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ZeroSpace Megathread - Page 9

Forum Index > General Games
174 CommentsPost a Reply
Prev 1 7 8 9 All
Berstis
Profile Joined December 2025
22 Posts
February 16 2026 11:40 GMT
#161
There are about 25-50 people playing this thing. Its pretty much done, isnt it?
Harris1st
Profile Blog Joined May 2010
Germany7086 Posts
Last Edited: 2026-02-16 12:24:55
February 16 2026 12:21 GMT
#162
On February 16 2026 20:40 Berstis wrote:
There are about 25-50 people playing this thing. Its pretty much done, isnt it?


Why would you say that?
This was a limited demo with 0 marketing (this is a problem TBH)
There was supposed to be a small tournament. Anyone any info?
Go Serral! GG EZ for Ence. Flashbang dance FTW
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2026-02-16 12:39:13
February 16 2026 12:33 GMT
#163
On February 16 2026 21:21 Harris1st wrote:
Show nested quote +
On February 16 2026 20:40 Berstis wrote:
There are about 25-50 people playing this thing. Its pretty much done, isnt it?


Why would you say that?
This was a limited demo with 0 marketing (this is a problem TBH)
There was supposed to be a small tournament. Anyone any info?


It's on Artosis's twitch page (or was, at least)

I have taken a quick look at the technical side of the game a few times, and i'm still a bit concerned about performance (comparing it to SC2). There's quite a lot of what looks like shader compilation stutter during gameplay, but hopefully they can iron that out. The unit count stuff looks promising.

I'm mostly waiting for release-state campaign and co-op, + videos from GGG on the campaign :D

Esports is and always will be just the icing on the cake of a good game. I don't really like to see a lot of emphasis on it too early in development, and personally all of my interest comes from understanding/analysing the game state and the decisions that the players are making - it feels meaningless to watch people play when i don't know all of the different units, buildings, stats/abilities etcetc. I don't feel particularly compelled to learn all of that stuff when the game is in an alpha state and likely ruin a lot of the experience for myself either, but looking forward to it.

As for players, they are starting EA proper in ~Q3 with substantially more features. I wouldn't really bother looking at playercount until at least then.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Berstis
Profile Joined December 2025
22 Posts
Last Edited: 2026-02-16 21:57:33
February 16 2026 21:57 GMT
#164
On February 16 2026 21:21 Harris1st wrote:
Show nested quote +
On February 16 2026 20:40 Berstis wrote:
There are about 25-50 people playing this thing. Its pretty much done, isnt it?


Why would you say that?
This was a limited demo with 0 marketing (this is a problem TBH)
There was supposed to be a small tournament. Anyone any info?

You answered it pretty much yourself: There is 0 marketing, there wont be a budget for marketing. Who is their audience anyway? Everyone who had his fair share of Starcraft 2 is not gonna play a "Custom Map" version of the game. Everyone else could just play the Starcraft 2.
Not too mention that it looks extremely like a china ripoff version of Starcraft 2
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2026-02-17 07:39:27
February 17 2026 07:38 GMT
#165
Advertising an alpha which isn't for sale would be a wild exception, not the norm. It is very much considered mid development right now, with the first "sellable" version (EA start) 6 months down the line.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Berstis
Profile Joined December 2025
22 Posts
February 17 2026 09:37 GMT
#166
On February 17 2026 16:38 Cyro wrote:
Advertising an alpha which isn't for sale would be a wild exception, not the norm. It is very much considered mid development right now, with the first "sellable" version (EA start) 6 months down the line.

There are a couple of things wrong here:
Its not presented as an alpha version
Its pushed out as a demo
They are (not) advertising their game on "steam pvp fest"

I think its quite naive to assume that they are on some kind of scheduled develepment plan. They are simply developing on the run.
Harris1st
Profile Blog Joined May 2010
Germany7086 Posts
February 17 2026 10:12 GMT
#167
On February 17 2026 06:57 Berstis wrote:
Show nested quote +
On February 16 2026 21:21 Harris1st wrote:
On February 16 2026 20:40 Berstis wrote:
There are about 25-50 people playing this thing. Its pretty much done, isnt it?


Why would you say that?
This was a limited demo with 0 marketing (this is a problem TBH)
There was supposed to be a small tournament. Anyone any info?

You answered it pretty much yourself: There is 0 marketing, there wont be a budget for marketing. Who is their audience anyway? Everyone who had his fair share of Starcraft 2 is not gonna play a "Custom Map" version of the game. Everyone else could just play the Starcraft 2.
Not too mention that it looks extremely like a china ripoff version of Starcraft 2


Visuals are not my cup of tea either. But I was like the only person to like Stormgates visual direction so I am not the norm lol.
I hope as soon as the campaign is ready with the early access they do some sort of marketing. Be it via social media, twitch, reviews and whatnot. You don't need a lot of money for that TBH
Go Serral! GG EZ for Ence. Flashbang dance FTW
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
Last Edited: 2026-02-17 12:45:27
February 17 2026 12:44 GMT
#168
Its not presented as an alpha version


It is!

