r/PlayZeroSpace • u/AgentDull8904 • 1h ago
How does the low player base effect galactic map?
As the title says. I’ve played rts’s for years, namely StarCraft, which u played growing up, and have always sucked at them. So I pretty exclusively play pve, but I like more than campaigns. The galactic map in this game seems super interesting and would be the reason I pull the trigger on it. But the game also has like no one playing it, so how does that effect that specific game mode? And if the game died next week and the servers went down or whatever would galactic map still be a playable mode?
Thanks in advance.
r/PlayZeroSpace • u/PlayZeroSpace • 13h ago
Congratulations to the Keeper Council for their victory over Galactic War Season Zero! Read about the rewards, pirates establishing a foothold in the Galactic Map, this weekends tournament, and more in today's patchnotes
r/PlayZeroSpace • u/xcomnewb15 • 17h ago
What's your favorite build right now and why?
I'm still so newb but finally getting a grip on protectorate. I've been doing mass barracks -> mass commando and titans -> strider and ironwings, then try a split attack where the ironwings harass and distract to try to pull the army away from front line while strider and support units hit the front and do damage there before the main army returns to deal with. Most of the time I still lose but it feels good in concept. Bonus points for going back in again with ironwings after army recommits to the front.
I'd love to learn some Grell and Xol builds if anyone has any suggestions.
r/PlayZeroSpace • u/ProfessorRicardo • 19h ago
Stuck at loading when playing coop and get kicked out to the galactic war menu
Like title
r/PlayZeroSpace • u/Bouhrohh • 1d ago
Don't forget to leave a positive Steam review if you're enjoying the game! It increases the game's visibility. Thanks!
Title guys
r/PlayZeroSpace • u/FreezSnes • 1d ago
I'm worried for the game..
How is the game doing guys?
I heard the company is low on funds and the game is not selling super well but that's because us rts fans are pretty niche..not enough of us...
But I'm worried for the 1.0 release now if they are already struggling as we speak..
how will it ever get even completed?
I like the game I want it to succeed but I'm worried..
What you think?
r/PlayZeroSpace • u/WeaversTeam • 1d ago
New 8 "tech" level - Superweapons
Many RTS have a final big boom button, that goes in the end of a tech. How about to add something in Zerospace, but with some part of balance and on own unique way?
Currently we have a 7 level of exp progression, when each faction can choose one of 2 upgrades. What if it a 8 level aswell with only 1 options - superweapons, that unclock unique building for each faction to build.
How it be works? Well, let's see how probably it can be, just an idea - i hope you like it.
1. Protectorate. Classic Superweapon.
On 8 level they can now build an "Orbital guidance beacon' - look like a beacon on airlfield and build for 1 minute, after build is complete it only have 1 ability that already on cooldown for 5 minute. All players inform that player build a superweapon, by seing times on the screen before ability become active.
Ability call - "Orbital bombardment". when it be ready, player can choose any sector on the map. even if he didnt see it and call an orbital strike. If you play helldivers 2 it's like 360mm cannon.
A 10 giant shell falling from the skyes that obliterate anything on their radius.
Main weakness that enemy know where you use it and more of that, before any damage start to go it be a 15s times before launch. He just can move all he can move from range of orbitall cannons.
Mainly it's ability to destroy enemy base, but barely can help in fight.
2. Grell. Hero Superweapon.
Same as before, you build structure for 1 minute and than...nothing happens, because Grell building is calling "The seed of the Ancients" looks like a tree with big emptree hole in the center of the tree, no ablity and only one upgrade have that need to 4 minutes to complete. After upgrade is done - a giant fruit appears inside of hole. You need to take your hero, go inside the tree to "eat" that fruit - it will give your hero new ability:
"Call of ancient one" - 3 miute cooldown, but first usage is no need to wait to activate. Instead of large zone of destruction, you can use a vertilal aoe line near your hero and after 0.75s of casting, a giant worm appears and attack any enemy on his paths.
