Space exploration adventure RPG where you command a crew in a story driven sandbox universe. Work to destroy the sensor network and reach the heavily guarded planet before Shavala corporation goons hunt you down, or just go exploring.
User reviews:
Mostly Positive (74 reviews) - 71% of the 74 user reviews for this game are positive.
Release Date: Feb 11, 2016

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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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We're a 3 person dev team with no publisher working on this project full time. Without the support of our community through Kickstarter and early access this game wouldn't exist at all. That essentially means people are paying us for an unfinished game because they like us and they believe we will make the game they want to play. We also want to play that game so we're doing everything we can to prove them right.”

Approximately how long will this game be in Early Access?

“The planned final version of this game is pretty ambitious and we expect to go through many iterations before completing the single player story and having the game world in a state we consider to be complete. We also want to be able to evolve the game over time in response to feedback so we are expecting early access will last more than a year.”

How is the full version planned to differ from the Early Access version?

“Expect massive changes on a regular basis as we add features and new types of depth to the engine and the game world.

Our initial early access release represents multiple years of work put into getting the bare minimum framework of the engine and persistent world working as intended. During early access we plan to have many iterations where game-wide features are added, and then content using those features can be integrated into the game world. That means major updates will contain game-changing features and new content such as new zones, new factions, new story arcs, new world generations, new item types, new interface elements, and new game mechanics.

An example of something we plan to add in the future is the ability for EVA activities which will allow entering and exiting ships without using an airlock. It should drastically change how salvaging activities play out and will probably change how you interact with the entire game world.”

What is the current state of the Early Access version?

“The game has an open persistent world with various space biomes for the player to explore. Each biome will have a different set of enemies and challenges in the form of enemy encounters, space-complexes to explore, and hidden treasures to unlock. The story driven elements are incomplete and more will be added with every patch, but for now the game is mostly a sandbox with some introductory story and setting lore.”

Will the game be priced differently during and after Early Access?

“The game might be slightly cheaper during early access. However if you want the best value for your money you are probably already avoiding early access games and we respect that.

We're here because we need income to continue development and if money were no object we would probably hide in our developer caves until the game was finished. The core benefit of buying into early access is participating in the development process and being part of the community that shapes the Zero Falls story and universe. This is not a "get the game for less money because it sucks" sort of deal, it is a "I think these guys deserve to feed themselves while developing their game" sort of deal, and we appreciate your support.”

How are you planning on involving the Community in your development process?

“We have open discussion on our forums and we respond very quickly to feedback and bug reports. I once found, fixed, and uploaded a patch for a bug before the end of a live streaming event where the bug was revealed. We have backers who are designing ships to be put into the single player campaign, and we have been discussing modding tools with the community from day 1. We also sometimes host community ship design tournaments in order to stir up conversations and feedback about balance and game mechanics.

The truth is we're making a big open sandbox game with enough space for a lot of unique game play ideas and elements, and we want to put in every type of kitchen sink. Our time is probably split evenly between 3 tasks:

1. core engine development
2. core story and content implementation
3. tweaks, edits, and additions in response to feedback”
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Recent updates View all (26)

October 20

Warning: patch soon

We aren't done with it yet, but we are ready to say it will be soon.

Lets finally talk a little about what's going to be released to testers in the upcoming weeks.

Status of the patch

This patch has been more content and less mechanics which means we didn't have to program something horrible like an economy or a world rewrite. As a result it has been a lot more fun to make, and the cool-stuff to development-time ratio has been higher than previous updates. There are a bunch of new quests including more sassy dialogue that I had a lot of fun writing and we built out a full pilot mastery system that will add variety and progression as well as a ton of customization to any play style. On top of all that we have done a full overhaul of crew weapons and the monster system with new animations for everything, and man I guess there are more things in this patch than I can list in a single paragraph, expect lots of QOL improvements and bug fixes.

Maybe at some point I'll get lazy and just throw patch notes up here, but right now they are still a fast moving target.

We are getting ready to start some hardcore internal testing of everything we added, which means sending stuff to our group of dedicated keyboard smashers on the tester branch. Not entirely sure exactly when that will go out, but I have a very small list of things to work on which is itself mostly testing related at this point. In other words I have to write the code for a new screen, which usually takes a few days, and do enough internal testing to make sure sending it to testers isn't completely pointless. We're getting very close.

Phase 1 + 2, then 3 soon

The one main "mechanic" updates we are adding to this patch (aside from mastery points) is the system of phases for story progression. Please feel free to ignore the term "phase" as you won't ever see the words "Phase 2 begun" or anything like that inside the game. What the system does is it allows us to keep track of what every faction is doing, what the loot tables contain, what stations can be explored, what enemies spawn, etc for the entire story of the game from start to finish. This way the game world can change as the story progresses without requiring us to rewrite the faction logic for each future update. When this patch releases it will allow you to progress from phase 1 to phase 2 by completing a series of quests, and under the hood you might not realize it but we have actually built plans into the system that should take us all the way to the final phase of the game that will include the final quest and the end of the singleplayer story.

