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Interstellar Marines resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing and nonlinear gameplay. Set in a believable future, you take on the role as an elite soldier handpicked to join Project IM, a top secret military program being assembled to protect mankind from all dangers outside our solar system.
Date de parution: 2 jui 2013
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Message des développeurs :

“We're a small team pouring our blood, sweat and tears into delivering an FPS that merges the best from tactical shooters with believable science fiction and role-playing-- think Half-Life meets System Shock, giving birth to Rainbow Six in space!

By purchasing Early Access to Interstellar Marines, you’re actively supporting the development of the game, and as we release frequent updates we invite you to give your feedback and suggestions to help us create the best game possible.”
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Early Access to Interstellar Marines including all future updates and expansions + Join the Spearhead unit (unique honorary game profile) + Your username in the Hall of Honor and your name in the credits of the game + Digital download of the Interstellar Marines: The Beginning soundtrack and all future soundtracks + Digital download of art book when it’s ready + Get 1 extra Interstellar Marines Steam Key to gift to a friend.

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Update 10: Covering Fire!

27 mars 2014

Update 10: Covering Fire!

Tactical movement using the crouch and cover system is now vital to battlefield survival, and is a further step towards Interstellar Marines becoming the tactical experience we have envisioned.

To compliment the new crouch and cover system we have introduced a high-poly legacy update of the CE-6 SMG, and have added exclusive renders and additional concept images for our Spearheads to access in the Spearheads folder.

Update 10 also introduces the first version of our sleekly futuristic Helmet HUD. Coupled with a wide range of new audio enhancements and effects, the new Helmet HUD brings us one step closer to total immersion.

To round out the highlights of Update 10 our newest map, which is now called Colony, is fully multiplayer, and we have set up several Colony-only servers around the world in our new, expanded, server locations.

Off the Cuff

In many ways update 10 continues our theme of "doing it right".

We are building the tech foundation for Interstellar Marines which will later allow us to create our ambitious coop campaign. That sometimes means holding off on what may seem like simple additions until the underlying tech is ready. A great example of this is the FPS controller, which we introduced in the last update. That allowed us to release the crouch and cover system in this update, and who knows what in the next!

So for update 10 we worked hard on the sound engine, optimising its performance and adding new functionality and effects to enhance immersion. These new effects are most prominent on the new Colony map - for example, when you move into a room you can hear the timbre and reverb change, just as you would when you move from room to room in the real world. We've also worked on other, less noticeable and more nuanced effects. Amongst other additions, the suit start up and shutdown have been updated, there are new AI SARA announcements, and the sounds you make when moving have been greatly improved.

After analysing the community's feedback we have also switched to a new server provider. All existing servers have been replaced, and we have added new servers in Rio de Janeiro and Moscow for our players in those regions.

In the last update we asked you to send in your videos from update 9. This video by Oblivion Arrives was one of the first we saw, and has consistently been our favourite. Enjoy!

Round Up

The community tournament we held in February and March was awesome! Many thanks to everyone who took part, and a special congrats goes out to the grand final winners:

=A1= Texocet
-TEK- Terrain

Jonas has also released two snippets from the next full-length documentary. Here's the first one on Animating the Marines:

Version: 0.5.10
Released: 26th March 2014

What's New
ADDED: New crouch feature with peek and "peek over cover" ability
ADDED: New HUD prototype
ADDED: Weapon retraction when close to obstacles (prevents shooting)
ADDED: Colony (formerly known as Astrodome) with new weather states and added it to multiplayer
ADDED: New cover modules on Rupture and Colony
ADDED: New SMG weapon model
ADDED: Audio pool support for impact effects
ADDED: New audio ambiance system
ADDED: New sprinkler and wind effects on Colony
ADDED: "Shadow quality" setting to settings menu
ADDED: New SARA audio announcements
ADDED: Emissive team color on marine's backpack
ADDED: More capture areas to Rupture
ADDED: HUD prototype images, base suit art direction sketches and high-poly test renders of the SMG to the Spearhead content folder

