Sublevel Zero is a first-person roguelike six-degree-of-freedom shooter set in a universe where reality is falling apart. Take control of a lone gunship pilot whose mission is to loot and craft ancient technology.
User reviews:
Very Positive (304 reviews) - 91% of the 304 user reviews for this game are positive.
Release Date: Oct 8, 2015

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Recent updates View all (17)

September 19

TrackIR Support Added to Beta!

We’ve just added TrackIR support to the latest branch! Our apologies for taking so long on this - it’s had to be put on the back burner quite a few times. Those of you with TrackIR, let us know what you think!

Patch Notes
TrackIR support
Level names
Loading screen animation

Should launch properly from SteamVR
Fixed some level loading hangs (note: we’re aware there may still be some cases, and we’re on it! In the meantime if a level is taking forever to load, quit, restart the game and CONTINUE should be available)
Improved UI controller navigation

4 comments Read more

August 17

Vive beta support live, large beta update!

Hi all, we've just made (beta) Vive support live on the latest branch! Dive in and let us know what you think!

We've rolled all our VR support back into this branch and removed the riftbeta branch. So if you're playing on your Rift, please switch back to latest.

This also means all the updates and fixes on the VR branch are now in this branch, and in future all updates should therefore apply to VR and non-VR simultaneously.

Patch Notes
Bear in mind these notes are relative to the last VR build, so non-VR players will see far more changes than this.

Vive support
Unified beta on latest
New cockpit
VR Tips screen on main menu
More VR map view improvements
Performance tweaks

Fixed weapon stats sometimes changing between levels

15 comments Read more


“Sublevel Zero loves Descent as much as you do”

“Sublevel Zero is a roguelike that scratches the same itch as Descent”
PC Gamer

“ might become one of my favourite games released in these final months of 2015”
Rock Paper Shotgun

About This Game

Sublevel Zero is a first-person roguelike six-degree-of-freedom shooter set in a universe where reality is falling apart. Take control of a lone gunship pilot whose mission is to loot and craft ancient technology. Descend into a vast underground facility, fighting through procedurally generated zero gravity environments to recover the technology you and your clan need to survive.

Your gunship is free to fly and rotate in all directions. You can attack from any angle, and so can your enemies. Inspired by classics such as Descent and Forsaken, Sublevel Zero’s retro gravity-defying combat is driven by modern looting and crafting.

No lives. No saves. Fight your way through a different procedurally generated environment every time. Make every shot, every decision count. A wide range of environments stand in your way, from industrial zones to mining caverns. Think on your feet and adapt to each one’s hazards before it’s too late.

Collect a wide range of randomly-generated weapons, upgrades and game-changing items. Craft them together to equip your gunship for your play style. Unlock more items and blueprints as you play and keep those unlocks across playthroughs.

Strap on your Oculus Rift or HTC Vive and experience Sublevel Zero in Virtual Reality with an immersive cockpit view and VR-enabled weaponry. [Currently in Beta]

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Win XP / Win 7 / Win 8 / Win 10
    • Processor: 2.5 GHz Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: Shader Model 3 compliant graphics cards (GeForce GT 520/Radeon HD 3850 and above)
    • DirectX: Version 9.0c
    • Storage: 800 MB available space
    • Sound Card: DirectX 9.0c compatible.
    • OS: Mac OS X 10.9.0+
    • Processor: 2.5 GHz Dual Core Processor
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3 compliant graphics cards (GeForce GT 520/Radeon HD 3850 and above)
    • Storage: 800 MB available space
    • OS: Ubuntu 14.04
    • Processor: 2.5 GHz Dual Core Processor
    • Memory: 2 GB RAM
    • Graphics: Shader Model 3 compliant graphics cards (GeForce GT 520/Radeon HD 3850 and above)
    • Storage: 800 MB available space
Customer reviews
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Very Positive (304 reviews)
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264 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
1 of 1 people (100%) found this review helpful
1 person found this review funny
0.9 hrs on record
Posted: October 20
Better than no man's sky
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Most Helpful Reviews  Overall
71 of 88 people (81%) found this review helpful
197 people found this review funny
16.6 hrs on record
Posted: October 21, 2015
A decent Descent descendant.
Was this review helpful? Yes No Funny
42 of 48 people (88%) found this review helpful
1 person found this review funny
1.1 hrs on record
Posted: October 12, 2015
Like playing Descent through rose-tinted glasses. Recaptures that same strafing, dipping, and darting combat, challenges that same spatial memory, and rewards the same careful expenditure of missiles. All this while adding some new tricks such as randomized content, unlockable and craftable equipment, and a delicious, glowy aesthetic.

