
ZeroSpace campaign CG revealed, with epic scope fully on display
On 2026-06-25, Starlance Studios and Ironward showed new PVE campaign story CGs for ZeroSpace, a cinematic RTS with a deliberately grim sci-fi tone. The screenshots highlight human ships, mech formations, and the interior of the Guardians Council, framing a conflict in which aliens and humans are fighting for control of the universe.

The campaign takes place in a sci-fi universe where the Guardians Council is losing power and can no longer keep a fragile peace. Players are recruited into the Council in response to a mysterious threat, then sent out on a campaign across the cosmos. The tone is unmistakable: this is not aiming for a light, breezy space adventure.

Marvin Gouw also noted that Aaron Kambeitz was the lead artist on the Homeworld series, served as concept director on Homeworld 2 and Homeworld 3, and is a co-founder of Relic Entertainment. That background helps explain the art direction: the team is not chasing a slick sci-fi surface, but trying to bring back a heavier, more industrial RTS identity.
Kambeitz is still refining the human faction’s unit designs, pushing them toward a more realistic, tougher look while dialing back the stronger StarCraft influence. It sounds like a small shift, but it matters. A lot of sci-fi RTS games run into the same problem: they look busy, but they still feel like a shadow of something else. If ZeroSpace wants to work as a serious, traditional RTS, this kind of foundational design work matters more than another batch of CG.

On paper, the package is extensive: large asynchronous multiplayer battlefields, dozens of hours of single-player campaign, four core factions, six legendary heroes, and 14 mercenary factions. Veteran RTS players will likely see that as real scale and a clear sense of faction identity. For newcomers, though, the first test will be readability, not ambition.

If you already like RTS games with a strong cinematic feel, these CGs and the surrounding worldbuilding at least get the mood right. The real question is whether the eventual gameplay can carry the same weight.





















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