2d space combat like no other. From the perspective of a single crew member, explore the fully destructible interior of any ship in a massive living world. Engage in space combat with no hitpoints where you know your enemy is dead when you see them fall out of their ship into the cold dark of space.
All Reviews:
Mostly Positive (287) - 73% of the 287 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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About This Game

2d space combat


Wayward Terran Frontier aims to create the best real time 2d space combat that has ever existed by simulating the full interior of every single ship in real time during combat.



You play from the perspective of a single crew, capable of moving at will between ships and stations, even into empty space via an EVA suit. You can engage in combat directly with the crew members of a ship, however the real focus of Zero Falls is on ship to ship combat.



In combat between ships, your health is your crew, and the functionality of your modules that is lost as they are destroyed.

  • Lose life support and your crew will run out of air.
  • Lose sensors and you won't be able to detect or target enemy ships
  • Lose your engines and you may be stranded in space for the rest of your life



Best to avoid explosive decompression or you may find yourself suddenly respawning at your home station.



You play as a nameless clone created by an ominous artificial intelligence set on accomplishing...something in this star system. Will you follow its orders or go rogue and play by your own rules? That's up to you. The story of Zero Falls takes place in a large star system filled with deep sandbox elements.



  • Multiple factions with their own motivations and allegiances
  • Dynamic economy with NPC trade ships making real trade runs with real cargo for pirates to plunder.
  • Entirely open and free. Every ship, station, and derelict has a fully mapped interior for you to explore.
  • Steal ships and scrap them for resources and to learn how to manufacture them yourself
  • Design the ultimate mining barge to collect the resources needed to manufacture ships or just steal the resources from a friendly NPC mining party
  • Explore progressively more dangerous sectors of space to find better ships and technology for your collection



Players can also optionally design their own ships with a built-in ship editor that allows you to control every pixel of your ship's design down to the type of toilets.

Alternately import custom ships designed by players and uploaded to our workshop. You will see their ships wandering in the open world and you can attempt to defeat them and, if lucky, board them to steal their ship for yourself.

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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