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.
All Reviews:
Mostly Positive (147) - 77% of the 147 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 (63)

March 21

Living world - biomes

The two most complained about things in the previous version seem to be the lame tutorial, the difficulty of learning the controls, and the fact that it is hard to get crystals during the mid-game when the story tells you to go talk to the pirates. Addressing these complaints have been the primary focus of my most recent development work.

New intro sequence

I've modernized our intro sequence and made the flight tutorial just...better. This one drops you into the action faster and doesn't ask you to sit around reading for a long time immediately after starting singleplayer. The old story elements are still there, but the irritating bits have been slimmed down a little and polished up some.

Also, as a side note, the creation of this intro sequence was the first test of a new quest framework upgrade I've been working on which will make it easier to write quests in the future. Since the intro sequence seems to work quite well, I'd say the new framework is a success.

My current project is using that framework to create the next stage of story content, but I wanna talk about the other project which is already in the engine, since that one is more or less working and ready to go.


This one was inspired by the lack of crystals. When trying to decide how to solve the fact that the player can't get crystals easily in the early game, I realized that crystals should ideally tie into asteroid mining. I needed both a way for crystals to get into asteroids, as well as a reason for the player to plant crystals in asteroids. I was also reminded of an old project I always wanted to work on which was lurking at the back of my mind forever: Asteroids should be a habitat for living stuff.

Thus, with much arms being thrown into the air I said "to hell with it" and sat down to program a feature I've been wanting for a while. Living biomes that exist as part of the world map and the space terrain.

There are now color coded factions which can inhabit asteroids and stations on their exterior. These factions, initially, are...

  • the monsters faction
  • a faction of native (hostile) crystal fauna
  • a faction of domesticated crystal fauna

They will spread in real time across the world map, infesting asteroids and creating hazards for the player. As an example, the blue faction, which spawns in the player's starting region, represents the space monsters sometimes found on stations. This biome will release spores which will roam space looking to colonize more asteroids, however the spores can also target the player. If they hit you, they will place a monster spawner inside your ship somewhere.

These spores can and will also target any NPC, so if you find an abandoned lifeless ship floating in space full of monsters, that's not a bug, that's emergent content. However the AI should already be smart enough to try and defend themselves.

The friendly domesticated crystal fauna will be unlocked in the green zone of the map which we are working on for the next update, and it will spawn wherever the player plants crystals inside a station. This biome will suppress other biomes and its spores will have beneficial and protective effects.

More importantly, when mining an asteroid with a drillbore, the contents of the asteroid interior will be affected by the status of current biome infestation. Containing ore, monsters, crystals, or maybe even other things depending on what has been growing on the outside of the asteroids.

However the most important of all reasons for adding the biomes is because it allows interactions with terrain that aren't interior based. We designed the game with space combat in mind, and the bulk of the simulation complexity is built around the ship exterior aspect of the game, yet we felt like too much time was spent in the interior. Biomes is another step in the right direction because they can grant resources like crystals through ship piloting activities, which will reduce the need for the player to spend so much time in their station.

Also biomes make the world feel more alive.
19 comments Read more

February 21

Beam Alchemy

A wise person once said, "There's weed killer in our corn!" but I digress. Today I'm here to talk about shiny beam shaped explosions of fun.

Have you ever thought to yourself "man, these beam weapons are totally cool and no development ever needs to be done to improve them!?" Well that's the exact opposite of what we've been thinking lately. I mean, the next update is supposed to fill out the remainder of the tech 2 tree, and I've already revealed that that means missiles, beams, and drones. So lets talk about beams right?

Philosophy of a beam ship

The idea behind beam weapons is that you have emitters, and you have controllers.

The emitters do the real work, taking energy off the power grid, storing it, and using it to provide various arcs that your beam can fire across. They are like the turret mount of the beam world. More of them means your beams recharge faster, sustain for longer, and can handle firing more powerful beam types. I consider emitters to be feature complete, and also cool looking.

Controllers on the other hand.... Well, lets just say Jan has interesting plans for those. If emitters are the "mount" then I guess controllers are the gun right? Seems like it takes the analogy too far. Anyhow, point is that a controller determines the property of a beam weapon, but there's only like...3 of them! You need a new module for each one and making new modules is hard so...

Beam alchemy

So I guess we needed a way to make beam controllers more interesting from a ship design perspective, and as a result we created beam alchemy. It solves so many problems in such a neat way.

Beam alchemy! That sounds like crazy talk.

Yup. The idea is that beam controllers no longer provide multiple beam types to choose from. Instead, they blend their properties together to produce a unique new beam type depending on which controllers you have used.

It even handles more than one of the same controller, increasing output for each additional controller with diminishing returns of course.

New stats and effects

With the new blending mechanic, we need to really nail down all of the functions and attributes for blending purposes. As such, we have done a lot of work to make sure that beam controllers have interesting stats to blend with other beam controllers such as:

  • damage rate
  • energy use rate
  • range
  • (new)charge duration
  • (new)...other effects

Other effects are the coolest part! Did you ever want a beam that slows your target by increasing their mass?

What about a beam that fires lightning?

How about whatever this thing is?

Our goal is that each beam controller will bring unique properties, unique animations, and unique effects, and that you will have the control to combine them into your own combinations to make the beam weapon that suits your ship best.

We're also going to put new types of beams onto AI ships so they can ruin your day in interesting and unique ways.
25 comments Read more
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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
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