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 (200) - 75% of the 200 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 (85)

March 9

What is Your Favorite Playstyle?

Hi again everyone,

There's something I'm curious about. What is your favored playstyle?

Zero Falls is optimized for two different playstyles: trading and piracy. You can either optimize ships for capacity and storage and go the Han Solo space trader/smuggler route, or else you can outfit your ships with every Kill-O-Zap death beam at your disposal and blast weaker ships into oblivion.

I started a new save recently, and currently, I'm favoring piracy. Looting abandoned asteroids and space stations and selling your cargo for spare cash is all well and good, but for me the excitement in Zero Falls comes from piracy and the high-impact space battles. I'm still not far enough through the early-game to really be an effective pilot in a death match and I often pick battles that I don't end up winning, but it's still satisfying to see the other sucker explode into a thousand different particles which go flying off into the infinite black in every direction.

I'm also currently in the process of outfitting the Vulture and Eagle blueprints with extra rockets and autocannons. I'm not very good at it.

So what do you favor? Piracy or trading? Or a combination of the two?
26 comments Read more

February 23

Updates, Feedback and ModLab Mondays

Hi everyone,

We hope that you've been enjoying the new patch that came out a few weeks ago, and that the bug fixes that George and Jan have added have been making for a smoother gameplay experience.

We'd like to open the complaints department to feedback once again and ask for any general, constructive input you can give on how we can keep improving Zero Falls. Specifically, we'd be interested to know if there is anything we can do to make modding Zero Falls easier.

I put this question out a few months ago and expected more concerns about ship modding. It turned out that most of our audience seems to want the ability to mod other aspects of Zero Falls e.g. weapons, player character, space stations, ship components etc. I would like to corroborate this and see whether my observation is right and you'd like to be able to mod other parts of the game.

Incidentally, on the subject of modding, I have an announcement to make.

As you know, our lead artist Jan has made quite possibly the most dangerously useful normal map generator known to man (I am referring of course to ModLab). We thought that maybe more people should know about it, and we'd like your help to make that happen.

I'd like to start showcasing your ModLab/Steam Workshop creations every Monday through the month of March and beyond on our Twitter account @wtfdevs. I'll be asking for submissions both individually and in the Zero Falls General and Modding channels on Discord shortly. If you'd be interested in showing off your ModLab ship creations for the internet to admire, then you can also send them to me at my Reason Generator email address ttaborek@wtfrontier.com or send them to me on my Discord pickitupska79.

For the moment we're going to call it #ModLabMondays.

Thanks everyone, and have a great weekend.

Travis

ModLab Steam Page: https://store.steampowered.com/app/768970/ModLab/

ModLab Tutorial: https://www.youtube.com/watch?v=9lKMgj9lwKw
4 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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