Compara los precios de Strike Suit Zero en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Born Ready Games. Publicado por Born Ready Games. Lanzado el 23/1/2013. Disponible en PC, Mac, Linux. Géneros: Action, Indie, Simulation. Puntuación Metacritic: 66/100.

A 90s space-shooter revival with a transforming mech twist that gets both its highs and its homework assignment wrong in equal measure.

My first hour with Strike Suit Zero felt like finding an old Wing Commander disc at the back of a drawer - the good kind of surprise. Born Ready Games built this around a core loop that sits between arcade shooter and light sim: you pilot one of four craft types, including interceptors, fighters, bombers and the titular Strike Suit, across a 13-mission campaign set in a civil war between Earth and its breakaway colonies. Before each sortie you kit out your loadout from a weapon roster that includes plasma cannons, swarm missiles, fire-and-forget heat-seekers, shield disruptors and unguided rockets. It is not deep loadout customisation by grand-strategy standards - you are not routing power between shields and engines like some Tie Fighter veteran - but it adds just enough pre-mission decision-making to feel intentional rather than decorative. The mechanical centrepiece is the Strike Suit transformation. Kill enemies in normal Pursuit Mode to build Flux, then flip to Strike Mode: your ship folds into a bipedal mech, auto-targeting queues up, and you can paint multiple enemies before unloading a volley that clears a frigate's turret battery in seconds. On paper that is a genuinely clever resource loop - controlled aggression earns you a power spike, which you then spend before cycling back. In practice, the window is short, the transformation jolts your momentum, and the mech mode ends up feeling more like a cooldown button than the Gundam fantasy the marketing sold. The Flux mechanic adds a welcome layer of strategy without tipping into full simulation resource management, but it never quite delivers the visceral payoff it promises. The rougher edges are hard to overlook. Mission design leans heavily on escort objectives from the opening tutorial onward, and the enemy waves have a habit of warping in just as you think a sortie is wrapping up. The HUD gets cluttered fast: red and blue arrows stack up around the reticle until distinguishing a priority target from background noise becomes genuinely difficult rather than tactically demanding. Friendly AI is widely described as ineffective, which means capital ships and transports you are supposed to be protecting eat damage you cannot react to in time. Checkpointing in the original release was brutal - no mid-mission saves - though the Director's Cut version (sold separately on Steam) restructured the campaign and addressed some of these friction points. On PC specifically, some players have reported frame stutter under heavy visual load, particularly inside nebula environments. Controller or flight stick input is noticeably better suited to the controls than keyboard and mouse. The package still has real strengths. Ship designs come from Junji Okubo, the mechanical engineer behind Appleseed and Steel Battalion, and the visual style holds up well in open space battles. Paul Ruskay - best known for the Homeworld soundtrack - composed the score, and it earns its praise. The sense of scale during large fleet engagements, with corvettes, frigates and cruisers trading fire while you weave through the crossfire, is the kind of spectacle the space-combat genre went too long without. Multiple endings shaped by your decisions add a thin layer of replayability, and Workshop support means the modding door is open. If you grew up on Freespace 2, Colony Wars, or Freelancer and just want another box of that same cereal, there is enough here to satisfy the appetite - as long as you walk in knowing the mech transformation is an interesting gimmick more than a game-changer, and that repetitive mission structures will eventually test your patience. Diego, Scout Team

Strike Suit Zero

Strike Suit Zero

23 ene 2013Born Ready Games
GamerScout opina

A 90s space-shooter revival with a transforming mech twist that gets both its highs and its homework assignment wrong in equal measure.

