Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 5042310 |
| Live current players | 1 |
| SteamPulse tracked peak | 2 |
| Live count (today's peak floor) | 1 |
| Price | $4.99 |
| Free to play | No |
| Discount | 0% |
| Original price USD | $4.99 |
| Current price USD | $4.99 |
| Release date | Sep 8, 2026 |
| Developer | These Are Serious Games |
| Publisher | These Are Serious Games |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | 3 user reviews |
| Positive review percent | 100% |
| Positive reviews | 3 |
| Negative reviews | 0 |
| Total reviews | 3 |
| Steam recommendations | Not available |
| Achievements | 26 |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | https://store.steampowered.com/app/5042310/ |
Short description
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.
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.
Supported languages
English * * languages with full audio support