My only gripe so far was not being able to save and quit when I needed to duck out for real-life interruptions. Otherwise, I'm enjoying it!

Full Disclosure: I received a free copy of this game.
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30 of 33 people (91%) found this review helpful
2 people found this review funny
34.1 hrs on record
Posted: July 3
*Yes, if you are a casual gamer that enjoy find & destory mission
*No, if you looking for variety mission, customization gunship

= Campaign (Linear story)
= No Multiplayer / Coop

*No Adjustment

*If player is professional: Around 5 hours
*If player is casual gamer: Around 20 hours+
*If player is noob gamer: Around 35 hours+

*Choose a gunship with different weapons (play more to unlock)
*The map is random genarated everytime we play!
*Looting is random, such as: medic kits, ammo, weapon spec (accuracy, fire rate, damage)
*Enemy shooting projectile that is slow enough to dodge
*Player can choose to make it quick or slow to complete each level
*Player can bang enemy to dead if wanted
*But enemy have 1-2 second denote explosion that damage player
*Player collect nanites to craft a better weapon or engine
*Secret chamber is random hidden, reward is worth to explore
*More playing will provide blue prints, nanocarts make create more playing style
*Unlock blue prints will allow to craft more weapons
*Unlock nanocarts will allow to choose a perk / upgrade in next level
*Total of 6 levels to complete, will be restart from level 1 is player died.
*Game save is only use for exiting game. If player die in the save, save file will die too.
*Progress stats provide useful information such as: Unlocked items, Ratio Kills & Death & etc

+Easy to pilot
+Easy to compare weapon spec
+Interactive map to navigate
+Diversity enemies

-Minecraft graphic
-No leaderboard at the meantime
-No zoom view
-No third person camera

*5/10 graphic quality (2015 tech)
*8/10 gunship design
*6/10 storyline presentation
*10/10 area encounter
*9/10 combat system
*9/10 sound system
*9/10 lively animated
*10/10 replayability
*8/10 Overall for offline gameplay
*-/10 Overall for online gameplay

*Random video review:

737 MB

*Yes, if you wanted developer make a good game in future!
*No, if you can wait for 33% during sale in future
*Price History:
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38 of 48 people (79%) found this review helpful
3 people found this review funny
12.6 hrs on record
Posted: October 8, 2015
I'm no reviewer, let me just say that. However I feel compelled to put something here though it won't come close to doing this game justice. To say "considering this is an indie developer I can't beleive it's so awesome" almost sounds insulting but it must be mentioned here because these guys don't have hundreds of millions backing them.

Sub-level Zero ticks off all the boxes for everything I'm looking in a shooter that takes advantage of my X-55 HOTAS. I love how fluid it feels and how all the levels are randomly generated so you get a different experience every time. Did you like Descent back in the day? You'll love this.

If you're on this fence about it, DON'T BE! For the price you are robbing the developers blind...take the game and run.
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34 of 42 people (81%) found this review helpful
5 people found this review funny
7.1 hrs on record
Posted: November 2, 2015
Sublevel Zero is first person spaceship shooter, placed in a zero-gravity environment, full of enemies.
If this review is too long for you, I suggest you to only read the first paragraph about the game's content and the final verdict at the end.

What is happening in the game:
You have to fly in a large space base, kill enemies and grab the loot they drop. From the stuff you collected, you can also craft more things to make you progression easier.

