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:
Overall:
Very Positive (312 reviews) - 91% of the 312 user reviews for this game are positive.
Release Date: Oct 8, 2015

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Recent updates View all (16)

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.

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

Fixes
Fixed weapon stats sometimes changing between levels

10 comments Read more

August 15

Vive Support coming Wednesday!

Hi all! We know many of you have been waiting to play Sublevel Zero on the HTC Vive. Well, your patience is about to pay off!

On Wednesday we'll be rolling out Vive support in the beta! We've also been working hard to make it as easy as possible to play Sublevel Zero in VR, and we'll be rolling the VR support into the main (latest) beta branch. You'll be able to easily select whether to play in VR or not, and this also means no more disparity between the VR and non-VR betas from now on!

Please note - because of this, we'll be retiring the riftbeta beta branch. So, on Wednesday, please switch to the latest branch to play in VR.

For more information, including details on a one-day-only, over 40% off sale, please check out this blog post on our site!

http://www.sigtrapgames.com/sublevel-zero-vive-support-gog-beta-and-40-off-sale/

Legacy Oculus 0.8 Support
For those still on the Oculus 0.8 runtime - the older dk2beta branch will remain, but we'll be renaming it oculus08beta for clarity. Note that this has not been updated since November, and will not be in the future - unfortunately we can't port current or future code back to the 0.8 runtime.

4 comments Read more

Reviews

“Sublevel Zero loves Descent as much as you do”
Polygon

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

“...it 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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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.
    Minimum:
    • 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
    Minimum:
    • 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
Customer Review system updated! Learn more
Overall:
Very Positive (312 reviews)
Recently Posted
Wilba
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.
Helpful? Yes No Funny
Rafport
0.3 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.
Helpful? Yes No Funny
Zenthar
23.2 hrs
Posted: August 14
A good rogue-lite game offering a good challenge, plenty of unlocks, and at times requiring a decent amount of versalitility to playstyle depending on itme drops during a run. This is my first time playing a Decent style game and I believe I will be looking into more games with this similar style after finishing with this one.
Helpful? Yes No Funny
Eurgiga
84.1 hrs
Posted: August 10
Redoing this review as a developer was kind enough to point out that this game is still under active development and has exited Beta.

I'm an oldschool Descent player. I flew the mines on Windows 95, and until this game hit I'd never found anything truly comparable to the mind-bending action of Descent's complete freedom of movement and inventive weapons variety.

Sublevel Zero scratches that itch I've had, but updates the Descent formula in several interesting and fun ways. While you no longer have Descent's cornucopia of immediately-available weapons, there is a large variety of available weaponry that can now be crafted. This adds depth to each playthrough, as you can now focus on playstyles that suit or interest you.

Want to be long-range and have plenty of time to dodge incoming fire? Build a railgun and focus on accuracy-based upgrades. Want to be a knife fighter? Build a spreadpulse and hope you get some speed upgrades (or start with the Stormtrooper).

Sublevel Zero generalizes its ammunition scheme, requiring only three primary and three secondary ammunition types to operate the bevy of weaponry available. This again adds depth, forcing players to make strategic weapons choices based on damage bonuses they've received and the type of ammunition their ship can regenerate, as well as just how much of a certain type of ammunition they have left. For example, I've had a number of times where I've conserved the ammunition of my Gauss cannon for a powerful reactor and burned through my energy reserves with a Spreadpulse during most of the level.

Crafting is possibly the best addition made to the 6DOF genre. The game is paced well enough that players begin to build more advanced weaponry at about the time they've begun getting upgrades to a particular ammunition type, which tends to inform the focus of the run. The game's roguelike nature is something of a handicap to it here, though, as the diversity of current crafting options is about tapped out over the course of the game's six levels. I feel this somewhat complicates the proposition of adding any more levels, something I would rather like to see.

The art and graphics style are somewhat simple and highly stylized, but not in a way that negatively effects the game. Rather, it all fits together very well and feels cohesive.

