A 3rd person arena shooter with zero gravity
User reviews:
Very Positive (197 reviews) - 94% of the 197 user reviews for this game are positive.
Release Date: Nov 3, 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?

“I initially put Zero G Arena in Early Access to determine whether or not the core concept would be well liked enough to justify continuing development. At this point, I can say it has been, so will continue developing the game to completion (whatever that might be).
The plan going forward, as before, will be to continue to work with players to produce the best possible game.”

Approximately how long will this game be in Early Access?

“The ultimate scope of the game is currently undetermined, so that's impossible to say yet.”

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

  • There should be a number of new maps and game modes.
  • There will probably be new weapons.
  • One feature I'd very much like to add is AI for offline mode. This could be extremely time consuming though, so it may have to be dropped depending on when I decide to aim for for the full release. If this is something you'd particularly like to see added, let me know and I'll take that into account.
  • The graphics have already undergone improvements, and should improve more before release.
  • I think it's fairly likely there will be dedicated servers before release. Listen servers have worked well so far, but dedicated servers would provide a more consistent experience.
  • Something else I'd very much like to add is a long term progression system, with unlockable cosmetics.

That being said, I'd like to reiterate that it's impossible to guarantee any of these for certain, so the game is priced based on it's current state, and that's mainly what you should consider when deciding whether to buy it or not.”

What is the current state of the Early Access version?

“The game is substantially closer to a finished product than when it entered Early Access, but it's still pretty early in development. There are undoubtedly going to be undiscovered bugs, and new bugs tend to appear as I add features. It's also a little light on features and content in general at the moment. For a reasonably comprehensive description of the game's current state, see the feature list below.
All that being said, I know many people find the game very fun in it's current state.

Current features:
  • Online multiplayer using Listen (player hosted) servers. At the moment, the host has complete control over the game mode, map e.t.c and is responsible for starting the match.
  • Pretty basic matchmaking: Servers are listed by the host's steam name, along with the current map and game mode. The host can also set the player limit for a server, and an optional password. Unfortunately, ping is not currently available in this list.
  • Support for LAN games
  • 5 game modes
  • 8 official maps (note as of me writing this, not all of these maps have been affected by the art overhaul, so may look pretty awful)
  • An ever growing number of community-made maps.
  • 5 weapons
  • Up to 12 players per game (but this many players is not recommend for most maps)
  • Editable controls
  • Some pretty basic character customisation (just colour)
  • A simple tutorial and text manual
  • A simple in-game chat system
  • Graphics, audio, reticle and mouse settings

Known issues:
  • Possible freezing issues with certain AMD graphics drivers. Characterized by the game freezing repeatedly (accompanied by the audio messing up). I currently strongly suspect that this is an issue with the drivers rather than the game, but I advise you contact me on the forums if you encounter this issue, and don't play the game for more than two hours, so you can get a refund if it cannot be worked around.
  • Probably the most commonly occurring issue at the moment is that one of the avatar's feet can get stuck in the floor on jumping.
  • Another issue that's been known to occur is players spawning outside the map. This is a pretty serious one, since it's almost impossible to get back in without quitting and rejoining the game.
  • I've personally encountered a very serious issue on one occasion where, when hosting a game, most of the players abilities completely stopped working. This seems to be extremely rare though.
  • The game may crash occasionally, although I'm hoping most if not all crashes should be fixed now, I can't be sure there aren't still some highly intermittent ones left, or that more won't be introduced.

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

“The plan is to increase the price gradually, in accordance with the game's current state, over the course of Early Access.”

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

“As much as possible. The game is at a point where the core mechanics are finished, but everything else can be designed to fit based on player feedback. I'll be listening and responding to all feedback to the best of my ability. I can't promise to implement everyone's suggestions, of course, but I'll endeavour to explain my reasoning when not. I'll also be highly appreciative of any bug reports.”
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Recent updates View all (55)

August 19

Development files update 5

There are a couple of things that bear mentioning with this dev files update:

1)The assets Ex3mx made for the main game are now available in the content browser, and you're welcome to use those.

