
Slave Zero X is a stylish 2.5D character action game set in the biopunk world of Slave Zero (1999). Run & Slash your way through a dystopian future in this character action game which will resonate with fans of Devil May Cry, Strider, and Guilty Gear.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Sep 11 → 0.33/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.24−55% | 438reviews | 76% | — | $106.6K |
| $24.99 | 179ratings | 79% | — | not modelled | |
Engagement
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Aye yo can we get a sequel to this? This game is a 2.5D character action game. If you like stylish 00s era action games check this out. It's a fresh take on the genre. EDIT: I have finished this game, and I have no plans atm to get all of the achievements. I recommend this game for fans of the character action genre, GG fans, fighting game fans and or anyone who enjoys challenging games with incredibly in depth mechanics. I really loved this game, and it's story, artwork, music and I really do hope that we get a sequel. The late game is a bit of challenge, and I get what people are saying about the hitstun as enemies can and will do some crazy ass wombo combos on ya. I recommend checking out some steam guides as the dev's really didn't explain the in game mechanics that well. I'm not cold at this game (you can see on the leaderboard for that) or anything but I was able to do some pretty stylish combos and long combos that I found fun. All in all pick this game up and have fun!
I do not recommend Slave Zero X. This game has good aesthetics the bones for a great 2D Stylish Action game, but it fumbles its execution in a way that sabotages the entire experience. This is a genre that lives and dies by the gameplay, and Slave Zero X's gameplay is a clunky, frustrating, and sometimes dull mess. There are multiple aspects that work together to create a bad experience. Slave Zero X uses 6 buttons (just like a fighting game, how cute), but it desperately needed at least one more button. The thing that makes the gameplay feel so clunky are the buffer windows, and several techniques share the same input but is context-sensitive to if you're mid-attack or neutral. The buffer windows are either too lenient or too strict. Using EX attacks feel less like a deliberate action and more like button mashing, the number of time I tried to go into Fatal Sync and instead waste meter on a roman cancel is too many to count. Your defensive options are atrocious. You have three main options for avoiding damage: dodge, parry, and burst. Every one of those options have their own problems. If you dodge in any state other than perfect neutral, it will do a backdash that covers half the distance. Parry has a very tight window and won't help if you're surrounded. Defensive burst is not worth using because it's much better to use it to gain meter and it's not even completely invicible. Adding to the problem of having bad defense is that if you get hit once, you are guaranteed to lose an extra 20-50% of your health bar as every enemy spams their attacks. The thing that exacerbates this is that you are almost defenseless mid-air. You have no aerial mobility outside of a double jump that doesn't cover much vertical distance if you're not running and there is no aerial reversal in your kit. Your only decent option is burst, which as I stated previously, is not worth using. And just to put a cherry on top, performing an early wake-up puts you in a mid-air state, which leaves you almost as completely open as if you were put in hitstun. These might sound like "skill issues" and that it's something that should go away if you practice enough - and that might be true - but there's just one problem: the game's rank system doesn't encourage getting good. I have no idea what goes on behind the broken algorithm that determines your rank, but it seems like it's weighed 80% towards not taking damage and the rest on having a high combo count. The not taking damage part is a nightmare because of the aforementioned problems with defense and getting wombo'd for half your health after getting hit once, and as for the combo part? Turns out the best way to get a high combo count is spamming light attack. Once I figured that out, by the end of the game, the only moves I were using are the basic light combo, dash attack, forward heavy, and the OP secret move. Slave Zero X has committed the cardinal sin of having the most boring and safest options being the most effective ones. Is Slave Zero X a bad game? No, I've played much worse. But some words I would not use to describe this game are "polished" and "fluid". Whatever the devs cooked with this game has turned the meat of the game tough and dry, and by the time I was done swallowing it, the meat has gone cold.
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Reviews, worldwide (the counter carries no country): 0.25/day in the week to Aug 3 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese*, Portuguese - Brazil, Russian, Spanish - Latin America, Korean, Portuguese - Portugal, Simplified Chinese, Thai +2 more
| $24.99 |
| 59ratings |
| 82% |
| — |
| not modelled |
| $11.25−55% | 21ratings | 76% | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm sorry, but I can't recommend this game. It's basically a higher-tech version of Mortal Kombat Mythologies: Sub-Zero. It actually finds a way to make me actively mad for a number of reasons, from its fighting-game like control scheme with platforming sequences thrown in, to a combat system that feels counterintuitive, you need meter to do proper combos, but you burn through it with next to no means of recovery of any resources to do so almost instantly, so you're left struggling against hordes of foes that end up being damage sponges and little recourse but to eat a game over and take it from the top.