The game also has a few drawbacks I should mention:

- Many weapons seem inconsistently powerful within their tiers. The Arcpulse, a third-tier weapon, fires ball lightning that arcs bolts onto anything nearby. A few shots of this weapon will turn almost anything to dust. It does not overheat. The Arcthrower, another tier 3 plasma weapon, is essentially Force Lightning with the range of a circular saw held by a small child, albeit doing massive damage. However, when I can project that damage in a way that already murders everything in front of me with the Arcpulse, why in the world would I use the one that lets things get right up next to me? A number of weapons seem to fall into this trap, though I imagine my playstyle may contribute in part to how I feel.

- The game's random generation is one of its best features, but also imposes a hindrance: No level truly feels "complicated" in the way that Descent's levels did. At best you will get a few forks from a main path, maybe a sub-fork or two. The levels never feature paths of rooms that loop back to other branches. At best there will be one large looping corridor that usually leads you back to an earlier point on the same branch. In short, while the levels are all unique, they are also ultimately not very "mazelike".

- No significant 'run customization' options or 'challenge modes'. Best you can do is select a ship, which changes some or all of your starting stats. I would like to see difficulty options or even challenges like "All Enemies are Homing missile Defenders" or "One Hit Point Wonder". Longer runs would also be very welcome, the ability to set the number of levels and the nanite multiplier would allow a player to customize the game length to their taste.

- Item prefixes are fairly inconsequential. A bad weapon may only do five or six less damage than a good weapon, or be 5% less accurate, or fire a bit more slowly. Weapons also tend to average out to a 'normal' version once combined via crafting. Missile modifiers are even worse, as I've seen Lethal and Useless grenades both with a Splash of 1- many of those modifiers either don't show up or do nothing on secondary weapons. It would be nice to see more drastic variations in the parts received.

- Ramming. It's hard to not like it because it's trying something new and was apparently intended as an alternate main damage method as there are ships and upgrades focusing heavily on it. However, a full charge into any enemy will almost always result in taking a few shots to the face, and as such ramming is at best a short-term solution if you find yourself out of ammunition and the exit is blocked. Additional ramming upgrades such as a shielded ram or some sort of explosive effect on impact would go a long way towards making this a more useful game feature.

Would I still get it again? Yes. Yes, I would. You should buy this, and then buy a copy for someone else who has never played a 6DOF and watch them melt down as they try to make sense of it all.
Helpful? Yes No Funny
Ubserd
2.8 hrs
Posted: July 29
Great VR game much like Decent from back in the day with a little rouge like tossed in. It also has a great pixel art style, feels polished, and runs well on the oculus rift. It's a buy if you love any of those things.
Helpful? Yes No Funny
Dat Woo Woo
34.4 hrs
Posted: July 21
I love this game!!
Helpful? Yes No Funny
PapaKarlo
5.5 hrs
Posted: July 15
Nothing is particularly wrong with the game itself, I just didn't like it. Maybe 'cuz I'm not fond of rogue-lite genre in general, but here's some of my biggest complaints:

-Health system is classic and very simplistic, with no regeneration or shields. You could lose majority of your health very fast and repair kits are pretty scarce - the game could put you in "one-hit death" situation extremely fast.
-Levels are pretty tight and enemy projectiles are quite large, which significantly impairs any attempts at mobile dogfighting, making it's very unpredictable, risky and not awarding in any means.
-Visuals rely on bloom effect a little to much. Level details, enemies and projectiles - all are glowing and sometimes it's hard to distinguish one from another.

These are not serious complaints, but once combined they're forcing player to hug walls, sneaking from every corner, scanning every ridge and hiding after each shot. Attempts at flying inside a room full of enemies to maneuver between them and dodging their shots will be crushed by hidden enemy or unpredictable geometry much frequent than you expect. And you will lose health, and you will use all of your repair kits, and you will be forced to wall hugging until the end. You'll be smarter in your next run: you'll hug a wall from the very start and will proceed at turtle speed if you want to reach the very end.

