Compara los precios de Gamma Zero en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Sinclair Gurny. Publicado por Sinclair Gurny. Lanzado el 7/3/2025. Disponible en PC, Mac, Linux. Géneros: Action, Indie.

A one-person CAVE-inspired vertical shmup with a score system that rewards aggression over caution, and a second loop that will humble anyone who thinks three stages sounds easy.

I have a soft spot for solo developers who clearly know exactly which game they wanted to make and then just made it. Gamma Zero is that game. Sinclair Gurny built this vertical shoot-em-up from scratch using Love2D, and notably constructed every sprite, enemy, and visual effect entirely from primitive shapes like lines and circles rather than traditional pixel art. The result has a clean, almost clinical sci-fi horror aesthetic that suits the alien-invasion premise without leaning on borrowed nostalgia. The mechanical foundation is compact but well-considered. Three ships, each with distinct firing patterns, split the audience usefully: the Alpha is fast and tight, the Beta offers a wider spread for players who prefer breathing room, and the Gamma sits somewhere in between. The scoring system is built around coin collection, where killing enemies in close proximity lets you chain pickups quickly to inflate your multiplier. Bombs have a deliberate trade-off baked in, converting dense bullet patterns into coins rather than simply clearing danger, which means using them thoughtlessly will cost you on the scoreboard. That kind of intentional tension between survival and scoring is exactly the CAVE DNA the developer was reaching for. Three stages sounds modest, but the real content is in the second loop, which introduces revenge bullets and harder patterns. Reaching that loop requires a clean first run with no continues, and fully unlocking every achievement means clearing all six stages. Boss Rush mode and a system of 24 unlockable ship color variants add replay incentive beyond pure score chasing. Three difficulty levels, including an Easy mode with auto-bomb, make it accessible to newcomers while keeping a respectable skill ceiling intact. Tate mode support with multiple screen rotation options is a thoughtful detail that signals the developer knows and respects the genre's traditions. What this game is not: long, story-driven, or experimental. It has no online leaderboards mentioned in any materials I found, which is a gap that hurts score-attack games. The small review count on Steam means community guides and replay resources are thin, though the Shmups Wiki entry suggests the specialist audience has already found it and started documenting strategy. The sprites, built entirely from geometric primitives, will either read as charming hand-craft or as unfinished depending on your tolerance for minimal visuals. I lean toward charming, but it is worth knowing before you go in. For the price point this sits at, the value argument is uncomplicated. If you grew up with DoDonPachi or any mid-period Raizing release and want something that respects those rhythms without asking for a long time commitment, Gamma Zero is quietly doing the right things in a crowded sub-genre. First runs will last under an hour. The grind toward a clean second-loop clear will cost you considerably more. Kai, Scout Team

Gamma Zero

Gamma Zero

7 mar 2025Sinclair Gurny
GamerScout opina

A one-person CAVE-inspired vertical shmup with a score system that rewards aggression over caution, and a second loop that will humble anyone who thinks three stages sounds easy.

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I have a soft spot for solo developers who clearly know exactly which game they wanted to make and then just made it. Gamma Zero is that game. Sinclair Gurny built this vertical shoot-em-up from scratch using Love2D, and notably constructed every sprite, enemy, and visual effect entirely from primitive shapes like lines and circles rather than traditional pixel art. The result has a clean, almost clinical sci-fi horror aesthetic that suits the alien-invasion premise without leaning on borrowed nostalgia. The mechanical foundation is compact but well-considered. Three ships, each with distinct firing patterns, split the audience usefully: the Alpha is fast and tight, the Beta offers a wider spread for players who prefer breathing room, and the Gamma sits somewhere in between. The scoring system is built around coin collection, where killing enemies in close proximity lets you chain pickups quickly to inflate your multiplier. Bombs have a deliberate trade-off baked in, converting dense bullet patterns into coins rather than simply clearing danger, which means using them thoughtlessly will cost you on the scoreboard. That kind of intentional tension between survival and scoring is exactly the CAVE DNA the developer was reaching for. Three stages sounds modest, but the real content is in the second loop, which introduces revenge bullets and harder patterns. Reaching that loop requires a clean first run with no continues, and fully unlocking every achievement means clearing all six stages. Boss Rush mode and a system of 24 unlockable ship color variants add replay incentive beyond pure score chasing. Three difficulty levels, including an Easy mode with auto-bomb, make it accessible to newcomers while keeping a respectable skill ceiling intact. Tate mode support with multiple screen rotation options is a thoughtful detail that signals the developer knows and respects the genre's traditions. What this game is not: long, story-driven, or experimental. It has no online leaderboards mentioned in any materials I found, which is a gap that hurts score-attack games. The small review count on Steam means community guides and replay resources are thin, though the Shmups Wiki entry suggests the specialist audience has already found it and started documenting strategy. The sprites, built entirely from geometric primitives, will either read as charming hand-craft or as unfinished depending on your tolerance for minimal visuals. I lean toward charming, but it is worth knowing before you go in. For the price point this sits at, the value argument is uncomplicated. If you grew up with DoDonPachi or any mid-period Raizing release and want something that respects those rhythms without asking for a long time commitment, Gamma Zero is quietly doing the right things in a crowded sub-genre. First runs will last under an hour. The grind toward a clean second-loop clear will cost you considerably more.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5CAVE-InspiredScore-AttackTate ModeBoss RushSecond LoopGeometric VisualsPickup ChainingSolo Developer

Requisitos del sistema

Mínimos

OS
Windows 10 or newer
Memory
2 GB RAM
Storage
100 MB available space
Graphics
Integrated GPU
Processor
Dual Core CPU

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OS
Windows 10 or newer
Memory
4 GB RAM
Storage
100 MB available space
Graphics
Dedicated GPU
Processor
Quad Core CPU

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Información del juego

Desarrolladora
Sinclair Gurny
Distribuidora
Sinclair Gurny
Fecha de lanzamiento
7 mar 2025

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¿En qué plataformas está disponible Gamma Zero?

Gamma Zero está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Gamma Zero?

Gamma Zero se lanzó el 7 de marzo de 2025.

¿Quién desarrolló Gamma Zero?

Gamma Zero fue desarrollado por Sinclair Gurny.