Compare Starway Fleet prices across 50+ stores and find the best deal. Developed by StormCube Games. Published by StormCube Games. Released on 8/29/2017. Available on PC. Genres: Action, Casual, Simulation.

A lean space dogfighter that gets you shooting inside three hours, playable flat or in VR, but temper expectations: it runs casual, not competitive.

I went into Starway Fleet expecting something scrappy but punchy, the kind of budget dogfighter you fire up between bigger sessions. What I got was closer to the "casual" tag on the Steam page than I wanted to admit. Combat runs noticeably slow for the genre, enemy fighters and capital ships react at a pace that feels deliberately dialled back, probably to keep VR players from losing their lunch. If your bar for time-to-kill is set by something like EVE: Valkyrie, prepare for a gear-shift downward. The armament setup is modest: a laser cannon with three fire modes does most of the heavy lifting, backed by a 20mm chaingun that reviewers have been fairly blunt about calling useless, and two missile types covering seeker and torpedo roles for fighters and capital ships respectively. There are additional weapon slots visible in the UI, but they appear unfinished, no mission ever equips them and the game never explains how to populate them. That kind of loose edge is the main thing holding this back from feeling complete. On the plus side, the energy management layer is genuinely interesting for a game at this price point: you can redistribute power between shields, weapons, and engines mid-fight, which adds real decisions when a capital ship has you pinned. Structurally you get three modes: quick missions, custom battles, and survival. Ten quick missions cover the core campaign and can be run solo or in co-op with up to three players, which is the game at its best. The two survival maps give you an endless-wave option, and custom battles let you set your own parameters. Solo, the single-player content runs roughly three hours start to finish, that is a short runway. The co-op angle is the better pitch; running escort and interception missions with friends at least adds communication and coordination where the AI opponents don't provide much friction on their own. Control config has caused real headaches in the community. HOTAS and joystick users reported input issues at launch, with axis assignments not saving properly, a known Unity engine quirk that the developer did not rush to address. Gamepad and mouse-and-keyboard work acceptably once you get past an initial setup popup that is easy to miss. If you are planning to use a stick, check the community forums before committing. VR works through SteamVR, but note that Vive motion controllers are not supported; you are seated, gamepad in hand, which is the right call for comfort but undercuts the immersion pitch. Who actually gets something out of this? Players who grew up on Wing Commander or the original X-Wing vs. TIE Fighter and want a low-friction nostalgia hit. People who want a short co-op space session that does not demand a 40-hour tutorial. Anyone running a mid-range rig who wants something light. Who should skip it: anyone chasing competitive PvP depth, tight movement tech, or a campaign that lasts a weekend. Steam sits at Mixed with around two-thirds positive, and that spread makes sense, it delivers exactly what it looks like, nothing more. Fred, Scout Team

Starway Fleet
ActionCasualSimulation

Starway Fleet

Aug 29, 2017StormCube Games
GamerScout Says

A lean space dogfighter that gets you shooting inside three hours, playable flat or in VR, but temper expectations: it runs casual, not competitive.

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About Starway Fleet

I went into Starway Fleet expecting something scrappy but punchy, the kind of budget dogfighter you fire up between bigger sessions. What I got was closer to the "casual" tag on the Steam page than I wanted to admit. Combat runs noticeably slow for the genre, enemy fighters and capital ships react at a pace that feels deliberately dialled back, probably to keep VR players from losing their lunch. If your bar for time-to-kill is set by something like EVE: Valkyrie, prepare for a gear-shift downward. The armament setup is modest: a laser cannon with three fire modes does most of the heavy lifting, backed by a 20mm chaingun that reviewers have been fairly blunt about calling useless, and two missile types covering seeker and torpedo roles for fighters and capital ships respectively. There are additional weapon slots visible in the UI, but they appear unfinished, no mission ever equips them and the game never explains how to populate them. That kind of loose edge is the main thing holding this back from feeling complete. On the plus side, the energy management layer is genuinely interesting for a game at this price point: you can redistribute power between shields, weapons, and engines mid-fight, which adds real decisions when a capital ship has you pinned. Structurally you get three modes: quick missions, custom battles, and survival. Ten quick missions cover the core campaign and can be run solo or in co-op with up to three players, which is the game at its best. The two survival maps give you an endless-wave option, and custom battles let you set your own parameters. Solo, the single-player content runs roughly three hours start to finish, that is a short runway. The co-op angle is the better pitch; running escort and interception missions with friends at least adds communication and coordination where the AI opponents don't provide much friction on their own. Control config has caused real headaches in the community. HOTAS and joystick users reported input issues at launch, with axis assignments not saving properly, a known Unity engine quirk that the developer did not rush to address. Gamepad and mouse-and-keyboard work acceptably once you get past an initial setup popup that is easy to miss. If you are planning to use a stick, check the community forums before committing. VR works through SteamVR, but note that Vive motion controllers are not supported; you are seated, gamepad in hand, which is the right call for comfort but undercuts the immersion pitch. Who actually gets something out of this? Players who grew up on Wing Commander or the original X-Wing vs. TIE Fighter and want a low-friction nostalgia hit. People who want a short co-op space session that does not demand a 40-hour tutorial. Anyone running a mid-range rig who wants something light. Who should skip it: anyone chasing competitive PvP depth, tight movement tech, or a campaign that lasts a weekend. Steam sits at Mixed with around two-thirds positive, and that spread makes sense, it delivers exactly what it looks like, nothing more. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementscontroller-supporttier:indieSpace DogfighterVR-CompatibleCo-op CampaignHOTAS SupportEnergy ManagementCapital Ship CombatShort CampaignCasual Shooter

System Requirements

Minimum

OS
32-bit Windows 7
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
3 GB available space
Processor
Intel Core i3-3250 / AMD Phenom II X4 B70
VR Support
SteamVR. Keyboard or gamepad required

Reviews & Ratings

No ratings available

Game Info

Developer
StormCube Games
Publisher
StormCube Games
Release Date
Aug 29, 2017

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