  • Controlling the Spaceship | Controlling feels smooth and very intuitive. You can make the ship go in any direction, which includes up, down, and spinning left and right (6DOF, Google it). There is also controller support, which might sound strange for a 6DOF game, but it controls the game just fine.
  • Map | When you're flying through the passages and halls, while spinning in every direction possible, you soon lose track of where you even are. This game takes care of this with a very clear 3D map, which helps you travel the way you want.
  • Procedural Generation | The world you fly in is procedurally generated, helping towards bigger replayability, so you won't get bored easily! I had quite a few hours of fun with this game and even if you complete it, it will feel just as fun the next time you play it.
  • Graphics | I really like the way the world looks, sometimes it has pixel elements, sometimes polygons and sometimes it just looks cool with none of those.
  • Crafting | You can also craft new weapons with the resources you collect. As you progress in the game, you unlock more crafting recipes for better and different weapons.
  • Sounds | Soundtrack is awesome, as well as all the sounds when you shoot, hit, open doors and other things. They sound kind of space-like and are great for keeping your ears busy.

  • Mouse Locking | If you have two screens or more, you will have quite a few problems as you can click outside the game, which will minimize it. Not very pleasant, if you're in a middle of a fight.
  • Understanding the Game | At the beginning, I literally had no clue what to do in this game. Explaining the goal of the game is not this game greatest side, although it does have a pretty good tutorial regarding controls, inventory and weapons.
  • OS Support | I'm sad that I have to include this in so many of my reviews, but developers should really start supporting MacOS and SteamOS. It's made in Unity, so ports for both operating systems shouldn't be more than a click away ...

The final verdict:
I loved this game, although I was pretty confused about its goals when I started playing it. 6DOF might feel a bit weird it you've never played a game like this before, but you'll get used to it and will find it enjoyable. A big plus is procedural generation of the world you fly in, ensuring big replayability.
If you're looking for a relatively cheap game with spaceships, shooting and flying around, this is a game for you.


Note that my copy of this game was obtained for free for reviewing purposes. However, this did not affect the quality and objectivity of this review.

If you liked this review or want to see more recommended games, be sure to follow our curator group: Follow Original Curator Group
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24 of 28 people (86%) found this review helpful
1 person found this review funny
6.5 hrs on record
Posted: October 9, 2015
There's so much to love about Sublevel Zero.

TL;DR: It looks amazing, plays amazing, sounds amazing, has an amazing developer team supporting it. There is some polish that's needed, but that's true of most games immediately after release. There's a lot to unpack so lets just dive right in.

Sublevel Zero looks like what my memory of Descent is. As I've been playing the game I keep thinking to myself "wow, this looks so much like Descent just a little better" and then I went and played some Descent and it's amazing how much older it feels. Everything important has a color. Weapons and their ammo are color coordinated, enemies are colored to match their type, and while to start there sometimes feels like an overwhelming amount of color, you quickly learn to appreciate it.

While it is an excellent upgrade to the Descent aesthetic in most ways, one significant downside is the enemies. They're no where near as distinct as Descent, they're little more than colored floating balls. You do get used to it quickly, but it would have been nice to see more character in the enemies.

There are some minor interface and usability tweaks I feel need to be made, like making it more clear what your cursor is selecting, and polishing the item comparions, but overall the interface stays out of your way.

There's so much to say about the gameplay. Much of it is difficult to explain. The map for example, they've managed to nail flying through the map in a way even Descent couldn't manage. It feels very natural and that's important because it's easy to get lost in randomly generated mines.

The core gameplay is a well polished 6DOF gameplay. The addition of crafting and rogue-like elements are nicely unobtrusive and don't get in the way of flying around DOF'ing everything in sight. The rogue-like bits are pretty standard; if you've played one rogue-like you've played them all. The weapons have a nice variety and most feel pretty punchy. Most weapons have some sort of inaccuracy which actually helps smooth out the combat. Even with a mouse DOF'ing all around isn't an exact science, so the weapon inaccuracy relieves some of the pressure on your flying.