Maybe it's not a problem for you. Maybe your raw skill will ascend you above this quirks. But for me they result in a very slow and unexcited game, despite the myriad of things Sublevel Zero does really good.
Helpful? Yes No Funny
KiiN
34.1 hrs
Posted: July 3
RECOMMENDATION:
*Yes, if you are a casual gamer that enjoy find & destory mission
*No, if you looking for variety mission, customization gunship

GAME MODE:
= Campaign (Linear story)
= No Multiplayer / Coop

GAME DIFFICULTY:
*No Adjustment

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

GAME PLAY:
*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

ENJOYMENT:
*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

MORE INFORMATION:
*Random video review:
https://www.youtube.com/watch?v=NfSX8yLkFKY

FILE SIZE:
737 MB

WORTH BUYING?
*Yes, if you wanted developer make a good game in future!
*No, if you can wait for 33% during sale in future
*Price History:
https://www.steamprices.com/my/app/327880/sublevel-zero
http://store.steampowered.com/app/327880/
Helpful? Yes No Funny
tonyz
0.2 hrs
Posted: July 2
Not very good. Primitive graphics, complicated gameplay and not fun at all.

If you are looking for a Descent for modern hardware - buy Descent 1 and download DXX Rebirth. It run smoothly and it is Descent for modern hardware. Ah, it is open source and free.
Helpful? Yes No Funny
eric
6.4 hrs
Posted: July 1
This game is 100% Badass and may just be one of my new favorites. Tight, amazingly slick controls. Gorgeous freaking levels, amazing sound.

I am a fan of modern roguelikes and the old classic Descent, but this game turns both on their heads. Arcade style, easy weapon crafting and genius level layouts - an absolute must buy.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
1 of 1 people (100%) found this review helpful
1 person found this review funny
Recommended
0.3 hrs on record
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.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
10.7 hrs on record
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.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
132 of 152 people (87%) found this review helpful
181 people found this review funny
Recommended
16.6 hrs on record
Posted: October 21, 2015
A decent Descent descendant.
Was this review helpful? Yes No Funny
41 of 46 people (89%) found this review helpful
1 person found this review funny
Recommended
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.
Was this review helpful? Yes No Funny
29 of 30 people (97%) found this review helpful
2 people found this review funny
Recommended
34.1 hrs on record
Posted: July 3
RECOMMENDATION:
*Yes, if you are a casual gamer that enjoy find & destory mission
*No, if you looking for variety mission, customization gunship

GAME MODE:
= Campaign (Linear story)
= No Multiplayer / Coop

GAME DIFFICULTY:
*No Adjustment

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

GAME PLAY:
*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

ENJOYMENT:
*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

MORE INFORMATION:
*Random video review:
https://www.youtube.com/watch?v=NfSX8yLkFKY

FILE SIZE:
737 MB

WORTH BUYING?
*Yes, if you wanted developer make a good game in future!
*No, if you can wait for 33% during sale in future
*Price History:
https://www.steamprices.com/my/app/327880/sublevel-zero
http://store.steampowered.com/app/327880/
Was this review helpful? Yes No Funny
38 of 47 people (81%) found this review helpful
3 people found this review funny
Recommended
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.
Was this review helpful? Yes No Funny
35 of 44 people (80%) found this review helpful
5 people found this review funny
Recommended
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.

Pros:
  • 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.

Cons:
  • 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.

Greetings,
BirdCute

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.

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Was this review helpful? Yes No Funny
24 of 28 people (86%) found this review helpful
1 person found this review funny
Recommended
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.

Aesthetics
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.

Gameplay
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.

Audio
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
9/10

At this price I can't recommend it enough.
Was this review helpful? Yes No Funny
17 of 18 people (94%) found this review helpful
3 people found this review funny
Recommended
4.3 hrs on record
Posted: October 19, 2015
This game is awesome it reminds me of my childhood love Descent and Descent 2. If you like me loved crawling the tunnels in those games you are going to love Sublevel Zero.

Unlike Descent Sublevel Zero throws in a Rogue like twist to the Descent formula. Where as with Descent we had to download a community map for a change with Sublevel Zero simply firing up a new round includes completely different levels and a totally different experience.

On top of that the weapons are completely randomized. Two of the exact same weapon will have different stats, so one run you may be a sniper another you may be rocking laser shotguns.

If that wasnt awesome enough sublevel zero allows you to craft weapons by combining 2 different weapons into a hybridization of their former selves. This gives you a limitless amount of possibilities!

I cant express enough how awesome this game is and it has my highest level of recommendation!

My full video review can be found here
https://www.youtube.com/watch?v=sqNJ_ypX1lo
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17 of 19 people (89%) found this review helpful
Recommended
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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