Now with a massive single-player/co-op mission titled The NeuroGen Incident, Interstellar Marines resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing and nonlinear gameplay. Play single-player, co-op or multiplayer on dedicated servers around the world.
User reviews: Mostly Positive (1,919 reviews)
Release Date: Jul 2, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

“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.

Buy Interstellar Marines - Spearhead Edition

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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Recent updates View all (18)

September 26

The NeuroGen Incident Survival Co-op Update



The NeuroGen Incident Survival Co-op Update

Interstellar Marines is a game built on the promise of awesome co-op, and The NeuroGen Incident is the first time we've unleashed the full power of our co-op experience. Built in a level 6 times the size of our largest multiplayer map, The NeuroGen Incident allows you to play through one of the pivotal stories in the development of the Interstellar Marines program.

Update 13
Version: 0.5.13
Released: 26th of September 2014

What's New

ADDED: First iteration of co-op, "The NeuroGen Incident"
ADDED: First iteration of revive
ADDED: Guard AI, animations, audio and revised CTR model
ADDED: Afflicted AI, animations, audio and revised CTR model
ADDED: Ability to add electrical systems to levels, including power boxes and switches
ADDED: Ability to add door locks to levels
ADDED: Ability to add key cards to levels
ADDED: Ability to add audio logs to levels
ADDED: Ability to add waypoints to levels
ADDED: Ability to invite friends to servers from within the game
ADDED: Ability to randomly spawn co-op items (CTR, key cards etc.)
ADDED: VOIP for co-op, including in-game VOIP tab (press ESC to access)
ADDED: ZPS admin ability to kick/ban players on a server
ADDED: Central ban register
ADDED: Round score logging
ADDED: Ability to add multiple difficulty levels for AI
ADDED: Ability for the AI to patrol
ADDED: Ability for the Afflicted AI to melee attack
ADDED: Massive new range of props
ADDED: Large number of new modules
ADDED: Best team in Interstellar Marines icon
ADDED: Additional server browser filters
ADDED: Ability for first player to pick public, friends-only or private server in co-op
ADDED: Ability for first player to choose difficulty level of server in co-op
ADDED: Show difficulty level in HUD
ADDED: First iteration of co-op game mode
ADDED: Sector-based CTR relevancy
ADDED: 100+ audio recordings

Improvements

UPDATED: Megalodon model and sounds
UPDATED: Glass windows now have a new shader
UPDATED: Force player into walk-crouch to avoid clipping in vents
UPDATED: Announcer manager to buffer audio announcements
UPDATED: Reflections use cube maps
UPDATED: CTR model
UPDATED: Build tools to speed up Linux builds

Known Issues

-The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10
-The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4)
-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)
-Mainline and Mainline Winter maps have been temporarily removed from menu
-Potential to fall through elevator when moving

Fixes

FIXED: "TP stealing when more than one player is capturing a zone"

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software

52 comments Read more

July 17

AI Test Map & Claim Your Spearhead Profile on our Website

Get Killed By Bots!

Now you can test your mettle and see how long you can last against our early AI on a singleplayer test map. Please follow these instructions to try out Get Killed By Bots!

1. Run Steam.
2. Go to the Get Killed By Bots folder, which would be here by default in Win 8: C:\Program Files (x86)\Steam\SteamApps\common\Interstellar Marines\Bonus\Get Killed By Bots
3. Double click on interstellarmarines.exe.
4. When the game loads, hit ESC.
5. Click on the Get Killed By Bots! button in the main menu.
6. Have fun!

Please note, Get Killed By Bots! is currently Windows only. We will look at releasing Mac and Linux versions at the start of August.

Claim Your Spearhead Profile on our Website

It is now possible to connect your Steam and http://www.InterstellarMarines.com accounts together. This means our Steam Spearheads can now claim their unique Spearhead profile on our website as well as access the Briefing Room, and regular version owners will have the Frontliner status and avatar.

To connect your accounts together, please do the following:

1. Login to Steam and to InterstellarMarines.com.
2. Go to http://www.interstellarmarines.com/accounts/profile/
3. Click on the Green sign-in through Steam on the lower right (it may take up to 60 seconds to get a response).
4. Confirm your information.

