
Sublevel Zero Redux is a roguelite six-degree-of-freedom shooter in a universe where reality is falling apart. Use your zero-g gunship to fight through a vast underground facility, looting advanced weapons to destroy hordes of deadly enemies.
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Everything is so limp and wimpy in this game, fighting enemies often involves just casually strafing in a circle and firing too many bullets into each enemy while the enemies obligingly sit there and take it. It doesn't take long at all to start recognizing all the rooms, too.
Unplayable. I started playing on MKB, but the negative look acceleration cannot be disabled, so I switched to controller. Unfortunately, controller does this fun thing where the response region is a square. You may note that controller joysticks are not squares, so your diagonal movement is significantly slower than it should be. So I switched back to MKB. Ignoring how god-awful negative look acceleration feels, a modern FOV pulls back the viewmodel as well, so half of your screen is obscured by useless diegetic fluff. This also makes the crosshair seem entirely too low, which, when coupled with the 'self-correcting roll' that you can't disable means you're going to be crashing into everything and have a very poor understanding of the orientation of your ship. Which is kind of the whole point of the game. Skip this if you don't like games that feel like trash.
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Languages: English, French, Italian, German, Spanish - Spain, Russian
Hours played at review time, across 43 reviews with recorded playtime.
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Good indie 6DOF roguelite which sadly suffer from poor hud visibility. The cockpit takes way too much from the player view and the screen also get way too much cluttered from all the particles effects and loot dropped by killed ennemies. The weapons are satisfying and the controls are good, so overall the gameplay provide a good experience. Unfortunately some rooms where you have to destroy the generator are poorly balanced and can turn into a bullet hell fest. It's pretty easy to run out of ammo in boss rooms which basically means you have failed your run if you can't survive the constant waves of ennemies. Sublevel Zero Redux is not a bad game but they should have reduced effects and allowed players to remove the cockpit entirely to improve visibility. If that's a game you like you should check out Desecrators available here on steam in early access atm. [h1]Rating 6/10.[/h1]
The brief moments i was able to play this it seemed pretty great. The movement is incredibly fluid. They nailed the 6DoF feeling from the old Descent games. But i was unable to make it past the first couple of rooms due to the game freezing for minutes at a time, and then resuming for 10 seconds or so, only to freeze for another several minutes, making the game completely unplayable. I was hoping to play it on our Oculus in VR but it had the same problem both in VR and Desktop. Running Windows 11 and an RTX 3080.
A modern-day, pixel gfx, rogue-lite version of Descent with procedurally generated levels and just the right difficulty curve to make it instant video crack! Highly Recommended!!
Just marking this game so i can find it again... I can never remember what it's called!
Exactly what I wanted: fly around in tunnels and blow stuff up. Controls are totally customizable, which means I can use my flightstick and controller together for a full 6 degrees of freedom. The freedom and agility makes me feel badass, and also occasionally sick. 5 stars.
The game's limited loot and upgrade trees really hurts replayability. There are 5 zones; by the time you hit zone 3, you've most likely fully upgraded everything on your ship; be it weapons or the ship itself. There's little to no point in loot goblining; but here's the problem- each level gets longer than the previous. That means you're spending 50-60 minutes finding keys to unlock doors in giant levels; and backtracking where the door to open it is. That isn't fun.
