Hope they get a decent launch.
ZeroSpace Megathread - Page 8
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ETisME
12702 Posts
Hope they get a decent launch. | ||
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kAra
Germany1405 Posts
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Harris1st
Germany7139 Posts
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Sent.
Poland9288 Posts
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Harris1st
Germany7139 Posts
On October 07 2025 20:08 Sent. wrote: That would be surprisingly early. How so? What is their funding situation? KS campaign was "just" 500k and that was 2 years back. Now another year on top till release? 3 years with 500k? | ||
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Sent.
Poland9288 Posts
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Harris1st
Germany7139 Posts
Steam Nextfest - February 23rd - March 2nd 2026 We are still weighing the options of a potential Early Access after Next Fest, or holding off for a full release. We will continue to update you as we inch closer into certainty. Does look a lot like Q2 2026 | ||
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Hider
Denmark9433 Posts
Early mistakes don't end up in a sure loss, and there's always a little bit of comeback potential. If the system's meta is already on a razor sharp edge of balance(i.e. SC2's where 2-3 more units early game can win you the game) then it really limits your ability to balance units. So we work on the meta first, make sure it has a lesser degree of snowball early game (we do that through various mechanics like topbar, even XP towers aren't giving full XP early on, early hero revive timers). This is 100% spot on. Also interesting | ||
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CicadaSC
United States1898 Posts
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maybenexttime
Poland5770 Posts
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abuse
Latvia1944 Posts
On December 04 2025 01:45 CicadaSC wrote: Let's all embrace and play zerospace together this upcoming playtest. We need to support the future of RTS. what playtest, when, how to get in? | ||
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Harris1st
Germany7139 Posts
We currently have 3 playtests planned! Backer Only Playtest - December 2025 In addition to the content that was available in our Tacticon Showcase, we’ll be testing out the alpha version of our dedicated 2v2 mode and showing off 2 new Co-op missions in this test. Steam PvP Fest - February 9th - 16th 2026 This playtest will have a focus on our versus mode, featuring a tournament and prizes! We’ll release specifics as we get closer to the event Steam Nextfest - February 23rd - March 2nd 2026 We’ll have a slew of new things to show off here! A few of them: New Merc Faction: Endari New Co-op mission Co-op and Campaign Meta Progression | ||
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Harris1st
Germany7139 Posts
December Playtest We’re having a closed playtest for backers December 15th - 28th! This playtest will feature: Campaign Prologue (More polished, and for those who missed this at Tacticon. Note: We have more missions completed, but we are saving them for launch) Co-op (2 new missions!) Versus (Including an alpha version of our new 2v2 mode) [More reveal on this later] If you’ve participated in a previous closed playtest via backing, key giveaway, etc. you will be able to participate. | ||
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Trozz
Canada3456 Posts
I’ll be sure to check it out. Fan of the genre. | ||
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Harris1st
Germany7139 Posts
https://www.kickstarter.com/projects/starlancestudios/zerospace/posts/4566390 Just noticed the planned launch date was May 1st, 2025 Any official updates on the new planned release date? May 1st, 2026 or later? | ||
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BLinD-RawR
ALLEYCAT BLUES50748 Posts
https://www.kickstarter.com/projects/starlancestudios/zerospace/posts/4605768 Steam PvP Fest (February 9–16) The demo will feature: Versus (Ranked 1v1) Co-op (3 new maps!) Skirmish (1v1 & 2v2 with friends or AI) On February 15th Artosis and Mapu will be hosting a tournament, sponsored by ZeroSpace (more details to come during the demo) Doing Steam Next Fest in June EA release in the summer. | ||
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Harris1st
Germany7139 Posts
On February 09 2026 14:16 BLinD-RawR wrote: update: https://www.kickstarter.com/projects/starlancestudios/zerospace/posts/4605768 Steam PvP Fest (February 9–16) The demo will feature: Versus (Ranked 1v1) Co-op (3 new maps!) Skirmish (1v1 & 2v2 with friends or AI) On February 15th Artosis and Mapu will be hosting a tournament, sponsored by ZeroSpace (more details to come during the demo) Doing Steam Next Fest in June EA release in the summer. Not sure how to feel about this. On one hand, yes please do refine and polish. Don't rush it. Don't be Stormgate. On the other hand, release was planned for May 2025. Now release is planned for ~ July 2027... with what kind of funds are they paying for more than 2 years extra development before release? Maybe I'll play a Co-op or two and watch the tournament. Not interested in playing ranked when the game has like "alpha" status or whatever | ||
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Sent.