UPDATED: Dynamic bobbing (helmet, body, breath, weapon)
UPDATED: Hit damage on stomach, backpack and arms
UPDATED: Rupture/Arch/Evacuation with complete light overhaul
UPDATED: Spectator mode so first-person follow view is the same as the spectated player's (aiming, fire shaking, bobbing, FX etc.)
UPDATED: All impact audio: new samples, smaller memory print, max playbacks
UPDATED: Soundscapes on Colony and Arch to use the new audio ambiance system
UPDATED: Camera shakes to enhance HUD feel
UPDATED: Sandbox to be situated in the Astrodome
UPDATED: All walk animations
UPDATED: SMG offset for third-person marines
UPDATED: Most particle effects to use soft particles
UPDATED: Network replication code (~5% less bandwidth usage)
UPDATED: Capture corner icons and behaviour so they work better with HUD prototype (temporary solution)
UPDATED: Tonemapping and bloom postprocess effect to always on
UPDATED: Team capture start tickets to 1000 (previously 750)
UPDATED: Friendly Fire off
UPDATED: Suicide message

FIXED: "Select previous target in follow cam switches between player 1 and 2 even when more players on server"
FIXED: "Weapon reload animation continues when owner is killed"
FIXED: "Spectator camera doesn't trigger reverb/rain audio"
FIXED: Aiming network replication
FIXED: Casing ejections in first-person spectating
FIXED: Switching between 1p/3p muzzle flashes in spectator mode
FIXED: "Helmet shaking does not work in spectator"
FIXED: "Rain on helmet does work in first-person spectating
FIXED: "Connecting with spectator pass doesn't work on password-protected servers"

Known Issues
- Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
- Third-person jump animations does not work correctly yet
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)

Head on over to our Steam store page and check it out

Keep the great feedback coming!

Your team at Zero Point Software

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Update 9: FPS Controller 2.0

11 février 2014


The first thing you'll sense when you fire up Interstellar Marines is our brand new super smooth first person character controller; designed from the ground up to make your movement as fluid and natural as possible. We've also improved the audio effects, especially the SMG's gunfire, enhancing your immersion.

In the playground you'll discover the brand new Astrodome map. Astrodome has extreme weather effects, and in the future will be a real test of your abilities as a Marine as we develop it into a training ground. We've also spent time during this update to look for performance tweaks and enhancements to ensure Interstellar Marines runs as fast as possible.

To top it all off we have the first version of our Spectator mode all ready for video creators and live casters to try out.


Off the Cuff
Update 9 was intended to be a fairly small update, really just a sprint of 2-3 weeks after the Christmas holidays.

Somehow this update grew substantially, and after some investigation we've guessed, randomly chosen, concluded we must sadly lay the blame at Ronnie and Miki's feet. Both of them have worked exceptionally hard over the last several months to develop the FPS Controller. This piece of code has to be fool- and future-proof, so we can add new animations, new weapons, new attachments and new gadgets without having to change the animation rig each time.

This update also includes the first version of the new spectator system. We're really looking forward to seeing what kind of videos the community can produce using this new tool. So if you do create a video with it, please share it with us, and we'll share the best one.

Round Up
This month you're invited to join us for the second community tournament. And in case you can't make it, we're also going to be live streaming on our Twitch channel using the new spectator mode.

At the last update we wondered who would be the first rank 100. Now we know, so a special congrats goes out to Cornson who put in some serious hours to ensure he was top dog. Well done!

And finally, while recording footage for the next documentary, Jonas caught this bug on camera. The video had some great feedback from the community when we posted it on YouTube. So we thought we'd share it - we hope you find it as amusing as we did!

