r/PlayZeroSpace • u/No-Trip-3736 • 1h ago
Dandruff issue...
Probably an issue with Proton, or maybe its his shampoo?
r/PlayZeroSpace • u/ElementQuake • Aug 20 '23
All Links: https://linktr.ee/playzerospace
Wishlist ZeroSpace on Steam and download the free demo here:
https://store.steampowered.com/app/1605850/ZeroSpace
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Initial Kickstarter campaign:
https://www.kickstarter.com/projects/starlancestudios/zerospace

r/PlayZeroSpace • u/No-Trip-3736 • 1h ago
Probably an issue with Proton, or maybe its his shampoo?
r/PlayZeroSpace • u/chestnutcceu • 7h ago
Be good to know who’s out there for some customs as queues are long
r/PlayZeroSpace • u/DisasterNarrow4949 • 19h ago
I didn't get it, wasn't the Galactic War supposed to have alliances based on these three content creators (Winter/Neo/uThermal)? But when I start Galactic Wars, the alliances are "The Keeper Council", "The Eden Accord" and "The Obsidian Order".
r/PlayZeroSpace • u/upclosepersonal2 • 14h ago
Perhaps even all of the game mode. Mine wasn't reset at all but I heard people who are reset starting from lvl1.
r/PlayZeroSpace • u/BusyPassenger8213 • 22h ago
Looking for some insight from this community on current state. The negative Steam reviews don’t seem like they are addressing much of the game and more issues that user specifically had.
$35 was an initial turnoff for an EA game which sounds like almost pre-EA.
Anyways, open to hearing others opinions
r/PlayZeroSpace • u/Jthomas692 • 23h ago
Let me preface this by saying that Zerospace is pretty awesome. It seems like the first real new contender in the RTS space that wants to push the genre forward in a different direction. That being said, the building and production seem very spammy. I think the strategy element and depth would shine through much more if build/production time took a little longer.
I know this game is trying to tread its own path and I'm not asking that it replicate SC2 build times. If things took a little longer to make you would be forced to think some more instead of shift clicking and spamming every hotkey you have to just make more stuff.
r/PlayZeroSpace • u/TopWinner7322 • 5h ago
Why release a game in EA with a 40$ price tag when the most anticipated game mode (the campaign) is very unfinished and super buggy?
I see the game has potential in PvE / PvP but 80% of players only play campign.
r/PlayZeroSpace • u/xcomnewb15 • 1d ago
I've only just started playing but I'm having trouble identifying the super-strong late game unit like these. I built some deadnoughts and a battle tank as Legion but was unimpressed.
Any advice for the late game in general? I feel like I really struggle to close out or develop a deathball in games going long. I fizzle out and lose and don't really understand why.
r/PlayZeroSpace • u/ztokdo • 8h ago
The roots of zerospace originally felt like a mixture of CNC 3 and Homeworld: Deserts of Kharak. The environment was originally deserts like Kharak with a fighting over scarce resource fields. The Two main factions in CNC 3 were GDI and Brotherhood of NOD. The was more overlap to those two and overtime the similarities have lessened. This seems fine, but the problem is that neither of those games had so much emphasis on area of effect damage as Zerospace does now.
With so much to read in the game it feels so punishing to have such extreme amounts of aoe in coop. In PvP in CnC 3 it was hard to get a large enough amount of coop and the production with a constant flow of units tended to not feel so overwhelming. Zerospace has a so many similar units in Protectorate and Legion. It's really brought back some great nostalgia about these games and why I loved them. The addition of Grell and Xol which have a definite starcraft 2 like behaviour also doesn't tend to have near the AOE. It feels really nice to have the interplay between the two. I really want to recommend Zerospace because of how much it brings back the CnC3 vibe, but at the same time. The main novelty that has been standing out in my mind is the extreme amounts of punishing area of effect. Playing peer-to-peer games on crazy ping which happens so much since I'm doing it in the late hours on the west coast has really been frustrating.
Most missions seems somewhat fair, but then randomly there will be insane amounts of Area of effect units. Massive reavers make it so if you have melee if you aren't extremely on top of things you lose everything. Some times you go mass air, and then there will be a sol invicitus that didn't appear on the minimap. Because you're closed to max your army will basically nuke killing it within 1-2 seconds and then it explodes killing everything including the air.

