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 (302 reviews) - 92% of the 302 user reviews for this game are positive.
Release Date: Oct 8, 2015

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Recent updates View all (11)

June 23

New Features, Consoles, and Upoming VR Beta!

Hi everyone! We’ve got a few big announcements to make. Of course, you've probably already seen the 33% off for the summer sale, so we'll move swiftly on to the other news :)

Firstly, as you may have seen, we’ve just announced that we’re bringing Sublevel Zero to PS4 and XBox One later this year! This version, called Sublevel Zero Redux, will be slightly different to the PC version to make it more suitable for consoles.

In case anyone’s worried though, we want to clarify a couple of things. Most importantly - this doesn’t mean we’re finished supporting the PC version! In fact, the bulk of the work on the console version is being done by Merge Games, our console publisher. The vast majority of work we’re doing on Sublevel Zero is aimed at both the PC and console versions. This includes tweaks, optimisations and new features.

Secondly, on that note - we’ll shortly be adding much-requested stats, unlocks and logs screens! Using these, you can track your progress through the game, as well as see crafting blueprints to work out the parts you’ll need.







Thirdly - we’re aiming to release a new VR beta build with Rift CV1 (SDK 1.3) support in a couple of weeks time. We’ll have a bit more news on this shortly!

Finally, we’d like to thank you for your patience recently as we’ve not been updating you much. Unfortunately we’ve been fighting some major Unity bugs for a few months now, which has significantly slowed us down in a couple of ways. Until now we’ve been keeping various different versions of the game on different version of Unity to work around these bugs. This has meant that it takes ages to get things done, and it’s basically become untenable. So we’ve been working hard switching all of our code over to a newer version of Unity. This version still has some big bugs, so it’s not been easy! But we’re through the worst of it (fingers crossed), hence the new features and VR version announced above.

Thanks!

-Luke and Gary

8 comments Read more

March 20

Beta Build - Unity Update

We've just uploaded a new beta build to the 'latest' branch. This build uses the latest version of Unity, which we'd like to test. We've been stuck on an older version of Unity for a long time now, since for some people, the newer versions caused random crashes.

We're hoping the latest version has fixed this bug, so if you're willing - ESPECIALLY if you experienced these random crashes previously - it'd really help us out to see if people still get these crashes!

Any and all help greatly appreciated :)

11 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.


We'll have more to share about our plans for VR post-launch!

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 (302 reviews)
Recently Posted
Chrono Triggered
( 6.6 hrs on record )
Posted: June 24
Sublevel Zero is a 6 D.O.F. roguelite shooter. It's essentially a modernized, roguelite Descent. There's a lot to love about the game if you're a fan of Descent (or roguelikes/roguelites in general), but it does have its issues.


First up, the comabt- it is simply fantastic. Being outnumbered, with nothing but a few guns and missiles, zipping around doing evasive maneuvers in 6 D.O.F. style, is simply exhilirating. The ability to chain and unchain guns at will allows a change in playstyles with the press of a button. There's enough enemy variety for the combat not to get repetitive, and enough guns to allow you to change your playstyle every run- especially with the crafting system... but we'll get in to the crafting system later.

Now, the aforementioned guns. You start out with two guns- the Autocannon and the Pulsar. The Autocannon is a gun that uses standard ammo (there's multiple ammo types in this game) that does low damage and has decent spread. The Pulsar uses energy and doesn't have as much spread, but does more damage per bullet. But there's a lot more. Flak cannons, miniguns, rifles, lasers, you name it- it's in there. You also start out with a Dumbfire rocket, which is separate from the two other guns. There's also a prefix applied to each gun/rocket module a la FTL's Endless Loot mod. You can find a rusty laser, or a savage Pulsar, or a weak flamethrower, or a slow grenade, etc.

Hull and engines are also replaceable, and craftable. You can get new hull that has more health or can carry more ammo. Similarly, you can obtain and craft new engines that can ram or boost faster, or are just speedier in general.

