
A roguelite deckbuilder crossed with a CCG, set in a dark cyberpunk world. You will lead a three-man squad against competing factions fighting among the ashes of a world-wide war. Each operator comes with a unique deck that can be customized and augmented.
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/day in the week to Jul 24 → 0/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.
About
During the Last War, the thriving metropolis Zerzura was almost obliterated in a war between AGIs (Artificial General Intelligence). As Zerzura City is known to host the mausoleum of the last functional AGI, an Exclusion Zone has been established around the ruins of the city by the mega-corporations - ostensibly to safeguard the public against rampaging AGI-forged anomalies, but also to ensure the corporations have the first pick of precious salvage.
Assemble your crew of 3 from 9 steadfast operators, split into 3 core archetypes: Guardian, Assault, and Specialist. Choose to field a classic party with one of each archetype, or mix things up with unconventional compositions. Any combination is viable, provided you have the skill to guide them through the trials of Zerzura City. There is no true protagonist in this game: with the right cards and augmentations, any operator can have their turn to shine.
Each operator comes with their own deck containing at least 8 signature cards and at least 12 free slots. These resistance fighters are all armed to the teeth: each customisable deck must contain at least 20 cards; and any exposed weaknesses means certain death. To succeed, exploit the synergies between your decks and devise inspired new tactics to defeat your foes.
Engage in combat against multi-phase boss encounters inspired by MMO raid bosses, each with their own exhilarating mechanics and unique abilities. Take on the Siegebreaker, a colossal mech war machine; spill the blood of the Mithraean Bull, a terrible experiment gone awry; or defend a rooftop against a gunship blazing with weapons.
Make your way through 3 out of 6+ shattered districts before reaching the culmination of your journey in Wargentin District, the dark heart of the Zerzura Exclusion Zone.
Inspired by drafting formats in CCGs, draft mode starts you off with a veritable arsenal of data shards. Unseal your shards, draft the cards within to create your decks, and then take those decks into battle against an unforgiving gauntlet of randomized, escalating boss encounters. How far can you get before you succumb to the most dangerous enemies in Zerzura?
Earn Mnemosynth through your runs, and use these synthetic memories to permanently imprint cards into your collection through the Failsafe system. The added cards can be carried over to the next run, greatly enhancing your deck’s power.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game has severe balance issues. With the right build, the starting offensive character can kill all the enemies in almost every encounter on turn 1 (With the only exceptions being one encounter with enemies that have a 3 damage cap and bosses that end your turn when a phase ends.) This is a game where you get extra rewards for clearing battles without taking health damage and the above build makes it happen every time. This is also a game where its really easy to get the same cards and equipment. For cards after each run your able to spend an account resource to make cards you had that run be available in all future runs (up to 5 cards) and there aren't too big a pool of cards anyways. For equipment, this game has equipment be divided into 4 different pack types with you choosing 1 of 2 equipment or some money when opening the pack. The build I mentioned only needs 1 specific equipment to work, so all you really need to do is save your money until you find a shop that sells the correct pack, then spam buy it until you get the required equipment. There is apparently also another character that can go infinite by themselves (I've only read someone on the steam discussions mention it, so not sure how its done or how much deckbuilding / equipment needed, but I can't be bothered to play more of this poorly balanced game to find out,)
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game rocks. A top tier deckbuilder with Cyberpunk theme and really cool mechanics and cards from the first run - unlike some other games the really cool stuff is not hidden behind meta progression. Also, the art being good surprised me. The humans are far the worse aspect of the art, so thar blond chick they used in the store is a real bad representation - vehicles, weapons and tech in general are really cool. This is what kept me from buying before the promo and rest assured it's not half as bad as it looks. I'm not sure about the replayability. Frankly, I finished my first run and came here to write this review to (maybe) help people to pull the trigger during the 25% off promo happening - but I feel it's totally worth the full price too.