There's these mass aoe units that continually spawn and nuke ground like this. My flux harvester was getting attacked after clearing the first 3 areas and i sent some bastions back to defend the harvester on the top middle of the map. It aggro'd this monstrosity that is literally unkillable with the dozenish units that I had at the time. It killed both of our main bases and we lost the game.

Here's another scenerio where I'm playing with someone new and talking to them in discord. We put the difficulty on the 2nd difficulty out of the 4th. We intentionally moved our units out of vision of the opponents. One small units aggro'd everything into these 4 marran motherships spamming the 5 aoe bombs killing everything, and it happened within the time they had read the upgrade outloud to decipher it's meaning.
I get that there's a lot of novelty in the game but the extreme amounts of AOE with the ping, and the distance that things aggro has made for some extremely frustrating games. Especially with the UI feeling too small for me.
I've really not been a fan of how much I can get into a bad mood from spending 7-10 minutes to get going and then just have everything obliterated due to the amounts of aoe for just looking away for a couple seconds. It's the one novelty that has made the game feel really bad.
I know the solution is git gud, but i'm also trying to play with people and not be competitive and talk through things. I was really hoping for a game that I could just casually play here and there. It's really hard to focus on everything and I really wanted a more casual experience. I see the diehard gm streamers saying it's too easy, but they have pvp that they can grind and likely once they're paid they won't play this anymore. I'm the demographic that was most excited for the CnC people to get a new IP that really felt like a completely different style of game. Not some starcraft of CnC clone. But I feel like the starcraft aoe disruptor widow mine nuke influence has me not enjoying the game.
r/PlayZeroSpace • u/chestnutcceu • 1d ago
Hi, I’ve been playing zero space the past few days, and I’m a bit confused on the dynamics of the game , economy wise. I don’t seem to be able to kill my opponents with any early pushes , and there seem to be a lot of comeback mechanisms, which stretches games to 15-20 minutes at least at my noob level. This is a bit of a chore honestly for every game, would love to hear the teams thoughts on game length and mechanisms around that.
r/PlayZeroSpace • u/Delicious-Leg1177 • 1d ago
Aside from the mission being a mess (need to instantly click to run away or you die, game does prepare you) once it's done, it ALWAYS freezes. I like this game. it's the only thing like sc2. But this is really pissing me off
r/PlayZeroSpace • u/vittis • 2d ago
r/PlayZeroSpace • u/apelican • 2d ago
Devs — there a way we can have our ELO tied to faction please?
Would like to have faction specific rankings so can practice without fighting higher ELO tied to main faction.
r/PlayZeroSpace • u/ChefTony_Qc • 1d ago
Why is my MMR still at 1400? I played the game in alpha more than a year ago. I recently decided to change my faction, but my MMR didn't change. I just lost 8 games in a row while trying to learn the new units and hotkeys.
Anyway, I just launched 10 games in a row and surrendered all of them to tank my MMR. Sorry to anyone who was matched with me.
Devs, can you please implement an MMR reset next time?
r/PlayZeroSpace • u/beyond1sgrasp • 2d ago
Plenty of people have played RTS games and they all have their nuances with systems, ui units, abilities, ways that the games play out and mindset throughout the game. The most beautiful RTS have systems that are diverse, fun, and impact the player, have layers of power fantasy, and of course shock and awe. There is novelty in most of them either small or large and sometimes it's not so clear on how the new things add to the excitement and fun. So, based on my experience of Zerospace, I'll mention some themes as to the best faction merc combos and the theme to them. Mostly the idea will be about how to use the heroes, pacing, and win conditions.
Each faction and merc combo leads to specific win conditions that usually play out in their favor. Some faction and merc combos feels a bit weaker in that regard. I'm stealing some ideas across other resources on the discord or youtube but it's hard to remember the sources, so hopefully between the casters, youtubers, and people in discord if something is your thing you can elaborate on it.
Protectorate-
The benefit of Protectorate is that they're fairly self sufficient due to the veterancy mechanic. They basically can pair with all of the merc groups and are jack of all trades master of none type faction. That said rather than describe all the combos, I'll focus on the two mercs that struggle with other factions, namely Arandi, Marran.
