About the Game
Play Executive Assault 2 in multiple ways including:
Build your base on an asteroid or deploy outposts in space to claim sectors, mine resources, and boost your economy. Sell goods to traders to get promoted and gain access to new technologies. Manage base power, design units to adapt to the situation, and upgrade defence grids. Command fleets of ships or armies of robots and mechs, but be careful - rival corporations and rebellious protestors will do all they can to thwart your aspirations of intergalactic domination!
Fed up of watching the action from above and want to dive in and blow stuff up yourself? Seamlessly switch from RTS to FPS mode for manic fast-paced combat; whether that’s playing as a robot defending your base or in the cockpit of a starship under your control.
Help your friends run their company by immersing yourself in a pure first-person experience as their Executron! Capture outposts, take starfighters out for a spin, board and pilot massive starships, control space fleets or armies of troops, invade asteroid bases with tanks and mechs, explore derelict stations and find loot you can bring back to the base, infiltrate enemy structures and disable them and more!
RTS Gameplay Features:
- Play as one of three distinct factions.
- Build an asteroid base with over 70 different structures.
- Establish command outposts and expand with buildings to control sectors.
- Construct and control customizable starships, and engage in tactical battles on a grand scale.
- Multiplayer mode supporting up to 4 CEO companies.
- Engage with up to 3 AI-driven CEOs.
- Manufacture robots and mechs to help guard your base in invade others.
- Mine asteroids for valuable resources with each faction having their own unique method.
- Manufacture and trade goods to earn promotions and unlock new tech.
- Prioritize power management within your installations.
- Delve into a large tech tree.
- Enhance station turrets for optimal defence.
- Launch invasions on space stations via dropships or gateways.
- Witness the destruction of entire star systems.
- Delve in espionage and resource theft.
- Craft your galaxy with the map editor.
- Personalize your company with a custom logo and determine your goods.
First-person Executron Gameplay Features
- Play under an AI controlled CEO or hop into a friend's company for a pure FPS experience.
- Help them get promoted to unlock more powerful tech.
- Get into tanks, mechs, space fighters or even board starships to command them.
- Capture outposts to gain their special abilities by fighting off Infestors and other enemies.
- Explore the mysteries of various star systems and raid derelict outposts for resources and upgrades.
- Sprint around your base, defending against invasions and interacting with buttons and panels.
- Raid enemy bases and steal their tech or cause havoc by hacking into their systems.
Screenshots
18 images
Version Information
Steam Patch Notes
Official update history
Hello Executives,
Today's patch fixes a few little bugs and also adds some requested new sandbox options:
Full resources
Full research
Full upgrades
Fully promoted
Fast construction
Adjust both unit caps from 100-600
Adjust starting outpost cap from 0-5
Two words of warning, the game was developed with a cap of 200 and going above this may affect the game's ability to function smoothly both in single and multiplayer so raising this is not recommended.
Turning on any of those options also apply to the AI so you might find it a little extra difficult when fully promoted and access to infinite resources.
Big thank you to all those who have tested Hostile Takeover as I got some good feedback from the experience. While I go over the results and decide the best path forward I've removed the Hostile Takeover coming soon button from the game.
Cheers,
Rob
Hello executives,
Releasing a patch today to fix some niggling issues.
FOV slider now works
CEOs can't shoot them selves when running
Fixed join game button visible after match has started
Fixed fleet size issue
Fixed long standing multiplayer issue where you were unable to join/host games after a previous network disconnect
Pushed out resources a little more from starting asteroids
Fixed det-packs working correctly over network
Improved det-pack placement on walls
Removed cyborgs and infiltrators from having det-packs
Fixed dropships firing multiple times
Fixed the ability to respawn in opposing teams executive fighter
Fixed joining game and not able to shoot weapons from existing fighters
Fixed rare inability to get out of fighters
Fixed custom maps having more than 4 starting points
Added extra safeguards for terminal screens not closing
EMP no longer breaks fps ship flying when it stops
EMP electrical shutdown effect now visible in fighters
Miners now produce a minimum of 1 resource if the efficiency is at 50%
Fixed AI error with disposing of waste
Fixed switching tabs in unit design when one of your factories is destroyed
Fixed issue where switching to observe mode at the end of the game placed the camera in the wrong system
Fixed Executron requesting waste barge construction not working
Fixed bug where stealing starting tech didn't work
Executrons can no longer construct on C&C's where the CEO has died
Fixed AI sending gateway using a shortcut
Tweaked AI strategy scripts to prevent it sometimes getting stuck fixated
Cheers,
Rob
Hello executives,
Little patch today fixing a few bugs but also makes a few quality of life adjustments.