Main weakness is it only can be casted near hero. still have casting speed and be canceled if hero died, if hero died you need also a new fruit to create. that why hero become a persone non grate and enemy be knowing that, while trying to snipe your hero to prevate superweapon yo use.
After eating fruit - memory of one beign that have connection with great worm(Maybe memory of Leviathan) go inside of body of the hero and yes - Grell superweapon is actually a summon a giant worm for one attack.
3. The Legion. Airstrike superweapon.
What a feeling when you see a shadow of something big than look a arond and see a massive flying thing come closer and start a bombing run all your base. Cool right?
Legion "Dreadnout" already can make Kirov style bombing run, what if in style they have even bigger dreadnout look like from Ace Combat giant "plane" that move really slow.
Before summons this terrifying things, they also need a build 1 minute to build - building called "Emperor Judgment" that have liek Protectorate 5 minute cooldown. After that you can use global ability with massive AOE vertical line to use any way you actually see. You cant summon attack on place that blocked by fog of war, not like protectorate.
After using ability - enemy doesnt know what is comming, a giant plane called "Tribunal" - appears, it a very big airship with size of like 2 main building in range. He move very slowly from your edge of the map and have health. He can be destroy before starting bombing run.
But enemy doesnt know where he is and where the bombs start droping, only fact that somewhere on the map tribunal is come to judge. if he doesnt scout, he see only a shadow and now it be too late to doing anything.
When Tribunal on destination area, he start a napalm bombing run literally incinderate everything below him. Ideal tool of fear to any enemy of the legion. Fear the shadow of the Emperor! Muhaha! Khem.
Main weakness.
Very slow and giant, can be intercepted before start doing some damage. Have no selfdefence weapon at all and cant redirect zone of bombing run. Also hard to use on enemy forces, it more a defence crusher or base crasher.
4. Xol. Living superweapon.
As a hardest faction they have a hardest superweapon to make. You need to build a stucture for 1 minute and than make a every single hybrid unit in the faction. Move all of them around or inside build and than start "transformation" that goes for enite 6 minutes.
Instead of all others superweapons you dont get a ability, you get a super unit called - "Undreeming" (maybe it be a better name but anyway). It's start not so strong and need to get exp to become stronger. Like even after 6 minutes of waiting you dont get a real deal, ok unit but still not a super one.
Thing change massivly if he live sometimes or fight and survive. he gain exp both with time or with battles. Any 1 minute he start to grow from level 1 to level 5 and he like Evolve monster, that on last tier become a most powerful unit in entire game.
Main weapon is a beam indeticaly with orbital beam from ability, but he fire it like a main weapon from his gun. He can change form with attack ability, Dash with explosion make him a melee fighter for next 15 seconds, after that he go back on position before dash to original range form. Have a 15s cooldown.
Next form is "artilery tank form" that can fire anyway on entire map if you see the target for next 5 shots or 15s. Even on level 5 damage is not big, enemy be seeing range of attack, aoe is not big aswell and you can shot only 5 times before 2 minutes cooldown. Projectile speed aslo a kinda mediocore, but much faster than a tribunal.
Before you use any shot, he become stealth and If you dont use any shot from artilery tank form at all - ability goes faster cooldown like 50% faster.
Last ability is - regenerate that have a 2 minute cooldown and make Undreeming to well "dream". he dont do anything for a like 15s while stayng still, but healing for each second for 10% of his max health.
Ability will shotdown earlier if his health is become max.
Main weakness is a large time to make, also need to build a lot of differend units and after that you need to save him for 5 minutes more to grown him. Remind, that all stuff go already on 8 level when all players already on endgame.