To edit your profile, please go to: http://www.interstellarmarines.com/accounts/profile/edit/

The Briefing Room is out of date as we have not used it since the Steam launch - it was not fair to have info our Steam Spearheads could not access. We'll start using this in the next month or two to provide unique information to our Spearheads.

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software

32 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

Interstellar Marines - Regular Edition

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:

  • Access to Beta Builds of New Updates – Spearhead owners receive access to early beta builds of new updates before they're released publicly, allowing you to test out new content in advance.
  • 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.
  • Digital Concept Art – You’ll receive early copies of concept art and other images in a special Spearhead folder on your hard drive.
*Not available yet

Steam Greenlight

About This Game

First, Massive Co-Op Mission Now Available!

Our huge first co-op mission, The NeuroGen Incident, is available now and propels you into the middle of a pivotal mission in the Interstellar Marines universe. Play single-player or co-op with up to three friends in intense action.

Interstellar Marines resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing and non-linear gameplay. Set in a believable future, you take on the role of 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

  • Massive singleplayer and co-op level titled The NeuroGen Incident with sandbox gameplay, randomised locations and multiple difficulty levels.
  • 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.
  • Deadlock 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) and Assault Rifle (AR-3) 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.
  • Multiple Steam Achievements.

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)

    These are the features we are planning on adding fairly soon, and are in no particular order. Many of them have already been partially completed:
    • 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).*
    *This is already partially completed and in Interstellar Marines

