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Guidus Zero

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Guidus Zero

izzle · Published by Com2uS Holdings

Mostly Positive — 75% positive (655 reviews) · 46 achievements

Last updated 28 Sept 2026

Guidus Zero is a real-time grid-based action roguelike game. Explore the sinkhole known as the "Scar" to search for spirits and treasure chests, and defeat the corrupted enemies and bosses as you strive to reach the deepest floor of the Scar, where the source of chaos awaits.

DJCTQ 10Full Controller Support
-50%

£6.39

£12.79

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

£6.39£12.79

Price history

4 Sept 2026Lowest: £6.39 · Highest: £6.397 Oct 2026

Action, Adventure, Indie, Strategy · 2025 · More £5 - £15 games

Navigate through the perilous grid-based maze known as the "Scar", battling corrupted foes and seeking treasures. In Guidus Zero, your strategy and quick reflexes are key as you delve deeper into this indie action-adventure game.

About this game

The Mysterious Sinkhole "Scar"

Long ago, during an era of racial wars fought to control the continent, a massive sinkhole suddenly appeared at its center.

Born for unknown reasons, what secrets does this mysterious sinkhole hold?

Join the famous explorers of the continent and dive into the unknown to uncover the secrets of the Scar.

Real-Time Grid-Based Action

Guidus Zero is a real-time grid-based roguelike game where you navigate the field in four directions.

Pay close attention to the positions of enemies and their attack ranges.

Time your moves precisely to dodge all enemy attacks and aim for a no-hit clear.

Spirit Power and Treasure Chests

While exploring the Scar, you will come across relics imbued with mystical powers and receive blessings from spirits that aid you in combat. Forge strong bonds with them to unleash even greater power.

Enemies Corrupted by Black Blood

A dark aura rises from the deepest parts of the Scar, bringing forth corrupted enemies.

Defeat various enemies and powerful bosses as you descend to the deepest floor of the Scar.

The secrets of the Scar and the source of the dark aura await you there.

System Requirements

Will my PC run this? →

Minimum

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

Recommended

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

Supported Languages

English, French, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Traditional Chinese, Korean

Latest news

  • Patch NotesOfficial

    Guidus Zero Bug Fix Patch Notes (v.2.1.2)

    Hello, this is Guidus Zero.This hotfix includes fixes for progression issues occurring in certain stages, along with adjustments made to improve gameplay tempo and balance.Please see the details of the v2.1.2 hotfix below.🛠️ Fixes 1. Fixed an issue where the game froze when entering certain stages.- Resolved a bug that caused the game to stop when transitioning to the next stage. 2. Adjusted the appearance timing of non-combat gimmick rooms.Non-combat gimmick rooms will now appear after encountering Tharin. 3. Improved the appearance timing of Artifact Bugs.Artifact Bugs will now appear after acquiring Jin. 4. Adjusted Energy Piece drop balance.Energy Piece drop rates have been finely tuned to better balance recovery resources and maintain gameplay tension. 5. Adjusted Stone (Crystal) drop rates.Stone (Crystal) drop balance has been adjusted. 6. Fixed an issue where the Valtharos defeat achievement was not triggered.The achievement will now properly activate upon defeating Valtharos. 7. Eased progression conditions for ‘Origin of Mystery’.The death count requirement for progressing in 'Origin of Mystery' has been reduced, allowing players to complete it more easily.8. Fixed an issue where the game would crash when moving between floors- The problem causing the game to forcibly close when moving between floors has been fixed.We will continue refining Guidus Zero based on your valuable feedback to provide a more polished and complete experience. Your positive Steam reviews mean a great deal to our development team and give us the motivation to keep improving. Thank you.
    Read full article on Community Announcements (C2H_HA)
  • AnnouncementsOfficial

    Guidus Zero Dev Sketch #04

    Hello, this is Guidus Zero.In this Dev Sketch, we’re taking you behind the scenes of the final boss that awaits in the deepest depths of the Abyss: Valtharos.Rather than just creating a boss that looks cool, we focused on designing an enemy you can genuinely feel—a presence that comes to life through gameplay. Here’s how we brought Valtharos into being.\1. The Initial Concept – A Striking SilhouetteFrom the start, Valtharos was meant to evoke fear and an overwhelming presence.Our goal during early design was to strike a balance between opposites—sleek yet weighty, fast yet grounded.The silhouette was refined to evoke a sense of threat, even without exaggeration, and all movements were made readable in combat.We initially considered attacks using its tail, but ultimately chose to focus on its long, threatening arms for clearer threat signaling.This primal visual cue proved more effective at drawing player attention and delivering the essence of Valtharos’ fearsome presence.2. Four Arms – Melee and Magic in SyncOne of Valtharos’ defining traits is its four arms—and they’re not just for show.* Each set plays a key role in battle:- Two arms handle melee attacks (swipes, pressure moves)- The other two are used to cast magic (projectile patterns, AoE skills)This dual functionality allows Valtharos to emanate both physical danger and magical intimidation, resulting in a multi-dimensional boss fight.The legs were also designed for impact.When a phase shift occurs, Valtharos leaps with powerful leg animations, letting players intuitively feel that the battle has changed.3. The Final Form of ValtharosThrough a mix of planning, sketches, and painstaking pixel work, Valtharos came to life as a boss with a distinct combat rhythm and rich attack patterns.Here’s what defines the final version of Valtharos:- Fierce attack motions using elongated arms- Combined melee and magic patterns with all four limbs- Phase transition choreography triggered by leg movement- A perfectly balanced...
    Read full article on Community Announcements (C2H_H)
  • AnnouncementsOfficial

