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Space Pirates and Zombies on Steam

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Explore a randomly generated Galaxy populated with factions, enemies, missions, and items providing you with a unique experience each time you play.

Space Pirates and Zombies is a space, action and indie game developed and published by MinMax Games Ltd..
Released on August 15th 2011 is available on Windows, MacOS, Linux, Steam Deck and Steam Machine.

It has received 2,231 reviews of which 2,030 were positive and 201 were negative resulting in a rating of 8.7 out of 10. 😎

The game is currently priced at 9.99€ on Steam, but you can find it for 3.67€ on G2A.


The Steam community has classified Space Pirates and Zombies into these genres:


Here is the detailed breakdown of supported languages for Space Pirates and Zombies:

UI Subtitle Audio
English

Media & Screenshots

Get an in-depth look at Space Pirates and Zombies through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7/XP/Vista
  • Processor: 2.5 GHz Processor
  • Memory: 1 GB Available System Memory
  • Hard Disk Space: 250 MB Available HD Space
  • Video Card: 256MB 3D DirectX 9 Compatible video card
  • DirectX®: 9.0
  • Additional: OpenGL: 3.0
MacOS
  • OS: Mac OS X 10.6.8 or later
  • Processor: Intel Core Duo Processor (1.8GHz or better)
  • Memory: 1 GB RAM
  • Hard Disk Space: 500 MB Free Space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

