Sublevel Zero cover
Sublevel Zero screenshot
Linux PC Mac Steam
Genre: Shooter, Indie

Sublevel Zero

Get Sublevel Zero Redux for $5 On Chrono.gg - TODAY ONLY!



We're excited to announce that, for one day only, you can get a copy of Sublevel Zero Redux for the lowest price we've ever sold it for - just $5!

To get the deal, go to chrono.gg from 5PM GMT / 9AM Pacific TODAY!

If you have any friends who love 6DoF shooters and/or intense VR action but have been holding off, now's the best time there's ever been to buy the game!

Thanks!
- Sigtrap

Bugfixes

Hi all! It's been a bit longer than we intended but we've just rolled out a minor patch. The biggest fix here is that you can rebind controls from the main menu again (oops!).

Beta Branch Update


We've got a lot more fixes on the way but we're rolling them out gradually to ensure we don't break anything in the process. There'll be a new beta up on the latest branch very shortly with some of these. So if you want to try them out please switch over and the update will be up soon!

Major changes on latest will be as follows:

  • Support for HOTAS menu navigation
  • Improved Xbox/PS4 controller menu navigation
  • Fixed infinite explosions bug on final reactor with cluster weapons
  • Fixed issue where cancelling teleport with Esc would open menu


Thanks for playing!
-Luke and Gary

Sublevel Zero Redux Dev Diary - New VR Features

Hey folks,

Interested in how Sublevel Zero Redux plays in Virtual Reality? Check out our new dev diary where Luke walks you through the game, showing off some of the cool features!



https://www.youtube.com/watch?v=6jSVya0FBK0

If you're a VR player, let us know how you're finding the game down in the comments!

Cheers

-Gary and Luke

Huge REDUX Update is now live, including full VR support!

It’s finally time! The enormous free Redux expansion for Sublevel Zero is now live, including full VR support for Oculus Rift and HTC Vive!



Sublevel Zero Redux brings a remastered campaign, difficulty modes, new enemies and unlocks, and much more. As the definitive version of the game we couldn’t be more excited to get it to all of you. It’s a great moment to finally get all of this content out there, and to have the VR version done! It was back in 2014 that we first had the inspiration for this game, and it wasn’t long before we were dreaming big and imagining how awesome it would be on the (not-even-out-yet) Oculus Rift DK2. It’s been a long road, as covered in previous posts, and we’re so glad to have delivered something we’re proud of.

We hope you enjoy it!
-Luke and Gary

Major features include:

Intro Campaign


Intended to familiarise new and existing players to the game. It's shorter and easier to introduce the core game mechanics. Once completed, the regular campaign is unlocked.

Restructured Campaign


We've introduced difficulty modifiers that scale to a variety of different player skill levels and affect enemy health, drop rates, crafting costs and Nanite life. This provides an easier introduction, with an even tougher challenge for veterans.



As you progress, harder alternate levels unlock that add more challenge as you improve. You can track your progress through the game on the new Campaign Progression tab on the menu.



Expanded Procedural Generation


We've added over 70 new rooms to further expand the game and add more variety to levels.

Full VR Support


Full support for Oculus and Vive. Weapons such as the Smartgun, Homing Missiles and Homing Swarms have lock-on capabilities which can be utilised with head tracking. There’s also a wide variety of different comfort options to suit your individual needs, including a unique Comfort Calibrator mode to help you quickly find the settings you want!



Teleporters


To reduce backtracking, Teleporters are now available at certain points to help you get back onto the critical path through levels.

New Enemies


We've created two brand-new enemies that add deadly new twists to combat.



Elite Enemies


Progressing through the game will unlock harder variations of existing enemies. These guys take more hits and punch back even harder, adding another layer of difficulty for the most experienced pilots.



Enemy Codex


By destroying enemies, this unlocks trophies in the Codex tab. Each entry gives you more information about different enemy types as well as their strengths and weaknesses.