The game also features one of the best control binding systems around. It recognzes and displays every controller Windows does and lets you select which one to use instantly. Key/axis binding is accurate and correctly filters false-positives by temporarily centering each axis before watching for an input. Each controller also comes with it's own set of bindings so it's easy to experiment with different control set ups (my personal favorite is using a Wiimote and Nunchuck to play. Check the guides for information on setting that up).

The menus are all fully-controllable via the keyboard which is a plesant niceity in generally, but especially nice for Wiimote controls.

I don't really have anything bad to say gameplay wise.

There's a pinned topic in the forums with a link to the soundtrack on Bandcamp. The album speaks for itself.

Overall Score
It's hard to score because I'm biased towards 6DOF games. It's not perfect, but it's close enough that I think it's really earned a solid

At this price I can't recommend it enough.
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17 of 19 people (89%) found this review helpful
5.3 hrs on record
Posted: October 10, 2015
A love letter to Descent. Exellently done with smooth, tight controls and a bangin' chiptune ambient soundtrack, its a rewarding roguelike that demands cautious exploration, ammo conservation and deft mastery of the controls to dismantle the rogue bots and get to the reactor at the end of each level. Levels are a good length and an intentionally blocky texture theme combined with brain-meltingly awesome lighting system makes playing them enjoyable and nostalgic.

Despite these accolades, Sublevel Zero needs work in a few minor areas. Specifically, there's no thief bot, and there's a major lack of variety with regards to hull upgrades. There are no energy recharge stations (which was the primary benefit of generally weaker energy weapons). An autolevel control would be nice instead of hiding it in the menu and having it be always on or off. Also an irritating omission: complete lack of D-pad controls for the menu/UI system. It would also be nice if there were a way to recycle useless junk for nanites. There are also no secret doors or areas, which is a disappointment (or are there?!?). Finally, I know that this is a single player game. But come ON guys. Let's release a multiplayer DLC for this. It's practically begging for it.

As an interesting side note, the game also accomplishes the hilarious feat of demonstrating exactly how terribly designed Descent's levels were, as the random generation engine in this game routinely churns out better levels than Descent did.

All in all, aside from a few minor blemishes and missed opportunities, this game is a perfect translation of Descent into a roguelike format. If you're a fan of these types of games, Sublevel Zero simply shouldn't be missed. I think this might also appeal to you if you enjoy flight sims or first person shooters. Some people just wanna run around with a gun, but if floating around a zero-g envrionment shooting endless hordes of robots with ever-more-powerful weapons sounds fun to you, I encourage you to give Sublevel Zero a try.
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14 of 15 people (93%) found this review helpful
56.3 hrs on record
Posted: December 9, 2015
Honestly, this is the best 6DOF game I've ever played. And more immersive, player involving, and diverse then any of the Descent games old or new. Theres Crafting, but it's not overwhelming. Theres no control issues all of your axi and slides feel fluid with no particular turn offs. Achievements for playing well unlock more ships so theres a boat load of replay value. Theres a perks system which makes you crave to explore every single room! And the maps are never the same! so it's always a new skin tingling experience! And it's still being developed! Luke and crew, add new elements all the time! There really isn't enough i can say about this, accept, it's the best one I've ever owned. and i have about 25 6dof games. This one is WORTH your investment. And great for the casual gamer, as well as the finatic! I hope to see it go, further and further! Don't stop Dev's! Do a shadow-play level! <3
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16 of 19 people (84%) found this review helpful
1 person found this review funny
1.1 hrs on record
Posted: October 8, 2015
Only needed a few minutes to realize this is a gem and a steal at this price. If you liked Descent/Elite or just any FPS in general this is a great pick me up game. Had no problems mapping controls and getting right into the game. Bought this because I own a DK2 and can't wait for full VR support. Runs flawlessly. Get this now.
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Recently Posted
7.8 hrs
Posted: October 22
One of the best games of its type! cant recommend it enough!
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6.7 hrs
Posted: October 18
In short: Sublevel Zero + HTC Vive + Steam controller + good headphones = jump kick to my jaw

