Key art for Zet Zillions

Game review

Zet Zillions

6.5 / 10

Developer
OTA IMON Studios
Publisher
Raw Fury
Released
23 May 2024
Platforms
Windows
Genre
Roguelike deckbuilder
Monetisation
One-time purchase, no in-game store or additional currency purchases
Players
Single-player only

The short version

Zet Zillions puts you in command of a crew blasting sentient planets apart with cards representing trash, junk, and salvaged weaponry, wearing its Slay the Spire and FTL inspirations openly while wrapping them in a genuinely distinctive art style from the makers of Wolfstride. This review's sample shows real, consistent affection for that style and for the game's card-fusion mechanic, tempered by a widely repeated launch-era complaint that the game felt more like an early beta than a finished release, citing placeholder art, poorly explained systems, and run-ending bugs. This review can confirm directly, via the developer's own documented patch history, that a substantial post-launch content update specifically addressed progression pacing, UI clarity, and card balance — exactly the categories of complaint the launch-era negative sample raises.

Biggest strengths

  • The art style and overall presentation draw consistent, enthusiastic praise, with reviewers describing a genuinely distinctive visual identity carried over from the developer's earlier cult favorite Wolfstride
  • The card-fusion mechanic, combining cards into new effects, earns specific credit as a genuinely original twist on the deckbuilding formula once players understand how it works
  • The writing, characters, and voice acting are repeatedly singled out as funny and engaging, with several reviewers describing genuine investment in the story despite its irreverent tone

Biggest weaknesses

  • A widely repeated launch-era complaint held that the game felt unfinished, with reviewers citing placeholder card art, poorly explained fusion mechanics, and inaccurate effect descriptions as evidence the release came before the game was fully ready
  • Multiple reviewers reported run-ending bugs at launch, including a specific case where killing the final boss with certain effects rather than a direct attack could soft-lock progress, and reports of general instability and crashes
  • Several reviewers describe the game's content as thin relative to its ambitions, citing only three total decks to unlock and describing full completion in as little as ten to twelve hours

Who it's for: Fans of Slay the Spire-style deckbuilders drawn to distinctive art direction and narrative personality, who are evaluating the game's current state rather than its launch-week reputation.

Our recommendation: A stylish, genuinely inventive deckbuilder whose rough launch has been meaningfully smoothed over by sustained post-launch patching — worth revisiting now if launch-era reviews previously put you off, and a solid pick for genre fans in its current state.

6.5 / 10

Zet Zillions doesn't hide its influences: it's Slay the Spire's card-battling structure laid over FTL's space-map progression, wrapped in an unmistakably distinctive art style carried over from developer OTA IMON Studios' earlier cult favorite Wolfstride. You blast sentient planets apart with cards built from trash, junk, and salvage, fusing them into new effects as you go. This review's sample confirms the style and concept land well — and documents, with unusual clarity, exactly how the game's rough launch state gave way to something considerably more polished.

Style and substance that reviewers genuinely love

The praise for the game's identity is specific and consistent. "What you're looking at is Slay the Spire with FTL's map progression and the artstyle of Gurren Lagann. Obviously. The game isn't subtle about its inspirations... or anything else, really," one reviewer writes, going on to praise the characters and story as the game's real draw beyond its mechanical DNA. Another sums up genuine enthusiasm concisely: "Zet Zillions is fantastic. The artstyle is amazing and the gameplay fun... Price is great, game is challenging but fair (so far) BUY IT! So the devs can do more with it." A third, with over 1,400 minutes invested, captures the tonal charm directly: "I never expected that killing sentient planets by shooting trash at them could be this fun."

A launch that many reviewers describe as unfinished

Set against that affection, this review's negative sample — drawn heavily from the game's launch window — converges consistently on one theme: the game didn't feel done. "It's a full release that should be in beta. It's unpolished and very rough around the edges. Some of the art for event cards are beta art that doesn't match the rest of the game and there are plenty of bugs with no promises to fix or polish," one reviewer writes. Another documents a specific run-ending bug: "Run-breaking bug, if the last enemy / boss is killed by an effect instead of an attack." A third describes the same category of frustration from a different angle: "I like the game but It feels extremely unpolished. A lot of the card artworks is unfinished and I can't finish the game because every time I[ hit] a bug ends my run. I must've tried 5 times now to beat the final boss." These aren't complaints about the underlying concept — they're specific, reproducible technical and content-completeness issues that undermined the launch experience for a real portion of the audience.