    Guidus Zero Dev Note #03

    Hello, this is Guidus Zero.First, we’d like to express our heartfelt thanks to all of you who continue to support our game with warmth and encouragement.Today, we’re excited to share long-awaited news: Guidus Zero is finally coming to Xbox!We’d also like to give you a behind-the-scenes look at how we optimized the game for console and prepared it for this new journey.1. Toward a Broader Stage – Expanding to New PlatformsSince our Steam release back in April, many of you have asked, "Can we play it on console too?"Thanks to your overwhelming support, we can finally answer that question with a big yes.Mark your calendars—Guidus Zero officially launches on Xbox on Sep. 25, 2025! 🎮The certification and build verification process for the Xbox version has gone smoothly, and we’re just about ready to welcome you aboard.And this journey won’t stop here—our team is also preparing for a future release on Nintendo Switch, so stay tuned!2. Obsessing Over Perfection – How We Optimized for ConsoleThis wasn’t just about porting the PC version.To make Guidus Zero feel fully at home on each console, we performed a series of detailed optimizations, including:- UI/UX: Redesigned fonts and interfaces to ensure clarity on larger screens.- Controller Feel: Our carefully tuned pad system has been upgraded to feel even smoother and more responsive.- Performance Optimization: Enjoy seamless gameplay even in high-resolution environments.- Platform Integration: We conducted extensive testing to ensure proper syncing of accounts, save data, and all major systems.Our goal wasn’t to simply transfer the game, but to deliver an experience that feels like it was made for this platform from the start.3. The Beginning of a New JourneyGuidus Zero took its first step on Steam, and now it’s ready to meet players on the console stage.We couldn’t have made it this far without your constant support—thank you from the bottom of our hearts. 🙏We’ll continue building the world of Guidus Zero with exciting new ...
    Read full article on Community Announcements (C2H_H)
  • AnnouncementsOfficial

    Guidus Zero Dev Interview #03

    Hello, this is Guidus Zero!Welcome to our third Dev Interview!Today, we're diving into the behind-the-scenes story of how the controller system in Guidus Zero was designed."Can a keyboard and a controller—two so different—deliver the same fun and immersion?"That question has been one of the team's biggest and longest-running challenges.Rather than simply remapping buttons, we wanted to create an experience that feels smooth and consistent no matter what input device you use.Today, we're sharing the trial-and-error, key design decisions, and development journey that led to the current control system—straight from the dev team's perspective.How Did We Build That Controller Feel?🔵 Our top priority was to ensure a consistent control experience across devices.We wanted every player to feel the same responsiveness and rhythm—whether they were using a keyboard or a gamepad.To achieve this, we focused on the similarity between keyboard directional keys and the Directional Pad on controllers.From there, we designed a D-Pad-centric control system to reduce any sense of disconnect between platforms.Of course, the physical limitations of controllers meant we couldn't match the responsiveness of a keyboard.However, instead of just speeding up the game and giving keyboard users an advantage, we focused on finding the ideal tempo that also felt smooth and natural for controller users.🔵 From the start, the controller was our benchmark.Had we built the game around the lightning-fast input speed of keyboards, it would've become overwhelmingly fast.That kind of pace would've made gameplay uncomfortable—especially for controller users who don't have as many input options.We didn't want that kind of imbalance.That's why we based the game's core tempo around the controller from the beginning.This approach helped us deliver a more consistent and enjoyable experience across both PC and console environments.🔵 The hardest part wasn’t button mapping—it was reinterpreting the experience.Techni...
    Read full article on Community Announcements (C2H_H)
  • AnnouncementsOfficial

    Guidus Zero Dev Sketch #03

    Hello, this is Guidus Zero. 😊For this Dev Sketch, we’d like to share a topic that’s been front and center for the dev team lately: preparing for multi-platform support.Expanding to a new platform isn’t just about porting the game—it’s a process that forces us to reexamine familiar systems from a completely different perspective.From technical challenges to gameplay feel, we’ll walk you through what we’ve learned by taking on this challenge head-on.\Since the earliest planning stages of Guidus Zero, our goal was never to be locked into a single platform.We designed the game while keeping various devices and control styles in mind—because we wanted players to enjoy the experience in whichever environment felt most comfortable to them.1. A Simple Start, A Major ShiftThe original control system was extremely simple: Movement and attacks were both handled through a basic bump-based system.But as more combat actions were added and the pace of battles increased, we ran into a major problem—hand fatigue, especially when playing for extended periods on a controller.Eventually, we made the decision to separate movement and attacks.That one small change brought the combat rhythm to life and became a major turning point in shaping the control system we use today.2. Balance Between Keyboard and ControllerOne of the biggest priorities in this multi-platform project was maintaining a consistent gameplay rhythm—regardless of input device.The keyboard and controller are structurally different, but we wanted the combat feel to be just as satisfying on both.While delivering an identical experience is nearly impossible, we carefully tuned each input method to ensure the core fun remained intact.In doing so, we discovered a new guiding principle: balance through difference.3. Different Preferences, Shared GoalEven within our team, there were divided preferences.Some of us liked playing casually on small screens, while others preferred getting immersed on a large display.What we realized...
    Read full article on Community Announcements (C2H_H)

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