The items you don't want can be used to create new, more powerful items, with crafting- but while the crafting system is good, there aren't many different possibilities. Sure, it sounds fantastic in theory. Combine two different engines you've collected in to an engine with the best of both. Got a hull you don't need? Combine it with your current hull. Found a new gun, but it doesn't fit your fancy? Combine it with one of your current guns.
The problem, though, is that there aren't many recipes at the start. There's only so much you can craft, and sometimes in the early game you can have an plethora of Nanites (the game's "currency" used for crafting) but nothing to craft. This is fixed eventually when you unlock more blueprints as you progress through the game, but at the start, crafting is very basic and barebones.

Levels are randomly generated (this is a roguelite, after all), but the generation is sort of limited- similar to Binding of Isaac or Enter the Gungeon, there are separate, predefined "rooms." However, unlike Gungeon and Isaac, there aren't many rooms- and typically the layouts are reused for other sublevels, with only enemies being different. That's points off.
The enemy randomization is still better than what Gungeon and Isaac do (The rooms are the same, but not the enemies contained in it), but those games do have much, much more room diversity as well. Credit where credit is due, I've worked on some Isaac mods, and making levels for that is simply drag and drop in a room editor, or mess with the XML files a bit. Nothing too difficult. Sublevel Zero is full on 3D, so I understand it takes a lot longer to build and mask the room, but I at least expected a little bit more variety.

Difficulty is about what you'd expect from a roguelite. Easy to learn (especially if you've played Descent), hard to master. The tutorial does a great job with teaching you the basics, and in typical roguelite fashion, it doesn't hold you hand whatsoever. It's basic controls, introduction to the crafting and inventory system, and that's it.

The music isn't the most varied, either, but it's still good enough to keep me coming back. It'll go from chiptune to house-esque to melodic to orchestral depending on where you are, even though it's typically the same basic melody. There's a couple other songs, but other than that the arrangement variation is all there is. For a game like this, it works, though.

It's very replayable, too. There's a lot of unlockable passive upgrades, new ships, and crafting blueprints that will make every future run more diverse.

The graphics are very crisp. It's low poly and low res textures, but it's low poly done right. There's still plenty of effects to give the game a very pristine look, and combined with antialiasing the game is gorgeous. It's also very optimized- my 970 doesn't even break a sweat running this game. I get over 150 FPS constantly. So, in theory, even a 750 Ti should be able to "max out" this game without too much slowdown.

Verdict: Sublevel Zero, despite its few flaws, is still polished, and while it's nothing new in the gameplay department, it still holds up as a fantastic, addictive roguelite modernization of Descent, and adds its own little quirks to the 6 D.O.F. gameplay that makes it unique.
Helpful? Yes No Funny
Agent Orange
( 16.1 hrs on record )
Posted: June 15
In my short Analysis report here (Yes I beat the game and will not dare talk about the horrors I've seen at the last reactor stage. It was an unspeakable mechanical nightmare. damn well just about used up all my health repair kits and ammunition in the process and got out of there with the last flux piece with all my systems beeping that I was most likely going to die, espeically from those things chasing me around the arena.)

You know what's really funny? This game, loves the Classic Descent series from interplay and parralax software much more than the new multiplayer focused, class-based Descent:Underground in early access right now, and then mixes in a few rogue elements, random generated levels so nothing is ever the same playthrough, the ability to collect resources and other weapons, and craft entirely new and stronger weaponry to fight all the ♥♥♥♥♥♥ off robots who are trying to not let you get your grubby hands on some tricked out ancient technology that'll save your clan, whom they sent you to find out what happened to the previous team that was sent and never came back....

Yes, it's also a First person shooter with 360 degrees of movment which the Descent series pioneered if it's still not aparant to you..

I would like to see a mutliplayer expansion and even put money down for it right now.

this game is art. Has great Music( Like the one from the trailer on the store page), enemies have diverse set of skills (and so do I, for instance, gunning the ♥♥♥♥ out of them with lots of gun), and remember this: if one gun doesn't do the job, then use more gun. and if that don't work, then use even more gun.
Helpful? Yes No Funny
themagicfunstore
( 3.7 hrs on record )
Posted: June 13
Oh, Sublevel Zero.

How I adore you.

Helpful? Yes No Funny
Punished Blart
( 128.3 hrs on record )
Posted: June 13
REAL 6DOF HOURS

IF YOU UP...
THE ♥♥♥♥ YOU DOIN UP?
YOU'RE GOING DOWN...
AGAIN!



