SlashZero is a 3D roguelike action platformer coming to PC through Steam and PlayStation. Published by Skystone Games, the studio founded by Diablo creator David Brevik and veteran Bill Wang, and developed by Streetlamp Studio, the game was revealed during the Future Games Show Spring Showcase in March 2026.
Combat here is built around aerial strings and parkour movement across multi-layered maps. Players dash, vault and fight through procedurally generated environments, chaining acrobatic combos that use the 3D space for vertical mobility. Every run generates different environmental challenges and synergistic power-ups, and the build variety runs deep. Authority Keys, Authority Blessings and Authority Codes form the customization backbone, letting players assemble hundreds of distinct loadouts. There's also a meta-progression layer tied to the Chamber of Secrets, where gathered intelligence translates into permanent supplies between runs. Combat leans hard into hit feedback and precision, asking players to blend finesse with tactical positioning rather than just mashing through encounters. Diverse level designs keep fights from settling into routine, and the procedural generation engine ensures the terrain itself shifts between attempts.

You play as a Timehacker, part of a resistance force formed to stand against HIEROS, the Lord of the Void. When HIEROS descends, Authority Keys emerge and scatter across timelines, giving rise to something called the Null Void. The Timehackers exist to leap across these divergent timelines, seeking out uncorrupted Authority Keys and unlocking the power needed to track down and defeat HIEROS. Multiple Timehackers are available to try, each offering a different combat playstyle. The premise wraps around a time loop set in a neon-drenched cityscape, where the collapse of time itself is the mystery you're unraveling run by run, breaking into parallel timelines to piece together what actually happened and reset the course of history.
The visual identity is the most immediately striking thing about SlashZero. Where most games in this space lean on pixel art, Streetlamp Studio built the whole thing in 3D anime style with rich character animation. Producer Jun described the intent as delivering a "prestige experience that rewards skill with a visual spectacle," and the cyberpunk setting gives the art direction room to breathe: all neon and scale and fluid motion. The studio calls it a "Triple I" project, positioning the production quality somewhere above typical indie fare. That ambition shows in how the 3D environment isn't just cosmetic but feeds directly into the combat's sense of verticality and momentum.

The pacing follows roguelike convention, fast runs through shifting environments with escalating difficulty, but the aerial combat system and build customization give each attempt a distinct rhythm depending on which Timehacker you're running and how your Authority loadout comes together. Beneath the flashy combos and procedural chaos sits a question the game keeps circling back to: is what you see the truth? The shattered timelines aren't just a gameplay conceit. They're the frame for uncovering whatever hidden truth sits at the bottom of this cyberpunk world, one loop at a time.


