1 person found this review funny
Recommended
20.0 hrs on record
Posted: October 23, 2015
Hate the campaign. Fell in love with the skirmish mode. Took a ginormous fleet into battle, limped away an hour later with a single smoking frigate and a huge grin. Disappointed in the complete lack of customization options. Really Slitherine, I would have loved to tinker with the ship designs, or at least the weapon loadouts.
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35 of 46 people (76%) found this review helpful
3 people found this review funny
Recommended
4.7 hrs on record
Posted: June 4, 2015
Overall I've enjoyed what I've played of the game. The more I've played it the more its grown on me. At this point I'd give it an 8/10. I doesn't come across as anything revolutionary but its a pretty solid game. It mixes neat elements like ships only being able to fire in a limited number of directions with turn based gameplay. So its kind of like naval combat in some of the Total War games (and probably other games) I guess in that sense. Combat also reminds me of the combat in Space Rangers 2 mixed in with the graphics and feel of Star Wolves 3.

I've only played the first five missions but so far story wise they seemed alright. Just alright though. I'm hoping at this point it evolves into something a bit more substancial because its coming across as being pretty generic.

Ultimately, its a turn based game. So if you aren't into that kind of thing you probably shouldn't buy it.

Most of the negatives I have about the game are more nitpicking on my part on ways it could be improved. I'd still overall recommend the game.


Positives:

- Combat is reasonably smooth and the game is pretty enjoyable as far as I'm concerned.

- I experienced no major bugs

- The background art between missions looks really nice. Obviously the game graphics themselves are not 2015 level graphics, but they are reasonable I think given the price.

- Seems like the game has a lot of potential.


Negatives/suggestions

- It would be nice if there was a waypoint option. Something like Space Rangers 2 where if you've selected a location on the map to travel to (that is outside of your ability to travel to in one turn) you don't have to manually say to go to the next turn in cases where you aren't being fired at.

- The commander/captain of any vessel probably could be shown in a larger text size.

- The first mission dumps a lot of info on you before you probably really need it. Info about the UI could probably be spread out more.

- Some kind of indicator that projects an enemies movement limitations. Particularly if I'm supposed to be (according to the story) familiar with a ship design.

- It would be good if you had an option to turn off automatic dialogue. Sometimes the pacing of the dialogue is a bit off and it takes forever for your wingman to say what they were going to say.

- Very limited ship customization options from what I've seen so far.

- To me it doesn't make much sense that given the 3D nature of space that a ship would only exclusively be able to fire forward or behind it (or exclusively to the sides). Outside of smaller craft like fighters ships should have some ability to shoot targets on their weaker sides, even if that ability is considerably weaker than their ability to shoot on their stronger sides. The only exception to that might be a ship that is exclusively designed to fire a big gun in one direction (like an Ion Frigate in the Homeworld series).

- More significance for the Z axis. If this has some significance then that isn't made clear. It doesn't seem like it has any combat significance.

- The movement of ships can be pretty finicky. You'll click on a ship's shadow and it won't register that you clicked on it. This could be improved I think.
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25 of 36 people (69%) found this review helpful
2 people found this review funny
Recommended
2.1 hrs on record
Posted: June 4, 2015
I own my fair share of Slitherine games, and I always approach them with a bit of caution - I'm still feeling a bit burned by Sovereignty, for example. Pike & Shot has scratched my historical wargaming itch, but it doesn't feel particularly polished. But like every other Slitherine game I've purchased, Star Hammer drew me in with it's concept. While their games are sometimes a bit rough (Sovereignty, I'm looking at you), Slitherine tackles concepts and mechanics very few other companies will - so I took the plunge.

It was worth it.

I'm only a few hours into the game so far, but I'm enjoying it. The controls are intuitive, The game is gorgeous, with ships moving in appropriately ship-like ways, shootng beams and railguns and missiles (oh, such satisfying missiles!) and dying in interesting ways - full on explosions, drifting hulks rocked by secondaries, the works. The campaign has been fun too - if you've read any Honor Harrington or Jack Geary you're not going to be _too_ surprised by anything you run into in the plot, but it's presented serviceably and the characters are likeable. There's a neat mechanic where you build bridge crews to give your ships passive buffs and the relationships between officers matter - pair folks up who hate each other and that buff suddenly doesn't look so great. Notably, the game presents pretty much all of the story in text and (wonder of wonders) that text is virtually typo free and decently written - and even a bit clever in places.

The missions so far haven't had a ton of variety - mostly they've boiled down to "kill all the baddies" sometimes with "and make sure this one thing doesn't die, either". Refreshingly, failing the second objective (protecting salvage crews, etc) doesn't always cause mission failures - though I presume there will be reprecussions later in the campaign. Combat feels right for the genre - closing with an enemy fleet is a fencing match of outgoing missiles and countermeasures before broadsides and spinal mounts start blazing.

So it's totally worth a buy if you want to reenact some David Weber novels or if you're having a hankering for some turn-based strategy goodness - but what are the downsides?