Some players noticed that ships spread across the battlefield struggled to group up at a single point as they tried to hold their formation over such a large distance. In this new patch they now all move to the point you selected and find a suitable position in a line. Holding down right mouse button to get them to face a certain direction has been kept in. Ground vehicles also now move in a similar way and when attacking buildings behave better.
Also as requested I've added in more graphic controls so you can finetune the settings to match your system needs, next time you run the game please check your graphical settings as they may have changed.
A full list of changes below:
Added new graphical settings to the options menu
Improved ground vehicle movement and precision when attacking
Pre-caches shaders to avoid stutters when playing the game for the first time
Single click moving mechs spread out on the battlefield will now move to one location instead of keeping their spread-out formation
Single click moving ships spread out in the sector will now move to one location instead of keeping their spread-out formation
Both ground vehicles and space ships will now auto move into a line formation at their destination rather than bunching up
Removed flickering text in unit information panel when hovering over a unit
Tweaked some deep graphical settings to help improve framerates
Sped up removal of units when an asteroid is destroyed
Fixed error occasionally preventing research
Rewritten the way the game verifies ownership to be less intrusive in offline mode
Cheers, Rob
Hello Executives,
I hope your year is going great so far.
Since the start of the year I have been releasing minor patches and today's a bigger one so I would like to keep you up to date as to what's been fixed:
Added a new feature to research terminals where an Executron can not only see what the AI is researching but also request what they would like researched next, mainly for use with AI CEO's to prevent that last moment dash to try and get something researched before the AI does, but also handy for Executrons with human CEO's too where it will send them a message.
Improved units patrolling around the base.
Fixed bug where reloading a game didn't assign the correct Energen/Research.
Increased starting research points on economy tutorials to cater for mistakes.
Fixed 2 errors with the warp system when using wormholes which may have contributed to game instability.
Fixed holding down shift and able to construct multiple one time structures.
Fixed shields extending all the way to the derelict geothermal.
Updated security style doors icons.
Fixed colliders on some desks.
Fixed terminals sometimes activating when you are nowhere near them.
Fixed an old message in the tutorial about pressing F1 to bring up the key bindings.
Fixed target terminal breaking if gateway is destroyed.
Fixed all of the HQ turrets not firing when direct controlling just 1.
Fixed Science efficiency machines starting at 100%.
Fixed Tank teleport targeting display so its much easier to use, now you simply set a target and move the teleprobe into the ring.
I'm also continuing my work on Hostile Takeover which should be out this year, keep up with all the latest news and updates on our Discord and if you are enjoying the game don't forget to give it a quick thumbs up on Steam.
Cheers,
Rob
Hello executives,
Over the last week the following has been fixed:
* Fixed a critical bug if the Executive Start button was somehow double clicked causing ghosting.
* Fixed sometimes your fighter being suddenly controlled by the AI CEO.
* Fixed issue when 2 Executrons die at the same time and the camera moves about.
* Added tips when the game loads.
* Added turn off custom player logos toggle to options menu.
* Fixed news on front page having limited amount of characters.
* Fixed Executrons seeing 16/12 units on troop transport.
* Fixed dropship not heading to correct system when Executron uses launch terminal.
* Added safety nets to stop cockpit getting stuck on screen.
* Dropship pad moved to Combat tab.
* Executron can no longer target dropships at stations/space.
Thank you for all the support this year especially with the mega patch coming out which seems to have gone down really well, looking forward to next year when Hostile Takeover comes out as I think you will all love the single map intense style of it.
Cheers,
Rob
Hello executives,
Small patch today.
* Prevented ship speed being altered when in galaxy map mode
* Unit design should not change now if something is researched which is the same level tech.
* Fixed critical bug if passenger in fighter logged out
* Added defence turrets to tutorials
* Updated tutorial text and options
* Reduced number of particles in Deep core mining plant to help with framerate
* While constructing a building pressing WASD should no longer try and rename a building
* Fixed some spelling mistakes
* May have fixed current outpost count not being accurate
* Fixed fighters being constructed on derelicts not flying off
* Fixed exploit where you could self destruct enemy buildings from the command terminal
* Fixed problem where gateway in its extended ground position wasn't syncing problem causing troop following issues.
* Fixed inter bridge teleporter
* Fixed exploit where you could self destruct enemy buildings from the command terminal (this hasn't been added to text as not fully released
Cheers,
Rob
Hello Executives,
Tiny but important patch out today to fix the following.
Fixed issue where FPS command mode gets stuck when exiting direct pilot mode of starship
Fixed being able to personal drop pod into the enemy HQ
Fixed bug where AI wasn't building outposts at the start.
