CARGO CRUSH ZERO news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID4590940
- PriceNo longer available on Steam Store
- Release dateQ4 2026
- DeveloperMIKADO WORKS
- PublisherMIKADO WORKS
- Parent gameNot available
Genres: Action, Casual, Indie, Early Access
Company pages: Developer: MIKADO WORKSPublisher: MIKADO WORKS
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
CARGO CRUSH ZERO Steam news
CARGO CRUSH ZERO news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Roguelite Devlog: 0.25-Second Chains and a Clearer Cargo Deck - 12 September 2026
Hi, I'm Teku from MIKADO WORKS. Thanks for following CARGO CRUSH ZERO! Last time, I shared changes to the grid and boss battles. This time, I've been working on making it easier to follow what happens after you push a container. 1. A quarter-second between chain reactions When a red Bomb Core's blast reaches another core, it starts the next explosion. That chain-reaction delay is now 0.25 seconds at every upgrade level. The first detonation still gives 0117 time to get away after a push. Once the chain starts, explosions follow in quick succession. I want the rhythm to be: push, retreat, then watch the chain unfold. At the highest upgrade level, overlapping blasts could make an already-armed core explode immediately. The chain would appear to finish all at once. Armed cores now keep their remaining delay when another blast reaches them. The goal is a fast chain where you can still see e…
- Roguelite Devlog: Why We Expanded the Grid to 30×16 and Reworked Boss Battles - 5 September 2026
Hi, I'm Teku from MIKADO WORKS. Thanks for checking out CARGO CRUSH ZERO! It's a roguelite grid-action game about pushing cargo containers through a space station, sweeping up enemies, and crushing them against walls. Today, I'd like to share three areas I've been working on in the development build. 1. Up to 30×16: giving cargo room to slide I previously tried a compact 7×7 grid to make the characters appear larger. It was easier to read, but it also left less room for containers to travel and for players to lure enemies into position. The grid now starts at 18×16 and expands with each sector, reaching a maximum of 30×16. These dimensions include the outer walls. On regular floors, movable containers form the walls of the maze. Pushing one can launch an attack and change the routes around you. I want moving a container to raise another question: where will I be able to escape afterward…
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