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 (94 reviews) - 71% of the 94 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 (41)

June 17 - Steam Workshop

We are opening the steam workshop to the public today.

This patch includes 1 significant bug fix, however it is primarily a release of the new features necessary for interaction with the steam workshop. You will notice that we have added a mod upload option to your main menu.

If you have no interest in creating or uploading custom content, you should ignore the new button and instead check out the newly opened...

Wayward Terran Frontier Workshop

You can use the steam workshop to import custom ship hulls made by other users into your single player game world for added variety and customization. You will still need to find these ships, and they might be rare, but you can subscribe to as many as you like for potentially unlimited ship diversity.

Also I created a comprehensive guide on how to use the workshop features, and how to make custom ship hulls here:

Guide - Creating and sharing custom ships

...And if that wasn't enough, Jan has been working tirelessly to create a image editing tool that honestly should not be given away for free because it is so freggin good. The tool is specially designed to help make really great looking custom ships for our rendering engine, and preview them without having them in game. You can find the tool inside my steam guide, or just download it here:

Jan's mod tool

This represents the first time we, as developers, might find a really cool space ship in our game that we didn't expect to see, so that's pretty exciting for us.


6 comments Read more

June 3 patch notes

This is a provisional going-live event. I'm currently very heavily distracted by the health of a family member, however has been ready for testing and I want people to try it out so it is going live. If there are troubles I may revert, however I suspect this will simply work.

Chanes are as follows:

Monogame 3.6

This is bonus contents i guess, we upgraded to monogame 3.6 by accident when I ran the installer not realizing it would replace my binaries.

Monogame 3.6 brings more efficient sprite drawing and some low level fixes to sound stuff as well as various small framework things here and there. In theory this should simply make everything a little faster and practice it means you can't resize the screen by window dragging anymore.

Mono 3.6 integration is also helpful for the other 6.1 additions.

Debugging tools

The big addition you will notice is the new debugging tools. To activate them get into the test arena and press Delete when piloting your ship. You can spawn any of your profiles via drag+drop controls and use the faction settings tool to make any battle scenario you like.

This video shows off the new tool

Flotillas support

Flotillas are fully 100% supported in this update. They allow a custom ship to be assigned a faction and added into the general population of a single player game world. Having flotilla files working is the first step to getting mod support working.

Steam API and Workshop

We integrated the steam API and this version is technically compatible with the steam workshop. Currently there is a small group of testers who are using the provisional version of the workshop to test integration. If you would really like to try out the new features talk to Red in the community forums about joining the tester group.

The workshop lets you simply subscribe to flotillas à la carte to customize your single player world with custom ships.

Other changes

  • fixed a station texture that was the wrong size
  • profiles will no longer crash if there is no .tac file or if the .tac file is corrupt or invalid
  • reduced TOBI output to be in line with the new movement system
  • conduit glow now decays over 1 second causing less seizure inducing visuals and it does so in a way that is actually a slight optimization to all conduits
  • added a screen that allows uploading to the workshop. It is still in testing and disabled by default, but it is in there.
  • design debugging is now enabled for those in the steam tester group for use in testing flotillas
  • fixed a crash when a ship without an emission layer breaks into shards
  • profiles that fail to load now explain why they failed to load via the loading screen progress log
  • fixed a crash caused by ships without turrets
  • there is now a maximum target lock duration that will be used even if your ship has no sensors so small fighters can use missiles again
  • added the ability to toggle floating combat text in the options menu

11 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
Customer reviews Learn More
Mostly Positive (94 reviews)
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