    FOR THE LOVE OF THE GAME,
    Your team at Zero Point Software

System Requirements

PC
Mac
Linux
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • OS:Linux
    • Processor:2.4 GHz Dual Core
    • Memory:2 GB GB RAM
    • Graphics:Nvidia Geforce 8800 GT / ATI Radeon HD 4770
    • Hard Drive:1 GB HD space
    Recommended:
    • OS:Latest version of Ubuntu (14.04)
    • Processor:2.4 GHz Quad Core
    • Memory:4 GB GB RAM
    • Graphics:Nvidia Geforce GTX 280 / ATI Radeon HD 5830
    • Hard Drive:1 GB HD space
    • Other Requirements:Broadband Internet connection
Helpful customer reviews
82 of 108 people (76%) found this review helpful
896.1 hrs on record
Early Access Review
At the time of writing this the first part of the co-op, co-op vs robots, will be out next update. Currently the gamemode available to play is Deadlock, which involves capturing zones to respawn teammates. The team who captures all zones or kills all enemies wins the round. Domination was the gamemode before this and there were other gamemodes too. Domination was removed so that Deadlock can be tested out but it will be back. Mainline and Mainline winter are also not currently in-game due to them not being suitable maps for Deadlock. This gamemode is designed to be more tactical than Domination and many new people complain about the respawn time being too long when they start playing. The higher respawn timer is supposed to make you value your life more. Dying in Deadlock has a much greater impact on your team than Domination. New people often get fustrated due to dying much more easily than others due to lack of practice and then assuming they have to sit through the whole respawn time. If your team captures a point the team member who has been dead the longest will get an early respawn so as long as your team has any understanding of how the game works and doesn't just camp you'll rarely have to wait through the whole two minutes. There are currently seven maps up to play. These include Evacuation (an outdoors, long range map), Operations (a close quarters indoors map with multiple floors you can be shot from) and Rupture (a mid-range map that's mostly outdoors but with some tunnels and buildings). All maps are what I would think of as a medium or somewhat large map but not very large. The map sizes are suitable for the amount of players and the pace of the game. The game is far from finished, they have a small dev team which has recently expanded some so they now provide regular updates (an update each month). The amount of progress being made is slow but steady and speeding up. Don't expect this game be finished in the very near future because it won't be, but have patience :) I have confidence it will be completed and be a great game. I find it enjoyable in it's current state and regularly play multiplayer. This game is pre-alpha so don't expect it to be without it's issues. There are a few bugs which aren't serious so shouldn't take away from your enjoyment of the game. There's a bug where pressing space to start the respawn timer does nothing but you can still respawn early so don't worry about it :) The biggest issues people have with the game is framerate and lag. There will be server rollback and optimizing but currently lag is an issue for many people. Please take into account your ping which you can check in the server menu. The greater your ping the more lag you will experience on that server. Some people are under the impression that the ping of other players will affect the lag they themselves experience, this is not the case. The method they use to deal with ping means that only you will be affected by your ping. You will not be affected by the ping of anyone else. If you have a ping of 70ms you will have to compensate for a 140ms delay. That's the time it takes for the message that you just fired a bullet at an enemies head to reach the game server, for the game to check if the bullet came into contact with a player (who would no longer be there if you have high ping and they moved) then for it to get back to you. This is when you see the bullet fire and miss on your screen. To deal with this you need to compensate for your ping and the slight amount of extra lag by leading the target (shoot at where you predict they will be). Personally I like this system as nobody is affected by your location except you (except if your ping is particularly bad you may find yourself rubber banding a bit which to others would look like you teleporting). You can play on a server of any location if you want to. The other thing that puts a lot of people off the game is the low amount of players online at the same time. I'll copy and paste my response about this to someone in the IM discussions as I think it got across the point well.
Any game can be like this. Games like this start off with a very low player count. A lot of people look at the lack of players, dismiss it as dead and don't play, therefore not adding to the player count and helping out. If people stop thinking this way and start playing regularly no matter the number of players online, the player count will rise and people won't see it as a dead game. You could help make it better :)
There is no reason why this game can't be highly popular so come join the fun :) There's a sandbox where you can practice your aim on stationary marines and singleplayer versions of the maps so you can have a run around and familiarize yourself with them. Each map has multiple light modes such as daylight, wind, dim lighting, emergency lighting, thunder and lightning and darkness. The darkness in Operations is very dark so occasional use of your flashlight will be needed to see how far forward you need to go before you need to turn a corner. OCCASIONAL. For the life of me I can't understand why so many people think it's a good idea to walk after a teammate shining a flashlight on their back. That person infront of you will get shot and then you will get shot. Yet they still do it >.< you're basically making yourself a human lighthouse, same with laser. If you're gonna use the laser atleast turn it off when you're not using it, it can be seen from the other end of the map. Many times I've seen someone with laser on trying to avoid an approacing enemy by hiding on the other side of a box. This is ridiculous to watch if they've got their laser on.. how exactly do you expect to circle round and shoot them in the back like intended if you have a freaking laser on which makes it obvious what way you're facing? >.< People try to hide with a bright red laser line pointing straight out from their hiding spot. So smart.

Here are some tips for new players:
Blue = teammate. You spawn with your teammates, don't immediately mow them down >.< Teammates have a blue arrow and name above their head. When your health is low your HUD goes down (suit system disabled) and the blue arrows and names dissapear but the blue markings on their suit remain so look out for those. Your health regenerates over time so if you don't know where you're being shot from, take cover and wait for it to come back up.
Keep flashlight use to a minimum. Never keep it on permanently and NEVER shine it on a teammate. You'll get both of you killed. Only use it briefly so you can see how much further forward you can run without colliding with a wall, if you're stuck on something in the dark or disorientated and need to see your surroundings, or to check if a zone is occupied with an enemy and blind the enemy if it is.
I'd recommend never using laser. Practice hipfiring on the dummies in the sandbox and learn where the center of your screen is through practice. Turning it on and off takes time and using it can lead enemies to you. If you do use it, turn it off when not in use.
An accurate headshot is a 1 shot kill. Aim for the head.
Don't walk around crouched. You're slow, look ridiculous and you're an easy target.
Don't camp. You'd be much more useful to your team and probably doing better if you went to cap a point.
Stand on a letter to capture that zone. If it's red the enemy controls it, if it's white it's neutral and if it's blue your team controls it. Stand on a red or white zone to turn it blue and earn points.
DO NOT STAND IN AN OCCUPIED ZONE. It caps no faster and due to a bug at the moment only one of you gets the points. This means that the teammate who got there first may not get the points and you, the guy who jumped in last second may get them instead. Hopefully you can see how this is annoying and won't do it :p if you do, expect a teamkill.
Run out of characters, watch videos on IM for more info, 2 on my profile of Domination.
Posted: July 6
Was this review helpful? Yes No
30 of 41 people (73%) found this review helpful
6.9 hrs on record
Early Access Review
Interstellar Marines is one of the first early access games I have played so I did not really know what to expect. So far I have played for five hours and I must say I have really enjoyed it.