The offshoot of this is that phase 3 will be more fun to produce than phase 1 and 2 were, because secretly all of the talents, most of the loot, most of the ships, all of the zones, most of the NPCs, and a lot of the design work had to be done for every phase (there are something like 9 of 'em) in order to build the system before we could set up phase 1 and 2. The details are more worked out for phase 3 than they are for phase 5 and so on, but the idea is that we have a huge set of internal docs now that describe exactly what needs to be done for future updates. That's exciting to me.

Also worth pointing out: The reason we have this information inside a series of design documents is because I can't be bothered to remember anything these days given all the stuff I have to store in my head. So don't bother quoting me on that "9 of 'em" thing because I can't remember and I'm intentionally withholding the actual number. There will be many.

Pilot mastery

I had to have a section dedicated to some juicy details about the patch so I figured I'd explain a bit about this new mastery system we are putting in.

Mastery points are talent points that you gain from progressing the story, they will work like talents from other games and you should find them instantly familiar if you have played any RPG game. The goal of gaining mastery points is not "designing" your talent build but unlocking more options to increase your opportunities for interesting builds. As such resetting your mastery during the game will be trivial but unlocking all the points will take time.

The purpose of mastery points is to mix up the balancing equation between different ship builds. Currently modules and weapons are designed to prevent one type of build being simply better than another in terms of different weapon systems, different layouts, and different strategies. Mastery points are the opposite, with each one drastically changing the value of one type of ship design over another type such that one design or strategy will simply be better.

Get the fortified bulkheads talent for instance and thick armor becomes almost impenetrable allowing you to build a massive bullet sponge of a ship, but on the flip side you could also choose Unibody design which increases the durability of your hull and allows you to take a hit without wasting any precious internal space on thick armor. These types of choices will be spread through all of the talents and many of them will have drawbacks in addition to benefits so you need to make smart choices to ensure you are picking a mastery that makes sense with the ship you are flying.

The hope is that this system will allow the casual player to gain a power advantage late game simply by trying things they like, and will allow the power-gamer to break the game's balance by combining mastery, crew, and ship design into the ultimate weapon of mass destruction.

Also mastery talents will interact with crew nano-auras in all the most fun ways that they can, so expect some fun builds when combining them. A simple example would be projectile turrets which start out as early-game tech, but can become violent and chaotic late game when you stack enough double-shot to get double shots to proc from your double shots. We have tried to build something cool like this into every weapon type so there are lots of neat things to try and combinations to test, but we also plan to add lots more nano-aura types in the future to compliment our mastery system.

Beam weapons can cause lightning arcs now!

8 comments Read more

September 6

The road to

So we got to a point where the main world mechanics were in the engine and we could start thinking about adding all of the content we have been planning forever. Here's what we've been doing.

We were adding new things here and there and looking at a huge list of little things we wanted to implement like new crew and new modules etc, and we made a big overhaul to crew combat and monsters. It looks great, and it's in the game, but we wanted to add a bit more for the patch so we kept working on new content and after a while we started questioning when we should release the content we had made.

Ultimately we decided we needed a roadmap, so we sat down and mapped out a plan that would take zero falls all the way to version 1 and the proper release from early access. It's a lot of work and a ton of fun content that we want to add, so it took a while to lay out the map, but I can tell you there are exciting things to come in the future. Here's a look at some of the things you can expect for the future:


Release Stages
First of all, We're going to try to release content in stages that won't break save games, and we have divided up the release stages to line up with stages of the main game story. That means that in the future we plan to release big updates on a semi-regular basis that add a new in-game event to progress the game world, the story, and the available loot to the next stage. We're going to try to release game content and game mechanics in the order that you would unlock them through the game's story.

In order to start this system we will need to reshape the home sector map and introduce some new mechanics that can progress over all of the stages, so the first update we are working on right now will take a little while longer to be ready and you will probably want to start a new save game when it releases. As a result we're going to try and pack it with enough new content to give you motivation to start over. Making a new character to experience the exact same content isn't fun.

New nano auras
We are adding new equipped items with new ship-wide effects, and consolidating the effects to make sure they place nice with the simulation. Just because we don't have scaling hitpoint values doesn't mean we can't have neat combat effects in the game. As we make more of these, they will show up as loot that you can either find or purchase.

Additional Crew
We've added new crew members to the game. Their personalities aren't fully fleshed out yet with long dialogue options, but they are all very unique. Each one of them will have a nano aura that provides some benefit to your ship passively so long as they are alive and in your ship. By finding them and recruiting them you will have the option of choosing which to bring with you on adventures.


