Space Carrier Zero

Space Carrier Zero

Released Sep 2026

One carrier against the sector's whole navy. The guns fire themselves, you steer the bow, pick the route, and decide how long to stay before the alarm brings the fleet down on you. Collect permanent cards that increase your strength each run. Five acts with increasing battle scope.

100% positive · 6 reviews
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Released · Awaiting evaluation
Pending
Released · Awaiting evaluation

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Steam $4.99
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Content

1 of 1 released · no outstanding content

Media

Details

Publisher
These Are Serious Games
Achievements
26
Platform
Windows
Controller
full support
Steam Deck
Not rated
Players
Single-player

About this game

SPACE CARRIER ZERO is a retro space action game going from the scale of a frigate to a full planetary scale killer with a incremental twist.




You command a carrier holding station while the sector empties its fleet at you from every bearing.  As you fight to survive with a set of different carrier types, card packs drops that permanently increase your power across runs.  Build your ship, pick weapon evolutions, and build power across runs through card drops.

CHOOSE YOUR PATH THROUGH THE SYSTEM

Every node pays: wrecks, weapon drops, card packs, salvage. And every second you stay, the alarm climbs: first fighters, then elites, then an intercept fleet of capital ships. The jump drive needs thirty seconds to charge before you can move on, but you need to stay if you want to get strong enough to beat the gates and nuke the final planet.

FIVE ACTS, AND THE LAST ONE IS THE PLANET

Five acts of route choices: garrisons, caches, drydocks, and more to choose from as you fly through the system. Act gates end at the fleet's own infrastructure: an orbital shipyard that keeps launching hulls while you break its cradles, a War Moon, and end the threat at the Capital World.

THE BUILD IS THE RUN

Twelve carrier types to play. Lots of weapons, from railguns to a launcher that drags a formation into one point and implodes it. And a relic catalog that changes the way your weapons and ship plays.

  • One carrier. Five acts.

  • Many weapons across ballistic, ordnance, and energy families.

  • A relic catalog that changes your run

  • Capital ships with destructible gun decks and prizes inside

  • An alarm system to challenge and reward tenacity

  • Permanent card collection with infinite levels

  • A generative darksynth score that escalates with the fight.

  • A robot voice with a hundred-word vocabulary and a firm grasp of priorities.

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