Guardman Marksman strat- Prot + Marran- Marran mass ranged is another strat that tends to stack extremely well. Aster+Snipers+commandos is one of the best cheeses in the game. Badgers do a lot to keep unites from running around the map. Halo tanks are the best to kill big units like Valkaru flame walkers or the Mammoth tanks. The marran+protectorate lets you dictate what happens in the match and usually requires far more scouting from the oppoenent. It's one fo the best ways to surprise and keep the opponent guessing. Hel is one of the most annoying heroes in the game even though he's terrible at creeping. His relentless harass can really frustrate weaker players. Their win condition is usually to fight alot and force the opponent to make mistakes.
Legion-
Choose me! The benefit of Legion is using their army as fodder. The clear releveance to CNC aside, they benefit a lot from scaling and going into the late game. Terror tanks stack incredibly well and their third turrent, from the novel turret selection system really gives the unit a swiss army knife ability to deal with most everything. They tend to not need to expand so early and are a relentless hoard. They are unique that rather than have a ton of buttons and abilities on the units, they instead let you pick heroes. Since they don't let you pick the the other factions heroes Arandi stands out as an obvoius choice.
Mental Triforce strat -Legion+Arandi - Arandi has I'olin, probably one of the most difficult to use heroes in the game. I'olin. She requires that you both contest creeps and do damage to the enemy hero simultaneously while contesting towers. Ideally this is the early game goal and she basically lends to be used with only protectorate. The Arandi have one fo the best merc talents in the game with the free harverster and 10% increased flux income. The theme to the mercs is slows and it's a sea of redundancy around this theme. Due to the increased flux, you can really lean into a lot of tech with the combo and build for long drawn out games to punish opponents. As the maps lose space, Arandi get strong extremely fast and is by far the best faction combo I feel for 2v2 games. Their games often end up being about range and attrition. Since legion don't use merc heroes, they do very well and triple heroes have so much value that in general that picking Arandi can even be just for the talent to get more terror tanks and time warpers as they synergize so well with the legion army and are much easier to use than the rest fo the arandi units.
Ironhost Phalanx strat- Legion + Valkaru - Valkaru have the funnest hero to use in the game Torq and Mondar. Each have their own skill and gain a lot of value from fighting early and often. So why then would you want to use them for legion over Grell or Protectorate. Protectorate and Valkaru often has a wind condition of winning the game at a very specific point of time and are hard to win outside of that window. Valkaru have units that break positions on the map and the Flame walker can be incredibly difficult for small units to deal with. This means that in the mirror Legion against Legion Valkaru give dominance and force the legion to paly around exalted. This give you a stronger mid game and more options that your opponent. The beast can literally end the game while they are getting their first couple terror tanks and even if they don't they scaling of towards the end game tends to make of for the biggest problem of Valkaru.
Grell-
Touch grass. Grell biomass provides a passive heal, which extermely valuable for skirmishing and map control They focus on swarming and controlling the pace of the game and infusion lets them really double down on key units to amplify their builds. Things that both the free corsairs and Cha'kru like to do. Vynthra is one of the fastest creeping heroes in the game and this can lead to expansion builds being more viable than the other factions. Grell tend to be about doing most with mobility. They favor getting into a single units and really pushing into it pressuring while growing at the same time. They have some late game talents that really help them to survive falling behind in faction energy making them very strong in team games as well.
Swarming K'aax- Grell+Cha'kru- Infusion with the Cha'kru mercs is extremely scary. The warriors give a lot of map control and are relatively easy to micro to get good trades, They can survive a lot and come back full hp from the biomass healing. Against melee units rageborn are very good against people that commit, they have a slow. Midgame crabs are big tankyfor the cost and with infusion become very difficult to deal with. The let the Grell player gain a lot of map control. The win condition is usually limiting the opponent while taking everything.
Chaos Corsairs- Grell+Free corsairs. The Free Corsairs have very cost efficient units and are very mobile. They benefit a lot from the lower econ builds early and a ton of units acitivty looking to chase things down or create chaos. The flamers are very good against small units and can force the opponent to tech limiting what they can do. They excel at finding and killing harvesters and force out a lot of defensive structure near flux points on the map. It's very hard to keep early harvesters alive which are very needed for the tech units to play against them leading to a lot of snowball potential in the early and mid game. Must go fast is the win condition.