59 hours played
July 2026
Works still with Win 10. No bugs seen. Should run on a toaster. Mods are in the Community Hub Diskussion as the website was nuked.
123 hours played
May 2026
INTRODUCTION i wish there was a "meh" option and i should give this game a negative review but because the game is so old and was created by two people and is still a better option then a lot of new games made by bigger studios I'll give this a thumbs up. i started playing this back in high school and beat most of the game and then left it alone until recently where I beat this in the last couple of days. What I realized is that this is basically a Ubisoft-style game. This is because it basically takes some really cool ideas you won't find anywhere else and then throws them into a grind-fest where if someone was fun once you have to do it 100 times to the point where it is no longer fun. That's probably my biggest issue with this game: it is so unreasonably grindy. You need to keep your resources topped up to keep making progress in the campaign and it takes so long to collect resources that it just gets annoying. And then on top of that you'll keep getting events where your mothership will get attacked and you just have to sit through that and it takes a while. On the one hand I like the challenge of your main base being attacked but on the other hand there's a point in the game where it will be attacked every three system jumps and it starts to get annoying. Nothing is really difficult per se just more time consuming then it should be. Eventually while finishing this off i did get smart and mod the game so i could reduce the grind a bit so it wasn't as ridiculous. GENERAL COMPLAINTS --select enemy units is garbage - half the time the game won't let you select the enemy ship you want, if you change which of your ships you are controlling the game will override your selection so you have to reselect the ship you want, and if you have a ship selected and the ship cloaks instead of being able to tell your ships to try to reacquire it you are forced to select a different ship even if that is to your disadvantage. --mass retreat doesn't always work --There really are not enough options for directing your ships that are currently on autopilot. For example you should be able to: ----Tell an autopilot to remain at the mothership or in a particular area ----Return to the beacon and drop off extra crew or whatever ----Have one ship attack one target and a different ship attack another --In general the autopilot ship AI is just really bad and they will get themselves killed as much as they can --Cloaking is mega-dumb and doesn't working in a way you'd expect --A lot of the issues with controlling your AI ships and the cloaking mechanics are very evident in the mandatory sneak mission. You literally have to sell off your ships except one and rebuy them after the mission. The one you keep you have to refit into a small cloaking ship. This all causes an unnecessary hit to your resources. Instead you should be able to tell your excess ships to remain at the mothership or at least out of sight. And in all honesty, why can't you just make a temporary small cloaking ship for the mission instead of having to refit whichever ship you are bringing? The whole setup is such a waste of time and resources. Also, I found that without investing into the cloaking tech tree the mission is basically impossible which is annoying since I don't use cloaking otherwise. When I did the mission with a fully maxed cloaking tree (and a maxed out subsystems tree), top of the lines cloaking and boosters the mission was still tedious. Also the sneak meter refills way too slowly when you're out of the enemy's sight and if something bad happens and you have to let it refill it is so boring. And why would that have a sneak mission anyway? Stealth is so terrible in this game it makes no sense. --The arena was designed by some with severe brain trauma --For some reasons you can only use resources from your mothership to buy things at stations instead of resources from your mothership + your fleet. This is really stupid when the cost of something is greater then what your mothership can hold --The movement controls are stupid with a capital R GENERAL COMPLIMENTS --There is a really fun tactical element to the game that I don't think I've seen elsewhere. This is in terms of the armor you can put on your ships and how it weights your ships down so sometimes it is better to dump armor for more speed. Especially since the more dmg the armor takes the less effective it is --The part where you're trying to secure the galaxy from zombies is really fun even if the missions to clear each system and the constant attacks on your mothership are a ridiculous time waste --The game is satisfying to play even though the grind is super frustrating CONCLUSION Basically a fun game that doesn't respect your time at all. If you like AC games you'll *love* this one. A lot better if you mod it to take the need to spend hours building resources up which is honestly the worst part of the game. i haven't seen it personally but apparently people got on the dev's cases for SPAZ2 a lot when that game came out. Some people said it was unfair but i think I'd agree with it. From what i understand the criticism was why make a completely different and experimental game instead of making a better version of SPAZ1 which would have been the superior product. That's basically how I feel. Having played SPAZ one I can say I like a lot of what the game does but it's held back by issues and bad design choices. There's also limitations of the game's systems that I did not and am not going to get into. I don't regret buying the game but I have no desire to play SPAZ2 doesn't seem to have been made to address any of these issues. I'd rather see them take the lessons learned from SPAZ1 and make something that builds upon this game as opposed to throw those lessons away to just start over again.
225 hours played
May 2026
What's not to like, I did all of the achievements even. TotalBiscuit gave his voice to one of the best space top down shooters ever made. Only eclipsed by the one and only starfarer, or starsector as it is named these days. Visuals that still hold up nicely, I guess because they are sprites made with love and not 3d crap that gets outdated fast. I mean sure, there are some parts that look a bit off, but it's overall still very nice. Well, I guess you can see that on the screencaps on the page. Lots of color, nice unique ship designs, decent effects. Audio, THE HULL HAS BEEN BREACHED AND THE SCIENCE IS LEAKING OUT! Well apart from that line that has permanently sunk into my neurons I can't remember much. I think it was nice overall, I kinda remember the ion beams and missiles having decent audio. On top of that the gameplay offers quite a few builds, some more valid than others. At least on the harder difficulties some are quite hard to make work, like it's a lot of work to even punch through shields if you focus on weapons that are ♥♥♥♥ against shields. It offers fun progression. Also there are "officers" that give rather insane bonuses at later stages, although you really do need all of that if you are going to beat the game at harder difficulties. Each ship has different stats and slots for weapons/utilities. Each sector you go into has sort of a puzzle to solve before you get to the next one, nothing too big, but you almost need to analyze which side to pick. Compared to starsector, this one is a bit more quirky, easy, and faster paced. I'd say this one is better than the second one, easily. At 9,99€ this game offers insane value if you are at all into games like this. A game made with love and vision, get it!
13 hours played
April 2026
Space Pirates and Zombies, developed and published by MinMax Games Ltd., is an ambitious hybrid that blends top-down space shooter mechanics with elements of open-world exploration, light strategy, and RPG-style progression. What initially looks like a straightforward arcade experience gradually unfolds into something more layered, where fast-paced combat is only one part of a broader system built around resource management, fleet building, and navigating a dynamic galaxy. It is this combination of systems that gives the game its identity, even if not all of them are equally refined. The game begins on a relatively small scale, placing the player in control of a modest ship with limited resources and capabilities. From there, the experience expands outward into a large, interconnected galaxy divided into multiple star systems, each with its own factions, conflicts, and opportunities. There is an overarching objective tied to reaching the galactic core, but the path toward it is largely open-ended. Players can choose how they engage with the world, whether by taking on missions, trading resources, engaging in combat, or simply exploring. This freedom creates a sense of agency that encourages experimentation and allows each playthrough to develop differently. Combat is the most immediate and engaging aspect of the game. Taking place in real time from a top-down perspective, it combines responsive controls with physics-based movement, requiring players to balance positioning, weapon usage, and situational awareness. As the game progresses and fleets grow larger, battles become more complex, introducing an additional layer of tactical decision-making. While you directly control your primary ship, you also manage supporting vessels, issuing commands and coordinating their actions. This dual focus on direct control and strategic oversight gives combat a satisfying depth, especially when encounters escalate into large-scale engagements. Progression is handled through a combination of resource collection, research, and customization. Defeating enemies and exploring new areas yields materials that can be used to unlock technologies, upgrade ships, and expand your fleet. The variety of ship types and components allows for meaningful customization, enabling players to tailor their approach to combat and exploration. Over time, the transformation from a single vulnerable vessel to a powerful fleet commander is one of the game’s most rewarding aspects. This steady growth provides a strong sense of accomplishment, reinforcing the loop of engagement. The procedural generation of the galaxy adds variety to the experience, ensuring that each playthrough presents a different layout and set of challenges. Combined with the presence of multiple factions and a spreading zombie threat, the game maintains a sense of unpredictability. The zombie element in particular introduces an evolving danger that can disrupt established patterns, forcing players to adapt their strategies as the situation changes. This dynamic environment helps keep the experience engaging, even as the core mechanics remain consistent. However, the game does have its shortcomings, particularly in terms of repetition. While the galaxy is expansive, many activities follow similar patterns, with missions often revolving around combat or resource gathering. Over extended play sessions, this can lead to a sense of familiarity that diminishes the excitement of exploration. The progression system, while satisfying, can also require a degree of grinding, as advancing often depends on accumulating resources through repeated encounters. These elements do not undermine the experience entirely, but they do highlight its limitations. Visually, the game is functional rather than striking. The graphics are clear and serve the gameplay well, particularly during combat where readability is important, but they lack the level of detail or polish found in more modern titles. The audio design supports the action adequately, with sound effects and music that reinforce the atmosphere without drawing significant attention. The overall presentation reflects its indie origins, focusing on practicality over spectacle. What ultimately defines Space Pirates and Zombies is its ability to merge different gameplay elements into a cohesive, if imperfect, whole. It captures the immediacy of arcade-style shooting while layering in enough strategic and progression-based systems to create a more expansive experience. It does not fully excel in any single area, but the combination of its parts results in something that is consistently engaging. In the end, it stands as a solid and inventive title that offers a satisfying blend of action and strategy. Its strengths lie in its progression, customization, and dynamic world, while its weaknesses stem from repetition and limited variety over time. For players who enjoy hybrid experiences that balance fast-paced combat with longer-term planning, it provides a compelling and worthwhile journey. Rating: 8/10
63 hours played
Feb. 2026
Pretty fun game with constant progression, very appeasing even in 2026

