Compare Zero G Arena prices across 50+ stores and find the best deal. Developed by Jonathan Wood. Published by Jonathan Wood. Released on 8/8/2018. Available on PC, Mac, Linux. Genres: Action, Indie.

Movement is the meta here, and if you can master magnet boots, grapple swings, wall-jumps, and a momentum-conserving float all at once, this solo-dev arena shooter will surprise you with its ceiling.

My first few minutes in Zero G Arena felt like someone had cut the floor out of Quake and handed me a grappling hook to deal with it. You toggle your magnet boots on and off mid-fight, your momentum carries between grounded and floating states, and if you build enough speed before you jump, you can slingshot across the whole arena in a direction nobody expects. That movement system is the entire thesis of the game, and it holds up better than you might guess from the price tag. The third-person perspective is not a gimmick. It opens up firing angles that a first-person view couldn't handle: your character's arm can swing backward to shoot behind you while your body faces the other way. That kind of mechanical polish, in a solo-dev passion project, is genuinely disarming. The five pickupable firearms are workmanlike but functional, and the speed-scaling melee kick rewards any player willing to build momentum before engaging. There is also a grapple-beam damage pickup that briefly turns your traversal tool into a contact weapon, which creates some very chaotic priority decisions mid-swing. Weapon variety is not the draw here, movement mastery is, and that distinction matters. Mode selection covers the expected bases: Free-for-All, Team Deathmatch, King of the Hill. The original modes are where the concept earns its keep. Capture-the-Sphere replaces the flag with a large floating object that both teams must grapple-drag toward their goal, which makes every engagement a physics negotiation. Spaceball removes lethal weapons entirely and hands everyone a Force Cannon to punt a ball around the arena. Neither mode would survive in a game with 50,000 concurrent players, but in a small private lobby they are genuinely good. Here is the honest part, and it is a hard wall for a multiplayer-first reviewer: the public player pool is essentially empty. Organic matchmaking is not happening. The developer has said as much directly on the Steam page, which I respect for its honesty but it still stings. What saves the game from being uninstall-worthy is a bot roster with multiple difficulty tiers that reviewers have called surprisingly solid, plus cross-platform private server support and a Discord for arranging matches. If you have two or three friends who will commit to scheduled sessions, the infrastructure is there. If you are going in cold expecting a lobby to fill, adjust expectations sharply. The skill ceiling is real. Early time spent in the game feels awkward: too much colliding with walls, grapple momentum going the wrong direction, getting kicked by someone who built up more speed in the last three seconds than you did in the whole round. But the same reviewers who note the rough learning curve also note it clicks, and once it does the movement expression feels earned in a way that scripted movement abilities never do. For a solo-dev indie, the netcode has been reported as functional during actual sessions, which is the baseline minimum I ask for. Fred, Scout Team

Zero G Arena
ActionIndie

Zero G Arena

Aug 8, 2018Jonathan Wood
GamerScout Says

Movement is the meta here, and if you can master magnet boots, grapple swings, wall-jumps, and a momentum-conserving float all at once, this solo-dev arena shooter will surprise you with its ceiling.

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About Zero G Arena

My first few minutes in Zero G Arena felt like someone had cut the floor out of Quake and handed me a grappling hook to deal with it. You toggle your magnet boots on and off mid-fight, your momentum carries between grounded and floating states, and if you build enough speed before you jump, you can slingshot across the whole arena in a direction nobody expects. That movement system is the entire thesis of the game, and it holds up better than you might guess from the price tag. The third-person perspective is not a gimmick. It opens up firing angles that a first-person view couldn't handle: your character's arm can swing backward to shoot behind you while your body faces the other way. That kind of mechanical polish, in a solo-dev passion project, is genuinely disarming. The five pickupable firearms are workmanlike but functional, and the speed-scaling melee kick rewards any player willing to build momentum before engaging. There is also a grapple-beam damage pickup that briefly turns your traversal tool into a contact weapon, which creates some very chaotic priority decisions mid-swing. Weapon variety is not the draw here, movement mastery is, and that distinction matters. Mode selection covers the expected bases: Free-for-All, Team Deathmatch, King of the Hill. The original modes are where the concept earns its keep. Capture-the-Sphere replaces the flag with a large floating object that both teams must grapple-drag toward their goal, which makes every engagement a physics negotiation. Spaceball removes lethal weapons entirely and hands everyone a Force Cannon to punt a ball around the arena. Neither mode would survive in a game with 50,000 concurrent players, but in a small private lobby they are genuinely good. Here is the honest part, and it is a hard wall for a multiplayer-first reviewer: the public player pool is essentially empty. Organic matchmaking is not happening. The developer has said as much directly on the Steam page, which I respect for its honesty but it still stings. What saves the game from being uninstall-worthy is a bot roster with multiple difficulty tiers that reviewers have called surprisingly solid, plus cross-platform private server support and a Discord for arranging matches. If you have two or three friends who will commit to scheduled sessions, the infrastructure is there. If you are going in cold expecting a lobby to fill, adjust expectations sharply. The skill ceiling is real. Early time spent in the game feels awkward: too much colliding with walls, grapple momentum going the wrong direction, getting kicked by someone who built up more speed in the last three seconds than you did in the whole round. But the same reviewers who note the rough learning curve also note it clicks, and once it does the movement expression feels earned in a way that scripted movement abilities never do. For a solo-dev indie, the netcode has been reported as functional during actual sessions, which is the baseline minimum I ask for. Fred, Scout Team

Tags

multiplayerpvponline-pvpcross-platformachievementsworkshoptier:sub-5Zero-Gravity MovementGrapple TechMomentum-Based CombatSpeed-Scaling MeleeThird-Person ShooterBot SupportLAN-FriendlyPrivate ServerSkill-Ceiling HighPhysics-Driven

System Requirements

Minimum

OS
Windows 7 or later (64 bit only)
Memory
4 GB RAM
Network
Broadband Internet connection
Storage
8 GB available space
Graphics
Radeon HD6670
Processor
i3-2120
Additional Notes
Minimum download speed of 0.35Mb/s and upload of 0.075Mb/s is required

Reviews & Ratings

No ratings available

Game Info

Developer
Jonathan Wood
Publisher
Jonathan Wood
Release Date
Aug 8, 2018

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