Interstellar Marines is NOT Dead; Working on Update 27!
I, Kim Haar Jørgensen (the primary creative force behind Interstellar Marines), am currently the only official developer working on the game. I can do almost everything, except programming, which I'm learning. To be able to pay the bills at home, I'm currently working a full time job as "Respiratory Handicap Helper", which is both day and night shifts, allowing a fair amount of "free" time to work on Interstellar Marines. At the moment there is not a lot of light at the end of the tunnel for Interstellar Marines, except the ultra clear ambitious vision of what Interstellar Marines will be once fully realized, some day. I'll keep working on Interstellar Marines, until I go crazy or die trying or preferably manage to recreate, pickup, maintain traction, and conclude the game(s) envisioned.
The next short term goal is to finally get Update 27 out. Update 27 is centered mostly around expanding our combat sandbox arena called Wargames and fixing as many of our bugs as possible. (You can check our Trello page for progress and more details). In the long term the goals will be to get the game upgraded to Unity 5.6+ and make everything run smoother, be much more bug free, and prettier. This will allow us to expand in more interesting directions to chum players in. It's also a clear goal to make sure future updates, although small, will release more frequently.
Lack of substantial progress in Early Access has resulted in a steady increase of negative reviews (understandably), which in turn have had a very serious effect on sales; creating a nasty downward spiral to the bottom of the foodchain. With the current negative review scores it will be much more difficult to attract publishers/investors to our game; although we will certainly still try. What’s more important is moving forward (even if slowly) and when things become more positive, more options will become available. I'll keep working on Interstellar Marines with awesome people interested in helping out, that's for sure. I've been very fortunate to get this small handful of awesome volunteer community members on board to help out from time to time. I’m also blessed to have my brother-in-arms (ZPSSpectre) helping out with game design, military advisory, and community interaction. Only time will tell how this "crowd sourcing" adventure will turn out. I can totally respect if you could not care less about me or this game anymore, it really has been too long a wait with way too little progress. If, on the other hand, you feel a sense of hope and power inside to keep fighting; I'll be honored and proud! Show don't tell is what I'm judging myself on, and this is just text. Back to work!
Kim (ZPSHicks), last original survivor of Zero Point Software
[ 2017-09-22 16:28:44 CET ] [ Original post ]
Community members close to me on our official Discord server, Steam Friends or Skype, should be fairly up-to-date on the details below.
Lone Survivor
I, Kim Haar Jørgensen (the primary creative force behind Interstellar Marines), am currently the only official developer working on the game. I can do almost everything, except programming, which I'm learning. To be able to pay the bills at home, I'm currently working a full time job as "Respiratory Handicap Helper", which is both day and night shifts, allowing a fair amount of "free" time to work on Interstellar Marines. At the moment there is not a lot of light at the end of the tunnel for Interstellar Marines, except the ultra clear ambitious vision of what Interstellar Marines will be once fully realized, some day. I'll keep working on Interstellar Marines, until I go crazy or die trying or preferably manage to recreate, pickup, maintain traction, and conclude the game(s) envisioned.
Update 27
The next short term goal is to finally get Update 27 out. Update 27 is centered mostly around expanding our combat sandbox arena called Wargames and fixing as many of our bugs as possible. (You can check our Trello page for progress and more details). In the long term the goals will be to get the game upgraded to Unity 5.6+ and make everything run smoother, be much more bug free, and prettier. This will allow us to expand in more interesting directions to chum players in. It's also a clear goal to make sure future updates, although small, will release more frequently.
Moving forward
Lack of substantial progress in Early Access has resulted in a steady increase of negative reviews (understandably), which in turn have had a very serious effect on sales; creating a nasty downward spiral to the bottom of the foodchain. With the current negative review scores it will be much more difficult to attract publishers/investors to our game; although we will certainly still try. What’s more important is moving forward (even if slowly) and when things become more positive, more options will become available. I'll keep working on Interstellar Marines with awesome people interested in helping out, that's for sure. I've been very fortunate to get this small handful of awesome volunteer community members on board to help out from time to time. I’m also blessed to have my brother-in-arms (ZPSSpectre) helping out with game design, military advisory, and community interaction. Only time will tell how this "crowd sourcing" adventure will turn out. I can totally respect if you could not care less about me or this game anymore, it really has been too long a wait with way too little progress. If, on the other hand, you feel a sense of hope and power inside to keep fighting; I'll be honored and proud! Show don't tell is what I'm judging myself on, and this is just text. Back to work!
FOR THE LOVE OF THE GAME,
Kim (ZPSHicks), last original survivor of Zero Point Software
Interstellar Marines is NOT Dead; Working on Update 27!
I, Kim Haar Jrgensen (the primary creative force behind Interstellar Marines), am currently the only official developer working on the game. I can do almost everything, except programming, which I'm learning. To be able to pay the bills at home, I'm currently working a full time job as "Respiratory Handicap Helper", which is both day and night shifts, allowing a fair amount of "free" time to work on Interstellar Marines. At the moment there is not a lot of light at the end of the tunnel for Interstellar Marines, except the ultra clear ambitious vision of what Interstellar Marines will be once fully realized, some day. I'll keep working on Interstellar Marines, until I go crazy or die trying or preferably manage to recreate, pickup, maintain traction, and conclude the game(s) envisioned.