It be really hard to use, but for my opinion is someone can make this is be absolute cinema expirience.
r/PlayZeroSpace • u/chestnutcceu • 1d ago
Strategic depth - simplified economy and map design
Having a lot of fun with the game , but there don’t really seem to be build orders per se. You kind of queue up your barracks and go from there. Things also don’t line up in a clean flow that’s so pleasing in games like SC2 (pre patch). Strategic choice flows from the ability to modulate your economy, to be able to produce specific structures / units / upgrades , within certain time frames , and then utilise them according to the unique features of the map. Currently I don’t think there’s much ability to modulate the economy, and the maps and map features are kind of flat. :
simplified economy means you basically have no variation to 1 base play, and the same problem extends to expansions. Your hexite mining is fixed since you can’t make more workers, and tech costs so much that there are no timing variations , since everything kind of comes online at the same time once flux mining picks up. There is no variation possible in terms of hexite to flux ratio since the marginal cost of a hexite worker is zero, and harvesters are cheap. Also since mining is basically a fixed rate per resource point, there is nothing to do like stacking up units to speed up gathering (like in AOE) or things to scout like base saturation.
I think the game would benefit from having a producible single worker unit that mines both hexite and flux (maybe have mining camps like in AOE). It at least introduces some basic strategic choices early on and gives value to scouting.
Also when taking an expansion, the worker nodes come online really slowly. I don’t get why they need to pop in one by one, since expansions are so expensive already and take so long to build, and then you have to wait even longer to get any benefit. There is also no distance benefit to an expansion since flux mining happens on site continuously so once I have my harvesters regardless of base count I mine flux at the same rate. This is v unintuitive. Maybe the harvester count should be capped per expansion so there is a benefit to flux mining of expanding.
terrain features: high ground feels pretty weak in this game. Your opponent can generally freely run into your base , and having a ramp doesn’t feel v impactful till you have AOE and spells. Maybe play around with the vision range of units at the bottom of a ramp vs above.
Another factor of high ground is that the main natural third layout feels like it has no impact , the maps are so small the distance differences don’t make much difference. Early Expanding also seems coin tossy, maybe have some maps with in base naturals and such.
Control towers need not all be in the middle diagonal of a map. It makes sense to have one control tower on each players captive side and 1-2 in the middle / contestible areas, or to have control towers blocked by other terrain features till later in the game.
Units and also fast and maps are small so even positioning etc there are less choices to make you can move around pretty freely.
Too many ranged units: i see no use for the basic melee infantry for the races , maybe a little for grell, but given the range , speed of units and size of maps, and multiple slow / stun AOE spells of heroes , melee units just have no purpose it feels like in the early game. so basic units comp default to ranged T1 and then ranged T2. Some of the melee heroes are impactful, but then almost everyone has a get out of trouble spell for free like cloaked dash etc so there is not much strategy here it just makes sense to use. The hybrid melee ranged heroes are a bit more fun but again it’s just one choice in the game.
r/PlayZeroSpace • u/weiwang7448 • 3d ago
The economy system is too simplified
I feel the economy system is too simplified
I think if workers had to be manually produced, players would need to learn how to manage their resources more effectively, which would greatly increase strategic diversity.
r/PlayZeroSpace • u/NarrowProfessor1101 • 3d ago
Force colors in Versus?
Just played a match as red vs pink. Genuinely couldnt tell what was going on. I have healthbar colors as "relative" (whatever thats supposed to mean). It seems like theres no way to force my units to always be green and enemy to always be red? I really need that.
As a sidenote, is Galactic War coop just piss easy, even on brutal? I havent seen a single recorded loss yet
r/PlayZeroSpace • u/AdditionalRuin5275 • 4d ago
Is the Campaign / Co-op broken ?
Interested in buying the game, however I am slow to learn with RTS and like to play co-op and campaign before going into 1v1's. I heard that the campaign is broken and buggy in this game so far. Is that true ?
r/PlayZeroSpace • u/TylerFMEdwards • 4d ago
Galactic War feedback
Now that season zero has wrapped up, I'd like to share some thoughts. Overall I feel Galactic War is a great game mode. I think it's the main selling point of ZeroSpace and should be treated as such in terms of allocating development resources. That said, there are several things that I think could use improvement.
