News Archive



We're kicking off 2018 with a NEW TRAILER showcasing the enigmatic GINYU FORCE!!!



If chosen you will start off with the ultimate Captain Ginyu himself and from there, when you have achieved the appropriate power level, you are able to bring in one of your FIVE force members!

Once they are out, they will automatically attempt to help including joining in on attacks such as shooting ki blasts or beams alongside you. Increasing your power level gives you access to each tier of the characters.

At any time you can also SWITCH to and take control of that character in real-time. This can create unique tag team combos, setups and traps (▀̿Ĺ̯▀̿ ̿).


Loud mouthed, hard-hitting Captain of the team.


Ugly, four-eyed, telekinesis based meatball of a warrior.


Style, grace, and Ginyu's first mate, the red magma.


Unrivaled speed with an addiction to space soda.


Powerhouse striker lacking any sense of intelligence.

Enjoy this brief glimpse of the Ginyu Force in the Trailer below!!!

Here are some screenshots showing off some more of the Ginyu Force ( 1080p )


Bonus images showing different kinds of weather and time cycle features. (4K Images, so increased size!)


Last but not least, Andreasus joined us last year as our new 'Character Modeler'.
Check out glimpses of the characters he has modeled and textured in the turntables below.

Finalized Imperfect Cell model.

He is also finishing up the mesh of his latest Semi-Perfect Cell (WIP)!

That's all for this update, but keep checking back as we will have another update soon enough introducing brand new features and revamped maps never seen before ( ͡° ͜ʖ ͡°) STAY TUNED!!!!

Welcome back Earth's Special Forces fans, and sorry for the long wait ( ͡° ͜ʖ ͡°) Although we have been away from the spotlight for quite sometime, we can assure you that we have been working harder than ever. Over the past few months we have been able to complete much of our gameplay content. Today however, we are going to focus on the members of the bad ass Saiyan Trio: Goku, Vegeta, and Trunks. In the Trailer below you will be able to see the variety of Melee Combat and some Super Moves available, all 3 characters' Transformations, and some of their signature Blasts and Attacks. Also, don't worry your other favorite characters will also be shown off in the soon enough in a similarly juicy presentation (▀̿Ĺ̯▀̿ ̿). Anywho, enough talking though, what better way to say it than to actually show you. A picture says 1000 words, so a beautiful trailer says a BungTrillion words... Remember everything you see below is 'Work In Progress' and is bound to reach its maximum levels of sexiness upon release. Enjoy, and as usual we thank you guys and appreciate all the love and support.
Oh and also, here are some delicious screenshots that I had laying around as well (ง ͠° ͟ل͜ ͡°)ง ( notice the different HUDs none are final of course, just demonstrating that you can use any style you want ^_^ )
Make sure to Stay Tuned for Updates. We have tons of content coming down the pipeline for you! Have a great weekend!!!
From all of us at Earths Special Forces we hope you have a Merry Christmas and Happy Holidays no matter what you celebrate. We hope you have a good year and that the next is even better Best Wishes
ESF_Cell_Games has received a small facelift and some bug fixes. The original version had holes in the mesh that would cause players to fly out of the play area. The holes have been patched and the terrain smoothed out. Also, thanks to Ryo, the blend and texture UVs have been split into separate channels which makes it much easier to work out distortion in the textures.

Hi Guys, Sorry for the silence. Hopfully this will make up for it.

Here's what's been going on lately.

Mastasurf has added some animated buoys, an animated boat and a blimp to the Roshi Island map

Ryo has updated the grass shader

Darktooth is close to finishing his animation library which will speed up animating the remaining models

Dalte has updated a bunch of the beam fx

Raven, Ryo, and Andy held a coding session 2 weeks ago and fixed the map change / map restart crash bug so hopefully now we can change maps with no problems

See you guys soon




Sick of waiting for ESF:F to come out? Want to help speed up the process? Well here's how you can help

Are you a skilled modeler or know someone else who is? Well contact us on our team speak server and ask how you can help.

We are mostly looking for people who can help work on our remaining characters. This will require creating a character model, building UV maps and fully texturing the model.

Please provide some samples of your work and be prepared to take on a project from start to finish. Please do not contact us if you are not prepared to follow through and complete your set task. It costs the development team time to train new artists on ESF's custom systems setting us furthur behind.

We are also looking for environment modelers (Mappers), Object modelers (To make the maps more lively) and Music Composers.

Team Speak can be downloaded from here

Our Team Speak server is you will normally find somebody from the team idling there. Raven and Mastasurf are the best people to contact.

We hope to hear from you soon.


Hi All,

Are you looking for a way to help the community? Well we have the job for you!

