
A roguelite deckbuilder crossed with a CCG, set in a dark cyberpunk world. Assemble a crew of three operators, each with their own unique deck. Augment their abilities, explore a shattered city, and guide them in combat against powerful bosses.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
|---|---|---|---|
| Englisch | |||
| Simplified Chinese | |||
| Traditional Chinese | |||
| Japanese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I enjoyed it. I'd recommend it with one caveat: It's *mind-numbingly* easy. This might be the easiest Deckbuilder since Mahokenshi. There's a lot of degenerate combos and a lot of just incredibly powerful abilities, and the Failsafe system makes those degenerate combos consistent between runs. This game needs a *lot* of balance changes. Even on Max difficulty with all the modifiers turned on, it's easy to build your operators and your deck so that every combat ends on turn 1 before the enemies attack. It took about 16-17 hours to climb the difficulty chain, then I did one more run with all of the difficulty modifiers on and still didn't take any damage the entire run. Another few runs for the interesting achievements (3 of class type), and that was it. I'm not sure why my playtime is showing 13.4, it's about 20. I had an all-day internet outage yesterday and that's probably the cause
Look, Zero Division is no Slay the Spire but I thoroughly enjoyed the artstyle and steampunky aesthetic. Despite it's shortcomings, it has one major thing going for it: It respects your time. After roughly 30 hours I 100%ed the game and did everything there is to do. Although this sounds like a downside at first, it's not. It's refreshing to play a roguelike, that you can actually finish and be done with. The feeling of closure with such games isn't always as easily achieved. The somewhat limited cardpool and mechanics and brevity of runs let you understand the game completely in just a couple of sessions. Also, it's nice that it doesn't feel artifically bloated and the challenges are actually doable. If you played a roguelike deckbuilder, Zero Division won't present you with anything drastically new. What I really enjoyed though, is, that the game is easily exploidable. With some basic
TL;DR Neat game held back by interface issues. Updates will probably resolve these, but I'd leave it on the wishlist for now. ------------------- This is really close to a recommend from me, but there are some UI/UX issues holding me back. In combat, you have to manually hover over enemies to see where they are going to attack, or leave your cursor on a button to the side that shows all the attack lines. Here's the problem: why? Just give me an option to toggle on enemy intents permanently. It's a very clunky system that causes each turn to take several times as long as they should since I have to keep checking and re-checking enemy targets while I'm thinking about my turn, then review as I start playing cards to, for example, make sure defense goes on the right character. Similarly, the lines between enemy and player target are the same color, with no differentiation, which makes co
There's a good card game in here, but it's held back by a few issues for me. Something about the "physicality" of the cards doesn't feel right. Most cards require two clicks to play. Once to select and once to target. You can occasionally just drag a card from hand to target, but not always. It never seems intuitive to me when I am allowed or not to do this. This sounds trivial, but it is a constant annoyance. When I play a well made card game, I almost forget about the interface, and am thinking and acting on my ideas almost directly. But here, I am constantly distracted by having to fight just a little with the UI. There are on-hover visual effects on a lot of cards, but it often lags just a little bit. Not much, but just enough to make everything look sluggish and unresponsive. This is especially noticeable when an animation effect is in progress elsewhere on the screen. Probably r
Honestly really good! especially with a small team. I have always preferred scifi over fantasy, so a lot of current card games dont interest me too much but this scratches that occasional card game itch really well. i do feel content is a little limited at the moment, but there is plenty of replay-ability with additional difficulties so i cant complain too much, and im hopeful they will add more content in the future now that they have a roadmap.
it's a little light on the roguelike elements imo, but the card battling, character customization & overall production are first class. if you like System Crash, this is a no brainer.
Structured threads, verified dev answers and player expertise without chat noise


We fused card games and roguelikes together to make the best single player deckbuilder we could. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and Slay the Spire!


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