Sure its a unfinished product player movement is a bit stiff but there is really nothing bad I can say about this game. Rounds in matches can be very fast or take a while which is intense at times the outcome of a match can change in seconds.

The environment playes a big part of the game also suddenly there will be a power failure and its pitch black which makes you change up your game plan.

I would definitely recommend this game as I can only see it getting better as time progresses even as a early access game I feel like its a solid product.
Posted: July 11
Was this review helpful? Yes No
45 of 76 people (59%) found this review helpful
7.7 hrs on record
Early Access Review
8/10
"Feels a bit like back in the days - PLZ finish the game!"

Early Access:
This tactical sci-fi shooter is still in development and that is good, because there's still missing a lot. IM really has the chance to become an amazing "indie" AAA shooter. But the development time is quite long, especially if you take a look at it's history and the vision. Anyway right now the playable multiplayer has a great atmosphere and is worth a look (at least at the SALE price). This game has some really great potential, like stocks - but cheaper.
;)

Pros:
+ great atmosphere
+ great sounds
+ great setting
+ great 1st person view
+ good graphics
+ good controls
+ good weapon handling
+ good movement
+ light&shadows (indoors)
+ textures indoors
+ the feeling of SWAT4/RainbowSix in a sci-fi setting

Cons:
- only multiplayer (right now)
- empty servers (due daytimes)
- the waiting time
- movement animations
- textures outside
- no shark enemies yet :(
- the "hope" for a 2014 release
- no SLI support (SLI Fix!)
- (really long development time)

The Multiplayer is great, the waiting time sucks, a full release would be superb... This game is too good to become a "never ending story"! Support it :)
Posted: April 5
Was this review helpful? Yes No
21 of 33 people (64%) found this review helpful
361.9 hrs on record
Early Access Review
A very excellent game, developed well. For a Early Access this game has very small amounts of bugs and runs very well and looks fantastic even on low graphics.
The gameplay is amazing for currently only one game mode team domination the gameplay isn't repetitive and is always fun. Planning your attack on the objective or finding a nice spot to defend. This game has very well designed map allowing players to flank their enemies and conquer the enemy.
The weapon handling is very smooth feel realistic and the character animations and controller are smooth and easy to use.
I highly recommend this game to all the first person shooters out there and to those who love Sci-Fi atmosphere, you always feel immersed in this game.
Posted: April 17
Was this review helpful? Yes No
7 of 7 people (100%) found this review helpful
5.3 hrs on record
Early Access Review
Co-op just got released and holy ♥♥♥♥ please buy this game. It is the most intense terrfying multiplayer I have ever played in my life. I got online with a buddy and these robots stalk you, flank, change postions and do everything in their power to kill you. They also weren't designed to be terrifying yet they somehow are. They look human enough for someone to feel comfortable around them but the lack of facial features and the fact that they sprint full tilt at you when they notice you makes them horrifying. It is definitely rough around the edges as its a work in progress and if you have been worried about the long development time these people know what they are doing the shooting feels great, the design is amazing (fantastic lighting, weather effects, AI is almost perfect and the guns feel powerful) and these guys know how to make a games tense. No music just ambiance, enemies are almost always heard before they are seen, you never know if the robots or moving or its just your partners footsteps. This game is just amazing and they are planning to have SHARKS WITH MUSCULAR LEGS and tons of other crazy enemies and 27 weapons. BUY IT PLEASE




This game is ♥♥♥♥
Posted: September 27
Was this review helpful? Yes No
270 of 348 people (78%) found this review helpful
32.4 hrs on record
Early Access Review
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.


Additions:

CONCERNING THE LACK OF LANDSHARKS AND CAMPAIGN:
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.
Posted: February 27
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