We are looking for three forum moderators preferably from different time zones.

What you'll need

  • Be responsible
  • Be able to dedicate several hours a week to the forum
  • Be willing to warn/ban people you know
  • Able to make decisions on your own without admins

How do you apply?

Simply post in this thread

Thank you for your time and we look forward to working with some of you on the forum


Earths Special Forces has made it into the Top 100 in this years Mod Of The Year!

Thanks to everyone who has voted for us.

For those that haven't voted and want to head over to our ModDB Page and click the big green button.

Thank you all for your support


A couple of weeks a go we showed you some images of destruction for ESF. This raised a few questions with some people, so in an effort to answer these I collected a few and presented them to Raven for answering.


Before we get down to it I would like to point out some things. First of all not every map with have destructible objects in it but we will make an effort to get it working in some of them. Secondly and more importantly, Destruction will only be enabled on certain objects and will not be enabled on terrain at all. We are adding decals to give you burn marks, cracks and other effects but nothing more than that will be used on the ground.


Now down to the questions, With a bonus for those that make it to the end.


What destruction method are you using, Will it be pre-animated, only break in certain places or fully dynamic?

It will be dynamic destruction, not dynamic fracturing. Meaning the assets will be pre-fractured but can break differently each time. Each chunks that gets loose is a rigid body in the physics engine and can therefore interact with the world.


What is the limit of this destruction? The tower shown is pretty small compared to esf_city with dozens of buildings.

The limit is basically the hardware. In theory we can destroy everything. We will however limit ourselves in order to preserve a certain performance of the game.


One tower is believable, but what if all towers get destroyed simultaneously? How will this affect FPS?

The more active chunks (rigid bodies) there more of an FPS drain will occur, we will therefore try to find a good balance between good looks and performance drain.


How strong will objects be? Can players swoop past, transform near or throw others into them to break them or will only strong beams work?

That is totally up to the artist who created the assets, in this case our mapper(s).


Will the models re-spawn after some time or be destroyed until the next game?

Not at the moment. A map reload or map change will bring them back though.


Does this mean all destructible objects will need to be remodeled?

Not all of them but some might require some fixing as the fracturing algorithms require closed manifold meshes in order to work properly.


Will there be options to turn it off?

Possibly, yes that depends on the final concept. Meaning if objects will be partially destroyable and have to be synched between clients, then we have to force it for everyone or only leave a server-sided switch. One wouldn’t want a tower to be removed for one client while the other one can take cover because he turned off the feature if you know what I mean.


Will the destroyed objects stay or fade away? If they stay what will be the performance toll for Nvidia and ATI?

This is not yet decided and will be subject to change depending on the actual performance drain in upcoming tests. Leaving all the chunks in place won’t be a very wise decision performance wise. Some chunks might stay though, we’ll see.


What kind of struggles did you encounter during the making of all of this?

The kind of no proper documentation for the technology. On the other hand I wrote a thesis about that topic and it includes a lot of the issues one might face when dealing with dynamic destruction.


You can see Raven's thesis here


What kind of plans do you have for the future implementing these?

We just want to make it work for now and perform in a way that we can live with it.


What objects are planned to be destructible? For example, if the City map is still going to be in, will the Mr. Satan statue finally be destructible?

The city map as seen in some old screen shots is currently not included. We have several w.i.p. city map concepts but as it is right now we lack the manpower artist wise to complete them. I hope that someone will finish them, if so then they are free to decide whether they want to destroy the Mr. Satan statue or make it a static object.


Will the destructible objects be able to harm players?

They could do that, right now they don’t.


Will you be considering an option on the dragon ball wish list to restore the land/objects if yes will it provide a benefit?

Not yet planned, but that’s a cool suggestion.


Even with some settings turned off, how will a game handle ~10 players blowing things up and killing each other?

That totally depends on your computer. My computer handles it just fine and in time most computers will. However this is definitely a feature that requires some extra power. We will try to find a way to balance it.


Will Ki blast make tiny holes in them until the rest of the structure can't carry its own weight and collapse?

That depends if we decide to make the objects partially destructible meaning network synching each chunk or if we kill the whole object when it dies. We haven’t really decided that yet. It will depends on the outcome of some performance tests that we will have to do.


Will giant energy blasts like spirit bomb completely vaporize the structures?

Maybe, that’s a question for Dalte. Technology wise we can do it.


Will beams just make giants holes at entry and exit positions?

That is not yet decided. Also depends on the network synching test outcomes.


Thanks to Raven for taking the time to answer these. If you have any more feel free to ask. The best place to reach us is the forums but questions on ModDB and Facebook will be answered too



And now the bonus courtesy of Dalte