Fixed back button on options menu
Launch has gone super well and can see a lot of people are enjoying the game and giving some great feedback, if you are having fun please consider giving the game a little thumbs up on the Store page.
Cheers,
Rob
Hello executives,
Just thought I would let you know what's been patched since the last announcement.
Fixed destructible doors not being destructible which was also causing numerous other errors throughout the game including flicking health and slowdowns.
Added a ramp to the entrance of the bio research facility
Fixed biolab weapon ability to fire at space stations
Fixed typo in Reckoner
Fixed outpost not self destructing when nobody is onboard
Fixed zooming out and seeing cloaked ships
Corrected an error in the spy tutorial
Fixed attempting to bring up the power screen in a system without any station causing the UI to freeze
Fixed critical error when fighter ships you are in is destroyed while the landing gear is deploying
Fixed charge up on longbows so turrets don't move till after firing
Added sound FX for Science mechs turning
When reloading a game as the CEO you now start a little to the right of the chair as not to get stuck in it.
Fixed default stance on factories not saving
Fixed some menus not expanding to cater for super wide screens
Added latest news to the main menu
Fixed Industrial and Science AI's not building tanks/walkers
Fixed Science not sending gateway probes
Fixed fighters trying to shoot units inside structure
Fixed fighters sometimes not targeting mechs
Fixed charge noise on large teleport
Fixed spawning in Executive fighter and pressing escape taking you to CEO mode
Fixed industrial invasion tutorial to swap out trading port with fighter port
Maximum of 2 AIs option removed.
Fixed ability to respawn at Executive shuttle
Fixed clone troopers not loading their armour
Fixed dropships causing a cascade cloning error.
Flame thrower weapon range increased from 4 to 8
Flame thrower turret health increased from 600 to 3000
Flame thrower now has as small AoE
Fixed AI not researching wormhole tech
Fixed exploit blowing up already destroyed turret pieces to gain Executron research points
Fixed sometimes multiple colonies appearing in same starsystem
Fixed landed fighter inside starship not exploding when you jettison out with escape pod
Fixed fighter explosions causing a small slowdown
Added a confirm exit on menu
Added rally point function to fighter port and command outpost
Fixed interaction notifications on bridges of star ships
Fixed bug where pressing F2 while looking at base building terminal causes error
Fixed pressed 2 on troop transport causing cockpit to vanish
Increased the detection rate of ships and defences
Ships coming out of a fracture point now require recharging their cruise speed engine.
Cruise speed recharging times have been reduced from 20 seconds to 10 seconds
Adjusted rotation speeds of drop pods from dropships to rotate faster
Prevented games starting if all companies are set to the same team.
Removed close icon from Research facility alignment terminal
Fixed another bug with mechs just stopping mid moving to a position if set to move to action
Fixed firing the rocket launcher/positron beam and sometimes it firing off in a random direction.
Thank you for all the bug reports and help making this patch nice and stable, we're getting really close to releasing this to the main branch for everyone to enjoy.
If you want to help out with beta testing go to the games properties on Steam, then betas and type in BetabranchtestingC which should activate the branch. You can find all the changes here as to how the game has been altered in the link below.
[dynamiclink href="https://store.steampowered.com/news/app/510500/view/509592630758212131?l=english"]
Cheers,
Rob
Hello executives,
Just releasing a hotfix for the game as Unity (the people who make the games engine) have asked developers to update their software to fix a security issue they discovered in their engine.
You can read more about it here.
Cheers,
Rob
Hello executives, the following has been fixed on the beta branch:
Fixed shield generator not deactivating shield when switched off.
Fixed queued up buildings not vanishing after construction fighter destroyed
Updated advanced ground defensive description to include the word "ground" in it.
Units set to patrol will now only patrol friend stations/asteroids
Increased asteroid boundary to remove invisible barrier
Fixed outpost cap not going down if outpost being constructed is cancelled.
Updated Spy economic tutorial.
Fixed health flashing if more than 1 unit selected
Fixed mining outposts not revealing fog of war
Fixed right clicking on quick build queue item affecting first item only.
Fixed large teleport information display
Fixed spelling mistakes in science research alignment terminals (they were so bad I must have been half asleep at the time lol)
Updated tool tip description for Repair All button.
Fixed Z11 hacking tool off screen
Fixed multiple icons appearing in security terminal after station captured
Fixed bug where research points can sometimes go up if you have an Executron
Hold fire now works on tanks
Fixed Teleminer deep beam from giving 3 streams
Fixed High energy laser not costing any research points
Fixed Stealth Executron description
Fixed the fighter having passenger problems if Xavier gets in
Fixed game error when Executron spawns in Executive fighter as passenger and its destroyed
Fixed ability to fire plasma bombs like a machine gun
Fixed respawn selection buttons breaking if trying to select the Executive Shuttle as a respawn point
Added DLSS toggle in options menu.