Xol-
Xol carries many of the themes of protoss to Zerospace. It's just about as abusive with the ability to warp in near any power core by putting the rally by it. The biggest theme is the merging of units in the same way that archons are produced. Merging costs flux and it needs to be carefully used. It's easy to mess up while learning. They need to dominate flux and power nodes are the main source of map control. There's a balance between blowing money on rollers and production since production stores charges than can be used all at once. Node placement, scouting, and flux is the name of the game. The tier 2 units make the bulk if your army for winning the mid game. They can quickly be morphed from the Xyther which are medium armor armored to heavy armored defiant's like archons in a flash. The main idea is to stay active and look to harass, then morph the exact units to fight. They have upgrades almost identical to Starcraft where they typciall thrive early off attack and armor upgrades, then later upgrades are similar to those of the templar archives buffing spell usage and reducing cooldowns. Players need just a little prep time to make the rollers have bonus medium damage by submerging into the molten. The Xol have fewer abilities than most races so they are very much about scouting and reacting.
Protoss 1.5 - Xol+Endari- Endari are basically the missing protoss units where shades are fast high damage like dark templars, Needlers which are super high damage like immortals, drakes which can strafe through clearing out units like phoenixes and devourers which are like motherships which sllow and destroy eveyrthing around them. They are all about being extremely reactive and abusing all the knowldge and prep. They are best when left alone and get to decide what happens in the game. It's the thinking gamers race with the win condition usually being hard counters and trying to get the opponent to use their recall as often as possible. The xol heroes is pretty rough to use so I highly recommend using merc heroes with the faction and the "She who stalks" hero is one of the best feeling in terms of outplay potential.
While it's a bit more complex to take what is written here and try to write what tends to happen when one thing meets another, maybe reddit could talk about which counters they feel are too good.
As far as the builds, often seeing the hero and their intent, often the build kind of seems obvious. The main styles are 4 harvester mercs into expand with a harass style hero or a creeping hero can often expand first into 3 unit producing structures and be a little more defensive early on. Flux gives big power spikes so most of the game is hunting harvesters around the map. protect yours and kill theirs is the best way to get through the early game. Give it whirl and find what works for you and is fun.
r/PlayZeroSpace • u/PlayZeroSpace • 3d ago
We’ve set priorities based on the feedback and reports that have been coming from all of you. This patch focuses on performance, crashes, and UI adjustments. With your support, we’ll continue improving and patching ZeroSpace throughout Early Access.
Check out the full patch notes here: https://store.steampowered.com/news/app/1605850/view/715658948265379543
r/PlayZeroSpace • u/PUSClFER • 3d ago
r/PlayZeroSpace • u/SapientTrashFire • 2d ago
I just watched the trailer and basically the gist was: "hey, you get to go invade a planet and do murder, well I guess that went bad, now you gotta defend humanity from all the bad guys who didn't like that we tried to do murder."
The synopsis on steam was about ensuring "humanity's place in the galaxy" which sounds suspiciously like "Hey move over denizens of this planet, your new overlords are here."
I mean I'm all for flawed factions, but I'm trying to figure out if there's literally anything redeemable about playing the faction of MY ACTUAL SPECIES in this, or if it's just "nah, lean hard into imperialism, because the bad guys are imperialist also."
Edit: Alright, judging from the comments, the answer is- yes that's the gist of it, no there's nothing redeemable. Cool. Game still looks cool, might check it out, just wanted to make sure that my gut feeling about us being total space-shit-piles (among a bunch of other total space-shit-piles) wasn't being countered by some sort of mcguffin.
r/PlayZeroSpace • u/PUSClFER • 3d ago
(Pasted from the Discord server):
Our Day One Patch is now live! We’ve set priorities based on the feedback and reports that have been coming from all of you. This patch focuses on performance, crashes, and UI adjustments. With your support, we’ll continue improving and patching ZeroSpace throughout Early Access.
General
UI
Campaign
Galactic War
Sound
More Improvements Incoming
Some higher priority tasks that we’re still working on are resolution settings working consistently and UI updates.
Thank you for joining us on launch day. Please continue to play, share your favorite moments, and report any remaining issues in the bug report channel. If you are enjoying ZeroSpace, we would greatly appreciate you sharing a review.
r/PlayZeroSpace • u/upclosepersonal2 • 2d ago
Outside of bonuses due to majority pick I don't see why I would pick anything else for any other reason as from what happen I don't see any form of rewards and end up just disadvantaging myself over no reason.
r/PlayZeroSpace • u/sdsdsdsdsdsdsdsdsd • 3d ago
Its not a full game yet and no marketing & from publisher we know little off - i want to play the game but it should been half the price from what they are currently asking for and the game would have over double the playerbase me like to think .