Version: 0.5.9
Released: 10th February 2014

New Features
ADDED: A new character rig with support for advanced animation blending
ADDED: New walk and run forward/backward, strafe left/right, jump and reload animations
ADDED: Fully dynamic and physically-based weapon swaying/bobbing
ADDED: New spectator mode:
- Works when joining as spectator in Multiplayer or in Playground mode
- Toggle between camera modes on keys 1, 2, 3 (rebindable in settings)
- Level camera: Cycle next/previous camera on LMB/RMB (left/right mouse button). CONTROL toggles autocycle/hold mode
- Free camera: Use keys forward/backward/strafe left/strafe right to move and left/right mouse button to move up/down. MSW (Mouse Scroll Wheel) controls move speed. CONTROL toggles steady/fly mode
- Follow camera: Click LMB/RMB to switch to next/previous player. MSW zooms in/out in thirdperson. CONTROL toggles viewing in third-person/first-person
ADDED: TNew map "Astrodome" to Playground. The map is to be used as a multi-purpose training arena that can be customized realtime to different tactical combat scenarios
ADDED: "Movie Mode" user setting that toggles all in-game UI off (except Chat window)
ADDED: Kill icon over head on dead marines
ADDED: ZPS icon to developers on names/scoreboard UI

UPDATED: To Unity 4.3
UPDATED: All maps to distribute CPU/GPU load more evenly
UPDATED: Terrain and vegetation on applicable maps (better performance)
UPDATED: Slow helmet shader (50% better performance)
UPDATED: All audio files/settings (150% better performance and smaller memory usage)
UPDATED: "Pitch black" modes to actually be completely dark (bug fixed in Unity 4.3)
UPDATED: Lens flares on weather crane so they fade in/out faster
UPDATED: SMG 1p/3p firing sounds
UPDATED: SMG reload and aim sounds
UPDATED: Jump and land sounds
UPDATED: Helmet sounds
UPDATED: Lasers so they are less visible (1p/3p)
UPDATED: SSAO to work better with fog
UPDATED: The Suit System to muffle audio instantly when it is disabled
UPDATED: DOF to work better with new marine in hip/aim as well as spectator camera
UPDATED: Missing level geometry colliders on all maps
ADDED: Collision to trees and bigger vegetation
ADDED: More level cameras to all maps
ADDED: Wind to trees and vegetation
ADDED: Rain ambience sounds to crates
ADDED: "Confirmed kill" sound
ADDED: Level camera toggle sound
REMOVED: Audio occlusion effect when helmet down and Suit System is online

FIXED: "when moving, the aim shifts upward in first-person"
FIXED: "laser/flashlight doesn't consistently turn on/off when viewed from certain angles"
FIXED: "flares render through the weapon in first-person"

Known Issues
- Footstep audio and FX does not work on terrain (known bug in Unity 4.3)
- Third-person jump animations does not work correctly yet
- The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4.3)
- View jittering may occur when jumping on lossy networks
- Audio may cut off partially/completely on weapon/helmet sounds
- Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)

Keep the great feedback coming!

Your team at Zero Point Software

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Interstellar Marines

Purchase Interstellar Marines and receive the following:

  • Early Access – be part of the development of Interstellar Marines and provide your feedback and suggestions as we expand the game update after update.
  • All In – receive all future updates and expansions completely free of charge.

Interstellar Marines - Spearhead Edition

In addition to Early Access to Interstellar Marines (including all future updates and expansions), the Spearhead Edition includes:

  • Spearhead identity – A unique honorary game profile that with time will grant you access to special skins, helmets, weapons etc. (does not alter gameplay).*
  • Hall of Honor & Credits – Your name will be acknowledged in a special in-game Hall of Honor and you’ll also get your name in the credits.*
  • Digital Soundtracks – Download the Interstellar Marines: The Beginning soundtrack as well as all future soundtracks as they are released.
  • Digital Art Books – Download digital PDFs released periodically, filled with high resolution concept art, screenshots and behind the scenes information.*
  • Extra Steam Key – You’ll receive an additional copy of Interstellar Marines to trade or gift to a friend.
*Not available yet

Steam Greenlight

À propos du jeu

Interstellar Marines resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing and nonlinear gameplay. Set in a believable future, you take on the role as an elite soldier handpicked to join Project IM, a top secret military program being assembled to protect mankind from all dangers outside our solar system.