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Frequently Asked Questions

Space Pirates and Zombies is currently priced at 9.99€ on Steam.

No, Space Pirates and Zombies is currently not on sale. You can purchase it for 9.99€ on Steam.

Yes, Space Pirates and Zombies received 2,030 positive votes out of a total of 2,231 achieving a rating of 8.70.
😎

Space Pirates and Zombies was developed and published by MinMax Games Ltd..

Yes, Space Pirates and Zombies is playable and fully supported on Windows.

Yes, Space Pirates and Zombies is playable and fully supported on MacOS.

Yes, Space Pirates and Zombies is playable and fully supported on Linux.

Yes, Space Pirates and Zombies is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Space Pirates and Zombies is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Space Pirates and Zombies does not support VR.

Space Pirates and Zombies is a single-player game.

No, Space Pirates and Zombies does not currently offer any DLC.

No, Space Pirates and Zombies does not support mods via Steam Workshop.

No, Space Pirates and Zombies does not support Steam Remote Play.

Yes, Space Pirates and Zombies is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Space Pirates and Zombies.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 24 September 2026 13:12 UTC
SteamSpy data 14 October 2026 01:35 UTC
Steam price 27 October 2026 20:03 UTC
Steam reviews 21 October 2026 21:51 UTC

If you'd like to dive deeper into the details about Space Pirates and Zombies, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Space Pirates and Zombies
  • SteamCharts - Analysis of Space Pirates and Zombies concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Space Pirates and Zombies compatibility
Space Pirates and Zombies
Rating
8.7
2,030
201
Game modes
Features
Online players
10
Developer
MinMax Games Ltd.
Publisher
MinMax Games Ltd.
Release 15 Aug 2011
Platforms
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