Since their nano aura effects stack with your own nano aura, building the perfect crew has the potential to make your ship very powerful. You will need to unlock more cloning bays in order to increase the number that you can fly with at any given time, and initially those cloning bays will most likely be found by exploring abandoned stations.

New ships
We have been sitting on a lot of unreleased ships, and the reason is two fold:
  • They are meant to show up in parts of the story that aren't out yet
  • They will have unique modules that we haven't made yet.
Our plan is to overhaul ships and generally give about half of the ships in the game a unique purpose, or an ability that benefits a certain play style. These will come in the form of ship specific modules that can't be removed and can't be researched, and which provide either an activated ability or a passive effect. A rare few of these can already be seen in the current game, but we have much more planned for the future.

Many of these ships and modules will not show up until later updates.

Mastery system
As you know, Zero Falls is both a simulation and an RPG. Past updates have focused heavily on engineering the simulation aspects of the game because those necessarily must come first, and module design has tried to remain balanced so that all choices are essentially equal. Now we are working on more RPG mechanics and one of them is going to be the ability to improve your own skill at using certain system types or specializing into ships of different size categories.

In other words we will be adding player talents to the game, unlocked by progressing the game's story. These talents will work in coordination with nano aura effects and the design of your ship to make a lot more combat diversity available to the player. The talents will be difficult choices with both benefits and drawbacks that will fundamentally change the evaluation of different types of ship builds.

The goal here is to design talent, module, and nano-aura combinations which can be recombined in creative ways. We hope they will allow players to come up with overpowered builds that even we as the devs can't imagine ahead of time.

New challenges
Finally, since we are going to be adding all sorts of interesting ways to customize your destructive abilities, the players are going to want a way to test their setups in combat. Our aim is for every update to include at least one story event that will be a serious challenge for the player, their ship, and their crew.

Big space battles, tough enemies, and scripted events are jotted all over our notes, we just need time to sort them out and build the parts.

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About This Game

Our goal was to make a game simulating space combat between large capital ships at extreme detail on the scale of individual crew members. We've spent multiple years building a custom in-house engine capable highly detailed ship interior simulations while still supporting real time combat between large numbers of ships in an open persistent world.

The result is a massive open world where any ship, station, asteroid, artifact, or wreckage can be entered by the player and controlled in real-time. Space battles are epic and immersive because there are no hit points, instead you have to try and survive as pieces of your ship are physically destroyed and ships can be cut in half or filled full of holes. Play as a renegade shooting up neutral supply convoys and scooping the cargo that falls out, or disable and board enemy ships to take back to your hideout. Research technology and upgrade designs to make your favorite ship into the ultimate war machine. The universe is full of loot and enemies and things to explore, and your character will have all the tools needed to design the ultimate ship and put together the ultimate crew.

We also look at progression from the perspective of RPG mechanics. Even though the game is a deep and detailed simulation, we want gameplay to have progression, customization, and specialization much like a character based roleplaying game. Instead of unlocking talent points you will find crew members that add unique utility to your ship as a whole, or you might find module blueprints that allow you to customize portions of your ship's design to suit your play style.

System Requirements

    • OS: Windows Vista or later 64 bit os
    • Processor: Intel Core 2 Duo 2.60GHz
    • Memory: 3 GB RAM
    • Graphics: NVIDIA GeForce GTX 470 / AMD Radeon HD 7850
    • DirectX: Version 10
    • Storage: 700 MB available space
    • Sound Card: DirectX compatible on-board
    • Additional Notes: makes extensive use of multi-threading and 64 bit features
    • OS: Microsoft Windows 7 x64
    • Processor: AMD Phenom II x6 or Intel i7
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 470 / AMD Radeon HD 7850
    • DirectX: Version 10
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible on-board
    • Additional Notes: makes extensive use of multi-threading and 64 bit features
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (74 reviews)
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51 reviews match the filters above ( Mixed)
Most Helpful Reviews  Overall
70 of 76 people (92%) found this review helpful
5 people found this review funny
34.8 hrs on record
Early Access Review
Posted: February 13
( SPOILERS of Gameplay and game mechanics. )

I have decided to revise this review after every dozen or so hours of gameplay to provide as much info on what gameplay will be like as I can. Keep in mind I am slightly bias as this game is both of my favorite gernes combined ( Space Exploration and RPG/some sandbox elements), but I am still fair and wont leave out any cons I experience as I proceed to play the game. =)

Short Version ; Free form space sandbox with a semi-procedural universe and complete freedom to do whatever you'd like. There are unlimited enemies generated, and gameplay is enjoyable to the extent that it may quite literally provide endless hours of entertainment. There is space combat, mining etc

Rating: 8.7 / 10 Will be 9.5/10 if the dev's fix the bug that causes some crashes here and there.