They are (not) advertising their game on "steam pvp fest"


It's a PVE-focused game in alpha. They're targetting one of the steam fests later in the year when they have content ready.

It would do more harm than good to put all eyes on the game before it's even ready to go into the start of EA.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Berstis
Profile Joined December 2025
22 Posts
Last Edited: 2026-02-17 14:42:31
February 17 2026 14:35 GMT
#169
On February 17 2026 21:44 Cyro wrote:
Show nested quote +
Its not presented as an alpha version


It is!

Show nested quote +
They are (not) advertising their game on "steam pvp fest"


It's a PVE-focused game in alpha. They're targetting one of the steam fests later in the year when they have content ready.

It would do more harm than good to put all eyes on the game before it's even ready to go into the start of EA.

It is not
https://store.steampowered.com/app/1605850/ZeroSpace/
https://www.playzerospace.com/
There is nothing on steam that suggest "Please dont look too closely". It says: "Download our Demo!"

Let me quote them:
"Get access to our Open-Beta(2025) and receive exclusive updates on events and a chance to participate in our Closed-Alpha(2024).

Enlist Today!
"

A demo is usually released to, you know, "demonstrate" your (almost) finished game. Its not a beta-test, or else they would call it that.
But fuck it: The lines between alpha, beta, release-candidate, release-version have been terminated a long time ago. Since all those game are developed by indi-fan developer being their own bosses, they can just release whatever they feel like
SoleSteeler
Profile Joined April 2003
Canada5458 Posts
February 17 2026 18:49 GMT
#170
It really goes to show how much marketing helps for games. The game is certainly not building any hype from what I can see. But I think many (including me) are hopeful! I did play the demo (beta or whatever) like a year ago or so and had fun. Just did the campaign missions.
Hider
Profile Blog Joined May 2010
Denmark9426 Posts
February 17 2026 19:25 GMT
#171
On February 16 2026 21:33 Cyro wrote:
Show nested quote +
On February 16 2026 21:21 Harris1st wrote:
On February 16 2026 20:40 Berstis wrote:
There are about 25-50 people playing this thing. Its pretty much done, isnt it?


Why would you say that?
This was a limited demo with 0 marketing (this is a problem TBH)
There was supposed to be a small tournament. Anyone any info?


It's on Artosis's twitch page (or was, at least)

I have taken a quick look at the technical side of the game a few times, and i'm still a bit concerned about performance (comparing it to SC2). There's quite a lot of what looks like shader compilation stutter during gameplay, but hopefully they can iron that out. The unit count stuff looks promising.

I'm mostly waiting for release-state campaign and co-op, + videos from GGG on the campaign :D

Esports is and always will be just the icing on the cake of a good game. I don't really like to see a lot of emphasis on it too early in development, and personally all of my interest comes from understanding/analysing the game state and the decisions that the players are making - it feels meaningless to watch people play when i don't know all of the different units, buildings, stats/abilities etcetc. I don't feel particularly compelled to learn all of that stuff when the game is in an alpha state and likely ruin a lot of the experience for myself either, but looking forward to it.

As for players, they are starting EA proper in ~Q3 with substantially more features. I wouldn't really bother looking at playercount until at least then.


Competitive gaming is massive. It's what make people play the game over and over, e.g. CS, Dota, LOL.
Yes you can get some players in by making a decent single player game, but if multiplayer isn't wowing people, it won't establish a stable player base.
ETisME
Profile Blog Joined April 2011
12683 Posts
19 hours ago
#172
One thing I can definitely tell, is each playtest etc have quite a few major polish and changes.

What I am bit conflicted is, I am not sure if it is worth all the extra time/resources.
Polish is definitely ideal, like path finding, more visual and audio cues etc.

The gameplay (in terms of XP tower, faction and merch, heroes etc) have been decent for a while now, ignoring balance side of things.

I hope they aren't burning too much cash into gameplay changes, but more on delivering quality content. (the new PvE maps are decent enough)
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Harris1st
Profile Blog Joined May 2010
Germany7086 Posts
Last Edited: 2026-02-18 08:00:57
12 hours ago
#173
On February 18 2026 04:25 Hider wrote:
Show nested quote +
On February 16 2026 21:33 Cyro wrote:
On February 16 2026 21:21 Harris1st wrote:
On February 16 2026 20:40 Berstis wrote:
There are about 25-50 people playing this thing. Its pretty much done, isnt it?


Why would you say that?
This was a limited demo with 0 marketing (this is a problem TBH)
There was supposed to be a small tournament. Anyone any info?


It's on Artosis's twitch page (or was, at least)

I have taken a quick look at the technical side of the game a few times, and i'm still a bit concerned about performance (comparing it to SC2). There's quite a lot of what looks like shader compilation stutter during gameplay, but hopefully they can iron that out. The unit count stuff looks promising.