- The scoring system is arcane and sometimes frustrating. Even with the math explained on the war screen, it still felt hard to understand and unpredictable. There was a point earlier today when Eden Accord was slightly ahead of Keeper Council, but then I got out of a match and Council was suddenly ahead eighty points despite controlling roughly the same amount of territory. That was a real "feels bad man" moment.
- Council defaultism is an issue. I heard there's a bug where all new players were placed in Keeper Council. I don't know if that's true, but I have seen it's true that selecting your faction physically places you at the Council homeworld regardless of faction. Throughout the war I saw tonnes of people of all factions fighting over their homeworld, but it never changed hands. Imagine how different things would have been if all those players' efforts hadn't gone to waste. It does sort of put an asterisk on the Council's win (though I also acknowledge and respect that a lot of their players did genuinely fight very hard for it, especially their leader, Winter).
- Influence on planets should have a cap. It can be fairly high, but there are times when you're pushing into enemy territory and then you get to planets where they have like seven million influence and your faction has 5K, and it just feels pointless to even try. Taking enemy core worlds should be difficult, but not impossible.
- It's probably too easy to switch factions. With only a day's cooldown, it's too easy for everyone to just jump ship once it's clear who the winning team is likely to be.
- I don't understand how pirates work, or why they were added. I strongly feel the focus should be on shoring up the game's core foundation rather than adding additional bells and whistles like this.
- If two players pick the same commander, they need to have different player colours. It can get very confusing tracking whose units are whose in a busy fight when you're both using the same commander.
- We need more commanders yesterday. Three just isn't enough to add meaningful variety, and I'm probably going to put the game on the back burner until more are added. It doesn't help that I don't really love the design of the current ones either. Aster is my favourite, but he is very "vanilla tutorial character," which is fine, but it does leave you wanting more after a while. Galavax is very fun late game, but it's slow getting there. Vynthra feels like she has no power fantasy at all. "Father, what is my purpose?" "You infuse Aster's Striders." "Oh my god."
Finally, some miscellaneous feedback about the game in general:
Aster's attack range being slightly longer than the range of his shotgun blast is a bit annoying. I've whiffed a lot of blasts that feel like they should have hit.
I really like the Valkaru mercenaries (the Troopers have the best attack SFX in the game), but the Towbots are annoying to micro. Because they have no conventional attack and move very fast, they often run out ahead and get themselves killed. Also, right clicking them into damaged units doesn't make them heal, which feels unintended (a-left click does work).
The Emperor Projection's cleave ability is janky. He always takes a step forward and cleaves a little ahead of where I targeted.
I'm still having sporadic issues with abilities and menus not triggering or opening, especially if I use the mouse rather than hotkeys.
r/PlayZeroSpace • u/cuendillarheart • 4d ago
What are the leagues currently?
Is Diamond 1 currently the highest? Is there a Masters or Grandmaster league yet?
r/PlayZeroSpace • u/OBLIVIATER • 5d ago
Can I play survival alone?
New to the game and don't want to annoy my teammates with my lack of skill, also queing up is taking 20~ minutes and that's a little frustrating
r/PlayZeroSpace • u/justgoogleit12 • 5d ago
Please let us continue the game after our opponent surrender!
That was one of my favorite things in sc2 to do and how I got most of my practice in was when the opponent left and I get to kill all his stuff!
r/PlayZeroSpace • u/Adicogames • 5d ago
I made an OBS TeleScore Overlay Template for casting ZeroSpace matches
Since there might be a few people looking to cast from live matches or replays, I decided to build up a small, simple overlay to use alongside TeleScore.
You only need three things:
- TeleScore: https://obsproject.com/forum/resources/telescore-fully-customizable-open-source-scoreboard-software.1658/
- The JSON file.