>The music is pretty generic. I turned it off within the first few minutes and put on something else. It's not bad, just bland.
>The character portraits are a bit "old school" in their design - they remind me of Wing Commander in a good way. However, when they're displayed in-mission they're blurred or low resolution or something, which doesn't look the best.
>Mopping up the last elements of an enemy fleet - particularly it's smaller/faster ships - can be a real pain in the ♥♥♥. It boils down to a lot of circle strafing and predicting where that last enemy corvette is steering.
>The game is relatively unforgiving. Crews gain XP from missions, but if they die, they're gone forever. The game rewards patience and planning - be careless in moving your ships and they'll collide, inflicting massive damage to one another and stunning them. While you can save freely between missions, I didn't notice an option to save in-mission, which may lead to frustration.

I've noticed no glitches, freezes, or other hiccups. If none of the above turns you off, the game is absolutely worth a shot - you'll probably have a lot of fun.
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23 of 33 people (70%) found this review helpful
1 person found this review funny
Recommended
167.5 hrs on record
Posted: June 5, 2015
This game at first reminded me of chess in space, star wolves and space ranger with a bit of homeworld, but now after i have played it for a while it's more like X-COM except with star ships. You need to put a lot of thought into your moves or you can screw yourself. You have to watch your play style and not be too agressive imo or you can screw yourself later on when the reinforcements and reload on ammo aint coming.

Very polished game with excellent sound and music. Easy Tutorial takes you right into it giving you what you need to know with out over complicating things. Easy Med Hard play settings.

The Story so is pretty good, your play style in combat change the way the story finishes so i believe. There are muliple story path depending what kind of captain you are. You find crew members that lvl up skill paths you choose. They also build bonds between each other that gives bonus to your fleet if your crew is getting along.

Another thing that i find interesting is that the story changes depending how you fight your battles! If you are agressive and reckless in battles instead of defensive and tactical, it will change the way you are treated and rewarded. There is a Gauge that keeps track of this stat starts in the middle and slides left and right as you win battles to show how agressive or defensive you have been fighting.

This game is not just about the combat it's about managing the fleet, crew relations,X-COM combat feel using naval space fleet system.
8/10
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Recently Posted
XcuteX
40.9 hrs
Posted: August 12
Read danny_maland's review (most helpful) to contrast with this. Similar points, he barely gave a thumbs down, I barely give a thumbs up.

TL;DR: Spacy. Combines elements for a story above its price. Gameplay gets more challenging and more complex as the game progresses. About 20 total ship types in game between two factions. Many bugs. No voiceovers. If they had more time or budget, this could have rivalled Homeworld.

Longer version, but I'll try to keep points short.

Story guy did his/her job (too lazy to look up credits). People have personalities. The world has politics. Everybody has a motive for their actions. Story in a game is important to me; this one shows a world.

Graphics did their job. Limited number of ships, but they look nice. Weapons are visible and are indicated when changing firing behavior. Worked well with story team: one station looks like a giant ship, fleet admiralty intended it that way.

Combat designers did their job. We-go/turned based system that plays out in real-time where you can review the previous turn with no loading delays. Movement indicators similar to recent XCOM games, they look nice. Turret firing arc indicators optional. Most turrets have the same range; damage and accuracy determine target priorities. Multi-mission chapters (can repair ships between missions, can only rearm ammo between chapters) is a sweet-sweet idea implemented well. Ships have a limited veterancy system, which benefits keeping ships alive. Requested reinforcements can show up mid-battle if they're small ships, which is nice to see happen. Qualms: can't target sentient mines (bigger than the smallest ship and very slow); no ship has overlapping turret arcs; targeted firing mode causes all turrets to hold fire unless firing on the target (contrast: autofire ships can hit as many targets as the ship has guns); sprayer acid clouds are numerous enough to blanket large amounts of the battlefield in late game missions; some missions give an escort objective, then order you to kill everything anyway (making it easier to ignore escort objectives); war score might be based mostly on ship energy distribution, making defensive scores a chore to obtain; enemies can sit still, while player ships cannot; nautalid(enemy) corpses can be so numerous that maneuver becomes unnecessarily difficult toward the end-game. Small points, but numerous. Would have preferred a few missions fighting alongside allies. That's personal preference though. Interface is a bit clunky/complex for some; I found it okay.

QA did not do their job. There are many bugs that are the make-or-break issues for many players. Final mission attempt 2 of 3: enemy monarch corpse drifted out of battlefield, enemies rallied at the corpse and made the fight very long, then 2 enemies left, killed one, the turn never ended, I had to restart. Clicking on crew skills button while a mission briefing is open will cause mission selection icons to disappear (solution: exit to main menu and resume, no loading time so it's superfast). Achievements are bugged; gone through the game twice and haven't gotten basic achievements for getting crew members. Ships will (as best I can tell) spontaneously hold fire, meaning they won't fire on enemies until you notice and change their fire orders. Acid spray area of effect may be much larger than the graphic; noticed ships with substantial space between them and the nearest stream still suffered ill effects.

