Compara los precios de Guidus Zero en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por izzle. Publicado por Com2us Holdings. Lanzado el 26/3/2025. Disponible en PC. Géneros: Action, Adventure, Indie, Strategy.

Crypt of the NecroDancer without the metronome, with relic-building roguelite depth underneath - Guidus Zero's grid combat clicks hard once it stops feeling alien.

My first few runs in Guidus Zero ended embarrassingly fast, and I mean that as a compliment. The game drops you into a real-time dungeon where every step snaps to an invisible grid, and then immediately asks you to read incoming attack telegraphs, reposition one tile at a time, and dodge red-square indicators that pop up at genuine roguelite speed. The friction is real, but it is the productive kind: once the grid rhythm clicks, the system stops feeling like a constraint and starts feeling like a toolkit. The mechanical hook is genuinely novel in a genre full of Hades imitators. Movement is tile-by-tile in four directions, but the combat is real-time with dedicated attack, special, dodge, and item buttons. Enemies telegraph their moves with on-screen indicators before committing, which means the game is less about reflexes than about reading patterns and choosing the right tile to stand on. That spatial decision-making is where the strategy brain gets engaged: do you burn your dodge to escape a line attack, or reposition early and keep the dodge available for the boss phase coming up? Each playable character sharpens that question differently. Dalia and Chatri play distinctly from each other even with the same four-button layout, and unlockable characters like the knight (bleed stacks), the mage (explosion setups), and the monk (a building barrage that rewards taking damage) push build-crafting in noticeably different directions. A permanent rune-stone progression system sits between runs, letting you specialize characters toward specific stat profiles over time, and a spirit affinity system for relics adds an extra build layer within each run - though players have noted the inability to inspect elemental status effects is a real information gap that needs a tooltip pass. The boss design is where Guidus Zero earns its keep. Regular floors test reflexes; bosses test your entire understanding of your current build's positioning and timing requirements. The difficulty debate in the community is lively - some players call it approachable after the learning curve, others hit a wall before the second area. The honest answer for strategy players is that the early-run investment required is comparable to learning a Paradox interface: steep for 90 minutes, then rewarding for hours after. Between-run upgrades soften the curve without defanging it, which is the correct design call. On the rougher side, the game shipped with some performance complaints around visual effects causing frame drops on certain hardware, and the localization of ability descriptions has been flagged as confusing in places - a genuine problem when build-crafting depends on knowing exactly what your relic does. The dialog navigation UI also drew criticism for feeling clunky. Content depth at launch was on the shorter side for dedicated players who blew through all floors quickly. Whether post-launch updates have filled that gap warrants a Steam discussion check before buying. The pixel art holds up well regardless - it reads as high-quality for the scope, and the dungeon aesthetic has enough visual variety across the Scar's floors to carry repeated runs. For strategy and sim players who want something that respects spatial thinking, Guidus Zero is a compact, focused roguelike with a combat system you will not find anywhere else at this price tier. Newcomers to the genre actually have a reasonable entry point here: the run length is short enough that failures are instructive rather than punishing, and the permanent upgrade path gives even losing runs a sense of forward progress. Diego, Scout Team

Guidus Zero

Guidus Zero

26 mar 2025izzleCom2us Holdings
GamerScout opina

Crypt of the NecroDancer without the metronome, with relic-building roguelite depth underneath - Guidus Zero's grid combat clicks hard once it stops feeling alien.

PC
Steam Deck Verified
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en N/A
Mínimo histórico: €3.20

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My first few runs in Guidus Zero ended embarrassingly fast, and I mean that as a compliment. The game drops you into a real-time dungeon where every step snaps to an invisible grid, and then immediately asks you to read incoming attack telegraphs, reposition one tile at a time, and dodge red-square indicators that pop up at genuine roguelite speed. The friction is real, but it is the productive kind: once the grid rhythm clicks, the system stops feeling like a constraint and starts feeling like a toolkit. The mechanical hook is genuinely novel in a genre full of Hades imitators. Movement is tile-by-tile in four directions, but the combat is real-time with dedicated attack, special, dodge, and item buttons. Enemies telegraph their moves with on-screen indicators before committing, which means the game is less about reflexes than about reading patterns and choosing the right tile to stand on. That spatial decision-making is where the strategy brain gets engaged: do you burn your dodge to escape a line attack, or reposition early and keep the dodge available for the boss phase coming up? Each playable character sharpens that question differently. Dalia and Chatri play distinctly from each other even with the same four-button layout, and unlockable characters like the knight (bleed stacks), the mage (explosion setups), and the monk (a building barrage that rewards taking damage) push build-crafting in noticeably different directions. A permanent rune-stone progression system sits between runs, letting you specialize characters toward specific stat profiles over time, and a spirit affinity system for relics adds an extra build layer within each run - though players have noted the inability to inspect elemental status effects is a real information gap that needs a tooltip pass. The boss design is where Guidus Zero earns its keep. Regular floors test reflexes; bosses test your entire understanding of your current build's positioning and timing requirements. The difficulty debate in the community is lively - some players call it approachable after the learning curve, others hit a wall before the second area. The honest answer for strategy players is that the early-run investment required is comparable to learning a Paradox interface: steep for 90 minutes, then rewarding for hours after. Between-run upgrades soften the curve without defanging it, which is the correct design call. On the rougher side, the game shipped with some performance complaints around visual effects causing frame drops on certain hardware, and the localization of ability descriptions has been flagged as confusing in places - a genuine problem when build-crafting depends on knowing exactly what your relic does. The dialog navigation UI also drew criticism for feeling clunky. Content depth at launch was on the shorter side for dedicated players who blew through all floors quickly. Whether post-launch updates have filled that gap warrants a Steam discussion check before buying. The pixel art holds up well regardless - it reads as high-quality for the scope, and the dungeon aesthetic has enough visual variety across the Scar's floors to carry repeated runs. For strategy and sim players who want something that respects spatial thinking, Guidus Zero is a compact, focused roguelike with a combat system you will not find anywhere else at this price tier. Newcomers to the genre actually have a reasonable entry point here: the run length is short enough that failures are instructive rather than punishing, and the permanent upgrade path gives even losing runs a sense of forward progress.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Real-Time Grid CombatPattern RecognitionPermanent UpgradesMulti-Character RosterRelic SynergySpirit Affinity SystemShort-Run RoguelikePositional StrategyBuild Specialization

Requisitos del sistema

Mínimos

OS
Windows 10 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA GeForce GTX 950 / AMD Radeon R7 260
Processor
Intel Core i5-2500 / AMD FX-6300

Recomendados

OS
Windows 10 64-bit
Memory
16 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
NVIDIA GeForce GTX 1650 / AMD Radeon RX 570
Processor
Intel Core i5-6600 / AMD Ryzen 5 5600X

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Información del juego

Desarrolladora
izzle
Distribuidora
Com2us Holdings
Fecha de lanzamiento
26 mar 2025

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¿En qué plataformas está disponible Guidus Zero?

Guidus Zero está disponible en PC.

¿Cuándo se lanzó Guidus Zero?

Guidus Zero se lanzó el 26 de marzo de 2025.

¿Quién desarrolló Guidus Zero?

Guidus Zero fue desarrollado por izzle y publicado por Com2us Holdings.