$29.99Marauders Raid, loot, escape with your life
Fly your ship into hostile space, strip frigates and asteroids for gear, and try to get back out before other pirates take it all.
Is Marauders worth it?
Marauders is worth it if…
- you want an extraction shooter where the stakes include the ship you flew in on
- you like tense runs where the loot only counts once you're out alive
- you'd rather squad up with friends than queue alone
- you enjoy grim, atmospheric worlds with a story told through rust and wreckage
Screenshots
Raid, loot, get out alive
Each run is a bet: you bring your own gear, so what you carry in is what you lose when things go wrong. You drop onto hulking frigates or land on moving asteroids, strip them of anything valuable, and then the real work starts: reaching extraction alive while other Marauders hunt the same prize. The loot is only yours once you're out. That gap between grabbing a trove and banking it is where the game lives, and it keeps every expedition taut from touchdown to the moment you're clear.
Fly with a crew
You can run solo, but the game is built around squads of up to four. In a crew you split the work: one pilots the ship, others watch sensors or man weapons, and breaching a frigate goes far better when someone covers the doorway. Coordination is simple to set up, join a lobby, talk through the plan, jump in. It also raises the stakes: a shared haul means a shared loss, and pulling a full squad out of a bad fight with the loot intact is the kind of story you retell between matches.
Ships and dogfights
Space travel is part of the loop, not a loading screen. You pilot your own craft through hostile reaches, and ships are gear like anything else: upgrade the armaments, build a new one from scavenged resources, or take someone else's by force. Space combat is fast and explosive, and it cuts both ways: the ship that carries you to a raid can be the thing you're fighting for on the way home. Losing a hull you spent hours outfitting stings, which is exactly why winning one feels so good.
A grimy diesel-punk galaxy
The setting is an alternate 1990s where the Great War never ended and Earth was industrialised to its breaking point, so everyone who could fled to the stars. The look is gritty and lived-in: rusted frigates, cramped corridors, cold void between the wrecks. It's a war that never stopped, and the mood carries that weight. Between raids you keep what you earned: gear persists match to match, XP unlocks new items, and mods let you tune your favourite weapons into something that suits how you fight.
What should you know before playing?
What happens if you die in a raid?
You lose what you brought with you. That is the core of the extraction loop: your gear goes in with you, and only a successful extraction keeps it, along with whatever you looted on the way. Death is a real cost, which is why every decision, when to push, when to cut and run, carries weight. Gear and XP persist between matches, so a loss sets you back without erasing your progress entirely.
How hard is it to find a match?
Honestly, this is the catch. The game's development has gone quiet and its player base has shrunk a lot, so queues can be long and lobbies thin. The design, the ship combat, the raids, the loop itself, won over a devoted crowd, but going in today means accepting that finding opponents takes patience. If a lively matchmaking scene is what you need, wait and watch how things develop.






