Poland9288 Posts
The game has quite a few quality of life improvements that I'd love to see in sc2, but also some things that make it look like cheap forgettable games from 2000s. I am worried that the lack of basic command window will scare away potential new players. Why are "attack", "move" or "patrol" buttons not displayed anywhere? There are some hit or miss design choices like the Strider, which I don't know how to feel about. It doesn't look like a thing you'd want to have in an action-packed esports title, but it's also something that kids and other causual players would probably love to toy with. Some aspects of the game make it feel like roach hydra vs roach hydra from a noob's perspective, and that's not an exciting kind of gameplay in my opinion. There are also very little "wow" moments comparable to baneling or reaver scarab explosions. I am aware slowing the game down makes it more accessible to casual players, but I feel like there should be moments where split second decisions make a huge, visible impact. Other aspects are very cool like top bar powers, map objectives or mercenary customization. I bolded the previous sentence because those are really cool and I suspect my post is going to look very negative because of what I wrote above. I love the potential depth of the customization system because it should provide space for countering one-trick ponies or turtling. What I'm worried about is that none of the above will matter if people just don't talk about the game. It's sad that that the game gets very little promotion in the conent hubs I visit once in a while. | ||
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Hider
Denmark9433 Posts
Some aspects of the game make it feel like roach hydra vs roach hydra from a noob's perspective, and that's not an exciting kind of gameplay in my opinion. There are also very little "wow" moments comparable to baneling or reaver scarab explosions. Yes it's unfortunate and it's the same thing I've been writing on these forums for years that game-devs just get fundamentally wrong, you need exciting moments in any competitive game. Nothing else matters if you don't get this part right. I am aware slowing the game down makes it more accessible to casual players, but I feel like there should be moments where split second decisions make a huge, visible impact. I think you use a key-word there. Visible impact, it doesn't actually need to significantly change the game-winner probability. If we go back to WOL and one of its fundamental problems, it was one big battle into GG. LOTV is less so, but we could still make losing battles - a lot more for forgiving. I believe in a game where abilities can one-shot a lot of units and visible feel very exciting. High damage is essential. But it needs to be combined with a very strong defenders advantage and fast unit production so losing a battle only means you temporarily is losing a tactical position around the map. Immortals Gates of pyre, Zerospace, Battle Aces and Stormgate all run into the same issues with battles not being exciting. Battle Aces being the far biggest offender since it's almost a battle arena game and Stormgate probably being the least bad. | ||
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Harris1st
Germany7139 Posts
On February 16 2026 00:34 Sent. wrote: I downloaded the demo version and played a few games as a Protectorate player. The game has quite a few quality of life improvements that I'd love to see in sc2, but also some things that make it look like cheap forgettable games from 2000s. I am worried that the lack of basic command window will scare away potential new players. Why are "attack", "move" or "patrol" buttons not displayed anywhere? There are some hit or miss design choices like the Strider, which I don't know how to feel about. It doesn't look like a thing you'd want to have in an action-packed esports title, but it's also something that kids and other causual players would probably love to toy with. Some aspects of the game make it feel like roach hydra vs roach hydra from a noob's perspective, and that's not an exciting kind of gameplay in my opinion. There are also very little "wow" moments comparable to baneling or reaver scarab explosions. I am aware slowing the game down makes it more accessible to casual players, but I feel like there should be moments where split second decisions make a huge, visible impact. Other aspects are very cool like top bar powers, map objectives or mercenary customization. I bolded the previous sentence because those are really cool and I suspect my post is going to look very negative because of what I wrote above. I love the potential depth of the customization system because it should provide space for countering one-trick ponies or turtling. What I'm worried about is that none of the above will matter if people just don't talk about the game. It's sad that that the game gets very little promotion in the conent hubs I visit once in a while. Agree on everything. The UI is abysmal. Be it ingame and even in the menu. I need a decent campaign that' ll expain some stuff and hopefully makes me care. Makes me want to learn more about the world and the units. Right now I can't be bothered to learn the units and play versus. There are some interesting mechanics hidden behind a boring facade. Controls are pretty decent and the game has potential. About ~ 6 month left until EA. We'll see | ||
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