非常华丽,科技感十足的高速卡牌游戏。动画效果贼拉快,贼拉风,让人感觉赏心悦目,耳目一新。 画面布局,规则,手感,各种方面都很独特。高清图加了很多特效,比如像素特效,半透明特效。 BOSS战的时候对面还是3D形式呈现的。爬塔的线路图可以往回走。特质非常非常多。
全実績取ったので感想。 3人1組のPTで全3ステージのクリアを目指すSlay the Spireライクのカードゲーム。味方三人それぞれがカードデッキを持ち、手札からカードを使用して戦います。複雑そうに見えますが、遊んでいる内に慣れていくと思います。 現時点で10人のキャラが存在し、その中から3人を選んでPTを組み、挑戦していくという流れになります。 シールドを張って味方を守るキャラ、ターン内で連続攻撃をしてどんどん敵を倒していくキャラ、味方モブを召喚したりして戦況を優位にしていくキャラなど、それぞれが特徴を持っており面白いです。 さらに、永続アップグレードして各キャラクターを強化する事も可能なので、どんどん強くなっていくPTを見るのも楽しいですね。初期状態とフル強化では天と地の差があり、強すぎるくらいになります。 1ステージ目、2ステージ目は複数のMAPが用意されており(2~3種類?)、それぞれ登場する敵、?マスのイベント、ボスが違います。マンネリ化を防ぐには十分な量かなと思います。 その反面、3ステージ目は変化が無く、ラスボスもあまりパターンが用意されていません。 日本語訳は良好です。支離滅裂な文章はありません。ボス戦時に「え?」と思うような会話があったりしますが、ゲームを遊ぶ分には問題ないでしょう。 気になった点としては ・キャラ固有カードが少ない 1キャラ4種類。全て初期デッキに入っている。道中で拾うなども無し。拾えるのは共有カードのみ。 ・MAPから戦闘画面に移行する際に、毎回2秒くらいのロードが入る。 戦闘が終了してMAPに戻る際にも同様のロードが毎回入る。自分は気にならなかったが、テンポが悪いと感じる人もいそう。 ・タイトル画面などでキャラの強化が出来ない。 キャラの永続強化をするには、3人選んで難易度を選択し、ゲームを開始した後にメニュー亜面を開く必要がある。そこで初めて強化する項目が出てくる。出撃する前に強化出来てもよさそうだけど…。 ・キャラクターへの深掘りが無い。 せっかく10人ものキャラクターがいるので、それぞれのバックボーンやストーリーが分かるような演出が欲しかったですね。フレーバーテキストも一切無いのは寂しい。 総合的に見て面白いゲームだと思います。取っつきにくそうに見えますが、最初はカードの内容も敵の攻撃もシンプルなので、だんだんと遊び方が分かるようになると思います。敵から「お前これどうすんねん?」と思うような攻撃が来ても、案外なんとかなったりします。 良作ですね。
I feel this game deserves a proper review because I am legitimately enjoying it. This game is closer to Library of Ruina than Slay The Spire, and for that alone it's worth a purchase. The play pattern is enjoyable, and you do have to make choices as a run goes on; three characters with a three card hand that doesn't discard before drawing back up each turn means that individual turns play quite differently. The developer is also very active on the forums. The only concern I have is variance between runs. The problem is that while the individual talent trees for each operator are a nice touch, as well as the ability to carry over cards between runs, investment into individual characters as well as having access to certain combinations encourages playing the same decks. Metaprogression isn't itself a bad thing, but the aim should be to unlock more and different things rather than strictly better versions of the same thing. Maybe have the Imprint system only work on new cards you picked up in the last run, and have the operator talents unlock over the course of a run instead? That being said, I have only done about five runs and each was fun despite being with more or less the same deck each time. I've heard people talk about infinites with certain characters but that's easily fixed in time by the developer, and nothing's forcing you to use a certain character. The only other suggestion I have for this game is that a lot of thought has gone into the setting, but there's no way to experience it. Maybe add a sentence of flavour text on some of the cards and items, nothing too detailed, just enough to Set The Scene. Monster Train is a good example here, every encounter, card and item had a line of text to go along with it and it added a lot to the experience with comparatively little effort. Looking forward to seeing how this develops!
Good game to pass the time; nothing particularly new here tho. The short games (and then reset) mean you learn the cards and characters fast. There are massive balance issues and clear "best" character and cards. You can effectively solo almost everything with the right character and a few imprinted cards, with two support characters i can't imagine how you can lose. For the most fun just select random and play with what you get. I'll probably return to it in a year and get another dozen or so hours of enjoyment.
A really fun and solid deckbuilder. Awesome art and just smooth and fun gameplay, with a lot of interesting cards. I seldom leave a review this early, since I bought it today.. But this game is just that good.