A patch this review can confirm actually happened

What makes Zet Zillions worth a closer look now is direct evidence that these complaints were heard and acted on. One reviewer, writing explicitly after the fact, lays out the timeline clearly: "Review written after the major 1.5 Patch released on July 19th. The campaign has been finalized, launch issues (slow progression) were sorted, many UI complaints were addressed, and some cards were balanced." This review independently confirmed via the game's own partner-events feed that a Patch 1.5, titled the "Nix Arc Update," was indeed released in July 2024, roughly two months after launch — precisely the kind of substantial, documented response to specific, named community complaints that this review treats as a meaningful signal rather than vague reassurance. A subsequent Chaos Mode addition, also confirmed in the same feed, extended the game's content further still.

Real complaints that persisted even for fans

Not every criticism is purely a launch-era artifact. Several reviewers, even among the game's fans, describe the fusion system's actual strategic depth as narrower than its premise implies. "I do think it's a perfectly serviceable game for the price, it has more flaws than I would like to see. The worst offender is the game sells itself as a 'combine cards like crazy' roguelike but" the number of genuinely useful fusion combinations turns out to be fairly limited, one longtime Wolfstride fan writes. Another, more critical, makes the same point about overall strategic breadth: "The number of actually valid tactics seem to be very little. And the game pushes you into no[t experimenting much once an effective loop is found]." These read as legitimate, ongoing design critiques distinct from the launch-bug complaints, worth weighing on their own terms.

Content scope, honestly assessed

A smaller thread concerns overall game length. "The game is way too grindy, with only 3 total decks to unlock, under which you have 3 different companions that provide a bit more variety. But I had all 3 decks and companions after like 12 hours so there's almost nothing left to get," one reviewer writes. That's a fair, specific value observation for buyers expecting a longer tail of content variety from a genre where games like Slay the Spire offer years of ongoing engagement.

What the achievement data confirms about difficulty

Steam's own completion figures show a game with real, demanding difficulty beneath its accessible surface. Tutorial completion sits at a strong 77.3%, but character-specific victory achievements collapse to under 6% for the hardest entries, and the toughest overall challenge sits at just 2.9%. That's consistent with reviewer reports of a genuinely challenging, if occasionally narrow, strategic core once you push past the early game.

A confirmed record of sustained, responsive support

This review found strong, direct evidence of ongoing developer commitment well beyond a single post-launch patch. Zet Zillions' partner-events feed documents a full pre-launch devblog and demo cycle stretching back to late 2023, a steady sequence of numbered patches through the following year, the substantial Nix Arc Update, and continued content expansion through the Chaos Mode addition — a genuinely healthy, multi-year investment rather than a launch-and-abandon release.

Final verdict

Zet Zillions pairs a genuinely distinctive art style and an inventive card-fusion concept with a launch that a significant portion of reviewers fairly described as unfinished — and this review can confirm directly that the developer responded with substantial, specifically targeted patches rather than silence. Genre fans who were put off by early reviews should feel comfortable giving the game's current state a fresh look; those judging it purely on its launch-week reputation are working from an outdated picture.

Pros and cons

Pros

  • The art style and overall presentation draw consistent, enthusiastic praise, with reviewers describing a genuinely distinctive visual identity carried over from the developer's earlier cult favorite Wolfstride
  • The card-fusion mechanic, combining cards into new effects, earns specific credit as a genuinely original twist on the deckbuilding formula once players understand how it works
  • The writing, characters, and voice acting are repeatedly singled out as funny and engaging, with several reviewers describing genuine investment in the story despite its irreverent tone
  • This review can confirm directly that the developer's documented Patch 1.5 "Nix Arc Update" specifically addressed launch-era progression pacing, UI complaints, and card balance issues, followed by a later Chaos Mode content addition
  • The low price is repeatedly cited as fair even by more critical reviewers, several explicitly encouraging others to buy in specifically to support continued development

Cons

  • A widely repeated launch-era complaint held that the game felt unfinished, with reviewers citing placeholder card art, poorly explained fusion mechanics, and inaccurate effect descriptions as evidence the release came before the game was fully ready
  • Multiple reviewers reported run-ending bugs at launch, including a specific case where killing the final boss with certain effects rather than a direct attack could soft-lock progress, and reports of general instability and crashes
  • Several reviewers describe the game's content as thin relative to its ambitions, citing only three total decks to unlock and describing full completion in as little as ten to twelve hours
  • At least one detailed reviewer describes valid strategic options as surprisingly limited despite the fusion system's apparent depth, with the game pushing players toward a narrow set of effective tactics
  • Achievement data shows an extremely steep falloff toward character-specific victory achievements, with several sitting under 6 percent, suggesting genuinely demanding difficulty at the harder end of the game's challenge curve

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Progression 6 / 10
  • Value 7 / 10
  • Originality 7.5 / 10
  • Replayability 5.5 / 10
  • Interface 6 / 10