[h1]FOR THE RECORD[/h1] I have put 280 hours into this game since it's release in 2015. I've played the original and Redux since it came out. It's gotten better since then, believe it. Yeah I keep coming back to this. One of the best 6DOF games I have ever played, and I've played quite a few. It's not the same as other 6DOF games and is meant for people who have no problem with microgravity rooms-over-rooms where lava is on the "ceiling," crystals grow everywhere, and interconnected factory floors and clean-rooms make no directional sense. You will get sick if you don't know what you're in for. Gives me the same feeling that D1 and D2 gave me as a kid. Please, if you played Descent or Forsaken, or even played Ace Combat and thought to yourself, "I want more tunnel levels," give this game your time. It will not disappoint you. Maybe one or two elements might not suit your fancy, but it's definitely a game that knows how to do CQB microgravity combat. I also want to add the game is a bit forgiving. If you take otherwise lethal damage from some forms of it, usually the sniper drones, a otherwise lethal hit drops you down to 1hp. A saving-grace passive that is present in all ship chasses/classes and even works on hard difficulty. I think this resets every time you pop a repair kit. You also can heal faster by popping more than one repair kit, so even if it goes over your max HP, it gets you out of danger faster, and it also continues to work even after your ship is topped up for the full duration. If you take additional damage within the working time of a repair kit, it will use it's remaining tics to fix whatever it can. The setting is post-apocalyptic, but the art and graphics are all very pastel and cheery. Neon on neon, low-poly but with dynamic lighting. The story is hidden in twenty datalogs, ten in easy and normal, and the last ten on hard mode. There are multiple chassis to choose from, but my favorite is the Larva, which has half the health but a lot more Nanite pickup value which lets me build a tier three cannon as early as level 2 (sublevel 1 in-game). The ship you do fly is a pre-event/flux storm gunship for CQC operations like the Pyro from Descent or the bikes from Forsaken. It's all quite gorgeous, actually. Speaking of Forsaken, some of the weapons are pulled directly from it such as the Pulsar. Now, the Flak is straight out of Unreal Tournament, being able to be built to do 150 damage per volley, making it a tier 3 weapon in a tier 2 package. The Laser is a real laser with instant travel and small pew-pew WH40K damage, but with rapid fire and low energy usage, "it's a whole lot of diddly." An accurate drop plus the Hunter chassis with improved accuracy and damage makes this and the Autocannon very dangerous. Hey a shout-out! The Autocannon plus an Impact Rifle makes the Smartgun which sounds like Aliens and works very similarly. More references! Gauss? T3. D2 Gauss. Just as OP. You also start with this blueprint - I'll even spoil it for you: [spoiler]It's Autocannon + Pulsar = Minigun, then Impact Rifle + Laser = Railgun. Combine the Mini and Rail and you get the Gauss.[/spoiler] Transpulse? T3. Namedropped Forsaken weapon that has a small chance to do double damage HVRL? It's all MFRL to me. Arcthrower? Ever watch District 9? That, but short range. Hellbender Engine? T3. Good regular speed. Boost that makes the speed of light look slow. 100% Trichord. Wait... what? Yes! Trichording is a mechanic in this game. Some engines are 50%, some 100% and some none. Controls are simple enough. Move, turn, rotate. Shoot gun, shoot missile, switch fire mode on gun, use repair kit. Open map, open crafting. You can play this game with a Wiimote. Oh crafting? Kits take up one point, equipment takes two. Simple. Each tier of equipment has a set cost, so there's no wondering about how much it's going to take. This is an arcade-ish roguelike game, meant for FUN. Crafting is simple and to the point. Most equipment makes sense when you build it except the Impact Rifle and Laser making the Railgun. That's the ONLY odd man out. Music is entirely by Will Bedford who did a dang good job at bringing the chills. The in-game soundtrack is also dynamic and changes whenever you are in one of FOUR areas - industrial, lava cave, crystal cave, research - and if you're in a dogfight or not and how many enemies there are. One or two gets one stack, and a fleet gets you another. Check out his handpicked selection on Bandcamp! Sound design makes so much sense and it's the best out of any indie game I've ever played. Although many weapons don't have these super crispy sounds, it's because... well... You're in a partial vacuum. However, all the weapons have unique sounds that play into how they work and what damage they do. The Minigun is kinda quiet, but the Gauss is bombastic. Homing weapons do not give warnings, unlike Descent. There also several audio queues for when your ship is a burning wreck along with the familiar red screen. Pickups, medkit tics, and other things also have audio queues. Your ship groans as you boost your way through levels (although you don't take any damage, ever). The sound engineer who did this is a cunning mastermind who should be wearing Doctor Bishop's getup, but wears the kind of garb you would see at a chiptune fest. I would not be surprised if he got hired by FDev. The attention to every little detail is phenomenal. Enemies are have a wide variety and each have individual behaviors. Scouts with their railguns will hide and pop out to bag you. Drillers ram. Turrets turret. And while some drones just kinda face you and shoot at you, some move around... a lot. You'll need different weapons to tackle different enemies. Lasers and Railguns are good versus the blue fast ones, and in the late game, you'll have ones with shields. Yep. There's also a homing HVRL tank that is super rare but will end your run faster than anything if it catches you off guard. There is much more to talk about, but I don't wanna spoil it. Overall the difficulty is just right. Ammo needs to be used sparingly, HP needs to be conserved as much as possible, although kits can become common in one level, they aren't instant-use and take time to rebuild your craft while it's falling apart. T3 weapons are definitely nessesary for endgame (except the T2 Flak of course that can build like a T3 if you manage to bag a "marksman" or "lethal" build), but if you're not collecting nanites enough or too scarred to, easy mode helps build confidence until you can tackle normal, then hard. If you're into 6DOF games, FPS games, or even played Ace Combat and thought to yourself "I want more tunnel levels" give this game your time. For me it scratches the same itch as D2 and that's saying something.
I mostly played this game on console, but the steam version performs well as well. A great x/y/z axis shooter Rogue-like with a neat aesthetic and an addictive gameflow.
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