Pro's and Cons


* The game is massive. Look at the map and scroll out, you'll be surprised at the potential this game has.

* Research system that allows players to obtain blueprints and spend some resources to unlock new parts to use.

* Challenging AI ( The ai will take advantage of your weak spots, and out manuever you if possible. Especially the flanking fighters. )

* Great soundtrack. Sometimes I'll just explore new areas just to hear a new track. ( btw, music is blusey with an outlaw vibe, perfect for exploring dangerous new areas and engaging in combat with tricky enemies that keep you on your toes.

* Great combat system. I love using 220mm cannons to disable vital parts of ships ( Like engines and weapons ) to then move in for the kill when a ship is vulnerable. There is a major strategy element involved with combat. For the love of god please do no just rush in towards a bigger ship and hope to win xD Flanking and dodging are key. ( and shields, that works too)

* Not just a space game. You can walk around as a human player, mid combat, and repair damaged parts of your ship.. Put out raging fires before they suffocate you,.. Engage in combat with enemy crew and take their ship for yourself if you're successful... Explore your space station, or massive ships ( which are huge btw ).

* Humor .. Lol. The Dev's have a great sense of humor, and know just how to balance jokes with useful information. Don't skip Dialog =P

* Great Visuals. Ships look great and the background nebula's/art have a really nice depth.

(The edits below are after another 15 hours of gameplay from the original review)

*EDIT* - Some ships have a Mining bore. This allows players to mine asteroids via docking after launching the bore at one of the literally almost infinite asteroids within the game. You can also add a mining bore to custom designs of your own, I believe.

*EDIT* - You can farm ( literally place plants in a garden of sorts ) and watch as they accumulate worth over time. I don't know too much about this game mechanic, It may still be a work in progress, but I do know that you can stumble upon new planting items on asteroids that you mine on.

I Could ramble on more but it's time for some cons


* Some bugs are prevalant in the game. One of these bugs can cause crashes once every hour or two of gameplay. Be sure to save frequently until this bug is fixed. ( watch the devlog incase the Dev's fix this and I forget to update my review) The other bugs are minor and is exactly what you'd expect from an Early Access Game. ( Ex: fall out of your ship but still be alive without the graphic of your player ) Stuff like that. =)

* Could use more items to build with at start. (Such as having Hallways and Corridors / the basic building blocks of a ship unlocked ) as well as maybe a tutorial on building ships. ( Could also use some smaller structural pieces but i'm not too experienced with the ship builder just yet. )

^^^^^ * EDIT * A Dev has mentioned they are planning on overhauling the research system eventually so that progress will be more streamlined and natural.

* Slight Delay when traveling at warp speed and entering a new section of the universe. The game universe is seamlessly connected but I think when enemies are spawned around your section of the universe, they freeze the game for a second or two. A very minor annoyance at worse.

*Game can be punishing to people who are careless. This can be taken as either a pro or con depending on a person, but the difficulty of the gameplay is entirely dependant upon the player and where they choose to go.

Conclusion and a Story/Glimpse of gameplay.

CONCLUSION: I was first introduced to this game 2 days ago and now have 15 hours. * EDIT* (I now have around 28 hours of gameplay only a few days later, and I do not afk to gain hours. Still enjoying the game very much. ) I have a job and work 6-9 hours a day. To have 15 hours already tells you that this game delivers pretty well. There are some bugs in this game, but surprisingly not too many compared to many other early access games. This game is worth the money IF you know you like the space sandbox and combat / space exploration gerne. This game is perfect for the many of us out there that like the abstract feeling of being adrift in space, space combat with some elements of realism to it, and those of us with creative minds whom like to build and experiment with designs. This game has an extreme amount of potential, and I for one would very much like to see it reach it's peak.

I say give the game a chance if you are considering it. I know I wasn't disappointed.

Now for a little story that shows a little piece of this very big game.

I once captured a ship four times in size compared to my own, and the excitement was exhilarating. I took out its manuvering engines and flanked from the left until I punched a hole in the ship that leaked oxygen, which in turn, nullified the crew inside. I have armor which provided o2 so I could breathe in the newly vacant ship. I proceeded to patch up the holes and repair what I could of the ships turning thrusters so that warp speed would be a bit easier to travel in. As I made my way back to my space station, I was attacked by some friendly neighborhood pirates ( We pirates attack our own sometimes ) So, fighting for both my dear crew's lives, as well as this behemoth of a ship ( relative to what I was flying, I bet there are ships 4 times larger than this ship as well, lol.) I managed to fend off the attackers and warp out of there. On my way back, I grazed an asteroid and lost a part of the ship.. I left the pilot seat and ran over to the gaping hole in my prized ship.. I was filled with regret for being clumsey enough to run into a stationary hulk of rock.

