Starfall Tactics review: zero-g tactics with plenty of gravity

Ninth Orbit’s turn-based strategy game has the best new tactical idea in years, but a punishing strategic layer and a slow midgame make it a tougher recommendation than it should be.

Placeholder key art for Starfall Tactics: a ringed planet in a starfield
Key art: Halcyon Six (placeholder illustration)

Our verdict

Good

Enjoyable and well made, with clear trade-offs to weigh. How we score

Starfall Tactics’ gravity-based battlefields are thrilling, turning every boarding action into a three-dimensional puzzle. Its resource-starved campaign and sluggish midgame are harder to love, but tactics fans will find plenty to chew on.

Pros

  • Zero-g movement adds real tactical depth
  • Destructible, directional cover creates dynamic fights
  • Persistent injuries make every squad member matter
  • Skirmish generator offers long-term replay value

Cons

  • Strategic layer is punishingly stingy
  • Campaign midsection drags
  • Camera struggles in tight zero-g spaces
Reviewed on: PC (also on Xbox Series X|S)Tested on: PC — Ryzen 7 7700, RTX 4070, 32GB RAM, 1440pPlaytime: 38 hours, campaign complete on standard difficultyCopy: Review code provided by the publisher

Midway through a boarding action on a derelict refinery, I cut power to a section of deck, watched gravity fail, and had my engineer kick off the far wall to land behind a pair of enemy gunners who had been safely dug in a moment before. It is the kind of move most tactics games would never allow, and Starfall Tactics is built around it.

Up is a direction

Ninth Orbit’s debut puts you in command of the colony carrier Perennial, stranded in a graveyard of abandoned stations after a jump accident. Missions are boarding actions into those wrecks, and they play out on grids that can rotate, lose power, and lose atmosphere. In zero-g sections, units push off walls and ceilings, and cover is directional in three dimensions; an enemy safe from the front might be completely exposed from above.

It sounds complicated, and it takes a few missions to click, but the interface does a solid job of showing lines of sight and landing points. Once it does click, battles become wonderfully improvisational. Venting a room to space to pull enemies out of cover never stopped being satisfying, even after I realized the AI is wise to the trick on harder difficulties. Squad members fall into five classes, from breachers who cut new doorways to riggers who can restore power or deliberately kill it, and the best missions demand that you combine them in ways the briefing never spells out. Injuries persist between missions unless treated in the carrier’s medbay, which ties the tactical layer to the strategic one in a way that makes every squad member matter.

Running on fumes

That strategic layer is the game’s biggest weakness. Fuel, parts, and medical supplies are scarce by design, and the opening hours are tense in a good way. But the midgame, roughly hours twelve through twenty-five, asks you to grind similar salvage missions to stay afloat, and a couple of bad outcomes can leave you in a hole that takes hours to dig out of. Standard difficulty felt more like hard; I would suggest new players start on the lowest setting, which is still challenging.

Command, we are breathing borrowed air. Make the next one count.

In-game dialogue, Chief Engineer Osei

The camera also struggles in tight zero-g spaces, occasionally clipping into bulkheads or hiding a unit behind a support beam. Free-rotation helps, but it is fiddly with a controller. Mission variety in the back half helps a little, with rescue operations and timed evacuations that change the rhythm, but they arrive later than they should.

Performance and options

On PC, the game ran smoothly throughout my review, with turn processing quick even on large maps. Accessibility options include adjustable text size, color-blind presets for cover indicators, an undo for movement, and an option to disable the ironman autosave on any campaign.

Starfall Tactics is a game I admire more than I always enjoyed. If you love the genre and want a genuinely new idea to wrestle with, its zero-g battles are worth the occasional slog.

How we score

Scores reflect the reviewed version on the platform listed above. We re-review only when a patch materially changes the experience, and note any update at the top of the review.

10MasterpieceA landmark. Sets a new standard for its genre with no meaningful flaws.
9–9.5OutstandingExceptional and easy to recommend; any flaws are minor.
8–8.5GreatExcellent work with a few rough edges that don’t spoil the whole.
7–7.5Good (this review)Enjoyable and well made, with clear trade-offs to weigh.
6–6.5DecentWorthwhile for fans of the genre, but noticeably uneven.
5–5.5MixedGood ideas undermined by significant problems.
4–4.5PoorMajor problems outweigh what works.
1–3.5BadBroken, tedious or fundamentally misjudged.