This game lull's you in with cool combat at the beginning stages and towards the end it feels like trying brute force my way through the game. The last major bosses are just a spectacle fighter, it is not you who is doing Stylish Combo but the boss is having his way with every orifice you have. Not to mention bosses having zero tell when you can hit them and when you can't. The Palace was a nightmare to go through shoving every annoying enemy that has 'Armor'. Towards the end the game began crashing and not loading stages. The game is a 5/10, last 2 stages completely ruined the enjoyment.
A rare handmade-but-not-makeshift game that is [b]perfect in almost every way[/b], but has one (1) huge glaring flaw. Depending on how deeply committed you grow, said flaw may prove completely irrelevant or debilitating. [i]Slave Zero X[/i] is the epitome of 80s anime: fast, angry, warlike, anti-American and gay.[spoiler](всё вышеперечисленное признано экстремизмом на территории Российской Федерации)[/spoiler] The character models and especially the 2.5D environments built in a [i]Quake[/i] level editor are [b]perfect[/b]. The whimsical aggressive guitar-riff-baroque and the environmental soundscapes woven of dystopian loudspeaker announcements, vehicular audial pollution and enforcer radio chatter – plain [b]perfect[/b]. The missing link between classic beat-em-up and [i]DMC[/i]-like slasher that successfully marries the two conflicting philosophies of console character action games (“enemies exist to kill you” [i]vs[/i] “enemies exist to be killed”): comboing, juggling, taunting, consumable management, crowd-control that you get effectively instakilled for failing – [b]perfect[/b]. The bosses are [strike][b]shit[/b][/strike] – barring one, not that that’s an issue – the footsoldiers make up for it quite enough. The single-focus in medias res story delivered via competent writing, poetic in that anime way and neither too spartan nor excessively long-winded, is [b]perfect[/b]. So impressed was I by this all around toothsome package, I set myself to S-rank the game. And that’s where this searing smoking sexy divine apparition revealed its leprous thigh. The primary and overwhelmingly disproportionately emphacised criterion for an S-rank is: DON'T GET HIT. Not combo complexity. Not combo length. It’s all about how many hits you took. Ideally it's supposed to be zero, and if it’s as much as one – that’s where other factors start mattering, but even in the hardest encounters it cannot go further than three or four hits (provided you can make up for them with a divine display of skill). At first, I embraced it. Sure, who said that the usual focus on style should be the emphasis? You took no damage – so your fighting is flawless, which means you’re a master swordsman – makes sense. Style is for posers, try doing all that without missing a jab! Didn’t take long for me to see how bad it hurts the play. Firstly, improvisation? Out the window. Not necessarily a huge deal – arcade genres are built around memorization. But still unpleasant. Secondly, combos? Into the trash bin. You don’t get to go fancy on an enemy when there’s a bleeding regiment ready to counterattack you the instant you end your attack string. Thirdly, move variety? Down the drain. You just spam supermoves and consumables to take care of hordes when you can – and do basic chains for stunlock when you can’t. Fourthly, combat aesthetics? Remove after washing. You have to play cowardly, not engaging with the entire screen of the fight and camping incoming squads where you can. That’s, for lack of a better word, lame. No doubt, at some point a master player will have learnt the game sufficiently to style and not get hit at the same time, and it’s a big and real challenge that I personally cannot expect to get good enough to beat (or be willing to get good enough to beat), but the emphasis still perplexes me to no end. Well… To be fair, it’s not like it’ll matter to you if you just want to cast the SovKhan down from the heavens. Once.
It's almost good, but since you have virtually no air defense and ukemi off the ground puts you into the air there are some really frustrating situations that make you really annoyed. There are several sections in the game where the lights go completely out and you can't see what the enemies are doing in a game where you have a six frame window to do third strike parries. It has a lot of REALLY GREAT ideas, but it kinda fumbles the execution in several ways. It's almost sick, which is more frustrating than if it just sucked 100%
game
It would've been the coolest game ever made if the developers had brains.
Gold burst me cro... honourable mention for getting chain grabbed to death
The game has a lot of awesome charm and the difficulty scales well for the most part. Near the end of the game there is a hard spike but it is never impossible to deal with.
Selling now
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Players by region
Where this game's players are, estimated from review languages.
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