I repaired what I could ( Thank god my suit had oxygen attributes, I would have suffocated otherwise.) and somehow managed to very slowly make my way back to my home station. After I repaired the ship and scrapped/researched it, I was able to eventually create one in my home base and retrofit it more to my liking. I now prowl known space as a king.. but something tells me I am but a pawn compared to whats really out there =P

^^^^^^^^^^^^^^ This is literally what you will experience quite often. At the original time I've reviewed this game, I only had 15 hours. Now That I have closer to 28 hours, I have seen new game mechanics. The combat does not get boring, infact, I believe the more one has progressed in the game, the better the combat will be considering bigger / higher tech ships (which at this point, you're able to customize to even deeper depth) have more options to utilize as they engage ever more powerful enemies.

I have many, many games in my steam library. Of those near 100, I have chosen to review only 6-7 games. This game is obviously one of them. I decided to review the game on my own behalf; I have not even had a discussion with a developer and it was my choice entirely to review the game to this extent. Just wanted to make that clear =P
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27 of 32 people (84%) found this review helpful
1 person found this review funny
12.9 hrs on record
Early Access Review
Posted: February 12
Too early to buy for most people, Wayward Terran Frontier holds the potential to be an Action-based Open-World FTL-like.

Space battles are already fun, and finding the necessary parts and hulls in order to make a ship tailored for your playstyle feels rewarding (albeit time consuming).
The modular damage is really amazing. You can cut an enemy ship in half and it will be forced to fight like that. You can also learn weak points in the designs and aim directly on the bridge for a quick kill, or you can aim at the engines, board the enemy and take his ship with you.

It's hard to recommend as there's not enough content yet, there's a few bugs and crashes are being reported. Price tag doesn't help either.
Unless you are REALLY into space games or supporting the development of a open-world action FTL inspired game, it's better to watchlist the game for now to prevent disappointment.
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22 of 25 people (88%) found this review helpful
13 people found this review funny
18.4 hrs on record
Early Access Review
Posted: August 9
First few hours were rough, couldn't make any real progress.... till I turned to savage piracy. Stole a fighter with rockets. Disabled a larger ship with said rockets. Then a ship larger than the last one. Satisfied with my strong ship, I went exploring for more ships to plunder.

Soon I found a secret base with several destoryed wrecks around it. heedless of the dangers, I docked and went inside, only to face hundreds of bloodthirsty creatures. With my trusty shotgun I slowly cleared them all out, and started to pillage what remained of the station. Found 80,000 credits worth of loot and some sweet armor with a built in oxygen supply, shields, and EVA thrusters. Overjoyed by my lucky find, I warped out.... and within moments flew into a asteroid at high speeds. the crash ripped a hole in my cockpit, launching me outside the safety of my vessel and hurdling through the cold darkness of space. I didn't know how much air I had left, but for 2 long minutes I fought with the controls on my new space suit to navigate back to my spinning out of control ship. 3 times I missed the airlock, waiting for the ship to spin around again for another try. Finally climbing inside, gasping for air, kissing the deck of my ship in jubilation at the fortune shining down on me this day, I limped my damage ship back to my base.

11/10. Would crash into asteroid again.
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22 of 25 people (88%) found this review helpful
2 people found this review funny
31.1 hrs on record
Early Access Review
Posted: February 15
Written for version released 15. FEB 2016

Ship combat is really fun. Initially you are shooting blindly at enemy hoping to hit and do some damage. Over time you learn how to properly lead based on your weapon and you will know where to hit to take out ship systems (reactors, engines, manuevering thrusters...). Cannons are reliable for close quarters combat, rockets are great for long range skirmishes (my favourite part). Missile tubes are really strong, easily disabling smaller ships in few hits. Beam weapons are still WIP, but are present in the game.

Ship designing is great, its complex but not difficult. You have put on lot of engines, fine now you need some reactors, now it flies forward but doesnt turn, slap on some thrusters. Dont forget to forget them to connect them to reactors (drawing little paths from power conduits is equivalent to high tech cable management :) ). The reactors will blow up easily without some armor. Now its good, but its not flying well, ah.. i forgot reactor cooling....
And then you add bridge, corridors, weapons and dont forget cargo space to hoard your loot somewhere.

Occasional crash
Gameplay content is limited
AI is in its early stages (ship combat AI works well)
Simplistic infantry combat (for my taste)

People who like this game should suggest to the devs various missions and events which would happen in the world, because the game is currently lacking them (except the tutorial).
I would like to see improvements in the world desing: Station dwellers could do some meaningful tasks around stations, ships could come and go from and to stations. Ships in the world could have their destinations and tasks.