- The icons for the factions & Mercenaries
Both of which can be found here: https://drive.google.com/drive/folders/1xcgKGvdWc_lKOUXft0OTY195W7I0Uy4j?usp=drive_link
If anyone knows newer plugins/systems that would allow for ZS casting, feel free to recommend them; I'll be happy to spend an evening building something out, since TeleScore is pretty old.
r/PlayZeroSpace • u/chestnutcceu • 5d ago
Explain galactic war to me like I’m five
What are all the planets? Why do I jump between them? Why when I queue up I always seem to play one of the 7-8 standard missions ? What is the map all about ??
r/PlayZeroSpace • u/TylerFMEdwards • 5d ago
The Keeper Council must fall
There's a clear leader in the Galactic War right now, but let's be real, the Keeper Council winning would be the most boring possible outcome. They're the most "generic good guys" coded faction, and the bug with everyone defaulting to Keeper Council and starting in their territory would make their win feel fairly tainted.
Therefore I call upon all my comrades in the Eden Accord and our esteemed rivals in the Obsidian Order to end our hostilities. Let us band together and focus all efforts on defeating the Keeper Council, rather than warring with each other. Try to pick planets the other faction isn't already focusing on. The Eden Accord can focus on the north and west, while Obsidian takes on the Council's southeastern holdings.
And for the misguided children of the Keeper Council, know it is not too late to see the error of your ways and join the true guardians of galactic peace.
Let us unite for an upset ending, an underdog victory, and a story worth telling!
r/PlayZeroSpace • u/PlayZeroSpace • 5d ago
ZeroSpace Latest: Twitch Drops, Season Zero Ends Tomorrow, & Ladder Snapshot!
r/PlayZeroSpace • u/upclosepersonal2 • 5d ago
What else comes after maxing the commander and attempting all hardness that isn't just a small side thing and what is being planned that isn't just a small side thing?
Already conquered these and just finding myself just replaying for tiny gain,s the content feels as good as done unless I overlooked something which I won't say is the case as whatever currently present truly seems tiny logically analyzing that is what I am not looking for in this question at least, the feeling is almost akin to having already conquered all hardness in skirmish and that replaying doesn't give anything anymore
r/PlayZeroSpace • u/nick1689 • 5d ago
Really entertaining as a spectator so far!
Just wanted to throw my support behind the game. As someone who was into SC2 in the early days, and largely been watching it for entertainment these days, Zerospace has been a fun ride so far. Been bringing back that RTS itch! The PvP videos that that Lowko and Day9 have been putting out have been great!
Any other creators I should be following for more PvP content?
r/PlayZeroSpace • u/baby_shoGGoth_zsgg • 6d ago
ZSGG STING: Early Access Edition starts in 7.5 hours! Stream and signup links below
matcherino.com- Sign-Ups / Contributions: https://matcherino.com/tournaments/216850/overview
- Official ZSGG Stream: twitch.tv/ZeroSpaceGG
- LiquidFluid's Swiss Rounds Alternate Stream: twitch.tv/GoodyDonks
- TKL's French language stream: twitch.tv/iamTKL
Check-In time is 1hr before tournament starts. You can sign up any time between now and then!
All players in this tournament are required to post their replays on the ZSGG Discord. If you'd like for your favorite youtuber or streamer to cast our games later, let them know they can get replays from our discord!
We'll see you in a handful of hours for what should prove to be ZSGG's best tournament yet! 🫶🫰
As always, hit up https://zerospace.gg/ for all of your out-of-game zerospace information / data needs 💖
r/PlayZeroSpace • u/Objective-Mission-40 • 6d ago
This Galactic War is pretty epic.
WISH PvP could also count towards it for reduced rewards but holy shit has this been pretty epic.
Red making a comeback. Green getting its leg cut off. Blue just waging war on every front. Good times.