Thanks for all the reports so far, will keep at it.
To join the testing go to the games properties on Steam, then betas and type in BetabranchtestingC which should activate the branch.
Cheers,
Rob
Today I'm releasing a patch to fix some small issues and changed a few game mechanics to make things easier.
New features
- Added target direction arrow on fighters UI to show on the edge of the screen where the enemy is
- Waste ship is now constructed out of the side of the nuclear power station from the power screen, no need to construct from the trading port now.
Game changes
- Dark storm generator can only be built on the HQ
- Bulkhead doors now open faster
- Updated unit icons for FPS mode
- Fighters shield multiplier has been changed from 1.0 to 0.4
- Super ships now have 2 modes, one for firing a target and one for blowing up the main asteroid
- Removed interstation panels and buttons on the tele-port
- Changed Quantum detonator icon
Bug fixes
- Fixed cloaked station appearing on tactical map
- Fixed unable to shoot troop transports in space after reloading a game
- Fixed a break in the navmesh between the pads on the hulk ship
- Fixed a bug where the RTS menu wouldn't disappear when going into menu
- Fixed issue with telebeam
- If a Transgalactic laser is destroyed mid firing or being rebound the beam now gets removed.
- Fixed a bug where if you ally with another team only one of you go vision.
- Now says ground cap reached instead of space cap if building troop transports
- Reduced amount of rocks on missile outpost terrain to help with transport landing
- Fixed a rare issue when the trader sometimes didn't fly off
- Fixed an issue with hacking
- Fixed navigation issue with crates in Super laser facility
- Fixed navmesh issue on space mining drone control disrupting other buildings
- Fixed a bug where sometimes the destructible door was still visible for joining Executrons
- Fixed collision meshes in some walls like the listening outpost and mining outpost
- Tanks no longer drive through shield gen building and corridors
- Now saves Teleminer settings
- Fixed a bug on Tritanium refineries saying they are outputting 2 instead of 1
- Fixed recalled fighters not considered docked
Apart from bug fixing I have for the past month been working on a new game mode which includes new units, buildings, tech, maps and a far more intense experience for both CEO and Executrons with less emphasis on gathering resources and more on base construction and strategies.
The new gamemode is essentially a single map experience with either all bases on the same asteroid with a focus on ground combat or an 'island' style map focusing on space. You could say the new game mode is Executive Assault 1 but upgraded.
The new game mode will work in tandem with the current game so you will be able to enjoy both classic Executive Assault 2 and the new mode but also enjoy all the new UI adjustments I've made to make the game easier to play and remove confusion such as a new quick design screen on unit constructors.
I am also updating the graphics pipeline to Unity's HD system which will mean better looking lighting, faster frames and also make use of Nvidias fancy tech, it should also mean that you will get less crash to desktops as I will be using the latest stable version of unity.
I will be sure to let you know how I am getting on and will keep you posted with more updates.
Cheers.
Rob
Mini patch today to fix a few issues.
- Fixed explosive drones not colliding with objects
- Upped explosive drone damage from 100 to 500
- Decreased construction time of Explosive drones from 60 seconds to 30
- Can have multiple ships mining 1 asteroid by moving one of the ships
- Fixed getting warning message for dropship landing when its landing on someone else's asteroid
- Made level 1 weapons free as charging for them was confusing people
- Fixed issue with controls for personal cloaking field
- Ground units should now target buildings better
- Fixed a bug which caused "Ghost ships"
- Fixed error where getting back into RTS seat made the base vanish
- Trying to dock direct controlled fighter into a starship should no longer error
- Fixed an error where the Executron list would not update correctly if one got disconnected
- If an allied CEO is assassinated the alliance is broken
- Fixed power information not being synced over correctly on Command outposts
- Shipwrecks have been disabled for the time being.
- Can now tell troop transports to move, follow and stop.
- Fighter drones now come out with drone fighters and drone bombers
- A cloaked command station will no longer appear on the map
- Telling the laser sat to change target mid firing will no longer cause an error
- Base of assassinated CEO will continue to explode even if they have quit before the sequence
- Fixed issue with the zoomed out sensors not grouping units correctly
Cheers,
Rob
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
7.1 GB
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View AllDownload Executive Assault 2 for PC with a direct link or via torrent. Get the full version of Executive Assault 2 for free. Executive Assault 2 is a Action released by Hesketh Studios Ltd.