A 3rd person arena shooter with zero gravity
User reviews:
Overall:
Very Positive (184 reviews) - 94% of the 184 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. A reasonable estimate would be until around June 2017, but it could be anything.”

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

“-It's almost certain there will be a significant number of new maps and game modes before release.
-There should also be more weapons, and quite likely the existing ones will be replaced/improved.
-I plan, and would very much like, to add AI for offline mode. Whether this will be possible in a doable time-frame remains to be seen.
-The graphics could be improved drastically, not at all, or anywhere in between, depending on practicality and also player feedback. Note: it's not impossible that graphical changes could increase the system requirements. If this were to happen and the game became unplayable for you, I'd be happy to refund you
-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. It's also a little light on features and content 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.
  • 5 game modes
  • 8 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 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.
  • Very occasionally, avatars seem to end up walking on their side...
  • Occasional crashes. These seem more frequent for some people, and others report having never seen a crash.
  • Have observed various other bizarre things happening, but I currently believe these were due to a dodgy connection to the host.

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 (47)

June 26

Update 33 (Default weapon change)

I've made a start on a new model for the railgun (which was ridiculously long now that the weapons are used one-handed). I'm pretty pleased with it so far, but plan to do some more work on it anyway.
Also, perhaps more noticeably I've made some pretty significant changes to the weapon set this week, having consulted with players about the default weapon. The charge laser is now gone (at least temporarily), having been replaced by the SMG as the default weapon. The charge laser wasn't really competitive with the other weapons, so there was no point having it a pickup in the maps. Something I may do in future is repurpose parts of it's assets as a laser weapon in a different role though. Anyway, as well as now being the default weapon, I've changed the SMG to use projectiles instead of hitscan as before. This is just an experiment, so you're welcome to let me know what you think of this and I can easily change it back, but I personally find it more satisfying to use like this. Possibly performance will be an issue, so let me know if you get framerate drops while the SMG is being used. I imagine it will be fine though.


COMMUNITY MADE MAPS:

  • New map "Cave" from Ex3mx (Max Graw). I think most will agree with me that this is a particularly remarkable map. Not only is it a kind of open map that we haven't really seen like this in ZGA before, but it's also incredibly stylish. I strongly suggest everyone takes a look at it.


ADDITIONS:
  • New railgun model. It's styled more as a pistol now (I wanted to give it a similar outline to a revolver, although it's still supposed to be a railgun), and I think is looking better overall. I'll probably be doing some more work on, but I think it looks alright currently, for the kind of distances you'd typically see it from.


CHANGES:
  • Railgun now has increased knockback force. This is now enough to knock the target of their feet. This level of knock-back has been quite a big deal in the past (particularly for the weaponized grapple beam), so this may make the Railgun OP. Do let me know your observations on this. I think the railgun possibly could have stood to be a bit more competitive anyway though.
  • SMG now default weapon.
  • SMG now uses projectiles instead of hitscan. The projectiles currently move much faster than any other projectile weapon in the game, but still slow enough that there's significant travel time at longer ranges.
  • The charge laser is at least temporarily removed, having been replaced by the SMG as the default weapon.
  • I've updated the manual. It listed the number keys as corresponding to out of date weapons. It now just says the number keys correspond to weapon slots without mentioning specific weapons.
  • Minor changes to shotgun appearance. Still planning to go back and do more work on this.

5 comments Read more

June 21

Redesigning/replacing default weapon, any input?

Like I say, I'm thinking about redesigning or replacing the default weapon (currently the charge laser). If no one's particularly attached to it, I'm considering either removing it completely and making the SMG the default weapon again, or replacing it with a completely new weapon/redesigning it beyond recognition.
I personally find the charge laser not very fun to use. If you like the default weapon as it is though, let me know.

I'd also be interested to hear any thoughts on what qualities the default weapon should have, such as:

  • Infinite ammo or not? The charge laser currently has infinite ammo, but is limited by recharge time. I'm currently feeling inclined to impose ammo limitations on the default weapon again, in order to promote more movement and also force use of different weapons.
  • It makes sense to me that the default weapon should be easy to use, in order to make the game more beginner friendly. It'd be interesting to hear what people think makes a weapon easy to use. I'm guessing high rate of fire full auto weapons.

30 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

Windows
Mac OS X
    Minimum:
    • OS: Windows 7 or later (64 bit only)
    • Processor: i3-2120
    • Memory: 4 GB RAM
    • Graphics: Radeon HD6670
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Minimum download speed of 0.35Mb/s and upload of 0.075Mb/s is required
    Minimum:
    • 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.
Customer reviews Learn More
Overall:
Very Positive (184 reviews)
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