But really the game is excelent. Good selection of well desgined weapons and equipment, pretty good feedback, phenominal soundtrack, and smooth movement. AI isn't too agressive but they can be incredibly painful depending on where you are and what you have. Some of the weapons are almost direct pulls from Descent while others are inspired from other places; they all have their own use, and with only like two or three exceptions (just balancing problems), they pull it off in spades.

I could go into detail about it, but I don't wanna spoil it, but I will say this, it might not be as fun until you get all the blueprints unlocked. Also, I religiously use the Larva chassis, and I've never lost a game in quite some time.
Be patient and divide enemies so you can gather nanites and build better equipment. Also, conserve ammo: none of that spray-and-pray stuff. Most importantly: Be aware of your suroundings and projectiles in motion. Do that, and you're in for a much better experience.

Funny intro is funny, simply because of the sheer number of hours I've put into this game. Yes, real hours - not me AFK because there's no save feature. I've also put some time into it on my laptop, which is without Steam (yes it's DRM-free).

I feel like the only thing negative about this game is that I have yet to get the final datalog after so many hours, so I don't know if there's a real post-sublevel five final boss yet or not. Oh, and the neon, eyestrain graphics. Although Kromaia is worse. Much worse. Both games I enjoyed, and the graphics did play a part in that, actually.

Only since D2 has any 6DOF scratched "that itch" for mind-numbing and vertigo-inducing movement.
Hopefully Sol:C and Overload will too, when they come out.


PS: Make sure to go into your game directory and find the files for settings, and turn off mouse smoothing. Currently there's no way to disable it in the UI. A Unity update probably caused it to end up like that.
Helpful? Yes No Funny
Jon Shard
( 3.0 hrs on record )
Posted: June 10
Im tring so hard to like this game. I pirated this game to see if it was worth buying (played it about 2 hours, enjoied it). In the piratred version, the 3d mouse support didn't work/ wasn't there. So i bought the game here to see if they worked here. But they dont. Is there anything i can do? I can not get my Space Navigator to work with this game. If noone has ha fix. Ill refund the game. Im sorry.

(later that day) --> F¤¤kit i'll keep the game. Support the developers and all that. But i really with there was 3D mouse support
Helpful? Yes No Funny
ThatEpicGuy
( 0.4 hrs on record )
Posted: June 4
This Game is amazing and runs like a dream! The gameplay never gets stale with endless possiblities! The crafting rocks, the wepons rock, even the custom ships and such. The enimies range from scouts to other many dangerous creatures and robots. The map design is beutiful and the game is so mch fun. I LOVE IT TO BITS!!!
Helpful? Yes No Funny
Cntarek
( 7.9 hrs on record )
Posted: May 16
Awesome, Great visuals, good action, crafting is annoying and unneccessary, great music, cool enemy design.
Helpful? Yes No Funny
^1龙K^7a^1b^7u^1t^7o
( 0.4 hrs on record )
Posted: May 15
- very few Graphics Settings
- everything glows, overuse of Bloom
- Mouse Input feels like 0.5 Seconds Input Lag
- Only one Crosshair

Not worth the amount of money

Helpful? Yes No Funny
<|☥|Inesophet|☥|>
( 6.1 hrs on record )
Posted: April 19
As many who are considering the game i used to play Descent back in the Day. Being Older and wiser i thought that kind of game is nothing for my old bones. But to my surprise 6DOF shooters are like riding a bike, once you learned the controls it all comes back. And with our age comes wisdom and better 3Dimensional skills.

So its all in all a very enjoyable experience. The adrenaline rush you get by shredding through enemies is quite something. This is that kind of game that is going to stay A LONG TIME on my HDD.

HOWEVER its a Rougelite...and in my opinion the Permadeath hurts the game. Having to start all over once u are dead is just uneccesary. Let me retry the Level and let me keep at least ONE item in my inventory..but no. The whole crafting aspect is neat, but its really pointless since death can come at every corner and then you start again from scratch. The asthetics are GREAT. It is quite the looker without creating too much level design confusion. All in All i guess anybody who had a good time with Descent will most certainly have a good time with this game. If you have never played something like this before. Give it a shot. You brain will melt and reform into something better...stronger...more awesomer.
Helpful? Yes No Funny
pinwolf
( 26.8 hrs on record )
Posted: April 18
Superb Descent/Rogue-like 6DoF-FPS sci-fi dungeon crawl.