The next short term goal is to finally get Update 27 out. Update 27 is centered mostly around expanding our combat sandbox arena called Wargames and fixing as many of our bugs as possible. (You can check our Trello page for progress and more details). In the long term the goals will be to get the game upgraded to Unity 5.6+ and make everything run smoother, be much more bug free, and prettier. This will allow us to expand in more interesting directions to chum players in. It's also a clear goal to make sure future updates, although small, will release more frequently.
Lack of substantial progress in Early Access has resulted in a steady increase of negative reviews (understandably), which in turn have had a very serious effect on sales; creating a nasty downward spiral to the bottom of the foodchain. With the current negative review scores it will be much more difficult to attract publishers/investors to our game; although we will certainly still try. Whats more important is moving forward (even if slowly) and when things become more positive, more options will become available. I'll keep working on Interstellar Marines with awesome people interested in helping out, that's for sure. I've been very fortunate to get this small handful of awesome volunteer community members on board to help out from time to time. Im also blessed to have my brother-in-arms (ZPSSpectre) helping out with game design, military advisory, and community interaction. Only time will tell how this "crowd sourcing" adventure will turn out. I can totally respect if you could not care less about me or this game anymore, it really has been too long a wait with way too little progress. If, on the other hand, you feel a sense of hope and power inside to keep fighting; I'll be honored and proud! Show don't tell is what I'm judging myself on, and this is just text. Back to work!
Kim (ZPSHicks), last original survivor of Zero Point Software
[ 2017-09-22 16:28:44 CET ] [ Original post ]
Community members close to me on our official Discord server, Steam Friends or Skype, should be fairly up-to-date on the details below.
Lone Survivor
I, Kim Haar Jrgensen (the primary creative force behind Interstellar Marines), am currently the only official developer working on the game. I can do almost everything, except programming, which I'm learning. To be able to pay the bills at home, I'm currently working a full time job as "Respiratory Handicap Helper", which is both day and night shifts, allowing a fair amount of "free" time to work on Interstellar Marines. At the moment there is not a lot of light at the end of the tunnel for Interstellar Marines, except the ultra clear ambitious vision of what Interstellar Marines will be once fully realized, some day. I'll keep working on Interstellar Marines, until I go crazy or die trying or preferably manage to recreate, pickup, maintain traction, and conclude the game(s) envisioned.
Update 27
The next short term goal is to finally get Update 27 out. Update 27 is centered mostly around expanding our combat sandbox arena called Wargames and fixing as many of our bugs as possible. (You can check our Trello page for progress and more details). In the long term the goals will be to get the game upgraded to Unity 5.6+ and make everything run smoother, be much more bug free, and prettier. This will allow us to expand in more interesting directions to chum players in. It's also a clear goal to make sure future updates, although small, will release more frequently.
Moving forward
Lack of substantial progress in Early Access has resulted in a steady increase of negative reviews (understandably), which in turn have had a very serious effect on sales; creating a nasty downward spiral to the bottom of the foodchain. With the current negative review scores it will be much more difficult to attract publishers/investors to our game; although we will certainly still try. Whats more important is moving forward (even if slowly) and when things become more positive, more options will become available. I'll keep working on Interstellar Marines with awesome people interested in helping out, that's for sure. I've been very fortunate to get this small handful of awesome volunteer community members on board to help out from time to time. Im also blessed to have my brother-in-arms (ZPSSpectre) helping out with game design, military advisory, and community interaction. Only time will tell how this "crowd sourcing" adventure will turn out. I can totally respect if you could not care less about me or this game anymore, it really has been too long a wait with way too little progress. If, on the other hand, you feel a sense of hope and power inside to keep fighting; I'll be honored and proud! Show don't tell is what I'm judging myself on, and this is just text. Back to work!
FOR THE LOVE OF THE GAME,
Kim (ZPSHicks), last original survivor of Zero Point Software
Interstellar Marines
Zero Point Software
Zero Point Software
2013-07-02
Action Indie RPG Simulation Singleplayer Multiplayer Coop EA
Game News Posts 37
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mixed
(4242 reviews)
https://store.steampowered.com/app/236370 
The Game includes VR Support
Linux Game Content [4.43 G]Linux 64-bit Game [4.91 G]
UPDATE 25 AVAILABLE - Interstellar Marines resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing*, and non-linear gameplay. Set in a believable future, you take on the role of an elite operative handpicked to join Project IM, a top secret military program being assembled to protect mankind from all dangers outside our solar system.
Interstellar Marines is inspired by movies such as Aliens, Starship Troopers and Final Fantasy; and games such as Half-Life, System Shock 2, and Rainbow Six 3: Raven Shield. Interstellar Marines is all about evolving the FPS recipe with all the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion.