The game's design allows for a lot of meta-game. You can dismiss corvettes with empty missile racks and request another corvette as reinforcement, and the corvette will show up mid-battle with full ammo. Reinforcements can also be used to go over the ship limit; dismiss the reinforcements before the next battle and request new ones to go over the limit in the next fight. Well-timed countermeasure launches can destroy up to 4 missiles, instead of just 1 (though this might be intentional); if well-placed, the countermeasures can also cause missile AOE to damage enemies. While a challenge, sprayer streams (temporarily degrade shields) and missiles can be baited and tricked with good raider maneuvers. Allied missiles can unfortunately hit allies; enemy missiles can be tricked into enemies. There are probably a lot of options I'm missing.

Personal idea: would have been nice for some mercenary work. Corporations pay for responding to distress beacons, personal rewards for securing a certain number of transports, recovering a certain amount of information, holding off an enemy for a certain amount of time, or destroying a certain number of enemies. Use that money to purchase a capital ship and pay for upgrades: armor, power core, engine and weapon tuning, more missile space, more powerful missiles, etc. The in-game greed factor would have helped longevity.

Unfortunately, the game's kind of dead. Steamspy says there is an average of 1 player at any given time. The last forum post was 6 weeks ago. Doubt there'd be any improvement, since there'd be almost no money to be made. [Edit: two weeks later and 0 ratings on the review. Sad because it's a game that at least deserves the attention.]

Despite the issues, the gameplay and story get the game a thumbs up.
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AmpleNickel4262
2.8 hrs
Posted: August 12
It's... okay. The total lack of ship customization is appalling. In a game like this I just can't imagine how any design team could arrive at the decision to not include it yet include a basically meangingless and bugged "crew" system that really is pointless. Can't really select your ships before battle either. It's basically an illusion of choice for what little there is. Upgrading is slow, for what little there is. It has some randomness to it, will you have a dozen missiles this mission or just a few? Who knows how that is figured internally. There's little to no strategy to the game. Yet is heavily tactics based. The basis of the game is maneouvering your ship properly, keeping firing arcs aimed and anticipating the enemy ship's movements. You're not going to out maneouver a small frigate with a destroyer for example. It's at decent enough game on sale. But in my opinion, even for people who enjoy this sort of game it's not worth $20. It just oozes a rushed product pushed out by it's publisher despite not having halff of it's features implemented properly or at all. Slitherine is usually not a dev that does this but I feel like that's probably what happened here. It's just a bare bones game, it can be enjoyable, especially after a hard fought battle but I don't know if that's enough to carry it. I'd sitll recommend it for tactical buffs if it's on sale for 50%
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nevyn0ad
8.3 hrs
Posted: July 13
Exellent tactical sim, encourages a diverse fleet make up due to the special abilities, and makes you think about when to employ them with limited availability while not feeling stingy about how many missiles and decoys you get.
Not much of an RPG as the ships don't actually recieve any real upgrades and the crew development isn't major, but nice added layer on top and doesn't detract from anything else.

Campaign is a little short, but replaying it with a different approach and different decisions will give quite a different experience. The decisions taken in the campaign feel very meaningful.
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jay2003
0.5 hrs
Posted: April 16
Boring... there's nothing to this game. No real substance. You have no real control over anything but turning your ships and setting their fire mode. Where's the strategy, upgrades, storyline, etc... No thanks. Probably won't play this much unless I need a brain drain afternoon where I don't have to think
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Daddy Kon
33.7 hrs
Posted: March 19
This is truely a great game. I hope they take it to the next level. An open world galaxy map with conquerable star systems. Build outposts, prepare your fleet and take over the galaxy one system at a time. I'd gladly pay the price of this game again for an addon like that. it would make this game better than most major titles of this type on the market today. They got the space combat right, now lets go for the stars.

Gladly recommended.
Thank you.
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Phantom
7.5 hrs
Posted: March 14
will update(/create) my review as i progress through the game.

Initial thoughts, wow.

First battle where i had a spaceship equipped with EMP/Stun gun, stunned an enemy, and it careened into the side of my capital ship, blowing itself up and damaging my shields. Then i managed to send an enemy careening into an asteroid :P.

As for gameplay, nothing too stunning.

Shipwise:
shielding on the ships in all 6 major zones (think cube faces).
power management systems which visibly change how the ships react (weapons=dmg done per shot, engines=speed, shielding=shield recharge rate) with a variable selection so you may divert all power to a zone, or some to each system.

Gameplay wise: only 6 missions into the game so cant comment fully on this aspect
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mutombo
12.6 hrs
Posted: March 7
I really wanted to like this game, but its too much of a mobile game.
Basically you move your ships, thats it and it bores pretty fast.
nice idea, but to simple, theres not much to do.
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tfroeschle
10.4 hrs
Posted: March 4
This game is one that i have been looking for an excedingly long time, This game is more dynamic then anything else. this is the type of command game that i am always on the hunt for. Facing the Nautilid or facing raiders the game dlivers a vibrant ship to ship universe.
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aylaspencer
9.2 hrs
Posted: February 29
Its xcom in space
Helpful? Yes No Funny