其实感觉有点想差评的,毕竟很多地方体验真的很差,就我目前找到的,我大概说一下 1.没有图鉴,别告诉我你这个分类不明,专属卡没区分的叫画廊的玩意叫图鉴,请问我该怎么知道哪些卡属于谁?我该怎么判断专属卡是谁的?而且你上面筛选的选项连个名称都没有,纯靠自己猜是什么意思呗,而且搜索框是真的意义不明,画廊还可以一直往空白后翻,有这么多页吗? 2.你选人页面也太简陋了,没有天赋页,天赋强化只能进关卡才能知道有什么,没有初始卡组显示,没法判断这个角色具体定位是什么,或者说推断他的玩法是什么,也只能进关卡再看,甚至你选了人物之后,出了那个重置按钮直接下掉所有人以外,我不能单独下掉一个指定的人,我是真的迷惑,每个人物的名字也完全没有什么记忆点,而且除了选人页面和强化页面,其他的时候都不知道这人叫什么 3.部分词条也完全不明,手雷这个词条是什么意思?只是说明这个是手雷?穿刺是什么?什么伤害是穿刺?所有的射击?弹药是什么?命令是什么?辐射先锋那个激怒词条解释还是叫暴怒,这俩是一个东西? 4.你第三章的boss有五轮战斗啊?第五轮还是dps检测器啊?第一次见到有回合制游戏boss战五连战无补给,清空buff,能量不回,只给抽卡就继续打的,哪怕我打过了也很憋屈,哪有这样的,还全是数值+机制 5.教程也模糊不清,物资机制到底是怎么算的?有物资时打boss有额外奖励吗?撤离时额外奖励到底是需要剩余1还是0,实际奖励减少是怎么判定的,都不知道 暂时问题就这么多,估计短时间内也不想打开了,玩的有点心累
Zero Division is a dark, methodical strategy experience developed by Robot Cat Limited and published by Astrolabe Games that merges roguelite structure with squad-based card combat in a bleak cyberpunk setting. Rather than focusing on a single hero or deck, the game builds its identity around commanding a small team of operators, each with their own cards, roles, and synergies, creating a layered tactical experience that rewards planning, adaptability, and long-term strategic thinking. From the outset, it is clear that Zero Division aims to appeal to players who enjoy careful decision-making and experimentation rather than fast or flashy action. The setting establishes a grim backdrop shaped by the aftermath of catastrophic conflicts between advanced artificial intelligences. Zerzura City, now sealed off as a dangerous exclusion zone, becomes both a battlefield and a resource-rich graveyard where remnants of failed technologies and hostile forces coexist. This dystopian atmosphere is not just window dressing; it informs the game’s tone and structure, reinforcing the idea that every expedition is risky and every choice has consequences. The narrative is conveyed in fragments through encounters, character descriptions, and environmental context, allowing the world to feel coherent without overwhelming the player with exposition. At the core of Zero Division is its squad-based deckbuilding system. Each run begins by assembling a team of three operators chosen from a diverse roster, broadly divided into roles such as Guardians, Assault units, and Specialists. Each operator comes with a unique set of cards that define their combat identity, while additional slots allow players to customize decks and create powerful synergies across the team. This multi-deck structure adds a layer of complexity rarely seen in the genre, as success depends not only on individual card strength but on how abilities interact across characters and turn order. Combat unfolds through turn-based card battles that emphasize positioning, timing, and resource management. Rather than playing cards from a single shared deck, players must think across multiple hands and cooldowns, coordinating actions to mitigate damage, control enemies, and exploit openings. Enemy encounters are varied and often demand adaptation, as different foes introduce mechanics that challenge overly rigid strategies. This keeps battles engaging over repeated runs, encouraging players to refine their approach instead of relying on a single dominant build. Boss encounters stand out as some of the game’s most memorable moments. These fights often feature multiple phases, shifting mechanics, and punishing abilities that test both deck construction and in-combat decision-making. Unlike standard encounters, bosses can invalidate careless strategies and force players to rethink card priorities and operator roles mid-fight. This design gives climactic battles a sense of scale and tension, reinforcing the feeling that each successful run is earned through understanding and preparation rather than luck alone. Progression is structured around a roguelite loop that balances short-term runs with long-term growth. Even failed expeditions contribute to permanent unlocks through meta-progression systems that expand the available card pool and strategic options. This approach softens the frustration of defeat while maintaining challenge, as each run offers new tools rather than raw statistical power. Over time, the expanding pool of cards encourages experimentation and replayability, allowing players to chase different playstyles and squad compositions across multiple attempts. Visually, Zero Division adopts a functional but atmospheric cyberpunk aesthetic. Character designs are stylized and distinct, making it easy to identify operator roles at a glance, while environments emphasize decay, industrial scale, and technological ruin. The interface prioritizes clarity, an essential choice given the complexity of managing multiple decks and enemy intents. While not lavishly animated, the presentation supports strategic readability and keeps the focus on gameplay decisions rather than spectacle. Audio design complements the tone with restrained, moody soundscapes and combat cues that enhance tension without overwhelming concentration. Music underscores the oppressive atmosphere of the setting, reinforcing the sense of operating in hostile territory where survival is never guaranteed. Sound effects provide clear feedback for card actions and enemy attacks, helping players track the flow of combat even during complex turns. Community reception has largely been positive, particularly among fans of deckbuilders and tactical roguelites. Players often praise the depth of its systems, the satisfaction of building synergistic squads, and the challenge posed by its encounters. Criticism tends to focus on balance inconsistencies, occasional interface roughness, or moments where certain combinations can trivialize difficulty. These issues, however, do little to undermine the strength of the core design and are often seen as areas for refinement rather than fundamental flaws. Taken as a whole, Zero Division is a thoughtful and ambitious entry in the roguelite deckbuilding space that distinguishes itself through squad-based mechanics and a cohesive dystopian setting. It demands patience and strategic curiosity, rewarding players who enjoy learning systems, experimenting with builds, and overcoming difficult encounters through planning rather than reflex. While it may not be the most accessible deckbuilder for newcomers, it offers a rich and engaging experience for those willing to invest the time, standing as a strong example of how familiar genre elements can be recombined into something fresh and compelling. Rating: 8/10
Wow! I love the card artwork! The women are gorgeous! This game is a must-play if you like sci-fi, roguelike deckbuilding. Each run is different. The game features 9 characters, with 12+ difficulty levels.
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