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 (115) - 74% of the 115 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 (52)

December 10

Christmas update preview



We have a big update coming out next weekend which also happens to be the weekend before everyone starts taking time off work to sit at home in front of their computers drinking eggnog and playing space ship games. I want to release official patch notes after the patch is out, so right now I'm just going to group upcoming changes into categories and write summaries for them. We are busting our butts with testing and polishing right now as all of our planned content is in the game and just needs to be debugged.

New story content

In the previous update we overhauled a lot of the orange zone and replaced existing worldgen parameters of the orange zone with new content, new NPC interactions, new prefabs, and new quests and rewards to make the orange zone just generally better. In this update we are doing the same with the red zone.

We have remade pirate's cove with some QOL improvements like a warp gate that will take you there instantly once unlocked, and we have upgraded it to serve as a proper quest hub for the new story content that is being added in this update. You will find new NPC characters of varying degrees of sobriety to interact with that will give you quests and things to do, and the existing stations and loot tables have been massaged to fit better into the story progression of the zone.

We have also added a TON of dialogue. I seriously probably doubled the amount of dialogue in the game, and I had a lot of fun writing it so if you enjoy the story elements of Zero Falls then you are hopefully going to enjoy the new writing. Of course you jerks who skip all dialogue will be glad to know that there's still no pause between dialogue response clicking and the quest log should tell you everything you need to know in 1 or 2 sentences max.

Did I mention we have a proper quest log now? More on that later.

The red zone also has a massive space dungeon area added to it which is part of our goal to move the gameplay progression more in the direction of space combat. A lot of the story elements in the red zone will revolve around space combat, and your progression should be gated behind your ability to take out increasingly powerful enemy space ships. This is the first iteration of the endgame gameplay loop where we put the player up against increasingly difficult space enemies, and we don't have any data yet on how it should be balanced, so we ask you to be patient with it, give feedback, and expect it to improve in the next big update once we have tester feedback.

New game engine features

We have done a lot of work on the engine as usual, here's some of the important changes:

  • added some support for rendering quality settings that can be changed to affect performance
  • many optimizations, mostly around ship interior rendering
  • added a new framework that allows us to force sections of the game world to regenerate so that new content can be added in an update without invalidating past saves
  • currency items that drop when you blow up ships are now instantly collected and there is a new one that increases station construction capacity, goal is to shift the grind away from trading and towards space combat
  • Complete rework of save game logic which makes your saves into a file instead of a folder and allows you to maintain more than 1 save. Also uses compression so the files are small and easy to share
  • Added a new framework for attaching particle effects to the exterior of a ship via modules. Any module can have an arbitrary number of particle effects associated with it, and we plan to add 1 tile structure modules in the future which will allow decorating custom ships with particles
  • Many mechanical upgrades to the codebase such as ctrl-Z undo inside the editor, a working full interior screen-shot feature, and proper loading animation for long duration calculations
  • Many assets and module types secretly added for use in future updates which will probably immediately show up in workshop mods

GUI improvements

Jan has gone absolutely nuts with making the game look more professional. He has written a new GUI framework, and has been methodically going from screen to screen changing things in the order of what irritates him the most.

  • We have a quest log now!
  • You can actually zoom out to see more of your ship in interior view
  • All dialogue GUI has been replaced and made more readable
  • Text in general is rendered better now
  • The ingame menu and settings menu have been 100% replaced
  • There are new animations and sounds for some minor things
  • Check out the cool new stuff with the interior minimap and with repair guns
  • Switching between interiors of ships is faster and smoother now
  • Camera smoothing and screen blur transition effects

Early game improvements

I've also added a few new quests to the early game which will help the player with unlocking their first real ships and hopefully make the early game experience less painful. We know that the overall "feel" of progression in many areas isn't quite there yet, and this is maybe 2 small steps in the direction of fixing that problem by giving the player more guidance at the beginning of the game and getting them past the hump of initial difficulty due to having a crap start ship. If you've got a save game where you already got to pirate's cove, these quests probably don't represent very much missed content, you can think of them as an extension to the tutorial.

Our goal with this update is that anyone, no matter the state of their save game, can load their existing game and immediately jump into the new story content, however we also expect many people will be trying the game for the first time with this update. We wanted to polish both ends of our beloved turd.

We hope you enjoy the new update, and have a happy holiday season filled with lots and lots of irresponsible capitalism.
6 comments Read more

November 26

New content is being tested

Our latest batch of improvements and story content updates has gone out to testers on the private test branch. If I receive any positive feedback I will push to a new unstable test branch on steam for everyone to get an early preview and give some feedback, however until I do I will just be debugging and polishing as usual.

New fetures currently being tested

  • Overhaul of save game management with optimized auto-save, save to file, load from file, and the ability to maintain multiple save games at once, as well as all new GUI elements and smaller easier to share save files
  • Red zone story arc. Return to pirate's cove to start the next phase of the story. No need to make a new save, you can just pick up where you left off.
  • Engine architecture improvements. We added the ability to force the regeneration of key story sectors inside an existing save so that we can add more game without forcing you to remake your save
  • New GUI. Like, so much of the GUI has been redone you will just have to see it. Still working on more.
  • New ships and new tech. In addition to new story content in the red zone there are also new rewards.
16 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

    Minimum:
    • 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
    Recommended:
    • 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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