2)I've come up with an extremely inelegant “solution” to the people-falling-out-of-the-map issue, in the form of a special object called “LevelBounds_BP”. You drag one of these into your level to define a boundary for that level, and if any player leaves that boundary, they're teleported back inside the map.
The basic “LevelBounds_BP” class just has a box which you'll need to scale up so it encompasses the whole level.
I've actually already added one of these to all of my levels and the copies of user made maps on my end. If you're thinking of updating one of your maps in future, or making a new map, it'd be good if you could add one of these to your level. It doesn't have to fit outside the level really tightly, but it's best not to leave a huge gap, or an escaped player might try and grapple back into the map and not leave the bounds.
Note that you can add additional collision shapes to the bounds, and there's also a “LevelBounds_Blank_BP” with no default collision box, so you can use other shapes if it makes more sense. To be honest, I've just used the smallest box the level will fit in so far though.

Anyway, like I say, this won't actually prevent players from being thrown outside the map, but it should move them promptly back in, since previously they'd have to quit and rejoin, or the host would have to restart the match.
2 comments Read more

August 17

Update 37.5 (“Hotfix” for non-functional auto-managed server option)

Immediately after releasing yesterday's update, I realised I'd provided an unintentional sneak preview of an upcoming “auto-managed server” feature. While the experience of actually ticking the checkbox in the listen server menu should be pretty representative of the final version, unfortunately that's as far as the preview went (the feature isn't actually implemented yet), so I decided I need to patch that out ASAP to avoid confusion where a host thinks they don't have to start the match themselves.

As usual, there are a couple of other things that made it in with the hotfix.

  • It turns out DarkGuy1001's map Prota was actually supposed to have a couple of big rotating coil models around the electrified cylinders. These got disconnected in transit (it happens). The map is now looking how it was supposed to, including some materials that also got removed. The coils look really cool, and should also serve to dampen the extreme killing power of the electrified cylinders, which killed me probably more than any other player in the couple of matches I played yesterday on Prota.

  • With yesterday's update I was finally successful in raising the brightness level of the map Temple to a good level for those not blessed with the auto-exposure feature (it doesn't seem to work with integrated graphics). Unfortunately this had the side effect of making the map several orders of magnitude too bright for those with auto-exposure. I've now found a way to limit the auto-exposure so it doesn't blind anyone else. RIP the eyesight of everyone I was playing with yesterday.

  • The aforementioned non-functional “auto managed'' server option has been hidden.
2 comments Read more
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About This Game

Zero G Arena is an online multiplayer, 3rd person arena shooter, with zero gravity. Players have magnetic shoes that can be turned on or off to switch between running on magnetic surfaces and floating. Players also have a grapple beam, which can be used for swinging or pulling towards objects or surfaces, as well as a wall jump, which can be used to kick off from surfaces while floating.

The mechanics can be used in combination for a practically unlimited range of manoeuvres. The zero gravity mechanic is supported by ragdoll physics, so that the in-game avatars react convincingly to forces and the environment.

The aforementioned magnetic surfaces can be at different angles to each other, allowing for interesting situations such as where your wall is another player's floor.

The game is still at a fairly early stage of development. I recommend reading the Early Access section above for more information on it's current state before purchasing.

System Requirements

Mac OS X
    • OS: Windows 7 or later (64 bit only)
    • Processor: i3-2120
    • Memory: 4 GB RAM
    • Graphics: Radeon HD6670
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Additional Notes: Minimum download speed of 0.35Mb/s and upload of 0.075Mb/s is required
    • OS: Mac OS X 10.9.2 or later
    • Processor: 2.9Ghz intel core i7
    • Memory: 4 GB RAM
    • Graphics: Radeon R9 M380
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Mac must be from mid-2012 or later. You will probably be alright with less powerful macs, just perhaps for matches with fewer players.
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Very Positive (197 reviews)
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