*role-playing not yet implemented
Since man first raised his head to the stars above, he has dreamed of conquering space. Interstellar Marines is the age old dream come true. It is the dawn of the 22nd century, a time of great hopes and expectations. The discovery of a new and inexhaustible well of power known as Zero Point Energy has revolutionized space travel. Man has escaped the confines of Mother Earth, and gone on to colonize the solar system.
But far away from public awareness an ambitious military project has already taken Man beyond the final frontier, and into the regions of the stars. The powerful Interplanetary Treaty Organization, ITO, is secretly constructing the first human settlement in another star system. You are a new member of the Interstellar Marines, a secret battalion within the ITO special forces created to protect humanity against potential threats from the confines of the unknown universe.
Now gear up Marine, we’ve got training to do! Welcome to Project IM.
War Games
Formerly known as Hell Week this game mode features 9 New and unique areas where 64 players battle until only 4 are left standing! This event runs every 3 hours in each timezone, so there’s always one somewhere in the world starting at the top of every hour. We also have a Steam Leaderboard for Hell Week here which tracks Combat Points globally, monthly, and survivors of Hell Week. We'll let you know more about Hell Week Finals when it’s ready.
7 Singleplayer/Co-op Missions
Play 5 co-op and single-player missions against unscripted AI with dynamic environment effects or two pivotal missions inside the Interstellar Marines universe, The NeuroGen Incident and Assault on Starcrown Aerospace. Play singleplayer or co-op with up to three friends in intense action with more co-op and singleplayer missions to come!
9 Unique Multiplayer Maps Across 3 Game Modes
Take your friends out in Deadlock, Deathmatch, and Team Deathmatch on maps featuring dynamic environment effects such as time of day, rain, thunder and lightning, emergency lighting, fire alarms, moving platforms etc.
Realistic Simulation
With a physics-based dynamic character controller there are no floating hands, and you can even see your feet! The physically present combat helmet has a HUD projected onto the visor and is affected by dust, rain, fogging, and damage. Aim down the sight for the long shots and use the tactical laser to assist aim when hip firing, as there are no artificial crosshairs to break immersion. Use the intuitive crouch and cover system; spacebar (default) peeks over cover, and looking down leans you forward to see over ledges. You can also shoot out the lights and prowl in darkness, or use the tactical flashlight if you’re afraid of the dark.
We hope you enjoy the game, and look forward to developing it with you as we progress through Early Access!
FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
Interstellar Marines is inspired by movies such as Aliens, Starship Troopers and Final Fantasy; and games such as Half-Life, System Shock 2, and Rainbow Six 3: Raven Shield. Interstellar Marines is all about evolving the FPS recipe with all the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion.
*role-playing not yet implemented
Welcome to Project: IM
Since man first raised his head to the stars above, he has dreamed of conquering space. Interstellar Marines is the age old dream come true. It is the dawn of the 22nd century, a time of great hopes and expectations. The discovery of a new and inexhaustible well of power known as Zero Point Energy has revolutionized space travel. Man has escaped the confines of Mother Earth, and gone on to colonize the solar system.
But far away from public awareness an ambitious military project has already taken Man beyond the final frontier, and into the regions of the stars. The powerful Interplanetary Treaty Organization, ITO, is secretly constructing the first human settlement in another star system. You are a new member of the Interstellar Marines, a secret battalion within the ITO special forces created to protect humanity against potential threats from the confines of the unknown universe.
Now gear up Marine, we’ve got training to do! Welcome to Project IM.
War Games
Formerly known as Hell Week this game mode features 9 New and unique areas where 64 players battle until only 4 are left standing! This event runs every 3 hours in each timezone, so there’s always one somewhere in the world starting at the top of every hour. We also have a Steam Leaderboard for Hell Week here which tracks Combat Points globally, monthly, and survivors of Hell Week. We'll let you know more about Hell Week Finals when it’s ready.
7 Singleplayer/Co-op Missions
Play 5 co-op and single-player missions against unscripted AI with dynamic environment effects or two pivotal missions inside the Interstellar Marines universe, The NeuroGen Incident and Assault on Starcrown Aerospace. Play singleplayer or co-op with up to three friends in intense action with more co-op and singleplayer missions to come!
9 Unique Multiplayer Maps Across 3 Game Modes
Take your friends out in Deadlock, Deathmatch, and Team Deathmatch on maps featuring dynamic environment effects such as time of day, rain, thunder and lightning, emergency lighting, fire alarms, moving platforms etc.
Realistic Simulation
With a physics-based dynamic character controller there are no floating hands, and you can even see your feet! The physically present combat helmet has a HUD projected onto the visor and is affected by dust, rain, fogging, and damage. Aim down the sight for the long shots and use the tactical laser to assist aim when hip firing, as there are no artificial crosshairs to break immersion. Use the intuitive crouch and cover system; spacebar (default) peeks over cover, and looking down leans you forward to see over ledges. You can also shoot out the lights and prowl in darkness, or use the tactical flashlight if you’re afraid of the dark.
We hope you enjoy the game, and look forward to developing it with you as we progress through Early Access!
FOR THE LOVE OF THE GAME,
Your team at Zero Point Software
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