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Watch trailer on Steam ↗Bay: Zero
Fireslinger Games · Published by FireSlinger Games
2 user reviews — 100% positive (2 reviews)
Last updated 28 Sept 2026
With many, many bossfights, this FPS PvE is extremely fast paced, and could be a great distraction from reality when you finish it!
£4.29
Lowest price we've ever recorded
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Price history
Action, Indie · 2026 · More under £5 games
Experience the thrill of fast-paced FPS PvE in Bay: Zero. Engage in numerous boss battles designed to keep you on your toes and offer a unique distraction from reality.
About this game
A first person shooter game with plenty of explosions and many bossfights, ranging from easy, slow bullet towers to fast paced beings that will make you feel obsolete when fighting, not to mention the many difficulty modes to play on, from hard to die to hard to live! Fly and dash everywhere, crush enemies and maybe even find some secrets...
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 64 bit processor
- Memory: 2 GB RAM
- Graphics: Intel UHD
- DirectX: Version 10
- Storage: 700 MB available space
- Additional Notes: may change later on
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: intel 9th gen or later
- Memory: 8 GB RAM
- Graphics: GTX 1650 or greater
- DirectX: Version 10
- Storage: 700 MB available space
- Additional Notes: may change later on
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Bay: Zero 1.0.0
Bay: Zero has entered full release! Thank you to everyone who has helped me get here and more! -Changed update name scheme from X . YZ to X . Y . Z (0.12 -> 0.1.2) -Added health bars to every regular enemy in the game(excluding the basic drone) -Added final planned main level -Added lower difficulty mode(Airlike) -Added endless mode- - Endless mode has enemies and occasionally bosses spawning -Revamped the tutorial -Revamped many levels -Made a second movement system for ease of use -Added new enemy types for future content beyond current release -While future content is planned, it will not be as direct as main content. -Nerfed SpinSlicers(small running enemies) -Buffed Hauler just a bit more just a TINNYYY bit I need to stop doing this -Fixed bug where you could enter the final boss area instead of the Debring boss fight -Updated many visuals around the game with new models and effects -Added more lore around -Added intro loading screen for levels to make things look smoother -Updated a lot of the UI -Pretty much updated everything(im forgetting a lot) -Kept level 9 unfinished -Planning on adding separate voicelines for certain enemies Thanks for playing!Read full article on Community Announcements (James)Patch NotesOfficial
Update 0.21, fixes and playability
Hello! This update aims to fix the bugs found in the 0.2 update and the game overall! -Prepared for next major update -Many, MANY bugs fixed, some include: -You were able to snipe enemies with the railgun from outside of their range-sometimes after you killed an enemy like the Swordbot enough and got it to EXACTLY 0 health, if you clicked phaser, and then laser after resetting the level and tricking the game into not resetting the choice you would be able to travel at 177 units per second in a straight line and then, if timed correctly, 500 units per second by taking advantage of the railgun -Cleaned up some levels like 2, 3, 4, and others a little -updated enemy bullet spawn animation -Fixed restart button on some levels -made game more playable, guiding the player more than it used to -and much more!Read full article on Community Announcements (James)Patch NotesOfficial
Update 0.2
FINALLY, the second major update of Bay: Zero has been released! This update features -4 new levels (all with higher attention to detail and quality!) -fixed AND reworked level progression system (it's no longer broken!) -fixed issue with second boss stealing a broken boss AI and using it to make itself more powerful -nerfed level 11 a bit -Made enemy range larger -new boss -Fixed many other bugs and inconsistencies such as the mouse not locking automatically on some levels Thank you for supporting my game! (if you can please help with ideas and feedback)Read full article on Community Announcements (James)Patch NotesOfficial
Update 0.13, more bugfixes
Due to 0.12 having to be slightly rushed out and more bugs being fixed before another major update, this update is primarily bugfixes! -I’m planning on making a Bay: Zero OST list available -NEW sword based enemy has been added to the game that has a fast charge up and high damage but has a short range! -Fixed walls and improved graphics -Reset button has been moved to P to stop accidental use -did a tiny bit more of optimization for level 11 especially -Added new enemy -lots of prep to speed up release of next update -Fixed post processing button not working -Fixed and moved all legacy abilities(such as laser) to E -Fixed problem where there were multiple abilities at once overriding each other -Powerup menu now automatically locks and unlocks your cursor -Fixed glitch allowing players to activate the exit gate without killing half of the enemies in a level firstThanks for playing! :DRead full article on Community Announcements (James)Patch NotesOfficial
Update 0.12, many many fixes
Hello! Due to burnout from working on the game, I've taken a break. This update features many QOL updates that make the game far more playable. -Made some slight changes to movement system so its is a little more static feeling -Working on optimizing new levels -Made some indications for exits for certain levels -Next large update(e.g. 0.1, 0.2) planned to be the update that gets the game ready to be played. -Objective UI added -NEW sword based enemy. DETAILS -The new movement system allows the player to(once they touch the ground) keep moving by holding a WASD key, or stop almost instantly. This change took most of the time to do because I had to look through the movement again. -In the newer levels such as level 11, I have tried to optimize it as far as possible while still giving a sense of scale. Since then I've made it to the point where it will run well on the phone pixel 6a(Tensor chip) and a steam deck(GTX 1050 equivalent). -A common problem while playtesting was that people didn't know how to identify the exit. Exits will now clearly be marked with text, or an indicator later on. (NOT FINISHED -A new UI has been added on the left side of the screen that shows what and where you have to do to beat the current level, whether it is finding an exit or destroying an enemy. This was also added due to the lack of a mission found at first glance. (NOT FINISHED) Thank you for supporting my game! (if you can please help with ideas and feedback)Read full article on Community Announcements (James)