This game has big potential, hopefully the development will go well.
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30 of 43 people (70%) found this review helpful
2 people found this review funny
Not Recommended
6.1 hrs on record
Early Access Review
Posted: February 15
15 FEB 2016

as of right now, i would not recommend this game, even though the potential for greatness is there.

the game feels like a mix between the original stardrive and FTL. you have the option to explore an absolutely massive galaxy, all the while walking around your ship and repairing components in realtime, as youre fired upon. in theory, this seems awesome. in practice though, its another story. you cant pilot the ship and repair at the same time so repairing during combat is effectively impossible, unless youre willing to take hits for free as youre doing damage control. ive read that you can have another crew member, but he mostly sits in a station, and cant help. speaking of stations: the stations are actually environements you can walk into, complete with living quarters, reactors, storages and docking ares and whatnot. once again: in theory, exploring a massive space station sounds exhilerating. in theory, its a damn mess. the stations are absolutely massive and your character moves at maybe a brisk walking speed. there are no directions or maps, so finding things through the bland station is annoying at the least.

-massive galaxy
-interesting radar system
-combat feels interesting, with the possibility of destroying systems and systematicly crippling an enemy.
-ship building and designing

-stations are too big and empty
-no AI crew members to repair as you fight, or boost systems (this will come later but its a major problem now)
-no audio cues or UI elements indicating loss of systems. you can have a hull breach and lose air, yet no indication, and you suddenly die
-controls are clunky, yet manageable
-no multiplayer in a game that feels like MP would be amazing.

i would only recommend this game under these conditions:
-you are a hardcore space enthusiast and any amount of ship building/space exploration game satisfies you
-you wish to support the developers
-game is ridiculously cheap, like 5$

otherwise, just wait for more updates, especially the ones adding AI crew members, and more quests/storylines/jobs to do. as of right now, the game is too empty to be worth your time. theres definitely potential for an incredible game here, but a lot is still missing.
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15 of 17 people (88%) found this review helpful
422.7 hrs on record
Early Access Review
Posted: April 9
For anyone that enjoyed FTL, this game is a must have. Although the game is obviously incomplete, I've already spent over 100 hours playing, according to steam.

Excelllant ship customization. You start with a basic template of a ship you've aquired by either starting with it, or capturing it. You then swap out components, reroute wiring, place power supplies and capacitors, hallways, airlocks, rooms, special modules, etc. The customization is pretty much endless. This is by far where I've spent the most time in the game, trying to squeeze in one more turret or optimize the power flow.

Large Map: Currently the vast majority of the map appears to only contain asteroids and empty space, but zooming out, you can see that there is a vast galaxy to be populated as the game becomes more complete.

Good ship to ship combat: Able to board enemy ships and stations and wipe out their crew via a bit of gun play. Knowing the enemy ship types matters in a fight and will help you find weak spots to concentrate your fire on. The biggest guns don't always win a fight, though it sure helps. You can out maneuver, and disable bigger ships with some skill and knowledge. This is where your ship customization skills really show.

Forgiving death mechanic: Well, you get cloned every time you die and start back at your base station. Not a big deal since you only lose the ship you were in at the time and any cargo in the hold. The game appears to expect you to die often.

Mining: You can mine asteroids with the right equipment.

Psycho robot advisor.

Not a finished game. The game is playable, but what content they have is a bit repetative. The basic game play is solid, just not much to do except kill ships, design ships, capture ships, hunt for blueprints.

Research: The research kind of ticks me off. A large portion of the fun in this game is designing your ship. The only problem is that you have to find blueprints for every peice of hallway, doorway, etc. before you can remove or install it on a ship. You will end up with half baked ship designs because you couldn't remove half of the hallway or door tiles somewhere in the middle of a ship. After over 100 hours, I still haven't found half of the components, so I can never fully redesign any ship template.

Bugs: There are a few annoying bugs, but nothing I wouldn't expect from an early access game.

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15 of 19 people (79%) found this review helpful
17.7 hrs on record
Early Access Review
Posted: February 15
Very cool game so far! needs some work, and it is alpha, but I keep coming back to learn more. Really love the exploration and ship detail.
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11 of 12 people (92%) found this review helpful
1 person found this review funny
42.7 hrs on record
Early Access Review
Posted: February 15
I guess it's a bit unfair to thumbs up or down this early stage of the game but after my 7.5 hours of gameplay I decided to give it a thumbs up, for now at least :P

oh and sorry for grammar and such english not my 1st..

1st of all the game is overpriced for what you get, just my opinion, that said, I don't regret spending my 30$ can for the sole reason that this game is really freaking promising, like epic if you like that genre of game, and I gladly pay 30 $
if it can fund and help them make this game what it could be.

