Kaz Ball is a fast-paced, 5v5, team space-sport similar to hockey, rugby, or football. The core objective is to grab the ball, and shoot it into your opponent's goal more than they do it to you.
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Early Access Game

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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?

“The game is finally in a state where I'm comfortable making it publicly available, but I have quite a bit more that I would like to accomplish before calling Kaz Ball full release worthy. Early Access will provide valuable feedback, and play an important role in the design decisions that I make as I move towards the finish line. With the community's support I'm confident that choosing Early Access will make this a better game.

Also, I gotta get my wife off my back.”

Approximately how long will this game be in Early Access?

“There's a lot on my plate as the sole developer, so I estimate several months to a year before I've implemented everything that I would like for the first real release.”

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

“By the time the game exits Early Access, I plan for the game to feature several more ships that have their own weapons, skills, weaknesses, strengths, and customization options. There are also plans to have at least two fleshed out game modes, a few different maps, and a robust system for tournament / league play.”

What is the current state of the Early Access version?

“As I write this, there is a single open-space map where players freely fly and play the game. There are a handful of ships models, but they all have the same statistics. There is a Persistent Playtest server that is always up and is populated with bots that will drop in and out as player join and leave. There is also a basic regional matchmaking system that will spin up dedicated servers as players enter the queue for PvP or bots.”

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

“It really depends on the success of the Early Access program, but I feel that the content added over the Early Access lifetime will warrant at least a small increase in price.”

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

“The community is always welcome to view our Public Issue Tracker to see what is in the backlog, and what's currently being worked on. Players are more than welcome to post bugs, feature requests, and generally engage in the development process of Kaz Ball.

We also have a Discord Server where I'm situated more hours of the day than my wife likes.”
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Recent updates View all (16)

March 17

Updates to Early Access Release

It's been a while since I've posted an update on the Steam page, so I'd like to take a little time and reveal some new plans for the Early Access release.

I've decided to release Kaz Ball for FREE during the Early Access period. There are several reasons for this, which I'll outline below.

1. This will (hopefully) allow me to grow the player community rapidly. Part of the release delay has been due to my terrible marketing skills, and my inability to find a great PR firm within the confines of my budget. Since this is a multiplayer game, it's a good idea to grow a community around it early on, before trying to capitalize on it.

2. I also feel that paid Early Access has become way too common in recent times. Asking players to pay for an unfinished project has the potential to bring on even more negative reviews by players who feel cheated out of their hard-earned money. I feel like players will be a lot more understanding, and forgiving of an unfinished title that was received for free.

3. Honestly, I'm just tired of sitting on this game. I enjoy working on it, but all of this work is for nothing if people can't play it, even if I don't make any money off of it while still in development.

This means, however, that I need to rethink a lot of the back-end services that allow Kaz Ball to function. In the current state of those services, I'm not sure that they would be able to support a massive influx of new players. I want to make the release as smooth as possible, and that means leveraging some different techniques that will take a little time to set up.

This does not represent any sort of shift in my promises to deliver a game without micro-transactions, or anything of the sort. During the E.A. period, and beyond, there will still be absolutely no extra paid ships/skins/content/etc.

I'll add another update once I have migrated some of these back-end services, and will update everyone with an E.A. release date very soon.

Thanks to those who have continued to express their interest in this project, along with all of the emails, Steam discussions, and Discord chat.
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About This Game

Kaz Ball is a fast-paced, 5v5, team space-sport similar to hockey, rugby, or football. The core objective is to grab the ball, and shoot it into your opponent's goal more than they do it to you.

You achieve this by flying to the ball and grabbing it with your grappler. You must then avoid enemy blasters long enough to pass the ball to your team mates, or shoot it into the opposing goal.

When your ship is hit by blaster fire it doesn't explode, but you'll drop the ball, and you sure will spin a lot. You'll need to correct your ship's orientation in order to get back into the action!

Everyone in the game is flying around freely in the huge, open space arena so be sure to use that freedom to pull off some awesome maneuvers, and epic plays!

The game is currently in the middle-stages of development. We currently have a single, never-ending, persistent playtest server running in the cloud. This allows us to continuously integrate new changes into an environment where we can gain valuable feedback on the core mechanics and gameplay.

System Requirements

    Minimum:
    • OS: Windows XP, 7, 10
    • Processor: Any Dual Core
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 570
    • Network: Broadband Internet connection
    • Storage: 1 GB available space

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