Interstellar Marines is inspired by Half-Life, System Shock 2 and Rainbow Six 3: Raven Shield. Our game is all about evolving the FPS recipe with all the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion.

Features Currently Available

  • 8 unique indoor and outdoor maps featuring dynamic environment configurations such as time of day, rain, thunder and lightning, emergency lighting, fire alarms, movable platforms etc.
  • 100% dynamic lighting and real-time shadows as well as destructible light fixtures.
  • Full-body first person character simulation (no more floating hands!) with a physics-based dynamic character controller.
  • Advanced and intuitive crouch and cover system.
  • Physically present combat helmet with futuristic HUD projected onto the inside of the visor glass and affected by light and rain.
  • Team Domination game mode (5vs5 and 8vs8) in highly dynamic environments.
  • Full spectator and movie mode with freecam, first and third person views. Record movies, livestream, and cast matches.
  • Experience various maps and prototypes in “Playground” mode (singleplayer).
  • Play on high capacity dedicated servers in the US, Europe, Australia, Russia and Brazil.
  • Submachine Gun (CE6) with full-auto fire.
  • Shoot from hip or look through the Red Dot scope for increased accuracy.
  • Toggleable tactical flashlight for when it’s pitch black.
  • Toggleable laser to assist your aim (no crosshairs)
  • Smooth network play even on high latency connections with packet loss.
  • Realistically simulated ragdolls with momentum transfer.
  • Training Rank Steam Achievement.

Vision of Interstellar Marines

  • First Person Simulation
    A razor-sharp focus on creating a truly immersive First Person Simulator via distinct graphics, audio and gameplay.
  • Tactical Co-op
    The entire game experience designed from the ground up to support up to 4 players in co-op, with true cooperative interaction.
  • Progressive Role-Playing
    Flat and classless progressive character development and skill system that is not dumbed down for consoles.
  • Nonlinear Game Design
    Open and dynamic game world that always presents a multitude of tactical options for navigating the environment.
  • Customizable Arsenal
    A comprehensive selection of weapon models and types, extension upgrades and equipment options, allowing on-the-fly choice in each tactical situation.
  • Thinking AI
    Enemies that react to input from you and the surrounding game world. We would rather have one smart thinking enemy than five stupid ones.
  • Believable Science Fiction
    Realistic and rich sci-fi environments, ranging from claustrophobic space stations to large outdoor worlds.
  • Interactive Storyline
    A cinematic narrative centered around first contact with another sentient species, where your choices and actions will have consequences.

    Roadmap (Near Future)

    In no particular order:
    • Linux support.
    • Steam features (stats, achievements, friends).
    • Advanced character movement (sprint to be added).
    • Tactical gameplay (fatigue and adrenaline).
    • Co-op features (multiplayer).
    • Weapon features (rate-of-fire, extensions, reload types).
    • Extend general game UI and HUD system.
    • In-game profiles.
    • More weapon types and models.
    • New multiplayer maps.
    • Environment variations, theme and context.
    • Shooting range (singleplayer).
    • Developer Commentary mode.
    • Oculus Rift support.
    • Server / LAN support.
    • Artificial Intelligence (AI).

