ZeroSpace is an impressively ambitious RTS-RPG featuring a Helldivers 2-inspired Galactic War, but the streamer pandering is a real bummer
🖥 PCNews
🎮 Helldivers🎮 ZeroSpace🎮 but the streamer pandering#Strategy#Games

ZeroSpace is an impressively ambitious RTS-RPG featuring a Helldivers 2-inspired Galactic War, but the streamer pandering is a real bummer

PC Gamer RSS FeedFraser Brown6 min read(about 1 month ago)

Overview & Key Takeaways

I really don't want to help a content creator become the Galactic Emperor.

It's dangerous to get too excited about a new RTS. Just look at what happened to Stormgate. So I've been cautious with ZeroSpace. It's an RTS built in the classic mould—think StarCraft 2—featuring proper basebuilding and potent hero units. So far, pretty familiar. But there's more.

ZeroSpace also boasts an RPG campaign with dialogue trees and loyalty missions, evoking the likes of Mass Effect—albeit without those enviable production values. And then there's the Galactic War, inspired by Helldivers 2's dynamic conflict. My interest was piqued. Cautiously.

(Image credit: Starlance Studios)

Let's start with the good stuff. The campaign is shaping up nicely, though the early access build is limited to a handful of missions that form the first act. While the setup is a generic 'humanity needs this rare resource that's protected by horrible aliens', ZeroSpace quickly establishes plenty of friction between your crew and sets up a complex political situation where it definitely seems like you shouldn't trust your superiors.

Latest Videos From

The writing and performances are workmanlike, but my feelings towards the cast so far are at best neutral. Still, there's definitely something here, and with a bit of polish the more cinematic, RPG-inspired side of ZeroSpace could really shine. At the moment, though, it's a bit underbaked.

Between missions you can take a break and enjoy a blether with your crew and level up some of your colleagues, who back you up during missions. It's obviously channelling Mass Effect, right down to the alien designs, but I never really felt like I was playing an RPG. That said, we're playing an alpha build, and it's a solid foundation.

(Image credit: Starlance Studios)

This is also where you can spend resources on upgrading troops and buildings, and there's a lot of potential here and some fun synergies—like expanding the range of your basic troops' jetpacks, while also buffing their damage once they land, effectively letting you build Warhammer 40k-style assault marines.

The campaign missions call to mind StarCraft 2.

The campaign missions call to mind StarCraft 2 in terms of the variety of objectives and integration of story beats, but it's significantly more streamlined. The micromanagement of troops and your economy is pretty effortless, letting you get into the action rapidly, and then stay there. I dig it, though the reduction in complexity might not sit well with everyone.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

One thing I'm a really big fan of is the ability to draw a battle line when you've selected some units—it's a quick, straightforward way to get your troops in an effective position or formation, and a smart evolution of the cover system pioneered by Relic all those years ago.

(Image credit: Starlance Studios)

Unfortunately, the UI is ugly and at best functional, and it can be tricky to get a read on a given battle. When you've got units that are twice the size of your buildings, tiny soldiers running between them, and swarms of alien enemies filling the screen, you need a lot more clarity than what ZeroSpace offers.

And while Homeworld artist and Relic co-founder Aaron Kambeitz has been spearheading an art overhaul, I don't think it's quite there yet. Aesthetically, it's a mix of Mass Effect and StarCraft 2, but on a budget, with only the ship and vehicle design approaching anything noteworthy.

Alongside the start of the campaign, ZeroSpace's early access build offers quite a few ways to get your kicks: comp-stomps, co-op survival matches, 1v1 and 2v2 PvP brawls, and the option to create custom games. While ZeroSpace often feels very early access, the variety of modes is commendable, and that's before we even get to the Galactic War.

(Image credit: Starlance Studios)

The Galactic War is ZeroSpace's big multiplayer hook, taking Helldivers 2's dynamic campaigns and making them competitive. It's an extremely cool concept, especially if you don't care about competitive ladders but still want something to fight for. Each season will see you hop between worlds and battles as you try to swallow up the galaxy for your chosen faction, earning rewards along the way.

The Galactic War is ZeroSpace's big multiplayer hook.

Unfortunately these rewards are just titles and portraits, which I doubt most people will really get excited about. Helldivers 2-style cosmetics would make me much more eager to die for the cause. Yes, I'm a very mercenary lad. Rewards aside, though, I think the system has a lot to offer an RTS and I'm looking forward to watching it evolve.

There's just one problem: streamers.

What you might not realise when you pick your faction in the Galactic War is that you're actually picking a streamer. Winter, Neo and uThermal each lead a faction, which might mean more to you than it does me—a man who has never watched a stream the whole way through and who refuses to watch YouTube videos unless they feature cute dogs.

