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One carrier against the sector's whole navy. The guns fire themselves, you steer the bow, pick the route, and decide how long to stay before the alarm brings the fleet down on you. Collect permanent cards that increase your strength each run. Five acts with increasing battle scope.
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Match strength key:80+65+50+<50Space Carrier Zero
SteamAbout Space Carrier Zero
SPACE CARRIER ZERO is an arcade expedition in retro vector line art. Arcade space fighting action with an incremental twist in the form of card pack drops that permanently increase your power across runs. You command a carrier holding station while the sector empties its fleet at you from every bearing. Build your ship, pick weapon evolutions, and build power across runs through card drops.

CHOOSE YOUR PATH THROUGH THE SYSTEM
Every node pays: wrecks, weapon drops, card packs, salvage. And every second you stay, the alarm climbs -- first fighters, then elites, then an intercept fleet. The jump drive needs thirty seconds to charge before you can move on, but you need to stay if you want to get strong enough to beat the gates and nuke the final planet.
FIVE ACTS, AND THE LAST ONE IS A PLANET
Five acts of route choices -- garrisons, caches, drydocks, and more to choose from as you fly through the system. Act gates end at the fleet's own infrastructure: an orbital shipyard that keeps launching hulls while you break its cradles, a War Moon, and finally a fortress world that shoots with its entire surface.

THE BUILD IS THE RUN
Twelve carrier types to play. Lots of weapons, from railguns to a launcher that drags a formation into one point and implodes it. And a relic catalog that changes the way your weapons and ship plays.
Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.
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