I grew up during the time of Descent, and also own the current version, (but that's another story...) but never really had any interest. Back to the present - a few well written reviews online swayed me to purchase SLZ...and I'm glad I did. The soundtrack is very fitting chiptune-type jams that mesh well with the chunky, retro graphics. Blast it into your ears while you zip through the explosions of enemy ships. The crafting is a little hollow for now, but definitely adds something to the game. Default controls are tight on the Steam controller and havent tried my flight stick yet - hopefully soon. Some weapons seem useless to me but that could just be personal preference. I guess you could say those items are my only real gripes about Sublevel Zero. If you want Descent with SNES/Genesis styled art and music this is your game. If you're asking yourself, "do I want that?" the answer is yes. Even on a monitor this game is a blast.
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Holy Shit! It's Cthul-Aid!
0.3 hrs
Posted: October 11
runs ♥♥♥♥ on intel hd 4600

how can a game like this not be able to run at a good framerate with all low gfx and 800x600


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8.0 hrs
Posted: September 25
If you miss the old Descent games and you don't mind periodically dying and starting over with nothing this will be worth every penny. Good soundtrack, and the procedural level generation works well for the style and story of the game. I was a big Descent fan, so I'm also stoked on the game's overall aestehtic, pacing, and action.
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0.5 hrs
Posted: September 24
Hotas sensitivity is way too high to do much of anything well. I also have trouble with the menus with a Hotas.
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Agent Orange
21.9 hrs
Posted: September 19

If you absolutely loved the 360 freedoom of movment that the Descent games from interplay brought to the table since 1995? Check

Do You have a sick obsession for collecting guns and crafting powerful weapons? check.

Do you like to blow up a bunch of ♥♥♥♥♥♥ off robots trying to not let you get your hands on some tricked out technology? Check. just ♥♥♥♥ing kill them sons of ♥♥♥♥♥es.

Levels that are randomly generated each playthrough so nothing is ever the same each time? Check.


now do all of that without dying.

lots of replayability here, especially if you're trying to unlock other starting hulls for your ship.

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3.7 hrs
Posted: September 10
Super fun game with great visual style. I'm going to try the VR beta soon, but I fully expect to barf all over myself.
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10.7 hrs
Posted: August 23
If you like Descent, chances are you will like Sublevel Zero.

Obviously inspired heavily by Descent, in terms of map design and enemies. Procedurally generated maps are well designed. Beautiful low-poly/low-res graphics, awesome soundtrack, comprehensive controller setup. In-game 3D map is awesome. You can't ask for much more from an "homage" to Descent.

My only criticism would be the "roguelike" permadeath is a bit unforgiving for newbies (I'd prefer an option to continue from the start of the current level if you die) but since each playthough has different maps, restarting from the beginning is a new experience.

This game has been polished until it shines. Highly recommended.
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0.8 hrs
Posted: August 19
Bought for the Vive, nice stuff. The big frame of reference and the self alignment aid a lot for comfort, I bet it were a more sicknening experience, but I'll rate on average cockpit games of this kind (into a starship). It runs almost flawlessy with a 970 with the standard setting, turning up AA and lighting make it starts reprojection (not very noticeable on this game anyway). Good and sharp images without pixellation, even without AA, in fact all menus in the game are easy readable; textures are lowfi but this is just wanted for the graphical style of the game. I used an Xbox pad and the controls are perfect on default.

There are so many reviews about contents. I can add just than for VR unfortunately we miss long games with a progression, here you can find plenty of both. The game is good, remind a lot the first Descent asstyle with some pixel style to underline his connection with the past, but the self alignment and fighting reminds also Forsaken.

My hrs count seems low, because at the moment (for a bug I suppose, VR support is just in the beta) for playing in VR I had to launch the exe into the game folder, so Steam didn't notice.

A good game in general, but as VR product this rocks, one of longer and deeper stuff you can find for your headset.
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