2nd Right now it's not for everyone, we all know the jazz about EA but some people just won't ever understand I guess...
For now, your main activity will be grinding ships and a bit of mining and farming.

3rd (and last con :P ) Is there bugs? Is it possible to encounter a game breaker or even a corrupted save???
Already answered that one it's Early Acces an no different form most EA...

I'm on win 10 good gfx card and a nice 24 g ram and on my system the game works mostly flawlessly, yes I had some minor crash, had a save file corrupted too, but I played for almost 8 hours straight (looking through the forums I know Devs are already investigating and they seems very present in the forums answering questions etc)

Now the goods!

The ships are nice and original to me, I wish I knew a bit more about the ship editor connecting things and all seems pretty unfriendly, but at the same time it gives you the posibility to redo completely or even partially the inside layout of your ships, with huge amount of details like you need something for air ,electricity, docking or even just move your cockpit in the middle section of your ship so its safe from getting wrecked.. things like that

I like the fighting , you can shoot every component on the enemy ships example you blow the air generator they will have to repair it in the heat of battle or suffocate to death, best part if it's a lone pilot he won"t be able to fight back if he have to repair something important, or ultimatley, you can board their ships, just watch out somethimes they won't let you get away with it :P

I really enjoy the ships fight as I like fighting on foot, both feel good and responsive, it's pretty nice to be able to gear your characters a bit rpg style.

GFX are what you can expect nowdays, space backround, planets and such are nice, Lots of ships that looks cool and are very different one from another even the shapes suprised me, and the amount of things to make it work inside its so awesome, you can interact with those parts like repair them ect and the process, although slow, is very nice, or they can catch on fire etc..

MY CONCLUSION: Right now you have to be very in that kind of game to enjoy it, Starting can be hard, I got grinded by about everything at first instead of me grinding. Once you know the qwerks it's pretty enjoyable.

I saw some complaint about having nothing to do in the game, well right now you have endless ships fight, endless boarding (ships and station) ya it can get repetitive fast for some but I must be part of those who like grinding ^^

I have a ♥♥♥♥♥♥♥♥ of EA that I ain't sure about, this one just can't fail to my opinion the core to awesomeness is there!
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11 of 13 people (85%) found this review helpful
1 person found this review funny
43.2 hrs on record
Early Access Review
Posted: February 14
I don't normally take time to review games, but I just had to for this one, sure there is alot of things that could be 'even better' but what is already in, is very interesting, I've not yet played very long but the sheer potential of cool for this game is staggering :-), so far ive yet to hit the limits of the game so I can't comment on the amount of things to do...

But it plays top down 'w-a-s-d' control of your charecter then when you walk up to a navigation console you can zoom out taking control of your ship, find some sorry pirate disable his firepower, dock to his ship and switch back to controlling your captain, move though the corridors of your ship to the docking bay, enter the enemy ship, kill the crew and fly on.

That description should easily tell if this is the kind of game your looking for, I know it is for me.

So yeah at this point it might be a bit repetitive and I dunno about the amount of content, but the consept alone deserves thumbs up.

Please don't ♥♥♥♥ it up :-), looking foward to more.

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13 of 18 people (72%) found this review helpful
1 person found this review funny
0.1 hrs on record
Early Access Review
Posted: March 26
bought this game from steam and it did not work. Posted a bad review and was contacted by the developer within two days. It works now
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Recently Posted
5.3 hrs
Early Access Review
Posted: October 11
This game is right up my alley. Space/huge area to explore/combat/2d top down... and many other things I like about this game. I REALLY want to see this finished.
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59.0 hrs
Early Access Review
Posted: October 8
A long time ago, I was looking for a game, that looks like Master Of Orion. Ended up finding this great game)
Although it has nothing to do with MOO except space theme, this game just attracted my attention with its complexity of ship design, and absolute freedom in exploration and piracy.

I think it will be cool if devs can add multiplayer sometime. Damned AI Crew member always gets crazy (

I wish luck to the devs, and I would surely recommend this game for anyone who loves spending hours designing ultimate ship, and then doing whatever they want.
Helpful? Yes No Funny
21.3 hrs
Early Access Review
Posted: October 7
Not worth $30! This game has a lot of potential but at the rate it's being built it will be years before the devs accomplish much of it. At the moment it seems the previous version of the game had more to offer than the current version. No mining or farming at the moment. And what is it with devs and early access games... They always seem to complain about how much time they have to put into them and all the things about life that get in the way of making a game. NOONE ASKED YOU TO DEVELOP IT! Don't want to do something then don't but since you did you should man up and get to work. Have a great day.
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C. B. Klaus Doerlibeker
5.4 hrs
Early Access Review
Posted: October 1
Needs lots of polish, yet still more pre-alpha than a real game.

