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 (110) - 74% of the 110 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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Buy Wayward Terran Frontier: Zero Falls


Recent updates View all (49)

September 21 notes

Well that was a fun round of debugging, think we got some good ones both with new content and with old bugs that have been causing instability forever.

here's the latest change notes:
  • fixed a bug where missile mastery values were multiplying by 0.2 instead of 1.2 causing missiles to go crazy slow
  • fixed a general error with the mastery screen that caused mastery points to not apply their effect when leaving the screen
  • fixed a bug where the captain's log was eating some items if you right clicked them
  • background rendering performance cost reduced by aprox. 25%
  • increased the brightness of the home sector
  • fixed a bug where health regen and oxygen regen was calculated every frame instead of every second
  • NPC ships owned by the player will not try to avoid overlapping other ships
  • ships do not try to avoid overlapping with other ships while they are trying to dock
  • fixed a bug with smart launched missiles mastery talent

What we would really like to do now is switch modes and start development on some new content again, which means ideally the next patch will be and will contain fun new stuff that will continue the story and make the game suck less. That's going to be our plan unless something really urgent comes up and needs to be fixed asap.

Our plans for the next update include lots of new ships, new modules, new zones, and the continuation of our game's story. We also will probably make the early game experience suck less with a new scripted event and some UI work, but the main focus of the next update is the core storyline content. Looks like I'll be writing some more dialogues.
6 comments Read more

September 19 notes
  • engineering rooms in stations can no longer be accessed, this is because engineering rooms don't work in stations
  • added keybinding for strafe left and strafe right so strafing can be done without holding left mouse
  • fixed a bug where regions were being generated multiple times
  • keybinds can now have a modifier key in addition to the primary bind
  • your config settings have been reset to support new settings options
  • Added a notification to failed EVA entries
  • fixed a bug where ships were rechecking their mass too often
  • fixed a bug where shields were adding mass to ships in some situations
  • some old modules that were meant to be disabled have been nerfed into oblivion instead for backwards compatibility
  • fixed some text rendering that was at risk for crashing on systems with different language settings
  • as far as I can tell you should not be able to warp to inactive gates, but I've added another check to make sure you can't
  • fixed a bug in ship AI that could cause invalid ship positions
  • increased the amount of CPU the game spends on trying to find trade routes for NPC trade ships so they will spend a little less time sitting at stations
  • optimized trade route searches to prevent AI from checking the same nodes again
  • AI should find trade routes faster now - it is a pretty CPU intensive process and the reason AI sits on airlocks is because the game prioritizes FPS over trade route search processing
  • passengers now wait around in bars for 20 minutes after the first time you see them instead of 1 minute
  • crew should now properly regenerate health and oxygen while inside stations
  • fixed a bug with interior range checking that prevented checking the distance between tiles inside a ship, this could have broken both EVA entry and module repairing
  • reduced the speed of ejection of crew entering EVA
  • we hate EVA and we regret adding it and we almost decided to remove it with this update
  • refactored all code for checking if you have fallen out of a ship to reference common variables and prevent any mismatch when we change how easy it is to fall out of a hull breach
  • updated pathfinding to use the same logic as EVA when testing if a node can be stood on without falling out of a ship
  • made the EVA entry map more conservative while making actual EVA entry more liberal
  • fixed a bug where EVA sometimes checked the wrong location when looking for a nearby valid location because the entry location you chose wasn't valid
  • fixed some keybind conflicts with multi-key binds
12 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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