    Your team at Zero Point Software

Configuration requise (PC)

    • OS:Windows XP SP3 or Windows Vista
    • Processor:2.4 GHz Dual Core
    • Memory:2 GB GB RAM
    • Graphics:Nvidia Geforce 8800 GT / ATI Radeon HD 4770
    • DirectX®:9.0c
    • Hard Drive:1 GB HD space
    • Sound:DirectX 9.0c Compatible
    • OS:Win 7 or later
    • Processor:2.4 GHz Quad Core
    • Memory:4 GB GB RAM
    • Graphics:Nvidia Geforce GTX 280 / ATI Radeon HD 5830
    • DirectX®:9.0c
    • Hard Drive:1 GB HD space
    • Sound:DirectX 9.0c Compatible
    • Other Requirements:Broadband Internet connection

Configuration requise (MAC)

    • OS:10.7.5 (Lion)
    • Processor:2.2 GHz Intel Core 2 Duo
    • Memory:2 GB RAM
    • Graphics:Nvidia Geforce 8800 / ATI Radeon HD 3850
    • Hard Drive:1 GB HD space
    • OS:10.8.2 (Mountain Lion)
    • Processor:2.4 GHz Intel Quad Core
    • Memory:4 GB RAM
    • Graphics:Nvidia Geforce GT 120 / ATI Radeon HD 4870
    • Hard Drive:1 GB HD space
    • Other Requirements:Broadband Internet connection
Évaluations intéressantes des utilisateurs
13 personne(s) sur 21 (62%) ont trouvé cette évaluation utile
91 produits enregistrés
11 évaluations
32.9 heures en tout
Super jeu me suis vraiment bien amusé, le temps change sur la map. Ce qui permet d’avoir par exemple la nuit, qui vous fait devenir paranoïaque du moins pour ma part.

Je voyais des ennemis alors que c’était un arbre. Bien sûr vous avez une lampe que vous pouvez alumé mais les ennemis le vois aussi, vous avez bien entendu des éclairages autre, comme les murs, des éclairs,…. sais un jeu magnifique, que j'ai directement été prit dedans.

Je note quand même qu'il n'y a pas moyen d’avoir d’autre arme. Mais normalement les futures mise a jour le permetron certainement.

Le jeu est que en anglais mais franchement ça pose aucun probléme. (Il n'a pas d'histoire)

Venez nous rejoindre dans le groupe francophone http://steamcommunity.com/groups/Interstellar_Marines
Posté le : 17 février 2014
Cette évaluation vous a-t-elle été utile ? Oui Non
9 personne(s) sur 15 (60%) ont trouvé cette évaluation utile
23 produits enregistrés
1 évaluation
9.0 heures en tout
jeu très réaliste avec une mention spéciale sur tous les éléments concernant la lumière qui sont très bien fait
Posté le : 11 décembre 2013
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1 personne(s) sur 2 (50%) ont trouvé cette évaluation utile
43 produits enregistrés
3 évaluations
3.6 heures en tout
Pour la Désolé le jeu était très intéressant, mais ! les nombreux lags non corrigé des tirs ou de la précision me force a évaluez ce jeu négativement, si cela ne serait que sa me prend 4 chargeur et demie a moins de 2 mètre pour tué quelqu'un ou que parfois je peut être loin et tuez en une balle en commencant une partie .. ? de même que je peut tirez et simplement jamais voir mes balles arrivées à leur point (Rare mais déjà arrivé)

Cela ne s'explique point.. non ne pensez pas que ma connexion lag, j'ai un bonne internet. Étant un ancien gamer de console je game et je game pas le temps aux lag !!

c'est triste sous-sa forme car c'est un bon jeu ! mais depuis quelque temps je vois une grande réduction des joueurs dû aux lags et aux créateurs qui eux n'on l'air de rien faire ?

J'attend de pied ferme la nouvelle patch qui peut-être me fera rechangez ce statut qui me crève le coeur a écrire mais qui est tout de même simplement honnête.
Posté le : 12 avril 2014
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115 personne(s) sur 142 (81%) ont trouvé cette évaluation utile
65 produits enregistrés
1 évaluation
20.0 heures en tout
Interstellar Marines is a game I’ve anticipated, forgot, and then, to my great joy, rediscovered last year on Steam, fresh from being greenlit.
Unfortunately, that game I saw a few years before is still in early access stages. However, that’s not bad. On the contrary, it’s a good thing, considering all the troubles Zero Point Software has faced even trying to get it to this point. The stuff they’ve been through so far is already an inspiring tale by itself.
Note that the following is subject to change and modification as updates roll out and as I improve what I have to say, and that before you make any decisions you should go see some gameplay videos of the current version. If you don’t like my review, please, give me some feedback in the comments!

