Sigtrap Games’ Sublevel Zero is a rogue-like FPS with six axis turning. It’s reminiscent of games like Descent or Forsaken, but focuses more on exploration, getting loot, and destroying the reactor in each level to get to the next. Sublevel Zero only has six levels, but they are procedurally generated, so each time you load a level it will be different than it was before. Being rogue-like, permadeath comes with the package. Dying will result in you losing everything – progress, perks, weapons, everything. In order to stay alive you’ll need to make sure collecting and equipping more powerful weapons as you make your way through the facility, or perhaps craft your own weapons.
Sublevel Zero eases you into gameplay by allowing you to warm up by fighting slower enemies in open spaces in early levels. The training wheels come off soon, however, as you will be faced with a sizable assortment of different enemy types. Some enemies are fast moving with high agility, while others may move a bit slower but pack a big punch. They may not seem like a big deal until you find yourself navigating through tighter corridors, trying to stay alive. Sigtrap doesn’t leave you hanging, though – your ship can equip two guns and two launchers. You access to different weapon types like autocannons, railguns, miniguns, and even a shotgun-like weapon: the Shredder.
Sublevel Zero isn’t all about combat, though. Its equal parts combat and exploration. On a regular basis players will need to decide between multiple pathways – some will lead you to your goal, others may lead you to loot, while others may just lead you to a dead end. I had a great time playing Sublevel Zero and would recommend it to FPS fans, especially those who enjoyed Descent games or Forsaken. This was just a short summary, though. Listen to this episode of Let’s Get Critical to get the details on Sublevel Zero.