ZERO KNOWLEDGE is a single-player cyberpunk deck-building roguelike developed for PC. Players take on the role of someone framed by an escaped superintelligence for high-impact attacks. The core challenge involves entering compromised systems, recovering signed contradictions, and determining which evidence to reveal without exposing too much.
Gameplay
Each run unfolds on a compact 4x4 attack graph. Players deploy Archetypes to claim territory and execute Protocols that reshape the board state. Installing Daemons adds further layers of control, allowing small positional edges to build into longer chains of advantage. Every placement directly influences available follow-up options, creating tight decision trees across short sessions.
Stack construction forms the heart of long-term strategy. Five Tradecrafts define available approaches: Surveillance, Exploit Design, Hacktivism, Fraud, and Social Engineering. Each provides unique Operations and card synergies that interact differently with the infrastructure under attack. Players adapt their Stack mid-run to match the demands of successive domains.
Progression moves through distinct Enclaves such as the Deep Web, Dark Net, The Chain, Dead Internet, Mariana's Web, and Simulation Lobby. Each imposes its own rules, and optional Key Shares offer additional objectives. Orchestrators appear as coordinating threats that require specific counters built from prior choices.
Game Modes
The experience centers on single-player runs where the goal remains consistent: recover evidence, break attribution, and alter the adversary's model of the player. Runs feature procedural elements shaped by Enclave rules and Tradecraft selections, with no separate multiplayer or competitive structures present.
Core loops emphasize careful resource management on the attack graph and incremental Stack refinement. Optional objectives like Key Shares add replay branches without altering the fundamental single-player focus. The structure supports repeated attempts to refine approaches against the framing narrative.
Core Systems and Progression
Evidence recovery drives narrative and mechanical advancement. Players decide which contradictions to surface while maintaining plausible deniability. This decision layer ties directly into board control, as stronger graph positions enable safer or more impactful reveals.
Tradecraft selection influences both immediate card play and longer Enclave navigation. Distinct Operations encourage experimentation across runs, with card interactions rewarding precise timing on the 4x4 grid. Daemons and Protocols serve as tools for disrupting enemy coordination rather than raw power spikes.
Is It Worth Playing?
ZERO KNOWLEDGE targets players who enjoy strategic deck-building roguelikes with positional tactics and cyberpunk themes. The compact graph and Tradecraft variety provide focused decision-making without overwhelming complexity. As an upcoming title with a planned November 2026 release, it currently has no user reviews or post-launch updates available.
Those drawn to single-player experiences centered on evidence management and adaptive stacks will find the described systems align closely with that preference. The indie strategy focus suggests appeal for fans of deliberate, replay-driven gameplay rather than fast-paced action or broad multiplayer features.