Not recommended at the current state.
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10.5 hrs
Early Access Review
Posted: September 5
This is a shell of a game with extremely frustrating controls and gameplay. Steam won't let me return this game because it took me more than 2 hours of deep frustration to figure out there wasn't anything beyond the frustration. :/

Plus, it's one guy working on this game. We can safely say this game is going to take forever to develop in to a game worth $30 because it's THAT far away from being playable.
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The Ben Obiwan
0.7 hrs
Early Access Review
Posted: September 4
I'd love to play this game, but atm I can't dock the first ship. I can't dock back onto the station, either. I just can't dock anything. Pressing shift shows little squares on the docking port to line up with... well.. I don't know. There aren't any little squares on my craft. I've tried lining up every angle and position imaginable, nothing happens. I spam X like none of your business, not a damn thing happens, so for the moment, I can't recomend this game.
I'll come back to this one a little later, hopefully this bug is fixed, or maybe an extra instruction will be included to tell me how to dock.
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Davey Sire
83.0 hrs
Early Access Review
Posted: August 26
Wonderfully fun and Hard. Needs a lot of work to from here but the base of the game is enjoyable. Partial Gameplay guide>>>

Stage 1: What the ♥♥♥♥ is happening? Why did my ship split and two...? Why is the narrator a sassy ♥♥♥ Sentient AI? Wait! I died?

Stage 2: Sassy AI Tells me to spawn a ship. Ok. Hack a broken ship. OK. Repair Sed Broken Ship Ok.

Stage 3: Cause the Tutorial to bug out. Sweet :)

Stage 4: Delete Save File and Restart the game skipping the intro. Success

Stage 5: ♥♥♥♥ it I'm looking for a big ship to steal. Find a big Ship, Saves game and attempts to fly up to it.

Stage 6: Die.

Stage 7: Alt-F4 Game and reload Save

Stage 8: Repeat Stages 6-7 (5 Time)

Stage 9: Ok! I cant steal a ship so I'll go to station.

Stage 10: Living the dream walking through corridors. Thinking that everyone is an enemy I Mandingo Slaughter them all.

No more stages, ♥♥♥♥ gets real. I try to find my way back to ship and find that this airlock does not lead to my ship. I end up inside a sexed up ship with a lively crew, so I kill em all. Walk up to the consle, hacks ship in 30 seconds. Presses T to warp drive. oops. didn't disengage airlock and now i get to suffocate in my new ship that I didn't save in.


Start at Stage 5
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2.6 hrs
Early Access Review
Posted: August 19
the controls r just to buggy for me
Helpful? Yes No Funny
71.9 hrs
Early Access Review
Posted: August 18
BRILLIANT, all it needs is ground vehicles and planets to land on like in the game colony assault and this game would be just perfect!
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44.5 hrs
Early Access Review
Posted: August 15
First off: This is a work-in-progress, unfinished, non-user-friendly product. The game has weird bugs, from typos to missing doors to traffic jams to crashes, and what little information is available online is often for one of several older eras of the game when things worked substantially differently.

That said, its gameplay premise is fun, and has a lot of promise. Ships have an 'inside' you walk around in, and an outside sprite you see in space battles - but they are 1-to-1 correlated, so what pixel-size damage occurs outside is accurately reflected on the matching full tiles inside. Ships are customized using multi-tile equipment of various shapes, with a 'conduit' power system that has a nice balance of complexity and ease. Internal layout winds up mattering a lot, as you try to protect the delicate parts from damage, expose elements for maximum effect, power it all with conduits, and find space for hallways to walk in so you can make emergency repairs (magic healing wand, with a limited range).

The ship designing and combat are this game's strengths. The free edition of WTF contains much of that - the ship customization tool, and a simple debug arena for combat. Zero Falls is where the RPG and world sides come in to play; those systems are slowly progressing. You have a 'home base' spacestation, where you respawn and freely fabricate new ships (though you have to unlock hulls, component blueprints, and how 'expensive' of a ship you can replicate - these are the core RPG progression mechanics, for now). From there, it's sandbox spacegame, with attacking other ships either trading or patrolling, and/or engaging in trade yourself, to acquire those unlocks and the massive amounts of currency needed to 'research' them into useful form.


I first ran into this game a year and a half ago; it's continued down a promising path, and still looks like its headed somewhere interesting, but at this pace its going to be a long while before it gets to its destination. The core mechanics seem solid, its just fleshing that out into a full game. I finally made the jump when the price came down (price drop + sale) to a saner level. If you want a full game, this is not for you yet, it's just something to keep an eye on; if you want an early taste of the bumps, try the free version, and get Zero Falls if you want more.
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