New Starting Classes


The Seeker class is specifically designed for players to take advantage of homing weapons such as the Homing Swarm and Smartgun right from the start. It’s also perfect for VR players.

The Reaver is an experimental ship bolted together by a dangerous madman. Even rumoured to indulge in cannibalism, his regard for the safety of others and himself was legendarily lacking.

Save and Quit


Leaving mid-game now gives you the option to continue from the start of your current level. One thing to note is that Hard difficulty modes disable this feature.

Trading Cards


We've had to make a last-minute adjustment, but trading cards will soon appear!

EDIT: 17/07/17 - Trading Cards now LIVE! Sorry for the delay.



Optimisations and Performance


Levels load faster and gameplay is smoother thanks to a bunch of optimisations. There’s also an option to turn on banking which adds a great sense of weight to the ship.

Localisation


We've added French, German, Spanish, Italian and Russian localisations so you can enjoy Sublevel Zero in multiple languages.

Sublevel Zero Redux Launches TODAY 10am PST/6PM GMT

Hi everyone,

It's certainly been a long journey but Sublevel Zero Redux is launching in a few hours. It'll be live at 10am PST/6PM GMT with a 35% discount for a week so tell your friends and help us spread the word! Also don't forget to leave reviews! They make a huge difference.

We'll also be giving away some game and soundtrack keys over on our Twitter account over the next few days @SIGTRAPgames

In case you've missed it, here's a brief breakdown of what you can expect in the update.



Small announcement! Our composer, the amazing Will Bedford, has revisited the Sublevel Zero soundtrack and add a few extra tracks as well as a general remastering of the audio so we'll get that updated too.

There's quite a lot going on and we're incredibly happy with the update. We really hope you guys enjoy it. Any problems, bugs etc please let us know on the forums and we'll look into them.

Reminder that we'll be retiring the last orignal Sublevel Zero build on a separate Steam branch and your game will automatically update to the new hotness.

Thanks a lot for your continued support.

-Gary and Luke

FREE EXPANSION COMING JULY 13th



First of all, we would just like to thank you all for the amazing reception to Sublevel Zero since launch. We’re so lucky to have such a dedicated community.

As you probably know, a few months ago we launched Sublevel Zero Redux on console, with loads of new content. We're incredibly pleased to announce that, on July 13th, Sublevel Zero is getting expanded to include all of that content and more, absolutely free! Plus, we’re officially launching VR support for Rift and Vive! To reflect all these changes, on July 13th Sublevel Zero will be changing its name to Sublevel Zero Redux.

This huge update will bring a bunch of new features, tweaks and changes that really improve the overall gameplay and structure. New enemies, unlockables and extras, and even a secret new weapon to uncover.

Major features include:

Intro Campaign


Intended to familiarise new and existing players to the game. It's shorter and easier to introduce the core game mechanics. Once completed, the regular campaign is unlocked.

Restructured Campaign


We've introduced difficulty modifiers that scale to a variety of different player skill levels and affect enemy health, drop rates, crafting costs and Nanite life. This provides an easier introduction, with an even tougher challenge for veterans.



As you progress, harder alternate levels unlock that add more challenge as you improve. You can track your progress through the game on the new Campaign Progression tab on the menu.



Expanded Procedural Generation


We've added over 70 new rooms to further expand the game and add more variety to levels.

Teleporters


To reduce backtracking, Teleporters are now available at certain points to help you get back onto the critical path through levels.

New Enemies


We've created two brand-new enemies that add deadly new twists to combat.



Elite Enemies


Progressing through the game will unlock harder variations of existing enemies. These guys take more hits and punch back even harder, adding another layer of difficulty for the most experienced pilots.



Enemy Bestiary


By destroying enemies, this unlocks trophies in the Codex tab. Each entry gives you more information about different enemy types as well as their strengths and weaknesses.



New Starting Classes


The Seeker class is specifically designed for players to take advantage of homing weapons such as the Homing Swarm and Smartgun right from the start. It’s also perfect for VR players.

