Tokyo Game Show 2025
Sci-fi Meets Eldritch Horror in Deck Builder Chaos Zero Nightmare
by Ken Iikura-Gross,
Rogue-lite deckbuilders are an interesting bunch to me. The randomness of each playthrough of a level or dungeon doesn't quite allow for consistent runs. But that randomness and ability to gain bonuses between each run forces players to learn how to play with the game pieces you're given and adapt to the challenges presented to you. This is how I felt playing Smilegate's new mobile game Chaos Zero Nightmare at Tokyo Game Show 2025.
Taking place in a universe overrun with Chaos, it's up to you and your team to purge Chaos from planets once occupied by humanity. This is achieved by playing through rogue-lite missions. In other words, while the basic premise of a mission is the same, the multiple branching paths to completion are different each time it's played. This lack of path optimization, level mastery, and consistency may dissuade some from touching the game, but this is where the fun lies in Chaos Zero Nightmare.
Rather than learning optimal paths, it's up to players to gauge their characters' needs as they progress through a mission. In some runs, you need resources over raw damage output, unique skills to overcome difficult battles, or to learn the enemy weaknesses or attack patterns. Through this, Chaos Zero Nightmare offers a fun, though sometimes difficult, challenge.

The combat system in Chaos Zero Nightmare is also intuitive and leaves enough room to optimize your strategy as best as possible. This is done through a deck-building system, with each character in your party having specific cards they can utilize in addition to an ability point system for the number of cards that can be played per turn from your hand. This makes each encounter unique and forces you to consider each card played. As in, should you play an attack, buff/debuff, or healing card? Does the card draw you more cards? Does the card add more actions per turn? This modular style of play makes combat exceptionally fun, and each run through a mission is that much more engaging.

One factor of Chaos Zero Nightmare that's a nice touch is the art design. It has a nice dark tone to it, playing into the concept of the story. It's not so much grimdark or dirty but rather heightens the desolation brought on by Chaos. The monsters also evoke a sense of eldritch horror, with designs that are just familiar enough, but warped in such a way as to give a sense of unease. It's a nice little touch and makes me want to see the full scope of the monster designs from the game.
Chaos Zero Nightmare is a game I'm genuinely curious about and want to engage with more. While it may not be available on console systems at release, mobile, PC, and Mac users will be able to play the game, and I might just check it out.
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