I'm mostly waiting for release-state campaign and co-op, + videos from GGG on the campaign :D

Esports is and always will be just the icing on the cake of a good game. I don't really like to see a lot of emphasis on it too early in development, and personally all of my interest comes from understanding/analysing the game state and the decisions that the players are making - it feels meaningless to watch people play when i don't know all of the different units, buildings, stats/abilities etcetc. I don't feel particularly compelled to learn all of that stuff when the game is in an alpha state and likely ruin a lot of the experience for myself either, but looking forward to it.

As for players, they are starting EA proper in ~Q3 with substantially more features. I wouldn't really bother looking at playercount until at least then.


Competitive gaming is massive. It's what make people play the game over and over, e.g. CS, Dota, LOL.
Yes you can get some players in by making a decent single player game, but if multiplayer isn't wowing people, it won't establish a stable player base.


While true, this is not something you can or should bank on. These are unicorns which come around like every 5 years and are here to stay. Don't expect your game to be a unicorn. Don't build a game with only competitive modes in mind. Where is the incentive for people to even get into said modes.
Go Serral! GG EZ for Ence. Flashbang dance FTW
Hider
Profile Blog Joined May 2010
Denmark9426 Posts
Last Edited: 2026-02-18 20:07:26
48 minutes ago
#174
On February 18 2026 16:59 Harris1st wrote:
Show nested quote +
On February 18 2026 04:25 Hider wrote:
On February 16 2026 21:33 Cyro wrote:
On February 16 2026 21:21 Harris1st wrote:
On February 16 2026 20:40 Berstis wrote:
There are about 25-50 people playing this thing. Its pretty much done, isnt it?


Why would you say that?
This was a limited demo with 0 marketing (this is a problem TBH)
There was supposed to be a small tournament. Anyone any info?


It's on Artosis's twitch page (or was, at least)

I have taken a quick look at the technical side of the game a few times, and i'm still a bit concerned about performance (comparing it to SC2). There's quite a lot of what looks like shader compilation stutter during gameplay, but hopefully they can iron that out. The unit count stuff looks promising.

I'm mostly waiting for release-state campaign and co-op, + videos from GGG on the campaign :D

Esports is and always will be just the icing on the cake of a good game. I don't really like to see a lot of emphasis on it too early in development, and personally all of my interest comes from understanding/analysing the game state and the decisions that the players are making - it feels meaningless to watch people play when i don't know all of the different units, buildings, stats/abilities etcetc. I don't feel particularly compelled to learn all of that stuff when the game is in an alpha state and likely ruin a lot of the experience for myself either, but looking forward to it.

As for players, they are starting EA proper in ~Q3 with substantially more features. I wouldn't really bother looking at playercount until at least then.


Competitive gaming is massive. It's what make people play the game over and over, e.g. CS, Dota, LOL.
Yes you can get some players in by making a decent single player game, but if multiplayer isn't wowing people, it won't establish a stable player base.


While true, this is not something you can or should bank on. These are unicorns which come around like every 5 years and are here to stay. Don't expect your game to be a unicorn. Don't build a game with only competitive modes in mind. Where is the incentive for people to even get into said modes.


I think I probably agree with you. My perspective, you can only develop a successful competitive game if you have a clear vision for how to create a significantly better competitive experience and how to attract a desirable target audience. You develop a proof of concept to test out your ideas at the lowest cost possible.

All of these conditions must be met for the game to have any chance, but instead I think RTS devs suffer from the following:

* They don't have a clear vision besides "better QoL"
* They are not developing a quick prototype to test the hypothesis.

It is a longshot to make a succesful competitive experience, but the costs of a small prototype has to be low. Don't hire 30 people until you have validated this.

My hypothesis:

RTS games have far far more potential for awesome micro opportunities. Current RTS games have only reached perhaps 30% of it's potential. If I nail micro, I believe a large percentage of the MOBA audience could be captured.



I have several ideas for awesome micro opportunities I want to test. If I were to develop a game i would need to create a prototype to validate it (or invalidate it).

It is essential that the feedback must be extremely positive, if it's "yeh i guess it was okay" - the game is DOA and needs to be redone. If the target group is not absolutely loving the micro mechanics it cannot work.

My impression is that game-devs are not properly getting feedback and not changing course of directions fast enough. All of these games are just meh. It feels like they use feedback to fine-tune their existing ideas - whereas they need to be willing to start completely from scratch. But if you already built a large team maybe that is too late.
Sent.
Profile Joined June 2012
Poland9279 Posts
11 minutes ago
#175
I do not think many MOBA players want more micro in their games, especially the RTS kind of micro. If we wanted to focus on the MOBA audience (and I agree that's one of the most optimal directions) we should focus on developing co-op, team games and visually appealing unit skins. Releasing the game with super-casual modes similar to SC2's Desert Strike and Star Battle or LoL's ARAM should probably also be on the priority list.

It doesn't look like Zerospace is heading in that direction. It's supposed to have co-op, but just having co-op is not enough.

The campaign and general lore looks way more promising than whatever Stormgate tried to sell, and we shouldn't forget that there's a significant group fo RTS players who are mainly (and sometimes exclusively) interested in the single player mode. I think the campaign and the 1v1 experience are going to be Zerospace's main selling points.
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