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Acerca de Strike Suit Zero

My first hour with Strike Suit Zero felt like finding an old Wing Commander disc at the back of a drawer - the good kind of surprise. Born Ready Games built this around a core loop that sits between arcade shooter and light sim: you pilot one of four craft types, including interceptors, fighters, bombers and the titular Strike Suit, across a 13-mission campaign set in a civil war between Earth and its breakaway colonies. Before each sortie you kit out your loadout from a weapon roster that includes plasma cannons, swarm missiles, fire-and-forget heat-seekers, shield disruptors and unguided rockets. It is not deep loadout customisation by grand-strategy standards - you are not routing power between shields and engines like some Tie Fighter veteran - but it adds just enough pre-mission decision-making to feel intentional rather than decorative. The mechanical centrepiece is the Strike Suit transformation. Kill enemies in normal Pursuit Mode to build Flux, then flip to Strike Mode: your ship folds into a bipedal mech, auto-targeting queues up, and you can paint multiple enemies before unloading a volley that clears a frigate's turret battery in seconds. On paper that is a genuinely clever resource loop - controlled aggression earns you a power spike, which you then spend before cycling back. In practice, the window is short, the transformation jolts your momentum, and the mech mode ends up feeling more like a cooldown button than the Gundam fantasy the marketing sold. The Flux mechanic adds a welcome layer of strategy without tipping into full simulation resource management, but it never quite delivers the visceral payoff it promises. The rougher edges are hard to overlook. Mission design leans heavily on escort objectives from the opening tutorial onward, and the enemy waves have a habit of warping in just as you think a sortie is wrapping up. The HUD gets cluttered fast: red and blue arrows stack up around the reticle until distinguishing a priority target from background noise becomes genuinely difficult rather than tactically demanding. Friendly AI is widely described as ineffective, which means capital ships and transports you are supposed to be protecting eat damage you cannot react to in time. Checkpointing in the original release was brutal - no mid-mission saves - though the Director's Cut version (sold separately on Steam) restructured the campaign and addressed some of these friction points. On PC specifically, some players have reported frame stutter under heavy visual load, particularly inside nebula environments. Controller or flight stick input is noticeably better suited to the controls than keyboard and mouse. The package still has real strengths. Ship designs come from Junji Okubo, the mechanical engineer behind Appleseed and Steel Battalion, and the visual style holds up well in open space battles. Paul Ruskay - best known for the Homeworld soundtrack - composed the score, and it earns its praise. The sense of scale during large fleet engagements, with corvettes, frigates and cruisers trading fire while you weave through the crossfire, is the kind of spectacle the space-combat genre went too long without. Multiple endings shaped by your decisions add a thin layer of replayability, and Workshop support means the modding door is open. If you grew up on Freespace 2, Colony Wars, or Freelancer and just want another box of that same cereal, there is enough here to satisfy the appetite - as long as you walk in knowing the mech transformation is an interesting gimmick more than a game-changer, and that repetitive mission structures will eventually test your patience.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardsworkshopcloud-savestier:sub-5Transforming MechFleet BattlesFlux MechanicEscort MissionsLoadout CustomisationArcade Space ShooterJunji Okubo ArtPaul Ruskay Soundtrack90s Space Sim Revival

Requisitos del sistema

Mínimos

OS
Windows Vista
Sound
Any stereo sound card
Memory
4 GB RAM
Graphics
NVIDIA 250 GTS / ATI Radeon 4800 series
DirectX®
11
Processor
Dual core 2.4Ghz
Hard Drive
3 GB HD space

Recomendados

OS
Windows 7
Sound
Any 5.1 sound card
Memory
8 GB RAM
Graphics
NVIDIA GTX 560 / ATI Radeon HD5850
DirectX®
11
Processor
Quad Core
Hard Drive
3 GB HD space

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Reseñas y valoraciones

Metacritic
66

Información del juego

Desarrolladora
Born Ready Games
Distribuidora
Born Ready Games
Fecha de lanzamiento
23 ene 2013

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¿En qué plataformas está disponible Strike Suit Zero?

Strike Suit Zero está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Strike Suit Zero?

Strike Suit Zero se lanzó el 23 de enero de 2013.

¿Quién desarrolló Strike Suit Zero?

Strike Suit Zero fue desarrollado por Born Ready Games.

¿Merece la pena comprar Strike Suit Zero?

Strike Suit Zero tiene una puntuación Metacritic de 66/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.