It's like Descent in the way Ziggurat is like Heretic/Hexen.

Very recommended.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
Recommended
6.6 hrs on record
Posted: June 24
Sublevel Zero is a 6 D.O.F. roguelite shooter. It's essentially a modernized, roguelite Descent. There's a lot to love about the game if you're a fan of Descent (or roguelikes/roguelites in general), but it does have its issues.


First up, the comabt- it is simply fantastic. Being outnumbered, with nothing but a few guns and missiles, zipping around doing evasive maneuvers in 6 D.O.F. style, is simply exhilirating. The ability to chain and unchain guns at will allows a change in playstyles with the press of a button. There's enough enemy variety for the combat not to get repetitive, and enough guns to allow you to change your playstyle every run- especially with the crafting system... but we'll get in to the crafting system later.

Now, the aforementioned guns. You start out with two guns- the Autocannon and the Pulsar. The Autocannon is a gun that uses standard ammo (there's multiple ammo types in this game) that does low damage and has decent spread. The Pulsar uses energy and doesn't have as much spread, but does more damage per bullet. But there's a lot more. Flak cannons, miniguns, rifles, lasers, you name it- it's in there. You also start out with a Dumbfire rocket, which is separate from the two other guns. There's also a prefix applied to each gun/rocket module a la FTL's Endless Loot mod. You can find a rusty laser, or a savage Pulsar, or a weak flamethrower, or a slow grenade, etc.

Hull and engines are also replaceable, and craftable. You can get new hull that has more health or can carry more ammo. Similarly, you can obtain and craft new engines that can ram or boost faster, or are just speedier in general.

The items you don't want can be used to create new, more powerful items, with crafting- but while the crafting system is good, there aren't many different possibilities. Sure, it sounds fantastic in theory. Combine two different engines you've collected in to an engine with the best of both. Got a hull you don't need? Combine it with your current hull. Found a new gun, but it doesn't fit your fancy? Combine it with one of your current guns.
The problem, though, is that there aren't many recipes at the start. There's only so much you can craft, and sometimes in the early game you can have an plethora of Nanites (the game's "currency" used for crafting) but nothing to craft. This is fixed eventually when you unlock more blueprints as you progress through the game, but at the start, crafting is very basic and barebones.

Levels are randomly generated (this is a roguelite, after all), but the generation is sort of limited- similar to Binding of Isaac or Enter the Gungeon, there are separate, predefined "rooms." However, unlike Gungeon and Isaac, there aren't many rooms- and typically the layouts are reused for other sublevels, with only enemies being different. That's points off.
The enemy randomization is still better than what Gungeon and Isaac do (The rooms are the same, but not the enemies contained in it), but those games do have much, much more room diversity as well. Credit where credit is due, I've worked on some Isaac mods, and making levels for that is simply drag and drop in a room editor, or mess with the XML files a bit. Nothing too difficult. Sublevel Zero is full on 3D, so I understand it takes a lot longer to build and mask the room, but I at least expected a little bit more variety.

Difficulty is about what you'd expect from a roguelite. Easy to learn (especially if you've played Descent), hard to master. The tutorial does a great job with teaching you the basics, and in typical roguelite fashion, it doesn't hold you hand whatsoever. It's basic controls, introduction to the crafting and inventory system, and that's it.

The music isn't the most varied, either, but it's still good enough to keep me coming back. It'll go from chiptune to house-esque to melodic to orchestral depending on where you are, even though it's typically the same basic melody. There's a couple other songs, but other than that the arrangement variation is all there is. For a game like this, it works, though.

It's very replayable, too. There's a lot of unlockable passive upgrades, new ships, and crafting blueprints that will make every future run more diverse.

The graphics are very crisp. It's low poly and low res textures, but it's low poly done right. There's still plenty of effects to give the game a very pristine look, and combined with antialiasing the game is gorgeous. It's also very optimized- my 970 doesn't even break a sweat running this game. I get over 150 FPS constantly. So, in theory, even a 750 Ti should be able to "max out" this game without too much slowdown.

