
SPACE BATTLE: Humanity
Mostly Negative on Steam for a reason: this bare-bones base-capture RTS recycles the same mission template across 100-plus levels with almost no mechanical variation to justify the trip.
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About SPACE BATTLE: Humanity
My spreadsheet instincts kicked in about three minutes into SPACE BATTLE: Humanity, and the numbers were not encouraging. The core loop is about as lean as it gets: you control space bases that continuously produce battleships, you point those battleships at alien bases to capture them, and you repeat until the alien mothership falls. Each base auto-generates ships, and you can pour upgrade points into speed and firepower between missions. That is, more or less, the entire decision tree. For a strategy veteran, that registers as a mobile game ported without the microtransactions, not a PC RTS. The one mechanical wrinkle worth noting is the recall mechanic: you can redirect any fleet mid-flight back to its origin or to a new target. In theory this creates a light push-pull rhythm where you feint at one base, bait the enemy into overcommitting, then swing your recalled ships elsewhere. The AI reportedly adjusts to your approach after patches, but in practice reviewers describe missions as monotonous almost immediately, with every level visually and structurally identical to the last. There are reportedly over 100 missions, which sounds generous until you realize the variety ceiling is hit somewhere around mission five. After-mission upgrade points feed a unit improvement panel, and skills exist that ease later stages, but none of it stacks into anything that would satisfy someone who enjoys meaningful build decisions. Control also deserves a direct warning: mouse-only input is the intended scheme, and community reports flag it as inconsistent. Players describe being unable to reliably issue move or reinforce orders, which is a critical failure for a game where timing a recall is your primary tool. Keyboard shortcuts were apparently absent or undocumented at launch. The tutorial runs on static picture slides and was patched to display longer after players scrolled past it without absorbing anything, which tells you something about the onboarding investment. The trading card support listed in the store has also been reported as non-functional by players who logged multiple hours without a single drop. Who is this actually for? Possibly someone who wants a zero-pressure session filler at absolute rock-bottom pricing, finds mobile-style base-capture RTS gameplay calming, and has no expectation of late-game depth or build variety. The 3D visuals are reasonable for the scope and the audio atmosphere gets a mild nod from reviewers, but neither compensates for mechanical stagnation across a campaign of this length. There is no mod ecosystem, no multiplayer, no meaningful faction differentiation, and the Steam community has been quiet for years. Crabby Team issued a handful of patches post-launch, but no evidence of continued development exists. Approach this as what the reception confirms it to be: a shallow, inexpensive time-killer that ran out of ideas before the first hour concluded. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7, 8, 10
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Storage
- 600 MB available space
- Graphics
- 512MB Video Memory
- Processor
- Dual Core 2.0
Recommended
- OS
- Windows 7, 8, 10
- DirectX
- Version 9.0c
- Storage
- 600 MB available space
- Graphics
- 1GB Video Memory
- Processor
- Dual Core 2.5
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Game Info
- Developer
- Crabby Team
- Publisher
- Crabby Team
- Release Date
- Jul 19, 2017