The Reaver is an experimental ship bolted together by a dangerous madman. Even rumoured to indulge in cannibalism, his regard for the safety of others and himself was legendarily lacking.

Save and Quit


Leaving mid-game now gives you the option to continue from the start of your current level. One thing to note is that Hard difficulty modes disable this feature.

Trading Cards


Long overdue, but we’re adding trading cards to the game on Steam.



VR Support


The game will launch with full support for Oculus and Vive. Weapons such as the Smartgun, Homing Missiles and Homing Swarms have lock-on capabilities which can be utilised with head tracking. There’s also a wide variety of different comfort options to suit your individual needs.

Optimisations and Performance


Levels load faster and gameplay is smoother thanks to a bunch of optimisations. There’s also an option to turn on banking which adds a great sense of weight to the ship.

Localisation


We've added French, German, Spanish, Italian and Russian localisations so you can enjoy Sublevel Zero in multiple languages.

One final note - for anyone concerned that Redux might not be their cup of tea, we’ve got you covered! We’ll keep the original version of Sublevel Zero on a beta branch so you can always return to it if you get nostalgic!

Thanks again for all your support!

-Gary and Luke

SOON

We've got some exciting news. More tomorrow...

Sublevel Zero Redux is OUT NOW on PlayStation 4 and Xbox One!

We're hugely excited to announce that Sublevel Zero is now available on PlayStation 4 and Xbox One in the form of Sublevel Zero Redux!



Redux is an expanded, enhanced and remastered version of Sublevel Zero, and we've taken this opportunity to improve upon the original. With a revamped campaign, difficulty levels, a teleporter system, new enemies and unlockable elite variants of existing enemies, we've refined and extended loads of the game. We've put a lot of hard work into it and we're very proud of the result!

But if you're not a console gamer, don't worry - we're not going to leave anyone behind! More news before long...

So - if you're interested in playing the first Descent-like 6DoF shooter on console in over a decade, Sublevel Zero Redux awaits! You can find links to buy on the PS4 and Xbox stores on our site, buy a limited PS4 Signature Edition boxed copy from our site with collector's art book and remastered OST CD, or buy a boxed retail copy for PS4 online.

http://www.sigtrapgames.com/sublevelzero/



We can't thank you enough for all your support thus far, and we hope you enjoy the fruits of our labour!

-Sigtrap

Small update

Just a quick update to fix a rare crash when loading later levels. This update is on latest as well as the main branch. And since Valentine's is long gone, I'm afraid your guns no longer fire hearts ;)

Huge patch plus a Valentine's bonus!

Hi all! This has been a SUPER long time coming (we’ve been working hard on Sublevel Zero Redux, coming soon on PS4 and Xbox One….) but we’re finally rolling a huge amount of fixes and tweaks back in from the beta branch, as well as lots of other improvements!

VR is still in beta, so please stay on the latest branch for that! But for now that’s the only difference between beta and main builds.

Finally, if you have any issues with the new build - please tell us! We’ve also archived the previous main build on a new legacy branch so switch to that if you need to.

Patch Notes


Features
Almost unnoticeable valentines easter egg

Improvements
Controller layout diagrams
Lots of weapon rebalancing
Hull inventory space increased slightly
Better controller button prompts
Updated player ship model
Updated Orb Grunt, Shotgrunt and Homing Defender models

Lots of improvements to industrial and military rooms

Procedural generation tweaks
Fixes
Fixed crashes during level loads
Fixed some reactor issues
Lots of UI fixes, mainly for controller/keyboard input
Fixed some controllers not responding when multiple plugged in
Fixed conflicts between custom bindings and presets
Fixed issues with rebinding multiple controllers/joysticks/HOTAS
Fixed tabbing away from rebinding menu
Mouse is captured properly after alt-tab
Notes
Joysticks/HOTAS no longer have default bindings as they caused complex conflicts with rebinding and presets. However manual rebinding now works properly even with multiple inputs plugged in.
Applying a controller preset will wipe ALL manual bindings!