Compare Gratuitous Space Battles 2 prices across 50+ stores and find the best deal. Developed by Positech Games. Published by Positech Games. Released on 4/16/2015. Available on PC, Mac, Linux. Genres: Indie, Simulation, Strategy.

All the real work happens before a single laser fires - if pre-battle fleet optimization is your drug, GSB2 scratches that itch hard, but a shallow campaign and a mostly negative Steam rating make it a tough sell at full price.

I have a soft spot for games that front-load their strategy, and Gratuitous Space Battles 2 does exactly that: every meaningful decision you make happens before a shot is fired. You design ships module by module, balancing power draw, crew capacity, armor, shield generators, and weapon loadouts across hull classes that range from nimble fighters to screen-filling dreadnoughts, then you commit to a formation, set behavioral orders for each ship type, and watch the whole thing resolve without touching the controls again. It is, in essence, an auto-battler before that label existed, and designer Cliff Harris has since acknowledged the original GSB as a forerunner of the genre. For a certain kind of strategy player, the planning phase alone is worth the admission. The layer-by-layer combat system is the game's strongest mechanical argument. Ships have three defensive tiers: shields, armor, and hull. Shields can be disrupted by specialist weapons and regenerate over time, armor does not regenerate and requires penetration-capable weapons to crack, and individual modules on the hull can be knocked out mid-fight. Getting your weapon mix wrong means your lasers bounce harmlessly off armor all battle while you watch in helpless slow motion. Figuring out that loadout puzzle - splitting carrier-launched fighters to strip shields while destroyers push shield projection beams onto your dreadnoughts - produces genuine satisfaction. The new ship classes added in GSB2, including gunships and full carrier functionality that lets fighters refuel mid-battle, give you more levers to pull than the 2009 original offered. Here is where the honest accounting starts. The Galactic Conquest campaign, the spine of single-player, covers eleven planets and can be completed on normal difficulty in roughly two hours. The honor economy - earned by winning with budget left over and spent to unlock new races, hull configurations, and modules - collapses well before the campaign ends, meaning you can research nearly everything before the final missions. Worse, a dreadnought-heavy formation with tractor beams functions as a near-universal answer to most scenarios, which undermines the rock-paper-scissors logic the ship type variety is supposed to enforce. Race differences are cosmetic in practice. Weapon variety mostly reduces to choosing a slightly longer range or slightly higher damage variant of the same archetype. The other problem is technical and historical. At launch the game drew sustained criticism for frequent crashes during battle loading, menu transitions, and saves. Post-launch patches addressed some of this, and the Steam Workshop integration and text-file modding support give a foundation for community improvements - but the Steam user review score sits at mostly negative, and macOS support is now formally broken for anything beyond Mojave. The visual ship designer, which lets you layer cosmetic components onto hulls independently of their stats, is a genuine highlight and one of the clearest improvements over its predecessor. The spectacle of a large fleet engagement, with beam lasers, plasma torpedoes, and component debris flying across the battlefield, holds up aesthetically even if the zoom ceiling frustratingly clips the widest engagements. For a first-time buyer the honest pitch is this: if you want a hands-off fleet simulator where the puzzle is entirely in the pre-battle configuration, where you iterate on loadouts the way a min-maxer adjusts a spreadsheet build, there is still nothing that occupies quite this niche. The Workshop extends longevity past the thin base campaign through community-uploaded challenge fleets. But if you need a robust single-player arc, meaningful faction asymmetry, or reliable stability, those gaps have not been filled in the years since release. Approach it as a sandbox for fleet-theory testing rather than a campaign game, and it earns its place in the library. Expect a campaign experience, and you will be done and disappointed before dinner. Diego, Scout Team

Gratuitous Space Battles 2
IndieSimulationStrategy

Gratuitous Space Battles 2

Apr 16, 2015Positech Games
GamerScout Says

All the real work happens before a single laser fires - if pre-battle fleet optimization is your drug, GSB2 scratches that itch hard, but a shallow campaign and a mostly negative Steam rating make it a tough sell at full price.

