Sublevel Zero Redux Review

The roguelike genre has exploded within the past couple of years, going from a couple of small cult indie titles to a genre that always seems to be over saturated. Nowadays, developers have circumvented these issues by placing another genre on top of it, using the roguelike structure to boost the game’s merits and give it more unique sensibilities. FPS Sublevel Zero Redux, happens to be the latest example, but after diving in, you’ll be happy to see there’s a lot of history behind the game, and it may not be as forced as a characteristic could let on.


There are roguelikes with loot and there are roguelikes without loot. It seems simple, but over the countless games I’ve played, it really does make a difference. It could ruin the balance of your game, or intrigue the player even more to continue a challenge. Sublevel Zero falls into the latter, specifically because finding these items is used for the game’s crafting, which I found very rewarding. After all, this can commonly switch up main components of the gameplay, and the game is already a roguelike.

Story & Design:

Sublevel Zero strides with aforementioned mechanics/structure, but there are some problems lying here and there that could turn hardcore players off. One example is that there isn’t much variety for your gunship, as most of it belongs to your weapons. I wish both aspects were more even, especially when you lose acquaintance with a specific gun.

Presentation/ Visuals & Audio:

Thankfully, Sublevel Zero does fit the part visually, and provides an influenced look that’s filled with nice touches. Since the game is also fast this tends to work incredibly well, as both pieces flow into one another. Audio wise some of the sound effects can become grating, but I didn’t find issue with anything else.


2017 has been overblown with great games, but Sublevel Zero Redux shows that we can find those gems in the most unexpected places. The game is smooth amongst a constantly changing template, and since it does this so well, there’s little to complain about. I’m highly intrigued to see how and if this can be improved upon with whatever the developers make next.

Sublevel Zero Redux gets a 8/10 (Very Good)

We’d like to thank Nick Clarkson for giving us a code!

If you’d like to read more features and or reviews like this, please check out The Cube on, or our Twitter @TheCubeMedium for more updates.

One clap, two clap, three clap, forty?

By clapping more or less, you can signal to us which stories really stand out.