To the subject at hand, with my nostalgia and feelings aside, the current stage (Steam Update 10) that IM is at is still pretty barebones. One gun, infinite reserve ammo, plus lots of other ‘missing’ things (The truth is most are incomplete and not active yet).

HOWEVER, even at this pre-alpha stage, Interstellar Marines is a blast. The effort and care put into the game, polishing everything before release, shows so much promise and potential. I personally have never encountered a bug due to the polishing and testing they do (Unlike SOME companies!), and what they’ve got so far can rival other high-quality shooters, experience wise.

You could mistake their work for a veteran developer’s. Triple-A indie indeed!

The primary reasons for the fun I have, even with the lag my computer experiences at times (Lowest I hit was 15-ish Frames per Second) is the immersion and feel that ZPS strives so far and hard to accomplish, along with the fun (But very incomplete and sometimes infuriating) gunplay and dynamic environments.
When the lights on a map go out, there are three main conflicts on my mind. Do I turn my flashlight on, risk being spotted? Try to move in for the kill? Or do I find the darkest corner and prey on the unsuspecting?
You don’t commonly see this in full games made by big developers, such as Battlefield or Call of Duty, and when you do it’s commonly in Campaign Mode as part of a scripted event.
In this early access game, while only Multiplayer at the moment, the tension compliments the early but good gunplay, and the emerging tactical features and changes to the game show a bright future.
Since the first steam version, IM’s come along a great amount, with a fancy crouch-cover system being improved, maps being made, added, and rebalanced, with things such as new and updated maps or whole new HUDs being introduced to enhance immersion. Interstellar Marines just keeps getting better! It’s not perfect yet, but again, early access.

To sum this up, you only have one gun, and matches can degrade to shooting at eachother (Though to be honest, this is what every FPS pretty much is, shoot at the other person). However, the game pulls you in and can make things intense through the map alone, and the Domination gamemode keeps the pace up and forces people to move around, keeping the action alive and kicking.

Unfortunately, at this time it’s a bit challenging to be tactical and immersed like ZPS wants. At the moment there’s no proper teamchat, the hit detection is spotty due to bullet lag, and running can be safer than using the cover system at times. However, I’d love to disregard those until they’re properly implemented, as many things are being worked on behind the scenes every day.
As for how it runs and looks, the former is rather iffy and the latter is damned good. However, one can’t judge this so early considering that they haven’t done that many optimizations yet, and it’s very distant from a full, final release, so that may take a while. But the views are spectacular, and the graphics actually play an important part in gameplay, due to the dynamic lighting system, the fog and the storm effects.

As for the relatively small online community, with the exception of teamkillers and some new players, those I’ve seen are mature and understand the game, and you can almost always find a match going on somewhere. That, and people who don’t believe in IM tend not to fall into the mature and understanding category for me, unless they’ve proven otherwise.

As for the major story and all that, we’ll just have to wait for the future, and the Carcharodons/landsharks. Glorious landsharks! However, I can sum up what the story relates to in the game at the moment (Update 10).
Lore-wise, the multiplayer of Interstellar Marines takes place in Area 51, or ITO Dreamland, where the players are candidates for the Interstellar Marines Special Forces program.
I find this interesting and I love how the developers try to connect the MP to the story, and I like the effects the guns give off and the ‘TAZER’ notification in the HUD.