(Image credit: Starlance Studios)

We, the unwashed masses, are merely cannon fodder, fighting to earn our "chosen" streamer the title of Galactic Emperor. What are their policies? Where do they stand on devolution, nationalisation and renewable energy? Will they fix the NHS? Who knows?

Look, I get it, streamers can be a potent arm of a videogame's marketing department, potentially bringing their audience to whatever game they're advertising. But what am I getting out of it? Exclusive portraits and titles feel like a lacklustre reward compared to being crowned the ruler of the galaxy. Even if it's a ceremonial role, I'd like a crown too.

Then there's the ZeroSpace: First Contact Invitational, a tournament that will see 12 streamers and RTS pros duking it out over a $13,000 prize pool. An RTS kicking off with an invitational is not unusual, but it's a massive turn off when a game begins its life by trying to enrich streamers instead of normal players.

(Image credit: Starlance Studios)

The real issue with all this is that it speaks to the misapprehension that a surprising number of RTS developers labour under—that competitive multiplayer is king. In reality, most RTS players stick to the campaigns and comp-stomp skirmishes.

Most RTS players stick to the campaigns and comp-stomp skirmishes.

Competitive multiplayer can give an RTS an incredibly long tail, as we've seen with StarCraft and its sequel, but this early elevation of streamers that most of ZeroSpace's potential audience will have never heard of kinda bums me out.

I've just been burned too many times by the assumption that streamers and competitive multiplayer are the most crucial components of an RTS, when that's just not the case.

(Image credit: Starlance Studios)

To be fair to ZeroSpace, it's clearly giving a lot of love to its singleplayer elements, as well as co-op and comp stomps: This doesn't actually feel like a game that's prioritising competitive multiplayer over the campaign. Still, it's unfortunate that developers Starlance Studios and Ironward are dedicating time and effort to getting the streamers on their side, when there are so many better things it could be doing.

I hope these will end up just being minor niggles once it hits 1.0, dwarfed by the quality of its campaign and the liveliness of the Galactic War. At the time of writing it's just managed to pull itself out of a Mixed rating on Steam, and the bulk of complaints seem to be that this early access game is still a work in progress. That said, I still recommend waiting for this one. It's got a lot of promise, but there's plenty of work to be done.

Share:

More in PC

Mortal Shell 2’s Latest Update Alleviates One Of The Game’s Biggest Headaches🖥 PlayStation, Xbox, PC, Multi-platform

Mortal Shell 2’s Latest Update Alleviates One Of The Game’s Biggest Headaches

Developer Cold Symmetry has released its latest souls-like action-RPG, Mortal Shell 2(https://www.gamespot.com/games/mortal-shell-ii/), on August 20 for PC, PlayStation 5, and Xbox Series X|S. And not even a day after launch, the studio already dropped a patch that makes some welcome tweaks, including addressing one of the game's most annoying issues: gold farming. On August 20, Cold Symmetry shared a breakdown on the game's subreddit(https://www.reddit.com/r/MortalShell/comments/1vttz2d/balancepatch1/) and Steam page(https://steamcommunity.com/app/2584270/discussions/0/582805931178489108/) of what Balance Patch 1 does. A welcome adjustment is a refund of the Glimpses--a rare currency used to bond with and unlock memories of your shell--you might've spent to discover a shell's location(https://www.gamespot.com/articles/mortal-shell-2-all-shell-locations/). You get whatever you spent back, and now, instead of costing that rare currency, buying a shell map costs Gloom, this game's version of Runes or Souls. A big change is a nerf to a handful of bosses and enemies. As Cold Symmetry put it, "all enemies featured in the beta were restored to their beta HP values." This means that the starting area of Mortal Shell 2(https://www.gamespot.com/reviews/mortal-shell-2-is-a-fresh-and-exciting-shake-up-of-the-souls-like-formula/) has been tuned down to match what was in the beta, which I found quite easy when compared to the full release. Maybe the most major tweak, however, is an increase to the amount of gold you find now. As a result of this patch, gold drops from enemies have been "significantly increased," especially in the second zone. This lets you upgrade your weapons more often, as gold discovery should be in line with the materials you find everywhere. There are a handful of other changes that came with Balance Patch 1. This includes Tarstones--items that grant passive bonuses or modify melee attacks--and weapons(https://www.gamespot.com/articles/mortal-shell-2-tarforge-weapons-tarstones-upgrades/) getting buffed, addressing crashes and fixing bugs, and reducing the cost to unlevel your weapons via smelting. Balance Patch 1 is available now for PC. There's no release date for PlayStation 5 and Xbox Series X|S versions yet, but Cold Symmetry said it'll arrive on those platforms "shortly." For now, check out the update notes for Balance Patch 1 below. Mortal Shell 2 Balance Patch 1 Economy - Shell map locations now cost Gloom, and we’re refunding any Glimpses spent on shell maps. Refunded Glimpses are found in the Shell Keeper’s alcove in Blackmarrow. “Finding your favorite shell shouldn’t cost you the ability to bond with them.” - Gold drops from enemies have been significantly increased. Notably, enemies in Mammon now drop double the gold. “This brings the gold economy more in line with the weapon crafting item discovery.” - Smelting a weapon at the Tarforge costs 75% less gloom. “Our goal with the smelt capability was to enable switching weapons without the need to spend hours grinding through NG+ runs, but the Gloom costs were set exorbitantly high.” Enemies & Bosses All enemies featured in the beta were restored to their beta HP values, except the Caerinid (Spider) in Magdalena’s area, which we wanted to retain its role as a threatening enemy which doesn’t respawn once defeated. - Bosses - The Lost Child - Base Damage: (-10%) - Max Health: (-15%) - Monolith - Base Damage: (-19%) - Max Health: (-10%) - Some Monolith Attacks were retimed to be more fair, as well. - Enemies - Cultist (mace) - Max Health: (-21.1%) - Caerinid Spider - Max Health: (-33.3%) - Infested Stalker - Max Health: (-52.4%) - Rusted Knave (Halberd) - Max Health: (-20.8%) - Fixed hit detection for overhead strike. Weapons - Great Martyr’s Blade Attack Damage +20% - Troubadour's Lute Attack Damage +100% - Caged Hystrix and Triarch Repeater no longer have minimum resolve requirements to fire. - Improved tracking for Axatana, Black Needle, and Clockwork Scythe light attacks. Seals - Guard can now be used while walking. Tarstones - Parasitic Stone Buffed - Grudge Stone Buffed - Bulwark Stone Damage Reduction Increased Significantly - Clerik's Stone Buffed - Squall Stone Buffed Miscellaneous - Misc. Crash Fixes, Bug Fixes & Performance Updates