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About Gratuitous Space Battles 2

I have a soft spot for games that front-load their strategy, and Gratuitous Space Battles 2 does exactly that: every meaningful decision you make happens before a shot is fired. You design ships module by module, balancing power draw, crew capacity, armor, shield generators, and weapon loadouts across hull classes that range from nimble fighters to screen-filling dreadnoughts, then you commit to a formation, set behavioral orders for each ship type, and watch the whole thing resolve without touching the controls again. It is, in essence, an auto-battler before that label existed, and designer Cliff Harris has since acknowledged the original GSB as a forerunner of the genre. For a certain kind of strategy player, the planning phase alone is worth the admission. The layer-by-layer combat system is the game's strongest mechanical argument. Ships have three defensive tiers: shields, armor, and hull. Shields can be disrupted by specialist weapons and regenerate over time, armor does not regenerate and requires penetration-capable weapons to crack, and individual modules on the hull can be knocked out mid-fight. Getting your weapon mix wrong means your lasers bounce harmlessly off armor all battle while you watch in helpless slow motion. Figuring out that loadout puzzle - splitting carrier-launched fighters to strip shields while destroyers push shield projection beams onto your dreadnoughts - produces genuine satisfaction. The new ship classes added in GSB2, including gunships and full carrier functionality that lets fighters refuel mid-battle, give you more levers to pull than the 2009 original offered. Here is where the honest accounting starts. The Galactic Conquest campaign, the spine of single-player, covers eleven planets and can be completed on normal difficulty in roughly two hours. The honor economy - earned by winning with budget left over and spent to unlock new races, hull configurations, and modules - collapses well before the campaign ends, meaning you can research nearly everything before the final missions. Worse, a dreadnought-heavy formation with tractor beams functions as a near-universal answer to most scenarios, which undermines the rock-paper-scissors logic the ship type variety is supposed to enforce. Race differences are cosmetic in practice. Weapon variety mostly reduces to choosing a slightly longer range or slightly higher damage variant of the same archetype. The other problem is technical and historical. At launch the game drew sustained criticism for frequent crashes during battle loading, menu transitions, and saves. Post-launch patches addressed some of this, and the Steam Workshop integration and text-file modding support give a foundation for community improvements - but the Steam user review score sits at mostly negative, and macOS support is now formally broken for anything beyond Mojave. The visual ship designer, which lets you layer cosmetic components onto hulls independently of their stats, is a genuine highlight and one of the clearest improvements over its predecessor. The spectacle of a large fleet engagement, with beam lasers, plasma torpedoes, and component debris flying across the battlefield, holds up aesthetically even if the zoom ceiling frustratingly clips the widest engagements. For a first-time buyer the honest pitch is this: if you want a hands-off fleet simulator where the puzzle is entirely in the pre-battle configuration, where you iterate on loadouts the way a min-maxer adjusts a spreadsheet build, there is still nothing that occupies quite this niche. The Workshop extends longevity past the thin base campaign through community-uploaded challenge fleets. But if you need a robust single-player arc, meaningful faction asymmetry, or reliable stability, those gaps have not been filled in the years since release. Approach it as a sandbox for fleet-theory testing rather than a campaign game, and it earns its place in the library. Expect a campaign experience, and you will be done and disappointed before dinner. Diego, Scout Team

Tags

singleplayermultiplayerachievementstrading-cardsworkshoptier:indieAuto-BattlerFleet BuilderPre-Battle PlanningAsynchronous MultiplayerShip DesignerHonor EconomyModule LoadoutGalactic Conquest ModeWorkshop Challenges

System Requirements

Minimum

OS
Windows XP
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
512 MB Video RAM, pretty much any card
Processor
2 gig
Sound Card
any

Recommended

OS
Windows XP
Memory
8 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
Geforce 670 or better
Processor
2 gig quad core
Sound Card
any

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Game Info

Developer
Positech Games
Publisher
Positech Games
Release Date
Apr 16, 2015

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Gratuitous Space Battles 2 is available on PC, Mac, Linux.

When was Gratuitous Space Battles 2 released?

Gratuitous Space Battles 2 was released on 16 April 2015.

Who developed Gratuitous Space Battles 2?

Gratuitous Space Battles 2 was developed by Positech Games.