A 3rd person arena shooter with zero gravity
All Reviews:
Very Positive (223) - 93% of the 223 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 in summer 2016 to determine whether or not the core concept would be well liked enough to justify continuing development. As it turned out, it was extremely well received, so for the last two years I've continued to act on community feedback and suggestions to improve the game to the point where I think it's now just about to be ready to leave Early Access.”

Approximately how long will this game be in Early Access?

“The full release is now scheduled for 08/08/2018”

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

“The game is now almost in it's final state for the release from Early Access, so the main changes between now and launch will most likely be minor fixes, improvements, balance changes and perhaps some minor feature or content additions.”

What is the current state of the Early Access version?

“As mentioned before, the game is now very close to the full release. There are probably a few more bugs to hunt down though.

Current features:
  • Online multiplayer with either dedicated, or listen (player hosted) servers. At present, there is only one official dedicated server, but I will add more as the need arises.
  • Bots which spawn automatically on dedicated servers if there aren't enough players to play against, or which can be used to play offline matches.
  • A system of unlockable cosmetics, which are unlocked by Steam achievements, but otherwise free.
  • Support for LAN games
  • 6 game modes
  • 8 official maps
  • An ever growing number of community-made maps.
  • 6 weapons (5 weapons per map)
  • Up to 12 players per game (but this many players is not recommend for most maps. Dedicated servers currently set the limit as 8)
  • Editable controls
  • A simple tutorial
  • A simple in-game chat system
  • Graphics, audio, HUD and mouse settings

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

“Zero G Arena is now at the price it will launch at, although it will most likely be launching with a launch discount! Feel free to put the launch date (08/08/2018) and wait for the discount.”

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

“I've made a point of being highly responsive to community feedback and suggestions so far, and many player's suggestions have made it into the game. The final launch is now so close that I almost certainly won't be able to implement any more major feature requests before it, but I will definitely be acting on bug reports and perhaps some suggestions for minor changes or additions.”
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Recent updates View all (73)

July 22

If you had modified controls before update 43, you might need to reset them

Whoops! As a side effect of the menu controls becoming rebind-able in update 43, anyone who had modified controls will probably find that the in-game menu doesn't open when they press ESC or M any more.

You can either go to the edit controls menu and add a key for the menu (unfortunately, I've also realised that you won't be able to enter ESC for this, as it currently just cancels the key input), or just reset the controls to default, which is a function available in the edit controls menu.

Sorry for the inconvenience!

I've got just over two more weeks to pull this kind of nonsense after which I will try to avoid this kind of thing so far as possible...

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July 21

Update 43 (New tutorial)

Finally, a replacement to the old and extremely outdated tutorial. I personally feel like this is the final addition that promotes ZGA from an “early access” game into a “finished” game (although the full launch is still not for a couple of weeks or so [08/08/2018, don't forget!]).

Anyway, I am now planning to make very few functional changes apart from bugfixes, in order to reduce the risk of introducing new bugs before the launch. Please do continue to let me know of any bugs you find.



  • A brand new and improved tutorial! This is largely Max's work. It should be a better experience to the old tutorial, although it doesn't go into as much depth. It should provide new players with enough information to quickly grasp enough of the mechanics to join games and start having fun though. I would like to add “Advanced” tutorials in future, but that will most likely not be before launch.
  • You can now grapple “dead” players.
  • The open-in-game-menu controls are now rebind-able in the edit controls menu.
  • Increased the level of the default graphics settings to a medium level of detail. This means that people with lower end PCs will probably have to turn down the graphics settings as soon as they run the game for the first time. The next addition will hopefully encourage them to do so.
  • There is now a message that displays in the main menu when you haven't set any graphics options yet.

  • Laboratory is now about half the size as it was before. It also now has basic AI support, although the bots won't be particularly good at making full use of the cylindrical sections yet.

  • The melee kick now does less damage at lower speeds and more damage at high speeds. In other words, speed now has a bigger impact on it's effectiveness. As another result of this, the kick can now kill in one hit for an extremely high speed difference to the target. I usually avoid one-hit-kill things, but I'm making an exception for particularly epic kicks here.

  • Temple has a new skybox.

  • New soundtrack piece “Hypermassive Rotating Object”. I was initially very pleased with this one, but I'm now not sure if it fits into the game very well. I also tried a bit of a musical experiment for the second half of this piece of music. I've got a feeling it's going to come across as some kind of mistake though. Well let me know what you think of this one if it comes up anyway.

  • If you've changed the weapon hotkeys from the defaults I'm afraid I might have invalidated those particular settings, so you may have to set them again. I'm going to try to avoid these kind of shenanigans after Early Access

  • Added a brute-force fix for the pre-match timer being occasionally inaccurate for clients.
  • Added a similarly brutish fix for a highly intermittent issue I've observed whereby you are still on red or blue team after a dedicated server map change to a non-team mode from a team one.
  • Eliminated the cause of a memory spike that I believe was still occasionally causing a crash on the dedicated server when changing maps to Temple.
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About This Game

Zero G Arena will be leaving Early Access on 08/08/2018 and will have a launch discount of 40% at this time! It is currently at it's final launch price (with no discount), so I won't hold it against you if you wanted to wait until the full launch and get that 40% discount.

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.

Note that the release from Early Access is now very close (08/08/2018) and the game is now at it's final launch price. The plan is to apply a launch discount for the release from Early Access, so feel free to put the launch in your diary and wait for the discount.

System Requirements

Mac OS X
    • Requires a 64-bit processor and operating system
    • 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
    • Requires a 64-bit processor and operating system
    • Requires a 64-bit processor and operating system
    • 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.
    • Requires a 64-bit processor and operating system
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