🎮 s Latest
GameSpotNewsabout 5 hours ago
Don't tell Nintendo, but I turned GTA 5 into Pokémon Go using a mod🖥 PC

Don't tell Nintendo, but I turned GTA 5 into Pokémon Go using a mod

Also, probably don't tell Rockstar.

🎮 GTA🎮 Pokémon
PCNewsabout 7 hours ago
Compulsion Games Is Now Officially An Ex-Xbox Studio🖥 Xbox, PC, Multi-platform

Compulsion Games Is Now Officially An Ex-Xbox Studio

Compulsion Games, the Canadian game developer behind South of Midnight and We Happy Few, has officially parted ways with Microsoft. After Microsoft confirmed that Compulsion was one of five Xbox studios it was divesting of, Compulsion boss Guillaume Provost has now confirmed it's a done deal. This was hinted at recently when the Steam page for South of Midnight listed Compulsion as the developer and publisher(https://www.gamespot.com/articles/ignore-your-growing-backlog-its-time-to-play-south-of-midnight-on-steam/). Now, it's official, with Provost confirming to Games Beat(https://gamesbeat.com/compulsion-games-pulls-off-management-buyout-and-separates-from-xbox-exclusive/) that its management team acquired the studio and staff, while Microsoft transferred the developer's IP back to the studio. What this means in practice is that if you buy a Steam copy of South of Midnight--one of 2025's best games--the money goes to Compulsion, not Xbox. Provost said it will take some time before the change gets implemented on other storefronts. Provost did not disclose the specific terms of the deal, but he said staffers at Compulsion really wanted to stick together. “I did this deal for the team first and foremost. I asked the team, ‘Do you want to stay together?’ The team told me we would rather eat rocks and drink gasoline rather than be split up,” Provost said. Some Compulsion developers opted to leave the studio after Provost warned staff that the company was at risk of closure. However, Provost said the majority of senior staff stayed on. Provost went on to say that part of Compulsion's team is now working on an unannounced game that was already in the works before it split off from Xbox. Microsoft was the financial backer of Compulsion and its projects, so Provost is now taking meetings with various, unnamed parties to secure its financial future. “I just want to make sure that we’re setting the team up for success,” Provost said. “We’re going to take things slow. We’re going to meet with everyone. Everything is relative. Compared to all of us losing our jobs on July 6, this is a pretty good deal. I would say the exit was gracious on Microsoft’s part." The other four studios that Microsoft divested from included Double Fine, Ninja Theory, Undead Labs, and Arkane. Double Fine, led by Tim Schafer, regained its independence like Compulsion did, and Schafer will discuss the company's future outlook during a livestream today, April 21. Ninja Theory and Undead Labs, meanwhile, were sold to unnamed buyers. Arkane is entering a period of consultation with respect to its home country of France's local laws. This all happened as part of a "reset" of the Xbox business under new CEO Asha Sharma. She also laid off 1,600 people in July, with another 1,600 set to lose their jobs this fiscal year.

🎮 Compulsion Games
GameSpotNewsabout 7 hours ago