Verdict: Sublevel Zero, despite its few flaws, is still polished, and while it's nothing new in the gameplay department, it still holds up as a fantastic, addictive roguelite modernization of Descent, and adds its own little quirks to the 6 D.O.F. gameplay that makes it unique.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
0.4 hrs on record
Posted: June 4
This Game is amazing and runs like a dream! The gameplay never gets stale with endless possiblities! The crafting rocks, the wepons rock, even the custom ships and such. The enimies range from scouts to other many dangerous creatures and robots. The map design is beutiful and the game is so mch fun. I LOVE IT TO BITS!!!
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
16.1 hrs on record
Posted: June 15
In my short Analysis report here (Yes I beat the game and will not dare talk about the horrors I've seen at the last reactor stage. It was an unspeakable mechanical nightmare. damn well just about used up all my health repair kits and ammunition in the process and got out of there with the last flux piece with all my systems beeping that I was most likely going to die, espeically from those things chasing me around the arena.)

You know what's really funny? This game, loves the Classic Descent series from interplay and parralax software much more than the new multiplayer focused, class-based Descent:Underground in early access right now, and then mixes in a few rogue elements, random generated levels so nothing is ever the same playthrough, the ability to collect resources and other weapons, and craft entirely new and stronger weaponry to fight all the ♥♥♥♥♥♥ off robots who are trying to not let you get your grubby hands on some tricked out ancient technology that'll save your clan, whom they sent you to find out what happened to the previous team that was sent and never came back....

Yes, it's also a First person shooter with 360 degrees of movment which the Descent series pioneered if it's still not aparant to you..

I would like to see a mutliplayer expansion and even put money down for it right now.

this game is art. Has great Music( Like the one from the trailer on the store page), enemies have diverse set of skills (and so do I, for instance, gunning the ♥♥♥♥ out of them with lots of gun), and remember this: if one gun doesn't do the job, then use more gun. and if that don't work, then use even more gun.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
1 person found this review funny
Recommended
128.3 hrs on record
Posted: June 13
REAL 6DOF HOURS

IF YOU UP...
THE ♥♥♥♥ YOU DOIN UP?
YOU'RE GOING DOWN...
AGAIN!



But really the game is excelent. Good selection of well desgined weapons and equipment, pretty good feedback, phenominal soundtrack, and smooth movement. AI isn't too agressive but they can be incredibly painful depending on where you are and what you have. Some of the weapons are almost direct pulls from Descent while others are inspired from other places; they all have their own use, and with only like two or three exceptions (just balancing problems), they pull it off in spades.

I could go into detail about it, but I don't wanna spoil it, but I will say this, it might not be as fun until you get all the blueprints unlocked. Also, I religiously use the Larva chassis, and I've never lost a game in quite some time.
Be patient and divide enemies so you can gather nanites and build better equipment. Also, conserve ammo: none of that spray-and-pray stuff. Most importantly: Be aware of your suroundings and projectiles in motion. Do that, and you're in for a much better experience.

Funny intro is funny, simply because of the sheer number of hours I've put into this game. Yes, real hours - not me AFK because there's no save feature. I've also put some time into it on my laptop, which is without Steam (yes it's DRM-free).

I feel like the only thing negative about this game is that I have yet to get the final datalog after so many hours, so I don't know if there's a real post-sublevel five final boss yet or not. Oh, and the neon, eyestrain graphics. Although Kromaia is worse. Much worse. Both games I enjoyed, and the graphics did play a part in that, actually.

Only since D2 has any 6DOF scratched "that itch" for mind-numbing and vertigo-inducing movement.
Hopefully Sol:C and Overload will too, when they come out.


PS: Make sure to go into your game directory and find the files for settings, and turn off mouse smoothing. Currently there's no way to disable it in the UI. A Unity update probably caused it to end up like that.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
106 of 121 people (88%) found this review helpful
154 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
38 of 40 people (95%) 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
37 of 43 people (86%) 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
34 of 43 people (79%) 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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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.
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16 of 17 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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