New RTS Gameplay Reveal

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Published 2023-08-18
ZeroSpace Kickstarter: www.kickstarter.com/projects/starlancestudios/zero…
ZeroSpace Steampage: store.steampowered.com/app/1605850/ZeroSpace/

00:00 Introduction
00:10 Pretending to have integrity
00:33 Development team
01:00 Things that aren't gameplay
01:20 Explanation of game mechanics
7:25 Game vs ZeroSpace Developer CATZ
19:18 The Verdict


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All Comments (21)
  • @vicentetarabelli
    I feel like we're experiencing a RTS reinassance!!!! So many new games coming!
  • @peterthepeter7523
    15:52 Damn being able to just cast any spell that group of units have is such an amazing quality of life feature that I did not know i needed. That's genious.
  • @serthiag7373
    18:35 Dear skarlet, this new game is absolutely IMBA i had a PERFECT early game harassed my enemy all throughout with my IMPECABLE MICRO, sure i floated two points of exp for a few hours BUT in my defense it didnt really matter as i made up with my HUGE ability usage. It was all going perfect and according to plan, i had complete control over the ENTIRE map, quite proud of myself if i may say so, all until the dreaded rhynodogs came out i have to say they are IMBA... or maybe i just suck
  • @BrendonReimer
    Ill be honest, this genuinely looks better than Stormgate. I'm not sure how I feel about that - but this game looks great. I'm very happy with the sc2 community influence on the game. Particularly, I think Grant is an amazing choice for the Campaign. I love SC2 ladder, I've got like 10k games on it - but it all started with SC campaign on brutal. I've played some of Grants mods for campaign and they are brilliant. I have high hopes for this one guys.
  • @serthiag7373
    WOW I DID NOT SEE THIS COMING super hypeeeed tho!!! I have no doubt in my mind the campaign will be amazing if ggg is in charge
  • @magrao600
    Grand and scarlet, DUDEEEEE, also, grand hates baelings, disruptors and blink and lose the army mechanics sooo I have hope
  • @jason5811
    Considering what I can only imagine is a massive disparity in development resources between this and Stormgate, what is being shown here is phenomenal.
  • @aveshatesit
    This game looks so readable! I can tell what's happening and how right away, and the possibility to customise is insane. More hyped than stormgate IMO, good luck zerospace team! We're waiting..
  • @Cool_Goose
    Compared to the stormgate demo, the one thing i like the most is the fact that units are easily recognizable.
  • @zKyo7763s
    As a GM in sc, one design issue I often think about was the issues around spellcasters. Imo, to make an engaging esport and good game mechanics, i feel like the number of spells in RTS should be kept within reasonable bounds, and most importantly, easy and intuitive to understand. For example, once u learn plague is bad in BW and red == plague, it's very very easy as a viewer to follow along with the action. Moreover, as a player, the game itself is about how to use, engage, and work around your spells and your opponents. One thing I am a little worried about with these creep systems, like with Frost Giants game, is if the RTS game ends up looking too similar to a MOBA with heros. Personally, as an SC2 and BW player, i really hope games steer away from heroes in competitive game modes. But overall, this game looked quite surprising to me. To be honest, comparing this preview to the Frost Giant game, I have to say this looks more promising, even with its inclusion of heroes.
  • @Pentazimyn28
    I want to see more zero space content as soon as it’s available. I usually don’t get interested in RTS projects other than StarCraft and Stormgate, but this has me more intrigued than the latter in some ways. Really love that it’s a direct community-driven product. And especially GGG’s involvement. I trust that guy to deliver an excellent product
  • @Silversiren28
    I think the reason why you only made one group of mercenaries in the real match is due to a UI problem. The unit buttons get a cooldown icon over them when there are still charges you can use, that should probably not appear unless you're out of mercenary charges. Maybe that would create a problem of not knowing how long until the next charge adds on if you can hotkey the building, but putting a cooldown icon over the button tells the player that they can't use that button yet. A different way of indicating the timer and number of charges would probably feel more intuitive for a player. Maybe a number with a drawing circle around it for number of charges and progress, make it dimmer when no charges, brighter when full. Something easy to understand by glancing at it for a fraction of a second. All sorts of different UI approaches for a similar effect though, so really just one idea out of many for that.
  • @Kaiasky
    Backed this instantly. I wanna have a 2020s-era RTS soo badly
  • @Taunt61
    Honestly it looks very promising. I just hope they have competent people for the story and worldbuilding as well. The world being complex and immersive, the story being mature (not simplified for the masses) is what hooks me in an RTS, gameplay makes me want to keep playing it.
  • @Angerytortoise
    It actually looked pretty good, the pacing of the game looked pretty solid and seemed pretty intuitive as far as understanding in a basic way what was going on. I hope the mercenary variety will be strong and well balanced enough that it allows for varying viable strategies that can mix up games where the base race is a mirror match. Best of luck to the devs on churning out a strong finished product.
  • @ArtificialCutie69
    I like the idea of having a modular mercenary system to complement your main army. Combined with the whole talent system and hero selection, it will hopefully allow for fairly wide range of customized playstyles. What I'm worried about is feature overload. Between your hero unit, mercs, faction units, and faction powers, I worry that controlling a mixed unit army might become overly complicated if too many units have activatable spells I have to keep track of.
  • @Pedro-rc8mu
    Honestly, the game looks awesome for something still 2 years away. It particularly looks very fluid, which for me at least is my main thing with RTS
  • @OSU2010
    Implement adding walls, Defense towers for sure, also they should allow units to Garrison in certain buildings like age of empires 2 and 3, add some stuff from stronghold 2 where maybe allow units to defend walls and stay on top like castle. walls. Age or Mythology has a auto Q option on buildings, also each race should have its own special defense building that does something unique. People love to play defense and build cool bases. This game has potential to steal a lot of players from other games. Also the more options the better, adding more factions/ civs will make more people want to play. Age of Empires 2 has tons of Game mods, king of the hill, regicide, relic win, the list gos on. I highly suggest they take some of these concepts from other games. Ask The Viper YouTuber he knows a lot about these types of games. Please pass this info on!!❤
  • @aadil999
    In a single video I am now more hyped for this game than the several months of buildup for Stormgate
  • @TheBigLou13
    12:09 - this might be actually good feedback for them: The notification/animation for new talent point could/should be more visible/eye-catchy. For example a bigger circle around the talent-button (maybe 3x its size) that contracts down to the talent button. Each time you gain a new talent point this animation could play 2 times within 1 second or so, so you always notice it, even with just periphere vision (out of the corner of your eye). StarCraft2 does this as well - some buttons get quite catchy highlights - especially in tutorial, F12 and probably even more places. If it gets annoying for pro players, there could be a config setting on how eye-catchy/subtle notifications should be. "Visual effects" - [noticeable] / [subtle]