As for ZPS, you guys are dedicated, and the stuff you’re doing to connect with the community is great. Can’t wait for the future!

tl;dr, Even though it’s barebones, the fact that it’s better than some new FPS games right now = One of the best modern games for PC on the horizon, perhaps!

Now, for buying it, I'd personally recommend it to support the devs (I know they need it, for the love of the game!) and purchase it, but if you're not that into early access or 'barebones' gameplay, then you may want to wait a bit.
The price will go up, though, over time. If you're lucky you can snag a copy during a livestream at http://www.twitch.tv/zeropointsoftware or a spare to give to a friend.

NOTE, before you make any decisions, you should go see some gameplay videos of the current version, see what you like.


This is a bloody early access, and it takes time to recreate those things in Unity. Be patient, there's only 8 devs, and they want a solid multiplayer first for you, the player or potential believer! And then, only then, can they begin to focus on the landsharky goodness.

Where is the ‘First Immersion’ demo?!
It was a small publisher demo created to get them publishers back in 2007-8, demonstrating features on Unreal Engine 3. Unfortunately they can’t release it or work on it due to licensing red tape. However, Xeno-13 will be remade eventually!

My feelings on the progress of the game after so long:
They've gone through some stuff, and they hit steam with only two developers. Now, today, they're becoming able to hire more due to steam's early access, which will allow them to slowly speed up development and finally get the game out the gate.
After seeing what some of the Devs had to say, I’ve also learned that the ‘lack of progress’ some people argue is actually lots of unseen progress. You don’t see the badass ninja from that one VLog anywhere in the game because they actually fixed that BEFORE updating the game!

More/Outdated responses
I see how some complain that the game did not deliver, lied in it's advertising and all that. I say that when you look at the big picture, with all of ZPS' troubles, experiences, and traits, that the advertising was in no way false at the time it was made.
Original trailer, made to impress and to get a publisher, but from what I remember they didn’t say it was really ingame.
Space Station and Sharks gameplay, a demo built on the Unreal 3 engine to impress and get a publisher, before 2008 screwed them over.
Why does the current game look and play so differently than the demo? They can't use the Unreal 3 engine, the license costs a million bucks. That and the assets are a bit dated, and more legal tape.

There's more, but I believe this illustrates my point.
Posté le : 27 février 2014
Cette évaluation vous a-t-elle été utile ? Oui Non
209 personne(s) sur 291 (72%) ont trouvé cette évaluation utile
24 produits enregistrés
5 évaluations
5.0 heures en tout
This game is agressivley fair. The balance of the maps is remarkable, and the perioding changes in lighting and atmosphere really help to shake up the playing field and ensure that a team doesn't win simply by virtue of being "on a roll". Everyone uses the same gun, and that gun has a red-dot sight, laser pointer, and flashlight. The gun is satisfying to use and kills with relative ease. From the very beginning, I felt like I had a fair chance against anyone, and not once have I ever experienced the all-to-faimilar rage feeling of being killed in what feels like an "unfair" way, be it camping, quick-scoping, or improbable longshots.

That being said, the game feels very slow. Movement is slower than you would expect, and my character feels sluggish overall. The feeling of awkwardness disspiates quickly, but is there nonetheless.

The graphics are nothing stellar, but they are certainly pleasant and adequate. The blackness of night and the glow of the lights are beatiful, but the snow feels very cheaply done and could use some improvement. The gun is a fairly generic SMG/Assault Rifle hybrid. Player models can open their helmets but still look like generic SWAT Team members.

In conclusion, the game is fun and enjoyable. Well worth $15 (or $7.50 from the Humble Store). Expect to get at least a few fun hours out of it, and hopefully a lot more as the game develops and gets more content.

PS- Playing at night is probably the best experience in the game. There is a finesse to the strategy of when to use/not use your flashlight, and it feels appropriatley tense and exciting. Many ninja opportunities are present.

PPS- You cannot jump or crouch, which is sort of odd, but not particularly annoying, at least for me.
Posté le : 25 novembre 2013
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