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The Over-complicated Gacha Review | Chaos Zero Nightmare

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Gaming

Overview and Storyline

Chaos Zero Nightmare (CZN) is a turn-based, roguelike deck-building gacha game developed by Smilegate. The reviewer praises its gameplay and continued improvements, while considering its story and some conventional gacha systems weaker.

The story follows the player, a self-insert captain aboard the spaceship SS Nightmare, who sends operators to resolve conflicts on other planets. The reviewer finds the main and event stories average, with familiar harem-style tropes.

A controversy involving the male character Owyn and dialogue implying relationships with the player’s characters led to backlash. After an apology livestream, players received 50 limited pulls. Claims that the original story was substantially different are described as rumors, and the reasons behind the alleged changes remain unclear. A rewrite of the early chapters was announced.

Gameplay and Strategy

Combat uses teams of three. Players draw five cards each turn and can spend up to three action points (AP) to play them. Enemies telegraph attacks, but may act before the player’s turn ends if their countdown expires.

Shields can protect characters beyond their normal health, though they usually expire on the following turn. Hitting an enemy’s elemental weakness deals extra damage and reduces its Ravage bar. Breaking that bar delays the enemy’s action and restores an AP.

Characters build stress when hit. At full stress, they suffer a breakdown and must play a set number of obstructive “bricked” cards to recover. Breakdowns can reduce maximum HP, so managing damage and encounter length is important.

Each character has an Ego skill, and players can equip partner skills as well. These powerful abilities have limited uses, so encounters are not designed to last indefinitely.

Roguelike Deck-Building

The main roguelike mode is where players build the save data decks used in other modes. During a run, characters acquire unique cards and upgrades called epiphanies. Since epiphany choices can be random, campfire meditation or available reroll tokens can help improve an unwanted result.

The reviewer recommends cutting weak basic cards at shops to increase the odds of drawing stronger ones. Gear and common cards can help, though many common cards are situational. Players should also track faint memory, which limits how many deck changes are guaranteed to carry over into save data. Exceeding the limit can make finalized changes random.

Runs include events, shops, campfires, and checkpoints. At campfires, players choose one action: heal, add a common card, or spend gold to reroll an epiphany.

The reviewer finds the mode’s deck-building and decision-making compelling, but says farming for optimized decks can make repeated runs feel like work. Seasonal meta-progression rewards regular play. A run-simulation option can save time, though it may not reliably complete everything.

Other Modes and Team-Building

Characters can reach level 60. Further progression comes from class-specific materials, partners, relics, and card upgrades. Relics have randomized stats, but the reviewer says correct main stats and a few useful substats are generally sufficient.

Save data lets players shape characters in different ways instead of relying on a single optimal build. The reviewer recommends experimenting with card synergies and keeping defensive characters in mind for modes where survival matters.

The main challenge modes include:

  • The Basin, a two-team challenge based on turn count.
  • The Great Rift, which also uses two teams but emphasizes damage within a turn limit and includes a leaderboard. Its seasonal mechanics tend to favor featured characters.
  • The tower, which removes the turn limit and rewards survival across consecutive encounters, making shields and defensive units more useful.

A separate roguelike mode removes the need to build save data and focuses on completing a run. Its newer Sortie version starts with one character, adds randomly selected teammates and modified cards, and asks players to draft a balanced team. Hard mode rewards knowledge of the game’s mechanics and synergies.

Gacha, Monetization, and Presentation

The reviewer describes the gacha as inspired by Genshin Impact’s system, but more generous. Five-star characters have a 1% base drop rate and a 50/50 featured rate-up. Losing the first featured roll guarantees the next one, and pity carries over. Partner banners have the same base rate and a guaranteed rate-up.

Most characters enter the standard pool after their initial banner. The reviewer notes that the few limited characters are generally stronger and that their duplicate levels can matter.

Four-star characters can be useful, including in teams built around their utility. The reviewer doubts new four-stars will arrive often, given the work involved in designing and balancing their kits.

The game offers selectors and other rewards, but the reviewer considers its everyday generosity above average rather than overwhelming. The battle pass has been improved, and lower-rarity partners can still be viable.

Presentation features 2D character art, animated attacks and cards, voiced story content, and lobby scenes unlocked through character bonding. A separate banner uses an alternate currency to give character cards Live2D animation; this does not affect gameplay.

The art and animations are not entirely distinctive, but the reviewer considers them polished and visually stronger than those in some comparable games.

Development, Verdict, and Advice

The reviewer says the developers addressed many launch complaints, including frustrating roguelike randomness and limited control over deck-building. They also added ways to select or reroll card upgrades.

Smilegate nerfed characters involved in an unintended infinite-damage interaction and provided reset tokens for affected upgrade materials. The reviewer considers the fix justified while noting that nerfs are risky in gacha games. They also praise buffs to underused characters, including some four-stars.

The game’s weakest points are its average story, randomized relic gearing, time-consuming deck farming, and late-game modes that can favor new rate-up characters. Its strongest points are the core deck-building, varied game modes, and meaningful evolution since launch.

The reviewer recommends CZN to players who enjoy strategic turn-based combat, roguelike deck-building, and some fan service, and who are comfortable spending time farming. Their practical advice is to build reliable save-data decks, trim weak cards, manage stress and resources, and use defensive strategies in modes without turn limits.

Featured Creator and Sources

  • Pseychie, also referred to as “Psyche” in the subtitles, is the reviewer.
  • Smilegate is the developer. The review also references the game’s apology livestream and reports based on unnamed rumors and leakers.
  • Games mentioned for comparison include Slay the Spire, Epic Seven, Honkai: Star Rail, Genshin Impact, and Mori Memento / Mori Mans.

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